tsaescishoeshiner wrote: »Single target spammables for each of the Destruction elements. Force Pulse has never felt very elemental to me.
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.
WrathOfInnos wrote: »Spellcrafting cannot be that open ended, it will certainly have bounds on what can be made.tsaescishoeshiner wrote: »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.
Turtle_Bot 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 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.
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.
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.
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