SpellCrafting Challenge

Billium813
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SpellCrafting seems to keep coming up as a new game system that players claim to want. Personally, I'm of the opinion that SpellCrafting does not fit ESO and has extremely limited usability. Things like Speechcraft or Barter or Destruction spells or Teleportation or temporary skill buffs are either 1) already in the game in some other form, or 2) so minute that the effort to add them to the game would be a waste of time.

So, advocates of SpellCrafting... I have an honest question

Can you provide 4 unique spells that can be crafted under this new "SpellCrafting" system? Keep in mind that a real SpellCrafting system would need like 12 or more MINIMUM to be viable; I want to hear the best 4 spells that players can come up with. Describe how these spells are nothing like anything that already exists in the game (like Wayshrine teleports or Destruction Staves or Classes or Skills or Potions) and how they would be used.

Also, do NOT describe how the system would LOOK or what the player would look like when using the system. This new SpellCrafting system has to FUNCTION in a specific way and do something. Describe what the spells would DO.
Edited by Billium813 on December 13, 2022 11:04PM
  • Necrotech_Master
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    the way i personally see "spellcrafting" is sort of an equivalent to poisons, but basically like making a "custom enchantment" (i see all of the enchantments that we have now as the most basic, but not necessarily a "magic" version of poisons as their effects are much more limited)

    by "custom enchantment" i mean similar effects to that of poisons but would be more magical in origin, but i know for most this would mean just using this instead of a poison because of how expensive poison ingredients are (though they are easier to change than enchantments)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Deter1UK
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    Curse of Confusion : Reverse all movement keys for 30 mins

    Medic's Bile - All damage output heals the target instead for X/minutes

    Shank's Pony - movement speed reduced to walking until cured by Priest of Arkay

    Emperor's Clothing - Armour worn increases damage taken

    As an old school D&D DM - I can think of many that would be 1-off situational or quest related, none of which would work in a fixed world MMO - I cant alter the world, so I can't make a potion to walk you through a wall or hover above the ground or develop an embarrassing odor that prevents NPCs from talking to you.

    A game can only really give damage or heals or snare and ZOS have it covered. People who think they want to craft spells would probably be bitterly disappointed at the results.

    If they did go for it I hope it would be a long process involving very rare component drops and as demanding of time as becoming a grand master crafter.
  • jtm1018
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    Summon a physical weapon for 10 seconds.
    Break weapon/armor of enemy.
    Summon named npc in battle. Naryu or Lyris for example.
    Limit breaker or Awakining. Like when you had to fight molagbal, except you dont need to sacrifice a companion.
  • tsaescishoeshiner
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    Single target spammables for each of the Destruction elements. Force Pulse has never felt very elemental to me.
    PC-NA
    in-game: @tsaescishoeshiner
  • WrathOfInnos
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    Spellcrafting cannot be that open ended, it will certainly have bounds on what can be made.
    Single target spammables for each of the Destruction elements. Force Pulse has never felt very elemental to me.

    This is a great example. Lightning is the worst in this case, as none of the weapon lines or classes have a good single target spammable. With spellcrafting we could theoretically make one (combining "runes" like Shock + Instant + Single Target + Ranged) and then use it with any weapon type or build.

    And why stop at one? You could also make a single target shock DoT, a lightning ground AoE DoT, etc. Slot a few crafted spells along with Endless Fury, Lighting Flood, Thunderous Rage and Boundless Storm. Now you've got a fully cohesive electromancer build, and sets like Netch's Touch become viable.

    Think about extending this to other builds and sets. Maybe a Necromancer wants to run Elemental Catalyst but prefers Stampede over Wall of Flame, or uses Detonating Siphon over Mystic. No problem, they can just craft a spell to fill the element gap. Or maybe a Sorc could slot EC with Fire Wall + Liquid Lightning + custom frost spell. It could open up so much more build freedom.

    It wouldn't even be difficult to balance. Crafted spells could just use the baseline values of standardized skill types, without any additional effects. This would mean that similar class/weapon/guild skills would generally perform a little better. For example, someone could craft a single target magic DoT, similar to Entropy (20s, 2X a spammable damage), but it would not get the extra morph effects or mages guild passives. Its still useful because some players may want multiple DoTs like this, while others may not want to join the mages guild or collect books.

