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So Scribing is...

  • VoidCommander
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    Cast_El wrote: »
    I thought 🤔 it was only one skill by weapon skill line who can be custom with scribing

    This is what I think it is and to me this is a huge let down. I mean seriously....I can only customize 1 skill per weapon. So let's say I love staff because I like using heavy attack, but the new ability they introduce is lame or doesn't really help my build...it's worthless for me. OR they introduce an ability that is great for my build but now it is on a dagger, and I have to switch to daggers even if I am not a huge fan of some of their ability or play style.

    I am sorry but adding 1 ability per weapon is a small update, not something that is suppose to be the main feature on a new expansion. This will 100% ensure the sub totals of this year are less then the previous year. I understand you were not able to do spellcrafting but this is like going from something that would be the end all be all of spells systems, to something that really does look like you did the least amount of work as possible.

    To give comparison...you brought out a new class last expansions and introduced their skills where totaled, what 18 abilities and 12 passives?

    But you are talking about 1 new skill for the 5 weapon trees? Am I missing something. IS that what they really announced?



    Something to consider here before criticizing the scope of this new feature, is that with every year's new feature that is added, the devs build upon the features that are already existing. In the morrowwind DLC, they just added a new zone, but nowadays a new expansion needs new Antiquities, Mythic Items, Tales of Tribute Decks, Companions (even if they are later in the year), and now Scribing options. I would not be surprised AT ALL if come next year's expansion they add in custom class scribing abilities. They build on the systems they have, so the one skill per weapon line (and the guild and alliance war lines) is not going to be where the system ends. If you really want a full custom skill bar, you probably can between all the guild abilities. Whether that would be a smart idea or not is of course anyone's guess.

    My guess is that a skill made with Scribing is going to be substantially worse than a class skill that provides the same bonuses. The feature will serve as a gap closer for classes that are lacking certain critical buffs/debuffs.
  • Ratharel
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    Compared to the first demo of Spellcrafting in ESO... Well Scribing in its current form is totally underwhelming, bordering on the "bad joke" side. One skill that can have some props adjusted is this years "big system"? Like really?
  • EF321
    EF321
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    At least it is something new that my existing characters can potentially use in some content.
    Not like card game or class or companions.
  • jaws343
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    Ratharel wrote: »
    Compared to the first demo of Spellcrafting in ESO... Well Scribing in its current form is totally underwhelming, bordering on the "bad joke" side. One skill that can have some props adjusted is this years "big system"? Like really?

    But it isn't 1 skill, it is 12 I think. It is a customizable skill for every weapon skill tree, as well as guild trees. And it will more than likely be even more once they start doing classes. Regardless, the flexibilty that even 1 skill that can be tailored to suit specific uses is crazily useful.


  • Galeriano
    Galeriano
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    Dagoth_Rac wrote: »
    Galeriano wrote: »
    Alaztor91 wrote: »
    I wonder if you will be able to change the skill resource cost, like making staff skills cost stamina or bow skills cost magicka

    Yes. During stream they said one of the options is to decide what ability cost will be.

    There was a "Resource Costs" dropdown in what they showed on stream. Although there was also a "Usable" toggle. Who would craft a spell that can't be used? So this might be early alpha footage and may not end up exactly like this.

    w830d1c5ph4m.png

    I think that "usable" reffers to Grimoires that can be used for specific ability.
  • Seraphayel
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    Ratharel wrote: »
    Compared to the first demo of Spellcrafting in ESO... Well Scribing in its current form is totally underwhelming, bordering on the "bad joke" side. One skill that can have some props adjusted is this years "big system"? Like really?

    You clearly didn’t pay attention to what was said and just jumped to conclusions.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Michaelkeir
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    Ratharel wrote: »
    Compared to the first demo of Spellcrafting in ESO... Well Scribing in its current form is totally underwhelming, bordering on the "bad joke" side. One skill that can have some props adjusted is this years "big system"? Like really?

    Don’t forget, we can change our skill colors to pink now. Or purple if that’s your thing.
  • Foxtrot39
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    Well its one new skill to all weapon and alliance/soul magic skill, the base ability doesn't change, only the effects it has
  • aspergalas4
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    Seraphayel wrote: »
    Ratharel wrote: »
    Compared to the first demo of Spellcrafting in ESO... Well Scribing in its current form is totally underwhelming, bordering on the "bad joke" side. One skill that can have some props adjusted is this years "big system"? Like really?

    You clearly didn’t pay attention to what was said and just jumped to conclusions.

    What part did they miss out in their conclusion? It is literally one new skill per Weapon + Guild + World skill line that you can tweak to have different damage types, buffs etc.
    The only one jumping is you to the defence of this new seemingly yet unproven to be watered down system lmao
    Edited by aspergalas4 on January 19, 2024 6:58PM
  • aspergalas4
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    Ratharel wrote: »
    Compared to the first demo of Spellcrafting in ESO... Well Scribing in its current form is totally underwhelming, bordering on the "bad joke" side. One skill that can have some props adjusted is this years "big system"? Like really?

