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Really Disappointed with the Scribing Skills

  • Aurielle
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    ZOS_Kevin wrote: »
    Shagreth wrote: »
    The current iteration of scribing feels boring and limiting, but it has potential, provided you actually go on and add new and exciting abilities. Pressing a button should give us a small dopamine hit, but instead what I get now is a slightly orange tinted Trap that's even hard to notice the difference even while fully zoomed in. I am not saying you should give us beams that can destroy the moon like FFXIV, but something cool would be nice for a change. Arcanist has a few skills you can use as a reference.

    So the plan is to support this system over time, just like many of our other systems. We think the close to 4000 total combinations of skills is a good starting point, but it is just that, a starting point. If there isn't something that resonates in the current suite of skills, we will add more and will look to player feedback to inform some direction.

    And, unfortunately, it is not even remotely possible to experiment with all those ~4000 combinations due to the insanely low drop rate on inks. Trust me, the only players who are happy about the low drop rate are the ones who are spending all their game time farming nodes and selling ink for 100k gold a pop. They’re loudly telling you guys that the drop rate is fine, because farming ink is the only thing they’re doing, and they’re making a ton of gold off it that they can turn into crowns.

    I’ve been playing a lot since Gold Road released, and only have 22 inks at this point. That means each of my characters can only scribe ONE skill. One each, out of almost 4000 possible combos.

    The low ink drop rate and the fact that scripts aren’t account-wide is all people in my guilds can talk about. We should be talking about how great this new system is — not about how we can barely use it, due to RNG and low drop rates.
  • Erickson9610
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    They don't enable new build possibilities/playstyles

    Rather they just give players access to buffs/debuffs they might have a hard time sourcing otherwise at the expense of using skills that just don't feel good to use compared to non-scribing skills. The DW skill is super redundant in particular. Another throwing knife that no one wants to use? You just had to give every class access to a skill that feels like concealed weapon for scribing to be a win to the majority of the playerbase.

    Actually, Traveling Knife is one of my favorite Scribing skills. Using Multi-Target, Warrior's Opportunity, and Vulnerability, I can make an AoE explosion which afflicts enemies with Minor Vulnerability (+5% damage taken) and causes them to take +8% martial damage. I debuff with Shattering Knife, then use Biting Jabs (which deals Physical Damage, which counts as martial damage for the increased damage taken).

    I like Shattering Knife more than the skill I used to slot there, Ritual of Retribution, because Shattering Knife is a mobile skill, whereas Ritual of Retribution is a ground skill which is fixed on a location. I also like having more range in my build, apart from Radiant Oppression, and the cost being Stamina makes it much more worthwhile. The only annoying part is that the range is much smaller than I'd like, but apart from that, it's my favorite Scribing skill so far.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • ToRelax
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    Elsonso wrote: »
    I, for one, find the Arcanist to be too neon green. It is hard to see through the green beam, as well.

    I really don't want Scribing skills to be that bright.

    Particularly since it is meant to help out with gaps in one's build. Wouldn't do to have bright effects that end up fitting in with only a very limited number of aesthetics. Honestly, some of them like the resto beam are already pretty annoying.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Desiato
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    I'm glad the scribing system hasn't been disruptive thus far. To me, the best case scenario is that it compliments existing combat metas rather than dominating them.

    I think there's a lot of unlocked potential. Like many things in ESO, there may be some really compelling use cases that only emerge after being highlighted by a famous group/player.

    Also, I didn't find the grind to be horrible at all. I had class mastery unlocked after 5 days and already have the majority of scripts. I think I have around 30 luminous ink already.

    Edited by Desiato on June 11, 2024 5:29PM
    spending a year dead for tax reasons
  • DrNukenstein
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    Actually, Traveling Knife is one of my favorite Scribing skills. Using Multi-Target, Warrior's Opportunity, and Vulnerability, I can make an AoE explosion which afflicts enemies with Minor Vulnerability (+5% damage taken) and causes them to take +8% martial damage. I debuff with Shattering Knife, then use Biting Jabs (which deals Physical Damage, which counts as martial damage for the increased damage taken).