    I suspect we'll also see some classics thrown in like open lock, feather and water walking.
  • Baconlad
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    It might be a system that allows us to use spell that act similarly to other classes.

    Templar with a teleport ability. Sorc with cloak. Kina open thing up a bit without giving the entire toolkit. I hope it's not too many damage abilities, I hope it's more support stuff
  • Froil
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    If we assume spellcrafting is finally going to happen, let's look at it this way... I know all of this is arbitrary and likely not accounting for every effect/possibility but it's just an example of something whipped up in like 20~minutes

    First we pick our main component: What the spell does.
    Is this a damage, heal or other (buff/debuff) effect?

    If a damage effect, what type of damage does it do?
    Magic, Fire, Frost, Shock, Poison, Disease, Bleed, Physical etc.

    If a heal or damage effect:
    Does this do a(n) immediate/burst effect? Does it have an "over time" component? Both?
    Over time component ticks every 2 seconds just like basic DoT/HoT, up to 50 seconds, minimum of 10 seconds. Longer durations reduce the per tick amount, but the total stays the same.

    If it is anything else (damage done/reduction, increase attribute/movement/resource regeneration etc.):
    What is the percentage increase/decrease (Minimum 1%)? How long does this effect last?

    What's the range on this?
    Melee (5-10m), ranged (up to like 30~m or whatever the range is on most ranged abilities), self-targeted/only?

    Does this affect a single target or an area?
    If single: is it a "sticky" effect?
    If area: is it ground targeted? On self?

    If this is an enemy targeted effect, does it stun or knockback or heal on damage/duration(Lifesteal-esque effects/Burning Embers heal)?

    Does this spell have a cast time and/or channel duration?
    If yes: minimum of .8 seconds cast time, up to 5 seconds, and a 10% potency increase per 1 second spent casting, with base gaining 8% additional potency.
    If yes channel: the effect lasts as long as the channel, up to 5 seconds.
    If no: nothing lmaogotem


    Instead of worrying about the magicka cost of this, the spellcrafting would have some other cost like allocating points to help prevent god-like spell combos, or something like that. Say 50 points total, certain (multiple)effects/durations/cast times etc. would cost more than others. Buffs/debuffs shouldn't be stronger than Major named effects but wouldn't be named per se but wouldn't be able to stack multiple spellcrafting sourced buffs/debuffs (strongest ones always take priority)


    Here is an example spell which we will assume fits within the point allocation cost.
    Effect: Damage
    Type: Fire
    Duration: Immediate with a 18 second DoT (9 ticks of damage)
    Range: Self
    Target type: AoE on Self
    Extra effect (Stun/KB): No
    Cast: Yes, 1 second
    Channel: No
    "Best" healer PC/NA
  • The_Titan_Tim
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    Look up “Quakecon 2014 Spellcrafting” on YouTube and you’ll see a presentation done by former ZOS employee, Nick Konkle going over everything you need to know about Spellcrafting. This fear mongering about the idea in general, amazes me.

    More options have never been a bad thing for players and the whole, “Oh it’s an MMO, not a single player game, you can’t balance it for PvP!” theory goes out the window when you look at the way balancing is discussed in that video, and how people will NOT be able to make a spell that instantly kills players.

    Worst case scenario, some abilities are slightly over performing due to other problems in-game unrelated to Spellcrafting and they get patched in the following update, as they have consistently done with every ability currently in the game.

    The implementation of Spellcrafting not only adds build diversity on an unprecedented level, they could maintain the class identities by having slight passive increases to the effectiveness of certain schools of magic with the classes based around them that are currently in the game.

    Examples being…

    Templar gets 5% increase to healing done by Restoration spells.

    Dragonknight gets 5% reduced cost to Alteration spells.

    Nightblade gets 5% reduced cost to Illusion spells

    Sorcerer gets 5% increase to damage with Destruction spells.

    Warden gets 5% reduced cost to Mysticism spells.

    Necromancer gets 5% increase to the duration of Conjuration spells.

