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Is anyone else as worried about spellcrafting as I am?

  • Armann
    Armann
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    My thoughts: Spell crafting, classes and balance

    In short I think class passives matters more, for example if we get a simple 3 second Invisibility spell from Illusion, NB passives gives them the edge and their version comes with extra perks. Sorcerers will still have the advantage when it comes to Conjuration assuming their passives will work with Spellcrafting.
    EU megaserver | XboxNord Nightblade | Ebonheart PactImperial Dragonknight | Ebonheart PactDunmer Sorcerer | Ebonheart PactDunmer Warden | Ebonheart PactOrc Necromancer | Daggerfall CovenantAltmer Templar | Aldmeri Dominion
  • Anastasia
    Anastasia
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    Armann wrote: »
    My thoughts: Spell crafting, classes and balance

    In short I think class passives matters more, for example if we get a simple 3 second Invisibility spell from Illusion, NB passives gives them the edge and their version comes with extra perks. Sorcerers will still have the advantage when it comes to Conjuration assuming their passives will work with Spellcrafting.

    Intriguing Armann. What your explanation encompasses means that whatever is a great build now will be an even GREATER build once Spell Crafting is implemented. ^/^

    Definitely something to add interest to this MMO. Hoping they have worked long and hard on this particular new content!
  • Mendoze
    Mendoze
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    I'm a little worried too, since this probably makes every class pretty much similar. On the other hand it offers easiest way to balance PVP when everybody can use whatever they want.

    Like my sorcerer can spellcraft DK's reflecting scales, Templar's big heal ( forgot the name of that skill ) or maybe NB's vanish. DK on the other hand can spellcraft ranged nuke like crystal fragments or bolt escape or something like that. So basically every class gets a huge buff because they can spellcraft what they are lacking. IMO this makes PVP really fun, when you never know what your opponent is capable of.

    But balancing of course is going to be pain, because now ZOS always has got support from other 3 classes when 1 gets nerfed, but after spellcrafting they have to face entire community when neft hammer hits :smile:
  • SkillzMFG
    SkillzMFG
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    jrgray93 wrote: »

    - How will I know what's going on? If everyone has custom spells, it's a lot harder to "know your enemy," so to speak. This might introduce some flavor to PVP encounters, but it could also trivialize the act of adapting to hard counter certain builds. Learning to counter other builds is something I find entertaining, and I'm sure a lot of people agree. With tons of random spells in the mix, it could be like turning rock-paper-scissors into absolute chaos. I must admit this sounds less like a negative change than an interesting one, but we'll have to see how that pans out, because of the potential for...

    Well that's the beauty of it, In a world full of immersion and differences you're supposed to be different and unique. I think this will just add more uniqeness to my characters and their combat abilities...
  • Merlin13KAGL
    Merlin13KAGL
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    jrgray93 wrote: »
    On one hand, I am really excited about the possibilities for spellcrafting to fill in gaps left by classes and provide cool new ability combinations. It really plays into the "play how you want" mantra. On the other hand, I think it has potential to be a complete disaster without the proper limitations.

    Oh no, looking forward to it.
    jrgray93 wrote: »
    Here's why.

    - How will I know what's going on? If everyone has custom spells, it's a lot harder to "know your enemy," so to speak. This might introduce some flavor to PVP encounters, but it could also trivialize the act of adapting to hard counter certain builds. Learning to counter other builds is something I find entertaining, and I'm sure a lot of people agree. With tons of random spells in the mix, it could be like turning rock-paper-scissors into absolute chaos. I must admit this sounds less like a negative change than an interesting one, but we'll have to see how that pans out, because of the potential for...

    Death Recap is the first method that comes to mind ;)

    Seriously, I suspect the overall effect options will be based on the basics available right now. Destruction choices (Fire, Cold, Lightning, Poison, Disease, Drains, etc.) I expect the results will be listed accordingly.
    jrgray93 wrote: »
    - Introducing even more min/max situations by providing players with exactly what they want. It could just be a matter of time before somebody comes up with some ludicrous combination of spells that creates even more of a cookie cutter situation than currently exists with build setups. With customized spells, balancing could be a nightmare. But lastly...

    At a cost. I expect there will be limits to combinations available (Similar to the tiered enchanting costs from prior TES games) and additional effects will cost more for less added effect. I also expect the overall cost for creation will be fairly high for the worthwhile spells, be it in gold, mats, whatever.

    For instance, I suspect there will be less involved in making a straight up Lightning spell, but Lightning coupled with Flame secondary will cost more. There will be cool downs and limits, too, I suspect.

    It will also be interesting because it will open up certain aspects to everyone, not just certain classes.

    I also expect you will have to use the spell in place of one of your current skill-bar skills. There is direct cost associated with this as well.
    jrgray93 wrote: »
    - Trivializing existing class abilities. I suppose there will be mechanics and such reserved to class skills, but the more straight-forward ones might cease to be useful, depending on how the class system is implemented. If that is the case, I might not bother even putting many skill points into active abilities (will spell crafting cost skill points? Probably. At least I'd think so). But hey, some people don't like classes existing in this game at all, so maybe that will be a good thing.

    I don't think it will do this entirely. Class abilities will still have their worth. Again, you'll have to give up a skill to use a spell, or so I assume.

    It has great potential to really customize a character's abilities and create some potential counters that are simply not possible right now.
    jrgray93 wrote: »
    Here's hoping the system will be as cool as it sounds like it might.

    Indeed. I suspect they are being very careful about how they implement it, not wanting to tilt the game on its nose again to have to fix it later.

    There will be dual feelings that take place. You'll have the combination feeling of "Oh ****" when you see that new casting animation, as you won't know what's coming. But you'll also be giddy as a schoolgirl, because the curiosity to see what it is will follow.



    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Tabbycat
    Tabbycat
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    The way I understand it is you are going to find tablets (whole or in pieces) with a base spell from one of the schools of magicka. Then, once you learn this base spell you have the option of what kind of effect you want it to have (aoe, ultimate, tick over time, and whatever other choices you have). Then you have to scribe them onto these stone tablets that are found in the world (to learn yourself or to trade with others). Depending on the rarity of the stone tablet, is how powerful your end spell is going to be. So there will be a limitation. Because you aren't just mixing together different spells in whatever fashion you like. You get a base, an effect and the strength of the spell. You won't be as limited by class as to what you can do.
    Edited by Tabbycat on August 15, 2014 1:00PM
    Founder and Co-GM of The Psijic Order Guild (NA)
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  • Thechemicals
    Thechemicals
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    there will be 1-2 spells that everyone uses because they are the best spells and then there will be that one spell that is exploited in pvp and will give like 5000 point leads to which ever faction exploits them the most. The rest of the spells will be terrible and/or strictly for pve. Mark my words.
    Vr14 Templar since release- dual resto
    Vr14 Dk bow/2h

    Brayan Blackthunder
    Goddick
    Daggerfall Covenant

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