    I like Shattering Knife more than the skill I used to slot there, Ritual of Retribution, because Shattering Knife is a mobile skill, whereas Ritual of Retribution is a ground skill which is fixed on a location. I also like having more range in my build, apart from Radiant Oppression, and the cost being Stamina makes it much more worthwhile. The only annoying part is that the range is much smaller than I'd like, but apart from that, it's my favorite Scribing skill so far.

    Alright, that's a pretty good use case. Doesn't change the fact that it's still just customizable shrouded daggers or AOE FG crossbow, but with buffs and debuffs. Maybe it's a stronger way to soften up a target/targets from range, but that's not opening up new possibilities just powercreeping stronger possibilities.
  • Rowjoh
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    Appreciate that this is a starting point, and there are def a handful of very good skills that can synergise well with certain builds/classes, especially for PVP.

    Scribing obviously needs improving as one would expect with any new system, and most people make allowances for that.

    Functionality over 'look and feel' is the priority at this stage, yet it's so uninspiringly tedious acquiring everything needed, it's overwhelmingly frustrating which massively outweighs any sense of anticipation, fun and achievement.

    The devs shouldn't really have launched it in its current state, so here's hoping for a better balance and improvements soon :)

  • tsaescishoeshiner
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    I think Elemental Explosion and Torchbearer could open up new competitive playstyles if the damage values were right. I love the visuals and audio for most of the effects so far.

    DPS would need a better DoT signature or focus script in order to get more use out of them. They're all budgeted as either spammable skills (which classes & weapons have better access to) or utility skills (which aren't used much for DPS).

    For example, Minor Force, Major Prophecy/Savagery, and Major Brutality/Sorcery? DPS builds have DoTs that give those buffs. A sorc could probably get use out of Shocking Soul, but Force Pulse probably gives more overall damage (plus an interrupt).

    I think the Major/Minor buffs and the damage taken debuffs could sneak into certain healer and tank builds. As it is, I'm only using Elemental Explosion for fun/casual PvE. Not sure if I'd take it into a vet DLC dungeon--but that would be really fun if it worked! Other than getting interrupted lol.
    PC-NA
    in-game: @tsaescishoeshiner
  • C_Inside
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    The whole "This is just a starting point" statement feels suspiciously like what they said when the introduced the garbage fire that is Sacrifical Bones on the necro. Where they "Knew that it isn't where we want it to be" and that they'd "keep an eye on it".

    Scribing as a whole is a pointless addition to the game. It doesn't address any of the game's issues nor is it what the game actually needs right now imo. It doesn't change how you play the game as even with scribed skills the combat still just amounts to laying down your DOTs and spamming your spammable. It doesn't increase your character's performance in any meaningful way either since most of the skills are weaker than what we already have or, in the best case scenario, only offer a tiny increase in power that is completely irrelevant.

    So if scribing doesn't improve your character, nor does it offer a new way to play the game, then what's the point of wasting money on Gold Road as a whole? For the new trial? Ah yes, because I don't already have enough good trial sets.

    Better class identity, an overhaul to the game's reward structure (read: not just in the latest chapter, I want better rewards in the base game and all of the older chapters and DLCs pre-Necrom), improvements to the needlessly bloated gear set system, and updates and additions to pvp are just a handful of things that the game actually needs. Not this frivolous, dollar store version of spellcrafting whose only purpose is to allow ESO's content creators to make the same stale build video again just with 1 different skill this time.
  • Shagreth
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    ZOS_Kevin wrote: »
    Also remember that we are trying to think holistically about skill design. For example, the Arcanist was mentioned. But for every one person who loves the look of some of those skills, we've also gotten player feedback that some of the Arcanist skills are too flashy and wished they were more muted. Not saying we won't do skills like that in the future, just want to put in perspective that we are looking at accommodating all kinds of players here, so building out that variety of skills and the visuals associated takes time and feedback.
    You deliver as always, thank you Kevin!