    There are six classes and six major schools of magic, the idea that class identity could be preserved in this way is sound and would still allow players to branch in all directions, rewarding slightly those that stay true to their class.

    For the naysayer who made this post that has never played another Elder Scrolls, type into google, “List of Spells in Skyrim” here are four spells under Destruction, the most developed school in ESO.

    Chain Lightning,
    Frost Stream,
    Flame Cloak,
    Flames.

    I understand this was a lengthy post, this feature is long overdue and if this helps anyone to feel less paranoid about it, it was no problem.
    Edited by The_Titan_Tim on December 14, 2022 5:54AM
  • Turtle_Bot
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    Deter1UK wrote: »
    Curse of Confusion : Reverse all movement keys for 30 mins

    Medic's Bile - All damage output heals the target instead for X/minutes

    Shank's Pony - movement speed reduced to walking until cured by Priest of Arkay

    Emperor's Clothing - Armour worn increases damage taken

    As an old school D&D DM - I can think of many that would be 1-off situational or quest related, none of which would work in a fixed world MMO - I cant alter the world, so I can't make a potion to walk you through a wall or hover above the ground or develop an embarrassing odor that prevents NPCs from talking to you.

    A game can only really give damage or heals or snare and ZOS have it covered. People who think they want to craft spells would probably be bitterly disappointed at the results.

    If they did go for it I hope it would be a long process involving very rare component drops and as demanding of time as becoming a grand master crafter.

    the second one is similar to the psijic skill mend wounds that does this effect but only for light/heavy attacks, otherwise some unique concepts here
  • colossalvoids
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    Spellcrafting cannot be that open ended, it will certainly have bounds on what can be made.
    Single target spammables for each of the Destruction elements. Force Pulse has never felt very elemental to me.

    It wouldn't even be difficult to balance. Crafted spells could just use the baseline values of standardized skill types, without any additional effects. This would mean that similar class/weapon/guild skills would generally perform a little better. For example, someone could craft a single target magic DoT, similar to Entropy (20s, 2X a spammable damage), but it would not get the extra morph effects or mages guild passives. Its still useful because some players may want multiple DoTs like this, while others may not want to join the mages guild or collect books.

    That's how I also seen this being done, more of a gap filler with a customisable visual elements (summon of choice etc), or system make use of different class mechanics, like delayed burst skills or teethers (excluding some specifics like invisibility obviously). Would also make a good lore supplement making more classic archetypes available without a need to create whole new classes every time.

    Number crunch is irrelevant when we have standardisation in place, it's not the same thing as increasing magnitude in Morrowind through the roof, just divisions like self, touch, aoe, target, weapon, element etc.
  • SPR_of_HA_community
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    Spell crafting would be too good to be truth, so I really do not even expect it )
  • Faulgor
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    I think there's a misconception here. The main benefit of spellcrafting is not to add unique abilities that couldn't be realized otherwise, it's to add new abilities, period.

    The last time ESO got new spells was with Summerset, and people crave for new things to do with their characters. ZOS has reworked the existing abilities so often they could have added dozens of spells many times over since then, but virtually all new combat features went into item sets. For example, why couldn't something like Dark Convergence be a spell (probably ultimate)?
    Instead we get more and more broken sets, causing strife in PvP about "free proc set damage", power creep in high end PvE, inventory clutter beyond belief, just to be nerfed to the ground with the following patches. Being so heavily gear-focused also makes ESO hard to get into and progress for newbies and casuals.
    Constantly cycling through different gear sets with each update might be good for the upgrade material economy, but I'd rather see all these combat options shifted towards slottable abilities.

    Another thing is that people just want to have the spells they used to love from the single player games, even if it's just summoning a Flame Atronach.

    That said, non-combat spells like Waterwalking, Muffle, Detect Chest, or Transmute would be my favorite additions.

    Waterwalking: Just lets you walk on water instead of having to swim. Slaughterfish could still snatch you up from the depths if you venture too far.

    Muffle: Reduces your detection radius by x meters. Poor man's invisibility. A morph could possibly also increase pickpocket chance.

    Detect Chest: LIke the Antiquity passive, but active. Could also just detect locks in general (chests, safeboxes, doors).

