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Really ...a few new abilities?

jasonkorea03b14_ESO
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?
  • Lumsdenml
    Lumsdenml
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    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...
    In game ID: @KnightOfTacoma
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    RIP Priest of Tacoma - EP Lvl 22 Dragon Knight NA PC Kyne - Lost in the Garden of Shadows.
    RIP.Viscount of Tacoma - EP Lvl 18 Dragon Knight NA PC Kyne - Lost in the war.
    RIP. Squire of Tacoma - EP Lvl 50 Templar NA PC - Died of Knahaten Flu.
    RIP Reaper of Tacoma - EP Lvl 50 Templar NA PC - Died of Consumption.
    RIP Sovereign of Tacoma - EP Lvl 32 NightBlade NA PC Kyne - Lost at The Battle of Brindle, December 13, 2018.
    RIP Dauphin of Tacoma - EP Lvl 50 Templar NA PC Kyne - Overdosed on Skooma.
    RIP Wraith of Tacoma - EP Lvl 10 Dragon Knight NA PC - Eaten by a dragon.
    RIP Red Knight of Tacoma - EP Lvl 50 Templar NA PC - Died at the Battle of Chalmen, March 18th, 2021.
    RIP Maharajah of Tacoma - EP Lvl 50 Templar NA PC - Lost in a sandstorm.
    RIP Vampire Of Tacoma - EP Lvl 50 Sorcerer NA PC - Fell asleep in the sun. RIP
  • thegreeneso
    thegreeneso
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    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
    Lumsdenml 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?

  • aspergalas4
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    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.

    I am hoping this is the case so am exercising restraint in passing judgement based on the announcement. I cannot however hide my initial disappoint in how safe they are playing it. When I first watched the stream I thought it was the ability to customise all weapon skills and that seemed pretty limited as it didn’t account for class skills which are arguably our characters bread and butter with regards to the identity they went on about.

    To find it’s just one new weapon skill you can customise is quite lame for a chapter selling point and the 10 year anniversary of the game. And is further evidence there’s more effort put into the production of these announcement events than the content they are announcing haha. Guess we’ll have to see how it plays and if they expand on it like they have other features over time.
  • Kavreiss
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    i prefer this to arcanist any day and will preorder it soon
    Edited by Kavreiss on January 18, 2024 10:47PM
  • Lumsdenml
    Lumsdenml
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    Lumsdenml 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?

    Here is a screengrab of the system. It shows the base ability + 3 slots to customize with 7 options for each slot:

    ep7pghla8qhb.png
    In game ID: @KnightOfTacoma
    Main: Black Knight of Tacoma - EP Lvl 50/CP 2160 Nightblade NA PC - Grand Master Crafter, adventurer and part time ganker. Rank 35 - Palatine Grade 1
    PVP Main:Knight of Tacoma - EP Lvl 50 Templar NA PC - Rank 29 - Brigadier Grade 1 - Ravenwatch veteran. Blood for the Pact!
    Guild: The Disenfranchised - ZZ!
    Obituary:
    RIP Priest of Tacoma - EP Lvl 22 Dragon Knight NA PC Kyne - Lost in the Garden of Shadows.
    RIP.Viscount of Tacoma - EP Lvl 18 Dragon Knight NA PC Kyne - Lost in the war.
    RIP. Squire of Tacoma - EP Lvl 50 Templar NA PC - Died of Knahaten Flu.
    RIP Reaper of Tacoma - EP Lvl 50 Templar NA PC - Died of Consumption.
    RIP Sovereign of Tacoma - EP Lvl 32 NightBlade NA PC Kyne - Lost at The Battle of Brindle, December 13, 2018.
    RIP Dauphin of Tacoma - EP Lvl 50 Templar NA PC Kyne - Overdosed on Skooma.
    RIP Wraith of Tacoma - EP Lvl 10 Dragon Knight NA PC - Eaten by a dragon.
    RIP Red Knight of Tacoma - EP Lvl 50 Templar NA PC - Died at the Battle of Chalmen, March 18th, 2021.
    RIP Maharajah of Tacoma - EP Lvl 50 Templar NA PC - Lost in a sandstorm.
    RIP Vampire Of Tacoma - EP Lvl 50 Sorcerer NA PC - Fell asleep in the sun. RIP
  • ArchMikem
    ArchMikem
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    I heard her say that EVERY skill in the game was going to get a new customizable ability.
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  • Baccarooda
    Baccarooda
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    Yeah, im not overly excited with what they announced. I can for sure see the potential, but doesn't seem very worthy of a 10 year anniversary tbh!!
  • Lumsdenml
    Lumsdenml
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    ArchMikem wrote: »
    I heard her say that EVERY skill in the game was going to get a new customizable ability.