    One thing I have to say more is that for someone like me that likes to mess around with builds and cares immensely about the gameplay -- there's one more problem underneath it all, please bear with me as I go slightly off-topic.

    I have an issue with combat, and it's something that we are doing for the majority of the time while playing. The combat feels... weak or floaty, for a lack of a better description, most of the time it's like I'm spazzing out in front of a target dummy, there's no impact to the things I press and the reaction needed from the enemy I'm hitting to give me the necessary feedback back is almost non-existent.. together with that small dopamine hit that I've casted something cool/impactful etc. Again, I am not suggesting that ESO needs to become like FFXIV where some abilities can probably take down a small village, no, the issue is deeper, it has to do with Sound Design, Animations, Weaving and perhaps the engine's limitations. The game has improved, there used to be a time 10 years ago where it took some seconds to switch bars, but it can improve even further. This is a common complaint many actually have, so I'm sure (maybe?) you're aware of it. Josh Strife Says also mentioned this as the biggest weakness of the game. So the lack of satisfaction when engaging in combat makes me wish for a complete or partial rework of the system, but that's probably an unrealistic expectation at this point, it's all here to stay, weaving and the clunkiness it brings and all.

    Hopefully things can improve in that department over time, and yes, absolutely understand that flashy skills are not for everyone. We need more options. Hopefully my post is understood lol. Have a good one, Kev!
  • Scaletho
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    Pure garbage.
  • Rowjoh
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    C_Inside wrote: »
    The whole "This is just a starting point" statement feels suspiciously like what they said when the introduced the garbage fire that is Sacrifical Bones on the necro. Where they "Knew that it isn't where we want it to be" and that they'd "keep an eye on it".

    true but for a different reason - Scribing def isn't garbage but its implementation is very poor and shouldn't have been released in its current state.

    Scribing as a whole is a pointless addition to the game. It doesn't address any of the game's issues nor is it what the game actually needs right now imo. It doesn't change how you play the game as even with scribed skills the combat still just amounts to laying down your DOTs and spamming your spammable. It doesn't increase your character's performance in any meaningful way either since most of the skills are weaker than what we already have or, in the best case scenario, only offer a tiny increase in power that is completely irrelevant.

    not true. I've already created a few spells that have made a noticeable difference to a couple of my PVP builds, and that's without Class Mastery, and I know others have as well

    So if scribing doesn't improve your character, nor does it offer a new way to play the game, then what's the point of wasting money on Gold Road as a whole? For the new trial? Ah yes, because I don't already have enough good trial sets.

    Most players haven't acquired everything they need to experiment/create the spells they want yet. Even tho its still early there are some very interesting builds appearing on YouTube that utilise new spells, and quite a few players are taking advantage of that now.

    Better class identity, an overhaul to the game's reward structure (read: not just in the latest chapter, I want better rewards in the base game and all of the older chapters and DLCs pre-Necrom), improvements to the needlessly bloated gear set system, and updates and additions to pvp are just a handful of things that the game actually needs. Not this frivolous, dollar store version of spellcrafting whose only purpose is to allow ESO's content creators to make the same stale build video again just with 1 different skill this time.

    Couldn't agree more (just not the last point, as its not true)
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    C_Inside wrote: »
    The whole "This is just a starting point" statement feels suspiciously like what they said when the introduced the garbage fire that is Sacrifical Bones on the necro. Where they "Knew that it isn't where we want it to be" and that they'd "keep an eye on it".

    To clarify, "This is just a starting point" was just to signal this is a new system and we will be expanding on it overtime. Just like we have with other systems, like Scrying or Tales of Tribute. These systems see additions overtime.

    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • Finedaible
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    I don't have the scribing chapter but I think what many players are disappointed to see is a lack of control over finer details of skill customization. There could have been tradeoff options of say choosing to have a cast time for better damage or more duration or less resource cost, or instead opt for instant cast at reduced effectiveness. Would have been nice to have more pre-buff options as well, or even passive buffs that you get for slotting the skill on the bar with the tradeoff there being it takes up an affix or something.