    Don’t forget, we can change our skill colors to pink now. Or purple if that’s your thing.

    Or permanently red if you play Nightblade, ha!
  • Kavreiss
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    ZOS_Kevin wrote: »
    when can we test it on pts?

    Scribing will be on PTS closer to release. Not the next PTS cycle.

    TY. looking forward to seeing it first hand. I'm sure it will be interesting.
  • Kavreiss
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    purple lightning sounds fun. can i get something in chartreuse please? oh never mind thats intense yellow.
  • Animar111
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    It’s a solid base for future customisation of skills and effects, I for one am looking forward to it.
    There’s always them skills on your build which you wish was something better to slot.
    Well I just think this will make for better and unique builds.
    But that depends on the other sort of skills they have in mind we’ve seen only one the bow skill line.
  • sarahthes
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    I mean just looking at the one demo'd, you now have a ranged aoe taunt that snares and provides off balance.

    Not bad.
  • gamergirldk
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    well it opens up for more skills to be added in the furure
  • merpins
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    well it opens up for more skills to be added in the furure

    It's an interestig monetization strategy, for sure. Each major update, you purchase it to get like 3 new skills, a mythic, and potentially a new interesting system. adds more to the cookie jar.
  • Tannus15
    Tannus15
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    Muizer wrote: »
    ADarklore wrote: »
    Sadly, this is NOT how it works. You won't be adding to existing skills, it is a NEW skill for each weapon type that you can customize- but the basic function cannot be customized. The example: VAULT for Bow, causes you to drop an AOE and then backflip out. Now you customize THAT skill, and that skill alone. They will also be adding a single new skill to each Guild (Fighters/Mages) and some World skill lines too.


    Yes. My issue is if you consider Vault, the non-customizable parts of the skill restrict its utility a lot. Vault is at its core an escape ability, no matter how you customize it. It is going to require a rather specific build and play style to make that work. Why did they not use something that is less play-style constraining? And will we see similar oddball skills on other skill lines. A ranged damage ability on sword and shield? A gap closer on the restoration staff? A shield on the destruction staff?

    Just saying this will only work in the long run, when more choice of basic functionality is available per skill line. As it is, some players will be over the moon, others will get nothing at all.

    this matches my concern with the showcase. vault is a terrible base skill. the involuntary movement is by far it's most limiting factor and we can't change that. it's like the people who made monolith of storms got a chance to make a skill. seriously, stop trying to be fancy with some weird escape skill we don't need. add that later. if you're only adding 1 skill per weapon line just make it a basic, direct damage single target skill.

    then add the "aoe on target" or "pull in enemies with reduced range" or whatever you want, but putting in an unchangable move away from where you are makes it significantly harder to use, makes it completely useless as a spammable, and much more limiting in what we might use it for.
  • merpins
    merpins
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    Tannus15 wrote: »
    Muizer wrote: »
    ADarklore wrote: »
    Sadly, this is NOT how it works. You won't be adding to existing skills, it is a NEW skill for each weapon type that you can customize- but the basic function cannot be customized. The example: VAULT for Bow, causes you to drop an AOE and then backflip out. Now you customize THAT skill, and that skill alone. They will also be adding a single new skill to each Guild (Fighters/Mages) and some World skill lines too.


    Yes. My issue is if you consider Vault, the non-customizable parts of the skill restrict its utility a lot. Vault is at its core an escape ability, no matter how you customize it. It is going to require a rather specific build and play style to make that work. Why did they not use something that is less play-style constraining? And will we see similar oddball skills on other skill lines. A ranged damage ability on sword and shield? A gap closer on the restoration staff? A shield on the destruction staff?

    Just saying this will only work in the long run, when more choice of basic functionality is available per skill line. As it is, some players will be over the moon, others will get nothing at all.

    this matches my concern with the showcase. vault is a terrible base skill. the involuntary movement is by far it's most limiting factor and we can't change that. it's like the people who made monolith of storms got a chance to make a skill. seriously, stop trying to be fancy with some weird escape skill we don't need. add that later. if you're only adding 1 skill per weapon line just make it a basic, direct damage single target skill.

    then add the "aoe on target" or "pull in enemies with reduced range" or whatever you want, but putting in an unchangable move away from where you are makes it significantly harder to use, makes it completely useless as a spammable, and much more limiting in what we might use it for.

    Might be good for a dot but feels like it could pretty easily mess up a rotation. I'm worried about the other choices as well, since it's hard to fix a bad first impression, but optimistic about future skills that may come to weapon skill lines and even classes.
  • SandandStars
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    I predict a marked increase in CC/breakfree lag once this gets going. Hope I’m wrong.
  • Kavreiss
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    I predict a marked increase in CC/breakfree lag once this gets going. Hope I’m wrong.

    More than there is now?
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