xenowarrior92eb17_ESO wrote: »the game is as buggy and laggy as it is..adding random stuff is just not for current E$O sadly...
TheShadowScout wrote: »It would be difficult to manage, and it most likely would end up with -everyone- running the exact same combination of "super-effective" spells, or close enough to still look like a clone army.
TheShadowScout wrote: »It would be difficult to manage, and it most likely would end up with -everyone- running the exact same combination of "super-effective" spells, or close enough to still look like a clone army.
So, like now, then?
The only way it would be "balanced" is to other everyone the same set of tools and materials. However then someone will just find the "best" option and everyone will use that.I don't see how spellcrafting can be balanced in an mmo
I think, it matters not if 1) difference is negligible, 2) other options provide not only raw damage, but also some useful things like crowd control, DoT and similar, 3) considering how important is sustain now, cost of the ability also can influence the choice. Lots of variables to consider here, and mathematically it's not impossible to end up with a system, where not only one best solution exists.The only way it would be "balanced" is to other everyone the same set of tools and materials. However then someone will just find the "best" option and everyone will use that.
A possible and quite interesting solution, but IMHO only if resists will start to play much more important role, than now, it'll have a real value. And, yeah, offensive ice magic, pretty please, devs?The only spellcraft i need is to change damage type. I want a flame damage Streak and Overload!
Thannazzar wrote: »The only kind of spell crafting I think is viable is cosmetic visual effects(ie)
- colour/animation changes for bolts/rays & aoe's
- reskin for pets and visual creature effects
Ideally researched and locked in place like costume crafting eg:
Necromancer Spellcrafting Theme:
- Pets become undead themed (both summoned and pet visuals for instant abilities)
- Crowd Controls become grasping hands
- rays/bolts/shields become sickly pale white/green.
Isn't basic rule stay-away-from-the-red-circles enough in the majority of situations? People here think too much about newcomers, and sometimes consider them complete ignoramus. IMO, devs shouldn't discard interesting mechanics only because it'll be difficult to sort out for an average non-experienced person. They certainly will discard, but they shouldn't... Regarding spellcrafting again, it can be implemented by various ways in game, without breaking anything or even make the game much better. Singleplayer approach, as I and others said before in this thread, is not viable in MMO, but one can came up with a solution, that will fit ESO just right and still can be called as spellcrafting.VaranisArano wrote: »That's be awesome but only if it only applied to PVE. New players have a hard enough time recognizing abilities and counters in PVP without adding to the learning curve by letting players change what their abilities look like.
kypranb14_ESO wrote: »I feel like spellcrafting could be awesome. However, I also feel the amount of imbalance it would bring to the game would greatly outweigh the awesome.
If it were to be added, I'd like it to be a pick a primary attribute for it. Something like the following.
Damage or Healing?
Single target or AOE?
Direct Damage or DOT?
Instant, Channeled, or Cast Time?
Magic, Flame, Shock, or Frost?
Secondary effect? (Stun, Snare, Knockdown, Fear, etc)
Then have sliders that moved right to left.
Damage/Healing
Duration (For the DOT if it's a DOT, otherwise for the utility effect)
Area (For the size of effect if it's an AOE)
The overall magicka cost of the ability could be determined by how far the sliders are pushed, and there should be a maximum amount of slider usage. (For example, I have 5 dashes between each parentheses, maybe you could only use a total of 8 dashes)
It could just as easily be turned into ability crafting, because stamina wants love too. Just slap on Physical, Poison, and Disease damage, and we're good to go.
logarifmik wrote: »Isn't basic rule stay-away-from-the-red-circles enough in the majority of situations? People here think too much about newcomers, and sometimes consider them complete ignoramus. IMO, devs shouldn't discard interesting mechanics only because it'll be difficult to sort out for an average non-experienced person. They certainly will discard, but they shouldn't... Regarding spellcrafting again, it can be implemented by various ways in game, without breaking anything or even make the game much better. Singleplayer approach, as I and others said before in this thread, is not viable in MMO, but one can came up with a solution, that will fit ESO just right and still can be called as spellcrafting.VaranisArano wrote: »That's be awesome but only if it only applied to PVE. New players have a hard enough time recognizing abilities and counters in PVP without adding to the learning curve by letting players change what their abilities look like.
Absolutely true, my bad, and I do apologize. Well, speaking personally, only places where I do care about recognizing next enemies move is IC and battlegrounds. In wide areas of Cyrodiil I usually have lags... In sum, I agree, that changing animation/visual for abilities in PvP is not a good idea after all.VaranisArano wrote: »No. "Stay-out-of-stupid" might be sufficient for most PVE dungeons, but that's not how the majority of PVP works. And ability your enemy can just walk out of is a nigh-useless ability in PVP.