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2023 New Feature Speculation

  • Treselegant
    Treselegant
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    Syldras wrote: »
    I’m thinking a Warden and a Necromancer.

    Probably. And as Bastian was an Imperial in Blackwood and Isobel a Breton on High Isle, I'm quite sure that the race of one of the new companions will relate to the zone where the new chapter takes place. So probably a Dunmer, Redguard or Bosmer? Although having another Dunmer would be an unusual decision as long as there isn't a companion of all other races yet, I think.
    I have very low expections for any new companion if they are going to add new ones because the recent writing has been so poor. I fully expect any new male companion to be a sociopathic murderer with a gruff early-2000s-gaming-protagonist-voice and all the depth of a muddy puddle.

    So you wouldn't enjoy the caricature of a dark and edgy necromancer assassin thief who is fine with every crime you can commit in this game and who talks about how much he enjoys murdering people and animals, stealing things, raising corpses and all that other stuff edgy kids like all the time - repeatedly (in case you've already forgotten after 15 seconds)? Oh, and of course he'll call you good-looking and praise you on every occasion. And he'll laugh the cliché "evil laugh", of course. So everyone knows he's evil (for those who haven't yet spotted the evil robes or evil daedric armor he's wearing).
    gdciof9ox6kb.gif
    BretonMage wrote: »
    I have very low expections for any new companion if they are going to add new ones because the recent writing has been so poor. I fully expect any new male companion to be a sociopathic murderer with a gruff early-2000s-gaming-protagonist-voice and all the depth of a muddy puddle. That companion/companions will then have all the new improvements and quests and all the bells and whistles in order to get you to buy the latest expansion while those who still use the older companions get approximately zero.

    We got 2 female companions in 2022, so I hope we'd get 2 male ones next. A gruff sociopathic one would appease the anti-Bastians while those of us with taste can get someone sophisticated :D

    Totally agree the Blackwood companions seriously need upgrading, especially with their dialogue. I'm levelling Isobel now and the difference is like night and day. She seems to have more dialogue lines, maybe, but really, the biggest difference is that they are more varied, better written. More lines for harvesting, so you don't hear the same lines a billion times.

    When I levelled the High Isle pair, I found myself getting more and more frustrated with the state of the Blackwood two. It just seems so cheap to do this to your customers. Sell an expansion with two companions as that expansion's feature then half finish them, leave them with long standing bugs/missing dialogue and then sell "new and improved" companions which completely ignore a whole demographic of players who prefer to adventure with a male companion just...because. Especially as the one male companion we currently have bares the brunt of the issues (missing dialogue, less dialogue in general, low effort writing in places) requiring update. The way it's been handled, It leaves a bad taste in the mouth.
  • colossalvoids
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    Malthorne wrote: »
    • Spellcrafting Q2

    • Veteran Overland Q4

    Sounds too good to be reality, can't get my hopes up that much.
  • ADarklore
    ADarklore
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    Again, I go back to the fact that a 'veteran overland' would separate players... and that's the one thing One Tamriel was created to resolve. I don't see them going back to separating players again, when the player population is already declining. I remember what those 'vet' zones were like, they were barren... and that's why many people never ran Cadwell's Silver and Gold, simply because of how barren it actually was. So unless they can create a system that keeps players together but allows a 'switch' to increase difficulty on the one player, I don't see it happening.
    CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
  • Seraphayel
    Seraphayel
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    ADarklore wrote: »
    Again, I go back to the fact that a 'veteran overland' would separate players... and that's the one thing One Tamriel was created to resolve. I don't see them going back to separating players again, when the player population is already declining. I remember what those 'vet' zones were like, they were barren... and that's why many people never ran Cadwell's Silver and Gold, simply because of how barren it actually was. So unless they can create a system that keeps players together but allows a 'switch' to increase difficulty on the one player, I don't see it happening.

    If the veteran overland is something that's bound to character and not zone there wouldn't be an issue. Not sure how that could work though.