    It is also kind of disappointing that there are no summons, though may this potentially be planned for some other time I hope? A lot of people were expecting something more like the infamous Spellcrafting presentation many years ago and a familiar would be really cool in my opinion.
  • DeathStalker
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    Ink is too rare to experiment very much and the skills seem much weaker than what we already have. It's also very unfriendly to Alts. What's not to be disappointed about?
    Edited by DeathStalker on June 11, 2024 9:24PM
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Finedaible wrote: »
    A lot of people were expecting something more like the infamous Spellcrafting presentation many years ago and a familiar would be really cool in my opinion.

    We do want to note that we made it pretty clear that Scribing would not be the same as spellcrafting or the 10yr old spellcrafting presentation from the beginning. There are several things we had to take into account to make sure things were not broken balance-wise.

    But we also want to note that the feedback on wanting more customization is noted. Again, a lot of that has to do with balancing.

    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • Finedaible
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    Yes, it was indeed clear. Was just speculating that the community perhaps set their expectations high after that presentation made it through the rounds of popular influencers and youtubers sometime between the first teases and the official reveal. An unfortunate side-effect of social media.
  • valthierX
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    Grind, grind, grind and more grind - this is the Gold Road.
  • C_Inside
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    ZOS_Kevin wrote: »
    C_Inside wrote: »
    The whole "This is just a starting point" statement feels suspiciously like what they said when the introduced the garbage fire that is Sacrifical Bones on the necro. Where they "Knew that it isn't where we want it to be" and that they'd "keep an eye on it".

    To clarify, "This is just a starting point" was just to signal this is a new system and we will be expanding on it overtime. Just like we have with other systems, like Scrying or Tales of Tribute. These systems see additions overtime.

    I have a question here. Why didn't you expand the system before you released it? Why didn't you finish developing the product you're selling before pushing it to the market? If this is "a new system and we will be expanding on it overtime" then at the very least we shouldn't be paying full price for a system that isn't fully developed and fully "expanded" yet.

    Furthermore, how am I supposed to take your word that you'll finish developing this system when Sacrifical Bones was left to rot after exiting the PTS despite the countless threads about it?
  • sarahthes
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    C_Inside wrote: »
    ZOS_Kevin wrote: »
    C_Inside wrote: »
    The whole "This is just a starting point" statement feels suspiciously like what they said when the introduced the garbage fire that is Sacrifical Bones on the necro. Where they "Knew that it isn't where we want it to be" and that they'd "keep an eye on it".

    To clarify, "This is just a starting point" was just to signal this is a new system and we will be expanding on it overtime. Just like we have with other systems, like Scrying or Tales of Tribute. These systems see additions overtime.

    I have a question here. Why didn't you expand the system before you released it? Why didn't you finish developing the product you're selling before pushing it to the market? If this is "a new system and we will be expanding on it overtime" then at the very least we shouldn't be paying full price for a system that isn't fully developed and fully "expanded" yet.

    Furthermore, how am I supposed to take your word that you'll finish developing this system when Sacrifical Bones was left to rot after exiting the PTS despite the countless threads about it?

    Just like all 6 companions released with Blackwood, all current antiquities released with Greymoor, and all current tribute decks launched with High Isle?

    It's clear from what Kevin said that by "just the beginning" he meant zos would continue to support and expand on the system. Not that it was incomplete.
  • Necrotech_Master
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    sarahthes wrote: »
    C_Inside wrote: »
    ZOS_Kevin wrote: »
    C_Inside wrote: »
    The whole "This is just a starting point" statement feels suspiciously like what they said when the introduced the garbage fire that is Sacrifical Bones on the necro. Where they "Knew that it isn't where we want it to be" and that they'd "keep an eye on it".

