jasonkorea03b14_ESO wrote: »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?
jasonkorea03b14_ESO wrote: »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?
I don't think that you quite understand the system. It is 1 skill per weapon, but also have guild and soul line skills added as well. Within those skills (say for destructions staff) that skill would have a base effect, then 3 additional slots that you can can customize. For each slot, you have something like 7 different effects that you can put in those slots. So each slot has 343 different possible options for you to choose from. This is way more than just one new skill...
thegreeneso wrote: »I'm guessing that weapons are only a start and they will be adding these skills for other skill lines in future chapters. This is how previous expansions' systems like antiquities and companions have worked in the past, so I'm hoping it's the same situation here.
jasonkorea03b14_ESO wrote: »jasonkorea03b14_ESO wrote: »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?
I don't think that you quite understand the system. It is 1 skill per weapon, but also have guild and soul line skills added as well. Within those skills (say for destructions staff) that skill would have a base effect, then 3 additional slots that you can can customize. For each slot, you have something like 7 different effects that you can put in those slots. So each slot has 343 different possible options for you to choose from. This is way more than just one new skill...
Where is that info. That is not how it looked in the video. I'm sure your right but their delivery was very weak in ensuring players knew about this. But while their are 343 combos, you still can only have 1-3 new abilities on your bar correct?
I heard her say that EVERY skill in the game was going to get a new customizable ability.
I think what they're adding is pretty good, given the game's limitations. I'd be concerned if they were adding something too extensive, because then there might be performance impacts.
I heard her say that EVERY skill in the game was going to get a new customizable ability.
thegreeneso wrote: »I'm guessing that weapons are only a start and they will be adding these skills for other skill lines in future chapters. This is how previous expansions' systems like antiquities and companions have worked in the past, so I'm hoping it's the same situation here.
LittlePinkDot wrote: »thegreeneso wrote: »I'm guessing that weapons are only a start and they will be adding these skills for other skill lines in future chapters. This is how previous expansions' systems like antiquities and companions have worked in the past, so I'm hoping it's the same situation here.
Wait a minute... Are class skills not included?
Can I not make necromancer skills suck less?
It's not a small update, there other things coming with the chapter, including a (much awaited) PvP update. Also, the skills have the potential to be really awesome, given the effects that you can add on, so having to sacrifice a slot makes sense from the point of view of balance. The PTS is not even out yet so it's too soon to judge, but it seems like an interesting system, compared to the watered-down version that most ppl expected, and that's pretty exciting.
I heard her say that EVERY skill in the game was going to get a new customizable ability.
I didn't hear that. I heard weapon, guild and some World skill lines will have a (single) customizable ability, but then they talked about customizing the appearance of skills, which will have to be earned in-game (and probably more added to Crown Store (crates) at a later time).
imo you're vastly underestimating the impact this can have when taken into account with the rest of a build.
here is a simple example:
lets say i can setup a dot like degen which gives me major prophesy / savagery for my sorc. suddenly i can run crit surge and my new dot instead of front barring evil hunter. that's a big deal.
lets say i want to run EC on my sorc, so I setup a frost damage dot.
sure, i'd love it to be more. i want more customisation for class skills, but sorcs have been begging for a burst heal not tied to a pet or a cast time forever. if i can create a soul skill that's a burst heal, that's huge for sorc builds.
LittlePinkDot wrote: »imo you're vastly underestimating the impact this can have when taken into account with the rest of a build.
here is a simple example:
lets say i can setup a dot like degen which gives me major prophesy / savagery for my sorc. suddenly i can run crit surge and my new dot instead of front barring evil hunter. that's a big deal.
lets say i want to run EC on my sorc, so I setup a frost damage dot.
sure, i'd love it to be more. i want more customisation for class skills, but sorcs have been begging for a burst heal not tied to a pet or a cast time forever. if i can create a soul skill that's a burst heal, that's huge for sorc builds.
But it there going to be a burst heal? Or are you only using that as an example.
A healing skill if it's any good is potentially game breaking in PvP. We already have a tank meta as it is.
imo you're vastly underestimating the impact this can have when taken into account with the rest of a build.
here is a simple example:
lets say i can setup a dot like degen which gives me major prophesy / savagery for my sorc. suddenly i can run crit surge and my new dot instead of front barring evil hunter. that's a big deal.
lets say i want to run EC on my sorc, so I setup a frost damage dot.
sure, i'd love it to be more. i want more customisation for class skills, but sorcs have been begging for a burst heal not tied to a pet or a cast time forever. if i can create a soul skill that's a burst heal, that's huge for sorc builds.