    Vet zones were barren because people didn't play that much an reaching Veteran 5 or higher was a tremendous task to do within just a few weeks / months.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Elsonso
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    And from Konkles presentation in 2014, it looks as if they have the coding done for this.

    When this came up in 2021, it seems to me that the comment was that they could not use that original coding. I got the impression that the whole thing was down in the ZOS basement at the bottom of a locked filing cabinet stuck in a disused lavatory with a sign on the door saying beware of the skeevers. :tongue:
    Edited by Elsonso on January 10, 2023 2:27PM
    ESO Plus: No
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  • Zurixadai
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    Somebody help me, for a sec. If it is indeed Spellcrafting that we're getting, how do we get a system like that without omitting stamina builds from the start? We getting stamina lightning bolts or something? Not saying it can't be done, I'm just too dumb to imagine stamina versions of classic Elder Scrolls spells, I guess.

    Anyway, monk class, please. Or at least a class with a monk/unarmed skill line as one of the three.
    Wishlists:

    Gameplay Wishlist:
    -Winterhold [In all of its still-standing, pre-sunken, "rivaling Solitude" glory!]
    -Frost class/skill line [Wardens count!]
    -Unarmed/monk class or skill line
    -Polearms/spears skill line [Aedric Spear counts, but...]
    -Bound Weapons skill line [Casters should have more than sticks, yeah?]
    -More skill lines in general

    Housing Wishlist:
    -Structure pieces, by the thousands! Walls, doors, stairs; everything from every racial/architectural style
    -More functional furniture: doors that open/close, portals to travel throughout one home, etc
    -"Lairs" or something similar: another separate, instanced space inside of a home
    -NPC's: guards and bards, all day
    -The Golden Vendor, but able to be placed in homes [Might help with some excess Cyrodiil traffic, maybe?]
    -The Luxury Furnisher, but also able to be placed in homes [... Look, homes are huge and I'm tired of them being empty]
    -Boat house [Fair Winds absolutely counts!]
    -Boat furnishings in general
    -Respec/redidication shrines
    -Wayshrines [I can just port to a guildmate, I guess, but...]
    -Undaunted pledge billboards/Undaunted NPC's
    -Crafting writ billboards
    -More mount/pet functionality when placed [Pathing counts!]
    -Guild bank/store access
    -Ability to repair gear at home [If traveling merchants in the middle of nowhere can do it, why can't I?]
    -Other, smaller, fun functionality, like farming or mini-games [Tales of Tribute absolutely counts!]

    QoL Wishlist:
    -Text search boxes [Praise Tall Papa, thank you.]
    -Item conversion/transmogrification [Outfit stations absolutely count!]
    -Previewer/dressing room [Outfit stations absolutely count!]
    -Instead of Arms Packs (or in addition to them), just sell me the blasted VFX
    -Gear loadouts [Armory system counts!]
    -Skill loadouts Armory system counts!
    -Cloaks [I know you said no, but I'm not taking it off my list.]
  • Billium813
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    Zurixadai wrote: »
    Somebody help me, for a sec. If it is indeed Spellcrafting that we're getting, how do we get a system like that without omitting stamina builds from the start? We getting stamina lightning bolts or something? Not saying it can't be done, I'm just too dumb to imagine stamina versions of classic Elder Scrolls spells, I guess.

    I think this sort of addresses one of the biggest issues with SpellCrafting: that in order to implement it correctly, it would require a complete rewrite of ESOs combat system. Personally, I like the concept of making a distinction between "Skills" and "Spells".

    "Skills" would be restricted to Physical abilities, like Weapons or Physical actions (like blocking or running), requiring MOSTLY Stamina (+ minor Magicka requirements sometimes). I think it makes more sense for physical activities to not only be called "Skills", but also require Stamina (bracing for impact, swinging a sword, pulling a bow string). Some "Skills" may have a magical morph that imbues the action with some ADDITIONAL magic cost on top of the stamina cost.