    To clarify, "This is just a starting point" was just to signal this is a new system and we will be expanding on it overtime. Just like we have with other systems, like Scrying or Tales of Tribute. These systems see additions overtime.

    I have a question here. Why didn't you expand the system before you released it? Why didn't you finish developing the product you're selling before pushing it to the market? If this is "a new system and we will be expanding on it overtime" then at the very least we shouldn't be paying full price for a system that isn't fully developed and fully "expanded" yet.

    Furthermore, how am I supposed to take your word that you'll finish developing this system when Sacrifical Bones was left to rot after exiting the PTS despite the countless threads about it?

    Just like all 6 companions released with Blackwood, all current antiquities released with Greymoor, and all current tribute decks launched with High Isle?

    It's clear from what Kevin said that by "just the beginning" he meant zos would continue to support and expand on the system. Not that it was incomplete.

    im not sure if i would have worded it like that, because for example, we definitely did not get 6 companions with blackwood lol
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • sarahthes
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    sarahthes wrote: »
    C_Inside wrote: »
    ZOS_Kevin wrote: »
    C_Inside wrote: »
    The whole "This is just a starting point" statement feels suspiciously like what they said when the introduced the garbage fire that is Sacrifical Bones on the necro. Where they "Knew that it isn't where we want it to be" and that they'd "keep an eye on it".

    To clarify, "This is just a starting point" was just to signal this is a new system and we will be expanding on it overtime. Just like we have with other systems, like Scrying or Tales of Tribute. These systems see additions overtime.

    I have a question here. Why didn't you expand the system before you released it? Why didn't you finish developing the product you're selling before pushing it to the market? If this is "a new system and we will be expanding on it overtime" then at the very least we shouldn't be paying full price for a system that isn't fully developed and fully "expanded" yet.

    Furthermore, how am I supposed to take your word that you'll finish developing this system when Sacrifical Bones was left to rot after exiting the PTS despite the countless threads about it?

    Just like all 6 companions released with Blackwood, all current antiquities released with Greymoor, and all current tribute decks launched with High Isle?

    It's clear from what Kevin said that by "just the beginning" he meant zos would continue to support and expand on the system. Not that it was incomplete.

    im not sure if i would have worded it like that, because for example, we definitely did not get 6 companions with blackwood lol

    Exactly my point.
  • tsaescishoeshiner
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    C_Inside wrote: »
    ZOS_Kevin wrote: »
    C_Inside wrote: »
    The whole "This is just a starting point" statement feels suspiciously like what they said when the introduced the garbage fire that is Sacrifical Bones on the necro. Where they "Knew that it isn't where we want it to be" and that they'd "keep an eye on it".

    To clarify, "This is just a starting point" was just to signal this is a new system and we will be expanding on it overtime. Just like we have with other systems, like Scrying or Tales of Tribute. These systems see additions overtime.

    I have a question here. Why didn't you expand the system before you released it? Why didn't you finish developing the product you're selling before pushing it to the market? If this is "a new system and we will be expanding on it overtime" then at the very least we shouldn't be paying full price for a system that isn't fully developed and fully "expanded" yet.

    Furthermore, how am I supposed to take your word that you'll finish developing this system when Sacrifical Bones was left to rot after exiting the PTS despite the countless threads about it?

    Scribing seems like a fully-developed system to me, just like Tribute, Scrying, or Battlegrounds were all at launch. They've all gotten new content since being released. I'm not sure if I understand expanding a system before releasing it, since expanding means adding onto something that already exists. I think their statement means we'll be getting new Grimoires or Scripts or something--which I think is great.
    PC-NA
    in-game: @tsaescishoeshiner
  • ToRelax
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    C_Inside wrote: »
    ZOS_Kevin wrote: »
    C_Inside wrote: »
    The whole "This is just a starting point" statement feels suspiciously like what they said when the introduced the garbage fire that is Sacrifical Bones on the necro. Where they "Knew that it isn't where we want it to be" and that they'd "keep an eye on it".