    Transmute: Lets you transmute a couple of low grade material into a higher level one, and transmutation stones into random material/upgrade mats.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Grizzbeorn
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    axi wrote: »

    Your marker didn't work.

    For the audience, the view was intended to start at the 53 minute mark.

    Edited by Grizzbeorn on December 14, 2022 9:26AM
      PC/NA Warden Main
    • Deter1UK
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      Turtle_Bot wrote: »
      Deter1UK wrote: »
      Curse of Confusion : Reverse all movement keys for 30 mins

      Medic's Bile - All damage output heals the target instead for X/minutes

      the second one is similar to the psijic skill mend wounds that does this effect but only for light/heavy attacks, otherwise some unique concepts here

      Ahh, yes, it needs rephrasing: I don’t cast it on me, I cast it on the opponent…
    • Turtle_Bot
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      Deter1UK wrote: »
      Turtle_Bot wrote: »
      Deter1UK wrote: »
      Curse of Confusion : Reverse all movement keys for 30 mins

      Medic's Bile - All damage output heals the target instead for X/minutes

      the second one is similar to the psijic skill mend wounds that does this effect but only for light/heavy attacks, otherwise some unique concepts here

      Ahh, yes, it needs rephrasing: I don’t cast it on me, I cast it on the opponent…

      ahh, ok, that makes more sense then, interesting option for sure, although with an effect like that I could see it being an ultimate or something with a short duration and long cooldown considering it essentially turns off all damage of an enemy for a period of time.
    • ketsparrowhawk
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      We don't have to imagine. The system already exists and was demonstrated way back in 2014. I'm sure they would make some changes now but we already have a pretty clear picture of how spellcrafting would work. Check out the linked video from the commenter above. Skip to about the 1-hour mark.
    • Heartrage
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      Honestly, this "challenge" isn’t that hard to beat.

      There are plenty of effects combinations that don’t exist as skills in the game. For example, we can’t give major courage or minor heroism to other players with an aoe skill. We also lack a cone ice attack and we have very few channeled abilities. They could even combine the sorcerer’s mine spell with a heal so that healers could put healing pools on the battlefield so other players can self heal.

      As for completely unique and new effects, we could have a "chain-lightning" effect, putting an aoe like a dot that track and follow a mob or even an ally, a skill shot that explode at the first monster it hit, an aoe that move around in a random pattern, abilities that cost health, magicka or stamina based on which one is the highest/lowest, abilities that scale with how low those ressources are or with ressource regen.

      This is not the the requirement on which this system should be judged and I don’t think that skill crafting is a good idea. It will either be unsatisfactory and useless or it will kill class skills and class identity. Passives are not what express class identity. Skills do. Templar use bolts of light and spears of light and that makes them recognizable on the battlefield and make them different. If all classes start using generic magical projectiles designed to be usable by a variety of different skills, everyone will look and feel the same.
    • tomofhyrule
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      Heartrage wrote: »
      This is not the the requirement on which this system should be judged and I don’t think that skill crafting is a good idea. It will either be unsatisfactory and useless or it will kill class skills and class identity. Passives are not what express class identity. Skills do. Templar use bolts of light and spears of light and that makes them recognizable on the battlefield and make them different. If all classes start using generic magical projectiles designed to be usable by a variety of different skills, everyone will look and feel the same.

      I think this is my biggest fear with the idea.

      I get that some people dislike the idea of classes, but I do like the uniqueness it brings to the characters (though I would not at all be opposed to a class change token).

      I just don't want to be railroaded too hard. I think a system where raid leads told all of the DPS to just use the same crafted spells instead of their class abilities would be boring. Yes, we do see whispers of that now with the fact that pretty well all raids must have a Warden support for their Toughness passive, but removing more class identity is I think a bad idea.

      My other fear is that, like mythics, this could introduce a horrible grind for something that's horribly OP and required for every raid, and then is promptly nerfed into the ground in the next update, until the one after that introduces yet another OP spell that everyone must have immediately.
    • jaws343
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      A very simple, and reasonably customizable way to do it would be something similar to the spell combo system in Fable 3.

