Really ...a few new abilities?

  • robpr
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    If you are just using heavy attacks, none of the skill expansion will satisfy you. Arcanist isn't designed for HA either, it has its alternate, slow-click playstyle with the beam. But this skill expansion will be a godsent for many many people as the skills added will be universal/tied to weapon and you can even customize their damage type so they will fit your class passives regardless of your chosen class. It will surely erode class identity even more especially on those specs that already don't use much class skills, but surely customize aspect is the main highlight here.
  • Pixiepumpkin
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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?

    Ya, no class skills.

    For me this went from *HARD HYPE* to *MEGA MEH*



    Edited by Pixiepumpkin on January 19, 2024 8:29AM
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • 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.

    Wait a minute... Are class skills not included?
    Can I not make necromancer skills suck less?

    Ya, no class skills.

    For me this went from *HARD HYPE* to *MEGA MEH*



    Yeah…
    Don’t know how ZoS manage to fumble it every single time there’s an open goal but there we are.
  • LouisaB75
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    Yeah! We'll have multi colour Arcanist skills instead of just green. Trippin' balls!

    That was my first thought too. Rainbows of fateweaver all over the place.

  • Trejgon
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    According to CC vids (all three from my subscription list share exact same data on this subject), based off the secret media call with zos, on launch we will have one grimoire for each weapon skill, and ontop of that 1 grimoire for:
    soul magic,
    fighters guild,
    mages guild,
    assault,
    support
    skill lines.
    Additionally more of skill lines to receive their grimoires later down the line, no class skill grimoires on launch because they "didn't want anyone feel left out" which could be issue with class skills being class restricted after all.

    This means that if one wanted, then on launch unless there is artifical restriction of only one grimoire slotted at one time, one could without much issue have full bar of just grimoires and nothing else.

    None of the vids (neither official revel nor the CC videos) have mentioned plans or lack of thereoff of having multiple grimoires per skill line.
  • Muizer
    Muizer
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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?

    You're not missing anything. For the bow, customization is limited to the effect of one new skill, "Vault": a non-ranged ground AOE followed by a 15m back flip. :s
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    They need to add a Vampire Grimoire.

    My Necromancer character is at least going to now have a skill that grants him major prophecy that is actually a decent spammable.
    Edited by TX12001rwb17_ESO on January 19, 2024 12:42PM
  • sarahthes
    sarahthes
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    Muizer 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?

    You're not missing anything. For the bow, customization is limited to the effect of one new skill, "Vault": a non-ranged ground AOE followed by a 15m back flip. :s

    You mean the new aoe taunt skill?
  • Elvenheart
    Elvenheart
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    sarahthes wrote: »
    Muizer 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?

    You're not missing anything. For the bow, customization is limited to the effect of one new skill, "Vault": a non-ranged ground AOE followed by a 15m back flip. :s

    You mean the new aoe taunt skill?

    Ooooooo!
  • KlauthWarthog
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    No, it is an entirely new system for customization of abilities, with a starting release containing a few specific abilities.
    Which is not different from how antiquities got unleashed into the wild - it was released as a new system, with a number of "things" available when it was launched, and new "things" keep getting added over time.
  • Galeriano
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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.

    This year will be the weakest it ever was. 2023 was already weak with performance improvements being the excuse for not introducing dungeon DLC in 3rd quater and small zone DLC in 4th quater and they are continuing that path with even less content this year. Looking at 2017 or 2018 they continue to give us less for more every year. Scribing is extremly watered down version of spellcrafting.
    Edited by Galeriano on January 19, 2024 3:25PM
  • Stx
    Stx
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    Even if we get one skill per weapon line to customize, that will still be incredible because they have already mentioned you can change the base damage of the skill to be elemental or even healing, and also add minor buffs to it which is a dream come true for buildcrafters. And I’m assuming they will add additional customizable skills to the game over time.

    Obviously if the skill your favorite weapon gets isn’t fun, then yeah that might suck for you but at least you are getting new skills at all! Do you know when the last time we got new combat skills was? F’n Summerset! I’m excited and optimistic for the first time in awhile. Hopefully we get more information soon and the system is as flexible as possible.

    Oh and for anyone who is concerned about balance, the game has never been balanced in the first place, and balance isn’t a good enough reason to never add new skills to an RPG, this is long overdue and if they just put a little effort into the skill formulas, it shouldn’t be too insane.
  • ceruulean
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    Yeah this update looks really cool. It would make more builds viable, like you could make a holy archer stamina healer. I mean, sure, you'd still have to pick warden or arcanist for that, but at least it's something. You could make a 2h tank build, if they allow you to style the skill with block mitigation and maim to compete with ice staff.
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