    To clarify, "This is just a starting point" was just to signal this is a new system and we will be expanding on it overtime. Just like we have with other systems, like Scrying or Tales of Tribute. These systems see additions overtime.

    I have a question here. Why didn't you expand the system before you released it? Why didn't you finish developing the product you're selling before pushing it to the market? If this is "a new system and we will be expanding on it overtime" then at the very least we shouldn't be paying full price for a system that isn't fully developed and fully "expanded" yet.

    Furthermore, how am I supposed to take your word that you'll finish developing this system when Sacrifical Bones was left to rot after exiting the PTS despite the countless threads about it?

    Yeah, with that logic we'd still be playing 1.0 aside from some bug fixes. Or not, more likely, because the game wouldn't have survived.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Elvenheart
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    sarahthes wrote: »
    C_Inside wrote: »
    ZOS_Kevin wrote: »
    C_Inside wrote: »
    The whole "This is just a starting point" statement feels suspiciously like what they said when the introduced the garbage fire that is Sacrifical Bones on the necro. Where they "Knew that it isn't where we want it to be" and that they'd "keep an eye on it".

    To clarify, "This is just a starting point" was just to signal this is a new system and we will be expanding on it overtime. Just like we have with other systems, like Scrying or Tales of Tribute. These systems see additions overtime.

    I have a question here. Why didn't you expand the system before you released it? Why didn't you finish developing the product you're selling before pushing it to the market? If this is "a new system and we will be expanding on it overtime" then at the very least we shouldn't be paying full price for a system that isn't fully developed and fully "expanded" yet.

    Furthermore, how am I supposed to take your word that you'll finish developing this system when Sacrifical Bones was left to rot after exiting the PTS despite the countless threads about it?

    Just like all 6 companions released with Blackwood, all current antiquities released with Greymoor, and all current tribute decks launched with High Isle?

    It's clear from what Kevin said that by "just the beginning" he meant zos would continue to support and expand on the system. Not that it was incomplete.

    It took me a moment to get what you were saying, but I understand now you were meaning those systems were all complete with what they did release with at the time, such as two companions, the first antiquities, and the base tribute decks, and that these systems have all been expanded over time with more companions, more antiquities, and new tribute decks, exactly what was always promised by ZOS 😊
  • Imperial_Archmage
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    ZOS_Kevin wrote: »
    C_Inside wrote: »
    The whole "This is just a starting point" statement feels suspiciously like what they said when the introduced the garbage fire that is Sacrifical Bones on the necro. Where they "Knew that it isn't where we want it to be" and that they'd "keep an eye on it".

    To clarify, "This is just a starting point" was just to signal this is a new system and we will be expanding on it overtime. Just like we have with other systems, like Scrying or Tales of Tribute. These systems see additions overtime.

    Ok but what does that mean exactly? I think very few people expected true spellcrafting, and as you said in your other post you all were very clear about that from the beginning with managing expectations. However, what we have now is rather underwhelming. We are talking about less than a dozen new spells and abilities. Yes, they can be modified, but in a very limited fashion (ostensibly over balancing concerns). But modification does not necessarily have to equate to power. I think many people would be fine with a system that provides only visual modifications. You sort of tried to do that with unlocking new colorings for a handful of old skills but that was a very bareboned effort, so much so that in some cases it's almost impossible to tell the difference, even if you squint in the right light.

    When you say "expand" do you mean adding one more scribing skill to other preexisting skill lines, like guild/world/class, etc.? Or do you mean simply expanding the already existing system by making it more robust and varied in the choices available to the player? It is not at all clear to me from the examples you've cited. Scrying itself has never really been expanded upon, it just became more relevant because more rewards were being attached to it (or rather gated behind it). As for Tales of Tribute, I can't comment because I have personally never engaged with that system at all and don't really know anyone who has though I play the game rather casually and mostly solo so admittedly I don't know that many people. All I've gathered about it is that it's some kind of self contained card minigame.