    For instance, "Momentum" from the 2h line.
    • Base ability: "Momentum" - buffs yourself and costs Stamina. Pure stamina effect. Focus and psych yourself, giving buffs to weapon damage
      • Morph: "Forward Momentum" - Effects just lasts longer & removes snares and player is unstoppable. Pure Stamina effect. You focus harder, put in more effort, increase your momentum with physical effort
      • Morph: "Rally" - Same effect, but now it heals at the end of the effect. This sounds like an additional magical effect. There would still be the Stamina cost, but an additional minor Magicka cost as well.

    "Spells" could be created under a new SpellCrafting system! They would require MOSTLY Magicka (+ minor Stamina requirements sometimes). Using Magicka though is more inherent and not really a "Skill"; therefore being called literally a "Spell" and requiring the use of magicka. Some "Spells" might be so powerful and involved that they require some Physical strength too... so they may require extra Stamina costs, but "Spells" would primarily be all about using Magicka.

    Staff skill lines and Guild Skill lines would be completely removed under this new concept.
    Edited by Billium813 on January 10, 2023 9:15PM
  • Hyperdeathstalker
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    I really dont think it will be spellcrafting as will be difficult to balance if there is to much customization and will be lacking if it is too basic to stop op skills emerging. It would be awesome but unlikely.

    My guess would be a trial finder, which is desperatley needed to breath new life into content without adding anything too tricky. Would also coinside well with another trial for the uocoming chapter as there is quite a number of trials now and getting into specific ones can be tricky, im looking at you clockwork city AS which i havent seen in years.

    Another thing which is possible would be a new skills line and mini game system like antiquities as i think as new class would be too troublesome and not worth the time invested but hopefully Monk class flame fists ;)

    Also Pvp content would be much welcomed, even if its just new achievements with skin rewards , mounts etc
  • Dysturbed
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    only thin I would like to see is separating pve from pvp so then dint have to constantly re-balance everything.
  • wenchmore420b14_ESO
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    Elsonso wrote: »
    And from Konkles presentation in 2014, it looks as if they have the coding done for this.

    When this came up in 2021, it seems to me that the comment was that they could not use that original coding. I got the impression that the whole thing was down in the ZOS basement at the bottom of a locked filing cabinet stuck in a disused lavatory with a sign on the door saying beware of the skeevers. :tongue:

    Lol! Didn't see that comment.
    Remembered I had that screen shot from a old data mine. I kinda hope for spellcrafting, but only if it is how they showed it.
    After AWA and UD 35, kinda scared of how they would do it. :)
    Drakon Koryn~Oryndill, Rogue~Mage,- CP ~Doesn't matter any more
    NA / PC Beta Member since Nov 2013
    GM~Conclave-of-Shadows, EP Social Guild, ~Proud member of: The Wandering Merchants, Phoenix Rising, Imperial Trade Union & Celestials of Nirn
    Sister Guilds with: Coroner's Report, Children of Skyrim, Sunshine Daydream, Tamriel Fisheries, Knights Arcanum and more
    "Not All Who Wander are Lost"
    #MOREHOUSINGSLOTS
    “When the people that can make the company more successful are sales and marketing people, they end up running the companies. The product people get driven out of the decision making forums, and the companies forget what it means to make great products.”

    _Steve Jobs (The Lost Interview)
  • Esha76
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    I would be very happy with spellcrafting and/or harder overland content.

    Spellcrafting is a strong guess. They said the new feature is both highly requested and will involve old zones. And they never scrapped spellcrafting. It was just put "on the back burner".

    I think spellcrafting would breathe new life into this game. Yes, it's been said a thousand and one times that it has too much potential to unbalance the game. I'm fairly confident the devs have re-read that sentiment two thousand and two times, and will be extra mindful of the balance issue. They've had plenty of years to work on it and make changes and adjustments to fit with their current vision of their game.

    I would gladly welcome it. I love having themes to my characters, and as an alt-aholic, I can see myself getting re-wrapped up in this game as I was back at the start.