    I think a lot more skills are getting the ability to change the visuals, but I don't think it will change what they actually do. Maybe we can get the old templar jabs back! :smile:
    In game ID: @KnightOfTacoma
    Main: Black Knight of Tacoma - EP Lvl 50/CP 2160 Nightblade NA PC - Grand Master Crafter, adventurer and part time ganker. Rank 35 - Palatine Grade 1
    PVP Main:Knight of Tacoma - EP Lvl 50 Templar NA PC - Rank 29 - Brigadier Grade 1 - Ravenwatch veteran. Blood for the Pact!
    Guild: The Disenfranchised - ZZ!
    Obituary:
    RIP Priest of Tacoma - EP Lvl 22 Dragon Knight NA PC Kyne - Lost in the Garden of Shadows.
    RIP.Viscount of Tacoma - EP Lvl 18 Dragon Knight NA PC Kyne - Lost in the war.
    RIP. Squire of Tacoma - EP Lvl 50 Templar NA PC - Died of Knahaten Flu.
    RIP Reaper of Tacoma - EP Lvl 50 Templar NA PC - Died of Consumption.
    RIP Sovereign of Tacoma - EP Lvl 32 NightBlade NA PC Kyne - Lost at The Battle of Brindle, December 13, 2018.
    RIP Dauphin of Tacoma - EP Lvl 50 Templar NA PC Kyne - Overdosed on Skooma.
    RIP Wraith of Tacoma - EP Lvl 10 Dragon Knight NA PC - Eaten by a dragon.
    RIP Red Knight of Tacoma - EP Lvl 50 Templar NA PC - Died at the Battle of Chalmen, March 18th, 2021.
    RIP Maharajah of Tacoma - EP Lvl 50 Templar NA PC - Lost in a sandstorm.
    RIP Vampire Of Tacoma - EP Lvl 50 Sorcerer NA PC - Fell asleep in the sun. RIP
  • Beilin_Balreis_Colcan
    Beilin_Balreis_Colcan
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    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.
    PC(Steam) / EU / play from Melbourne, Australia / avg ping 390
  • aspergalas4
    aspergalas4
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    vsrs_au wrote: »
    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.

    But hey at least old gen consoles get to enjoy the severely limited content the current gen and PC crowd get
  • ADarklore
    ADarklore
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    ArchMikem wrote: »
    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).
    CP: 1970 ** ESO+ 2025 Content Pass ** ~~ **Returned to ESO because of Subclassing being added** ~~ ***** Strictly a solo PvE quester *****
  • Jaimeh
    Jaimeh
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    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.
  • Soarora
    Soarora
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    Balance is really important, allowing us to customize every skill could cause a balancing nightmare and contribute further to the "every class and spec is the same" problem. I'm happy with their choice right now but will have to see what we really end up getting.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
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  • LittlePinkDot
    LittlePinkDot
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    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?
  • TaSheen
    TaSheen
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    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?

    Apparently not at this point. Maybe later.
    ______________________________________________________

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    PC NA, PC EU (non steam)- four accounts, many alts....
  • francesinhalover
    francesinhalover
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    Jaimeh wrote: »
    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.

    Pvp update? Nooo
    Now my pve will be nerfed...
    Edited by francesinhalover on January 19, 2024 12:58AM
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  • Stx
    Stx
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    Why don’t we just enjoy that they are even attempting to add this type of a feature and stop making negative assumptions before knowing anything about it?
  • LittlePinkDot
    LittlePinkDot
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    ADarklore wrote: »
    ArchMikem wrote: »
    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).

    Yeah! We'll have multi colour Arcanist skills instead of just green. Trippin' balls!
  • Tannus15
    Tannus15
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    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
    LittlePinkDot
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    Tannus15 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.
  • Tannus15
    Tannus15
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    Tannus15 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.

    of course it's just an example. why would i have some unique insight into what skills they will or won't make it to PTS or live? I'm merely pointing out how much more potential this has than "one skill". it's 1 skill slot that has a lot of potential flexibility to plug holes in the builds we currently use.

    sorc in particular is lacking many of the options other classes have. even a handful of custom skill options might finally make non pet builds viable.
  • wolfie1.0.
    wolfie1.0.
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    How about we wait for the pts to before we pass judgment for good or I'll? Granted it will be a few months out. But let's wait and see.

    Also like antiquities, I expect that future updates and dlcs will release more skills and options. So don't naysay it yet.
  • Faulgor
    Faulgor
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    On the one hand, it seems limited in the possible power fantasies. E.g. I doubt we'll see the one thing I always wanted, Conjure Flame Atronach. Or even non-combat effects like Waterwalking.

    On the other hand, this is more than we got in 10 years.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • majulook
    majulook
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    Each character will have to find consumable items to unlock the customizing of the new skill

    Players will be able to collect and customize skills with which they can edit their primary, secondary, and tertiary effects. Each of the skill lines listed below will have at least one unlockable Skill for Scribing when the Gold Road launches for The Elder Scrolls Online.

    All Weapon Skill lines
    Mages Guild
    Fighters Guild
    Soul Magic
    Assault
    Support
    Si vis pacem, para bellum
  • Dagoth_Rac
    Dagoth_Rac
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    Maybe we can finally make some use of the "Archival Assault" and "Archival Worldliness" verses in Infinite Archive?? :D
  • majulook
    majulook
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    Lets see were we will get the drops for unlocking the new Scribing Skill customizing. Hopefully its not going to be to much of a grind....
    Si vis pacem, para bellum
  • phaneub17_ESO
    phaneub17_ESO
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    I foresee general, everyone has access to, skill lines first. Class skill lines next year. Secondary Ultimate abilities as an option in third year, maybe even slotting normal type abilities in Ultimate slot.
  • Vulkunne
    Vulkunne
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    Tannus15 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.

    Absolutely. Just the start lol.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    That is just the Grimore for "Vault" for the Bow, there are likely going to be multiple grimores each with a different base skill that each has hundreds of possible combinations.
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