      Force Pulse already kind of has some elements of this, with multiple damage type hits in a single cast. Having a skill line that has:
      - Spammable
      - AOE
      - Self Buff
      - DOT
      - Ultimate

      And each of those skills have mix and match options for them. So, you could make a Fire + Ice spammable, that does comparable damage to a regular spammable skill. Or Fire + Debuff, that does less damage but can apply like maim to a target or something.

      Same for the AOE skills, like Physical Damage + Poison. Or Fire + Slow.

      Doesn't have too be too complex. But just the simple mix and match aspect would allow for interesting customization of at least flavor of skills.

      An even simpler method would be allowing players to augment existing skills to do different damage types. So if, for example, you wanted to go full shock sorc, you could change every damage skill in your kit to shock damage, including all 3 hits of force pulse.
    • Parasaurolophus
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      Anything else that will destroy the class identity? No thanks... I'm sorry but either we have a class identity or a completely classless system. I don't think that what we were shown in 2014 how spellcrafting is even possible in the current realities of this game. Create your own skills? Will it be craft? Or will it be a quest line to actually unlock ready-made skills?
      Perhaps I can believe if it will be the crafting of scrolls with a unique effect, which are not in alchemy and which we would put in a quickslot. But definitely not experiments with skills.
      Edited by Parasaurolophus on December 14, 2022 4:36PM
      PC/EU
    • Deter1UK
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      Well. According to the video, which I found very interesting, the crafting skill is acquired in Eyevea. This means (as things stand) that you have to complete the mage guild quest line to get it.

      I don’t know how many non-mage characters are going to want to do this so it certainly throws a focus on mage characters.
    • Grizzbeorn
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      Deter1UK wrote: »
      Well. According to the video, which I found very interesting, the crafting skill is acquired in Eyevea. This means (as things stand) that you have to complete the mage guild quest line to get it.

      That was what they had planned at the time the video was made in 2014, but the system was never implemented.
      Just like the other system discussed just prior to spellcrafting in the video (but never implemented); open-world PvP via the Justice system (specifically, the ability for players to chase down other players who had bounties on their head).
        PC/NA Warden Main
      • Billium813
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        I really want to focus on how crafted spells would be USED in the game. In that regard, I think SpellCrafting really has to be compared to existing systems in the game if it's going to be added to ESO. To me, SpellCrafting looks comparable to Skills (Class, Weapons, Guilds) and Potions, depending on implementation. Crafted Spells could either be placed on the Skill Bar OR they could end up being slottable, similar to Potions or Provisions

        Skills (Class, Weapons, Guilds)

        After reading all the proposals so far, and watching the video that covers how SpellCrafting would be used, I still don't see how it's really that functionally distinct from Skills (Class, Weapons, Guilds) as we have them now. IOW, I don't see anything suggested that can't just be done with new Skill lines and morphs.

        The huge difference between SpellCrafting <-> Skills is the player customizability! With Skills, we have 2 morphs and that's it! Some may call that restrictive. SpellCrafting seems like it could be totally customizable; comparable to a Skill with 12+ morph possibilities! That gives players TONS of options!

        But, I think that's the first issue. First, it really comes down to a pure balancing point (and no, I'm not just talking about PvP). Giving players the ability to craft their own Skills (spells) sounds like a balancing nightmare. If crafted Spells are too strong, why would players run any other Skills? How would ZOS balance a possible 1000 combinations of Skills to make sure both PvP and PvE aren't broken? They can't even make sure blocking doesn't break, and you want to trust that ZOS wont accidently allow 5 spells that are busted?

        Second, if there are too many spells craftable (1000 combinations), this system would run the risk of replacing current Skills. I mean, why run the extremely limited and restrictive existing Skills when there are an infinite number of craftable spells that can functionally do the same thing (Damage, Stealth, Armor, Agility, Buffs) AND aren't restricted to being a specific Class or wielding a specific weapon?! If there aren't enough spells craftable, or they are too restricted, then this system would be just a reskin of Skills, except craftable spells have a couple morphs options!... that isn't different or interesting enough.

