Shaun98ca2 wrote: »Spellcrafting will add some MUCH needed longevity to the game with a touch of exploration to find all these components.
Glad you pointed this out. Happy to see the exploration element.
fromtesonlineb16_ESO wrote: »First, my comment is based on cause and effect, my views of the two aspects of the game don't come into it. I won't deny your observation of my position is wrong, but my comment is easily seen to be true simply by reading the forums over time and seeing what ZOS do: the nerf to the DK 'pull' skill being merely one of hundreds where PVE play was negatively affected by PVP QQing.
fromtesonlineb16_ESO wrote: »Second, I never see PVE balance discussed in terms of PC vs. mob, it's in terms of class X being unwanted (in group content) because class Y is better or, in the case of the VR debate some classes could easily solo their way through while others couldn't progress beyond VR3 or so.
fromtesonlineb16_ESO wrote: »At the point in the TES historical time-line ESO is set, Necromancy was rarely practiced and very largely condemned. It was usually a secretive affair, for example I think it is mentioned in the game Veran got Mannimarco expelled from a guild due to some of his practices.
So, hundreds of PCs running about a zone as Necromancers would fly in the face of Tamriel at the time this game is taking place.
rob.shzaub17_ESO wrote: »I think the classes should be removed and all the skill lines given given a weighted score, and a new character can only spend so many points. That way if I want to take the Sorcerer Daedric summoning and Lightning skill lines with the Dragon Knight Earthen Heart I could so long as the skill lines fall below whatever max point total they impose. Additionally they could add some kind of incentive for staying with your original skill line. Like if you go all Dragon Knight you get a buff to some stat or something.
Well if we are able to create so called "any" skill, then i would say, this is the ultimate answer to nerf crying.
I mean, you can't cry about ANY class being op, if you yourself can mimic those skills.
That being said...we don't really know how it's going to be implemented and what degree of creation or editing or ANYTHING we can do with spellcrafting yet.
I just hope it is what i think it is.
Cos people who rolled classes to max level and then only realised that some other classes has awesome skills.....those are the ones that complained/unsubbed/etc...cos they didn't want to level a whole different charcater again.
If spell crafting made it possible for them to recreate the spells which they percieve to be awesome on some other class...i suspect, alot of complaints would die off, and alot of people would be happy.
I really do not like the sound of spellcrafting, simply on a basis of balance.
Stamina builds have been underpowered and it's been four freaking months and they still haven't fixed the balance. How do you expect them to get spellcrafting right if they can't even fix a balance problem between stamina and magicka?
Malpherian wrote: »DanteVFenris wrote: »My biggest fear is what will happen to staves and mages guild. They seem totally useless compared to what this system is offering. While I'm all for this spell crafting it's going to be awsome. What's going to stop from everyone playing these abilities? Why should I be a night blade if I can get a list of illusion spells.
So it's a double edged sword, it frees up the classes but also might make classes not as valuable. Though there are some class abilities that will stand out. I'm mostly worried about the mages guild.
I also I want to hear what they have to make stamina abilities just as badass. They need a version for stamina builds. Like "disciple training" or something where you seek out masters in certain arms.
Though again on a side note I do think it's for the best.
Like I said, this is TES game, classes are not supposed to have "Value". They are simply something to give you a nudge in the direction you want to develop your character in, with some starting abilities, Nothing else.
Character development is a personal thing, and rather then most games where you pick a class and play that class and playing that class is "the game" and never goes beyond such.
With a TES game it's the opposite, the game is about "YOU" and "YOUR" journey to develop your character into whoever, or whatever you want them to be, pretty much without limit or restriction.
Hence the reason many TES fans refused to buy the game when it released with restricted clases, as we classified it as "just another wow clone". Now, once this has been implemented it wil become something far more, and greater then WoW could ever be.
And hey, maybe the TES fans will come back.
Well if we are able to create so called "any" skill, then i would say, this is the ultimate answer to nerf crying.
I mean, you can't cry about ANY class being op, if you yourself can mimic those skills.
That being said...we don't really know how it's going to be implemented and what degree of creation or editing or ANYTHING we can do with spellcrafting yet.
I just hope it is what i think it is.
Cos people who rolled classes to max level and then only realised that some other classes has awesome skills.....those are the ones that complained/unsubbed/etc...cos they didn't want to level a whole different charcater again.
If spell crafting made it possible for them to recreate the spells which they percieve to be awesome on some other class...i suspect, alot of complaints would die off, and alot of people would be happy.