    Whatever the new feature will be, I hope the best for it. I care more about the health and longevity of this game than I do about what feature(s) I want to see.
    "There is no moisture in your angry stares." - Laughs-at-All
    "I don't know why I bother guarding you horrible people." - Orama Sadas
    "Scales here is about to have a really bad day..." - Valeric
    "Just tell me what you're doing here before I turn your heart into a tomato..." - Sereyne
    "Break those rocks! Dig those ditches! Why??? Because I want you to!!!" - Ifriz the Unraveller
    "There are worse masters than I. Far worse." - Molag Bal
    "I humiliated the Daedra in Mehrunes Spite." - You, when turning in a specific Undaunted Daily.
    "I'm not finding you very pleasant!" - Adla the Brewer
    "Old Ri'hirr likes his birds slow and stupid!" - Old Ri'hirr
    "When things get dirty... Oh, I get so flustered." - Meredil the Archivist
    "Too many Argonians about these days..." - Davon's Watch Guard (though I think this one has been removed from game)
  • Jaraal
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    Would be nice if they finally make customizable skins for werewolves and warden and sorcerer pets. Also a real skeleton pet for necros, and maybe a Morkuldin-like sword and shield pet for templars.
    RIP Bosmer Nation. 4/4/14 - 2/25/19.
  • Seraphayel
    Seraphayel
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    Zurixadai wrote: »
    Somebody help me, for a sec. If it is indeed Spellcrafting that we're getting, how do we get a system like that without omitting stamina builds from the start? We getting stamina lightning bolts or something? Not saying it can't be done, I'm just too dumb to imagine stamina versions of classic Elder Scrolls spells, I guess.

    Anyway, monk class, please. Or at least a class with a monk/unarmed skill line as one of the three.

    How is that an issue / a difficult task to do? You can simply select the desired resource for the skill in the crafting window, either make it cost / scale with Stamina, Magicka or Health. It couldn't be easier.

    "Spell" doesn't mean it's about Magicka - Stamina skills can also be "spells".
    Edited by Seraphayel on January 11, 2023 6:53AM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Hesperax79
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    Esha76 wrote: »
    Iit has too much potential to unbalance the game.

    I do not understand this hype on spellcasting.
    There is not oly potential to unbalance the game but this will be SURE to unbalance the whole game. Sets+skill lines+CP are complicated enough. If you add one more element into the math, this will be unhandleable.

    In the other hand there are lot of major area in the game wich have absolutely zero upgrade since ages.
  • Vindold
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    Hesperax79 wrote: »
    Esha76 wrote: »
    Iit has too much potential to unbalance the game.

    I do not understand this hype on spellcasting.
    There is not oly potential to unbalance the game but this will be SURE to unbalance the whole game. Sets+skill lines+CP are complicated enough. If you add one more element into the math, this will be unhandleable.

    In the other hand there are lot of major area in the game wich have absolutely zero upgrade since ages.

    They dug their own grave by choosing such approach with sets...it's really hard for them nowadays to make a new viable sets which will not ruin balance like Mara's Balm etc...tbh I'd be happy if they rework it.
    For ex.remove 85% of existing sets, rebalance remaining sets, maybe make them discoverable through craft\exploration and so we can apply them as upgrades to any armor piece, then add like ~3 sets per chapter, like mag,stam,hybrid + introduce new item quality with 1 unique random bonus feature which we can't simply craft(like legendary\mythic idk) but they can be obtainable by exploration, like delves\public dungeons and with higher chances in dungeons\raids\pvp...then it'll be easier for them to balance this game, to add new classes\skill lines, new systems like Spellcrafting without completely annihilating all the balance...but ofc I doubt that they will make such drastic changes.
  • ldzlcs065
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    What I wish most is transporting the whole game to a new engine, but I know this won't happen.
  • Alpharos7
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    ldzlcs065 wrote: »
    What I wish most is transporting the whole game to a new engine, but I know this won't happen.