        TLDR; it seems like the success of SpellCrafting would demand the perfect balance of:
        • enough spells to be a unique system, but not too many to completely overshadow existing Skills.
        • stong spells to make players use it, but not so strong that they break the game
        And it seems odd that players have faith in ZOS development to balance all those spinning plates given the track record so far with releasing 1 broken Mythic, 1 broken PvP set, and introducing 10 new game bugs each time they release something. It would be a nightmare... or, it would go unused like the 30 current Skills that no one uses because they are weak AF...

        Potions or Provisions

        Having crafted spells be slottable is another idea I have seen, and while it does sound different, I think it runs the bigger risk of becoming yet another system that is "if you aren't using it, you are just bad".

        For instance, if someone doesn't have a food buff active, in all regards, that player is playing sub-optimally. If a player does not have a potion slotted, that player is playing sub-optimally. If crafted spells were slottable and a player doesn't have a spell slotted, they would be playing sub-optimally. They could function on the same cooldown as potions, making them a CHOICE... but then, would SpellCrafting be interesting enough if it was just "throwable poisons" or 1 extra Skill slot you can use every 30 seconds?


        Now, if we DIDN'T have Skills (and morphs), I could see SpellCrafting being a great combat system on its own!

        Personally, I like the idea that "Skills" were restricted to
        • Physical abilities, like Weapons or Physical actions, requiring MOSTLY Stamina (+ minor Magicka requirements sometimes)
        • Class abilities that require both resources
        Then, "Spells" could be created under this new SpellCrafting system! They would require MOSTLY Magicka (+ minor Stamina requirements sometimes) and also be placed on the appropriately named "Ability Bar", alongside "Skills". The Guild Skill lines and Staff Skill lines would then be eliminated entirely in favor of SpellCrafting.

        I think this would give SpellCrafting a CLEAR identity and use (This is how you use magic in ESO)! It may also end up handicapping Weapon/Stamina builds... but it also might open the door for more Weapon Skills to be added.

        However... this change would completely up-end and rewrite ESOs entire combat system. And unfortunately, I think that's where I'm at with SpellCrafting. To implement it "correctly", would require a complete overhaul and rewrite of ESOs combat system. That was perhaps workable prospect back in 2014 when it was pitched... but in 2022, it's just too late in the game. Anything less risks completely devaluing existing Systems and/or breaking combat.
        Edited by Billium813 on December 14, 2022 6:44PM
      • Veinblood1965
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        Spell that fills your Ultimate to 100%. Extremely difficult to make the spell and costs half of your Stamina or Majicka whichever is highest at the time the spell is cast.
      • wenchmore420b14_ESO
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        Fixed version! Please watch. :)
        https://www.youtube.com/watch?v=3LkeMacg-b0

        Here is the segment queued up for Konks Spellcrafting presentation.
        Notice that he has actual in game examples of spells and how they are acquired.
        This shows that the coding is already done for this and artwork done as well.
        I also have a screenshot of "datamined" files for Spellcrafting, but with new moderation rules I will not post them. No sense in taking a chance. Lol.
        I have been a fan of this iteration of how to implement Spellcrafting in ESO since 2014 and hope they go with this route.
        This will also help work in to Matt's comment about making older zones fun & replayable again.
        P.S. ~ I really miss Nick Konkle and Pauls shirts! Huzzah!!
        Edited by wenchmore420b14_ESO on December 14, 2022 7:24PM
        Drakon Koryn~Oryndill, Rogue~Mage,- CP ~Doesn't matter any more
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        "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)
      • Heartrage
        Heartrage
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        @Billium813
        I generally agree with what you are saying but I think that spell scrolls as an alternative to potions and on the same cooldown would be fine and even good. I wouldn’t want them on a different cooldown as the quickslot wheel doesn’t work very well and switching between scrolls and potions all the time would be bad.

        Potions provide self buffs, ressources and self heal. Scrolls could provide debuffs, damages and buffs and heals for your allies. This would make this system mechanically more different from potions than poisons are to enchants.

