GetAgrippa wrote: »
Why even have classes then.
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.
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.
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.
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.
talk about killing class identity, I didn't read through the whole thing but you described several sorc abilities.
a spell crafting system would have to take into consideration each class's passives toward improving certain damage types. when this is accounted for, the end result will be lackluster abilities.
kriegwar13 wrote: »I think if they would implement spellcrafting the classes, skill lines should be revamped/overhauled as well.
SilverBride wrote: »kriegwar13 wrote: »I think if they would implement spellcrafting the classes, skill lines should be revamped/overhauled as well.
The last thing I want to do is to redo all my skills on all my characters. I can't think of anything worse happening.
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.
A game can only really give damage or heals or snare and ZOS have it covered.