    The only way this could happen is if they ceased supporting previous generation consoles.
    PS5 EU (UK) 668CP - Avid Roleplayer and Elder Scrolls fan!

    Kurog Gularz - Orc - Stamina Dragonknight
    Ancano Galerion - High Elf - Magicka Sorcerer
    Manabi Zenammu - Dark Elf - Magicka Dragonknight
    Warlock Necros - High Elf Vampire - Magicka Nightblade
    Rajirr Nightclaw - Khajit - Stamina Nightblade
    Drifa Deathweaver - Nord - Stamina Necromancer
    Aurodil - High Elf - Magicka Templar
    Mother Daenia - Breton - Stamina Warden
    Souless-Robot - Orc - Stamina Sorcerer
    Ursine Wildheart - Nord - Stamina Warden
    He'lea Asakale - Imperial - Stamina Templar
    Necrosa Corpse-Caller - High Elf - Magicka Necromancer
  • Jaimeh
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    I'm calling it now, it's going to be Lich class :lol:

    (Not being serious btw, just seeing the skulls and what looks like a necromantic ritual made me entertain the thought for a moment :) )
  • everseeing_njpreub18_ESO
    Couldn't personal "Veteran" mode be as simple as say adding "negative food" where (example) instead of gaining 200 Critical Rating, you lose it.

    Make a Food that basically debuffs your character as much as you want (-10/-25/-50% to stats) that you eat and only effects you and now the same spawns, the same game is harder for you as the player.

    Same as people who want a challenge playing without bits of gear, without food buffs or potions.
  • Chilly-McFreeze
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    Couldn't personal "Veteran" mode be as simple as say adding "negative food" where (example) instead of gaining 200 Critical Rating, you lose it.

    Make a Food that basically debuffs your character as much as you want (-10/-25/-50% to stats) that you eat and only effects you and now the same spawns, the same game is harder for you as the player.

    Same as people who want a challenge playing without bits of gear, without food buffs or potions.

    This was discussed to death in the corresponding thread. Debuffing yourself does not resolve the core issue of anticlimatic quest bosses that get one shotted by every random passer by.

    Also discussed was if separate vet instances would separate the player base and goes against 1T any more than the already multiple instances (shards) of the same zone does.
  • SilverBride
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    This was discussed to death in the corresponding thread. Debuffing yourself does not resolve the core issue of anticlimatic quest bosses that get one shotted by every random passer by.

    Also discussed was if separate vet instances would separate the player base and goes against 1T any more than the already multiple instances (shards) of the same zone does.

    There was also a statement in that thread from an interview with Rich Lambert that there are no major plans for overland difficulty so I very much doubt this is what will be revealed. Besides the fact that veteran overland zones are not new and were removed with One Tamriel because very few ever played through them.
    PCNA
  • PrimusTiberius
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    Who knows...They'll probably add a golf game as the big surprise for 2023. You'll have to grind each zone for a minimum of 40 hours for each club to drop. Once you have your full set of clubs, you then have to get a hole in one on the 18th hole (that's only after you play the first 17 holes) to have a .005% chance of one out of fifteen piece magic door bell to drop.
    Everyone is going in one direction, I'm going the other direction
  • wenchmore420b14_ESO
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    Well, with the free emote for the World Reveal being "Ritual Casting" I'm gonna bet on Spellcrafting.
    :)
    Drakon Koryn~Oryndill, Rogue~Mage,- CP ~Doesn't matter any more
    NA / PC Beta Member since Nov 2013
    GM~Conclave-of-Shadows, EP Social Guild, ~Proud member of: The Wandering Merchants, Phoenix Rising, Imperial Trade Union & Celestials of Nirn
    Sister Guilds with: Coroner's Report, Children of Skyrim, Sunshine Daydream, Tamriel Fisheries, Knights Arcanum and more
    "Not All Who Wander are Lost"
    #MOREHOUSINGSLOTS
    “When the people that can make the company more successful are sales and marketing people, they end up running the companies. The product people get driven out of the decision making forums, and the companies forget what it means to make great products.”