To me, it sounds like they have nothing else for players to do other than fight, fight, and more fight. Like build a house, like establish a political faction, like participate in political affairs, etc.
Let's see how it is implemented.
Not to be sarcastic here Devlinne, as your point is interesting.
But, if you are right, lol ZOS owners will become zillionaires AND they will be able to cut back their staff by a magnitude since there will be zero need to focus on BALANCE.
If that unicorn dream: "Everyone can be Everything" is achieved in TESO, no one will ever be negative about this MMO again.
Chances?
I hope not because after all most TES fans didn't want the locked Class system present in the game right now. It will still matter for a few of the Class only abilities/passives since you won't be able to reproduce them via Spellcrafting. All this mechanic will do is bring ESO that much closer to TES games that had an open Class system, where you were whatever you wanted to be at any time throughout playing the game.DanteVFenris wrote: »Will classes even matter after spell crafting?
khele23eb17_ESO wrote: »Not to be sarcastic here Devlinne, as your point is interesting.
But, if you are right, lol ZOS owners will become zillionaires AND they will be able to cut back their staff by a magnitude since there will be zero need to focus on BALANCE.
If that unicorn dream: "Everyone can be Everything" is achieved in TESO, no one will ever be negative about this MMO again.
Chances?
Very low. This needs to be done very carefully. If anything it will require more balancing or you are likely to end up with a single top character template not for each class but for every character in game. Also this will again make stamina builds useless for months before they come up with a stam counterpart.
You mean like the change to Wind Walker in Medium Armor that added cost reduction to exactly mirror Evocation in Light Armor that they already did. Or do you mean the increase in damage to multiple Stamina based abilities like Poison Arrow that they already did. Wait, maybe you mean like all the crafted set bonus changes in 1.3 (hits in 2-3 weeks) that CLEARLY favor Stamina builds. I got it, you mean the additional increase to base damage of even more Stamina based abilities that they are still working on implementing like they said in the Quakecon video.Absolutely khele23eb17. Would be awesome if they added in substantial stam corrections now, BEFORE Spell Crafting, BEFORE three more updates stretch stam characters hope out way too thin by months and months...
You mean like the change to Wind Walker in Medium Armor that added cost reduction to exactly mirror Evocation in Light Armor that they already did. Or do you mean the increase in damage to multiple Stamina based abilities like Poison Arrow that they already did. Wait, maybe you mean like all the crafted set bonus changes in 1.3 (hits in 2-3 weeks) that CLEARLY favor Stamina builds. I got it, you mean the additional increase to base damage of even more Stamina based abilities that they are still working on implementing like they said in the Quakecon video.Absolutely khele23eb17. Would be awesome if they added in substantial stam corrections now, BEFORE Spell Crafting, BEFORE three more updates stretch stam characters hope out way too thin by months and months...
Chill dude, they ARE working on Stamina based builds and Spellcrafting has nothing to do with the work they are doing to balance Magicka-Stamina builds. In fact Spellcrafting will HELP Stamina based builds, while adding mostly utility to Magicka builds.
This is why many of us have made comments and even started threads aksing ZoS to remove Defensive moves from Stamina and make a new stat called Endurance to tie all Defensive abilities to like Roll Dodge, Block, Break Free, Sprint, etc.I think it more along the lines of; for such up close and personal combat, we are still burning through our defensive stat in order to do damage.
This is why many of us have made comments and even started threads aksing ZoS to remove Defensive moves from Stamina and make a new stat called Endurance to tie all Defensive abilities to like Roll Dodge, Block, Break Free, Sprint, etc.I think it more along the lines of; for such up close and personal combat, we are still burning through our defensive stat in order to do damage.
I'm pretty sure it is tied to the Mage's Guild. I'd have to re-watch the Quakecon video to clarify though.R1ckyDaMan wrote: »They need to tie spellcrafting to the mages guild imo, the higher your rank in the mages guild the better the spells you can craft etc.
and to the op anything that takes us further away from a pigeon hole class system the better.
R1ckyDaMan wrote: »They need to tie spellcrafting to the mages guild imo, the higher your rank in the mages guild the better the spells you can craft etc.
and to the op anything that takes us further away from a pigeon hole class system the better.
R1ckyDaMan wrote: »They need to tie spellcrafting to the mages guild imo, the higher your rank in the mages guild the better the spells you can craft etc.
and to the op anything that takes us further away from a pigeon hole class system the better.