        It could also help with build diversity by giving this new option for inflicting a debuff that you would get from a skill or a set which would free a skill slot or a set choice for another one. It could, for example, also be useful with an oakensoul build as the ring provides most of the useful buffs that potions could give to such a build.
      • Ksariyu
        Ksariyu
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        Questions I have regarding spellcrafting:

        Are classes still going to exist? If so:
        How will crafted skills be balanced against class skills? Will players just have 12 crafted skills and everything else becomes obsolete, or vice versa?
        How will existing skills be made to stand out even at a basic level against similar crafted skills? For example, if I can craft an AoE Shock Destruction spell like the video seems to imply, then aren't I just remaking Shock Ring? Could I essentially replicate class skill lines like Storm Calling or Winter's Embrace? The video showcased summoning Atronachs; what does that mean for Sorc's Storm Atronach?

        Once the meta unfolds, how will the system's flexibility be maintained? Will we be where we are now, with dozens of choices but only 2 or 3 that are good beyond normal dungeons?
        Will stamina characters see any use with this? It sounds like this system will be adding hundreds of new potential skills to the pool, plus several passive skill lines, all of which only expand the magic side of combat. This is less of an issue now thanks to all those hybrid changes everyone hated ( :) ), however it seems a bit unfair to physical combat, which has always been shafted by the fact that class skills were heavily slanted towards magic.
        Will this system provide something to alleviate the issue magic characters will still have of limited weapon options? Spellcrafting would add a bunch of new spells people will want to try, further pushing them towards staves as the only two weapons types that recover magicka.

        Overall I don't hope this is the new system, but I won't be mad if it is. We'll just have to wait and see.
      • The_Titan_Tim
        The_Titan_Tim
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        Currently on my Templar, I have over 100 unused skill points after purchasing every skill, including optional passives, even weapon skills and passives not being used.

        Spellcrafting would ultimately work as six new skill lines, Destruction, Restoration, Conjuration, Illusion, Alteration, and Mysticism, skill lines that you, the player, would add to every time they learn a new Spell Tome.

        The addition of this system would have to coincide with the revamp of Overland everyone’s been asking for, as it will force players into doing old content to either get components to build their Spell Tomes, or to acquire skill points to use those aforementioned Tomes that were added to their respective skill lines for purchase, something that would ultimately feel like farming Leads if they added an RNG factor to the feature which, is something I see them doing unfortunately, as it would create an economy for Spell Tomes.

        Speaking of Antiquities, Spellcrafting could become highly profitable for ZOS as it would work like Leads, pushing players into DLC regions to get components, encouraging sales, and if they released maybe 10-20 spells on release, and progressively added around 3 each update, it would be a system they could continue to flesh out over the life of ESO and maintain a tight leash on balancing of the new introductions.

        Ultimately, this game is an Elder Scrolls game before anything else. One staple of prior games would be freedom of choice. To play the game how you want to play it. You shouldn’t have to make a new character or switch off of your main every time you want to use a different school of magic then the one you’re trapped into currently.

        If I want my Templar to have one or two lightning abilities, or to summon a flame atronach to line of sight with, or to add escapist spells to my class so I can play a bow build, I shouldn’t have to make a Sorcerer, then proceed to grind that character’s Dark Brotherhood(mount passive OP), Fighter’s Guild, Mage’s Guild, collecting all of the lore books so that I can use mythics like Mora’s Whispers, Undaunted, Psijic Order, Thieves Guild for accidentally attacking NPCs as I can’t turn off attacking innocents without losing the ability to feed as a vampire, then Assault, Support, all my crafting lines, weapon skill lines, armor skill lines and class skills, getting everything level IV, researching all of my traits AGAIN so I don’t have to switch characters every time I want to transmute and relearning all of my motifs to do my writs.

        This game heavily supports playing one character, and mastering it, players are reluctant to grind new ones, it’s extremely discouraging to new players of this game when they hit level 50 then realize all the limitations of their class then have to go level up another character to 50, Spellcrafting supports mastery of one character.

        I support Spellcrafting in ESO.
      • GetAgrippa
        GetAgrippa
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        Baconlad wrote: »
        It might be a system that allows us to use spell that act similarly to other classes.

        Templar with a teleport ability. Sorc with cloak. Kina open thing up a bit without giving the entire toolkit. I hope it's not too many damage abilities, I hope it's more support stuff

        Why even have classes then.
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