    _Steve Jobs (The Lost Interview)
  • alternatelder
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    Zos, it's not too late to ctrl-alt/delete spellcrafting. Do you really want to work on more balancing in an already unbalanced mess?

    As much as I've always wanted a one handed sword and spell as its been shown since launch with our Altmer in the cinematics, I really don't want another skill line with balancing issues.
  • Dark_Lord_Kuro
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    Zos, it's not too late to ctrl-alt/delete spellcrafting. Do you really want to work on more balancing in an already unbalanced mess?

    As much as I've always wanted a one handed sword and spell as its been shown since launch with our Altmer in the cinematics, I really don't want another skill line with balancing issues.

    Well as unlikely as i think it is, with nothing worthwile for the 6 month after the chapter it would actually be the best time to release it
  • Vindold
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    Zos, it's not too late to ctrl-alt/delete spellcrafting. Do you really want to work on more balancing in an already unbalanced mess?

    As much as I've always wanted a one handed sword and spell as its been shown since launch with our Altmer in the cinematics, I really don't want another skill line with balancing issues.

    ESO desperatly needs something BIG this time to bring ppl back, they will deal with balance later..as best as they can))
  • The_Titan_Tim
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    Seraphayel wrote: »
    Zurixadai wrote: »
    Somebody help me, for a sec. If it is indeed Spellcrafting that we're getting, how do we get a system like that without omitting stamina builds from the start? We getting stamina lightning bolts or something? Not saying it can't be done, I'm just too dumb to imagine stamina versions of classic Elder Scrolls spells, I guess.

    Anyway, monk class, please. Or at least a class with a monk/unarmed skill line as one of the three.

    How is that an issue / a difficult task to do? You can simply select the desired resource for the skill in the crafting window, either make it cost / scale with Stamina, Magicka or Health. It couldn't be easier.

    "Spell" doesn't mean it's about Magicka - Stamina skills can also be "spells".

    They will be all Magicka, what people are failing to realize is that this will benefit Stamina builds equally if not more-so than Magicka. Most of the utility spells people throw on their bars already cost Magicka, having access to Illusion spells that grant Invisibility to stealth based characters that aren’t Nightblades or Vampires, or Alteration spells that grant different types of mitigation, like protection, will be a massive benefit to them, even if Stamina builds aren’t throwing Fireballs at people.

    Edit: To take it further, Spellcrafting would be an addition to Eyevea, the Mage’s Guild. Who’s to say we wouldn’t eventually see more stamina based abilities with a future Fighter’s Guild update?
    Edited by The_Titan_Tim on January 12, 2023 12:35AM
  • SilverBride
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    I can't think of anything more tedious and torturous than spellcrafting. I hope they don't do something like that.
    PCNA
  • deejayvee
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    Hesperax79 wrote: »
    I do not understand this hype on spellcasting.
    There is not oly potential to unbalance the game but this will be SURE to unbalance the whole game. Sets+skill lines+CP are complicated enough. If you add one more element into the math, this will be unhandleable.

    They can't handle it now... hasn't stopped them adding new stuff before
    PC - NA
  • fizzylu
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    deejayvee wrote: »
    Hesperax79 wrote: »
    I do not understand this hype on spellcasting.
    There is not oly potential to unbalance the game but this will be SURE to unbalance the whole game. Sets+skill lines+CP are complicated enough. If you add one more element into the math, this will be unhandleable.

    They can't handle it now... hasn't stopped them adding new stuff before

    "The game is already broken so why not break it more". Yikes. Definitely seems like a Zenimax kind of mindset though, doesn't it.... especially considering they keep releasing ridiculous proc sets more and more instead of flat stat sets.
    I personally think they just need to stop releasing sets period and come up with some other end game progression.... but I can't see Zenimax ever reasoning to do that.
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