    Speaking for myself, I would love to see additions of the key types of abilities that are missing in certain skill lines. Like a spammable for Stormcaller. Or more damaging abilities to the Psijic and other skill lines that are more support focused and vice versa.
    Edited by Imperial_Archmage on June 13, 2024 12:36AM
  • fred4
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    I would settle for properly implemented useable or fun skills. I have by no means tried everything, but what I've tried has simply been bad.

    The height of Vault is so nerfed, it stumbles in places you can jump to with a normal jump. That makes no sense and is no fun. Furthermore the timing of the skill is janky. It frequently misfires out of sequence and doesn't play well with dodge rolls. For a movement skill that's miserable. I've elaborated on the details elsewhere.

    Warding Soul inherits the targeting mechanic fom Healing Ward, going to the lowest health target around as far as I can see. This has some niche uses, but it's IMO not a good targeting mechanic for a shield. Shields are typically used preemptively, or at least that's how I use them. When you use it that way, e.g. when players are at full health, it basically goes to a random person. It's uncontrollable and, therefore, useless.

    Wield Soul, as a damage skill, has a tooltip so low, it deals less damage with attached Major Breach on a normal target skeleton than Swallow Soul with Soulcleaver / no Breach or Concealed Weapon without anything. Major Breach is pretty strong, so that's saying something. Maybe the comparison to those nightblade skills is not fair and, actually, I agree that scribed skills shouldn't become meta damage skills. However my question then boils down to why there are so many damage focus scripts. It makes for a bunch of half dead skills from the get go. At best they are niche.

    Speaking of niche, I tried a ranged bleed DOT option with Traveling Knife. Again the tooltips are exceedingly low, but I wanted to proc Dragon's Appetite from range. This was also terribly underwhelming. Using Draugrkin with a conventional Crushing Shock build parses a lot better. There is an obvious healing difference between those setups, but having to slot a pure utility skill was not worth it when you could slot a heal instead.
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • LannStone
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    I just finished the main quest and ready to continue the scribing quest line
    What I'm wondering is if anybody has altered a single arcanist skill with the new system
    I'm asking because as a solo player I am a big fan of the arcanist skill line as it is, the best overall combination of damage and healing for a solo player that I've experienced on any character
    So my default position is that arcanist already seems pretty good to me
    So just wondering, has anybody improved anything in the arcanist skill line with the new system?
    Edited by LannStone on June 13, 2024 1:25AM
  • fred4
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    I can see the heals being very strong in ballgroups and in PvE, especially as an inexperienced player. That said, when I play healer, Echoing Vigor is always my #1 heal in Combat Metrics. Why? Because it's a HOT, hits 6 people (12 if you play judiciously), has a decent range and lasts a long time. Combat Prayer - the typical healer spammable - is usually not near the top of my healing output at all. Even ground AOE heals frequently rank higher. It's all about preventative maintenance rather than trying to heal someone out of a jam. So while I can see the AOE heals being very strong on paper, and even the single-target area smart heal, the latter is basically what Healing Ward already is. No one uses Healing Ward except in specific situations, such as tomb healing. I'd, therefore, be interested to hear from healers whether a scribed skill is making it permanently onto your bar. Or is it all situational?

    EDIT: Is group shielding in trials a thing now? Are healers doing that?
    Edited by fred4 on June 13, 2024 1:37AM
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • EdjeSwift
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    LannStone wrote: »
    I just finished the main quest and ready to continue the scribing quest line
    What I'm wondering is if anybody has altered a single arcanist skill with the new system
    I'm asking because as a solo player I am a big fan of the arcanist skill line as it is, the best overall combination of damage and healing for a solo player that I've experienced on any character
    So my default position is that arcanist already seems pretty good to me
    So just wondering, has anybody improved anything in the arcanist skill line with the new system?

    That's not how scribing works. You don't mess with existing skills, you are given a skill via grimoire and attach various traits to it via scripts. It's 11 new skills, not playing with older skills. The closest thing you can do with an arcanist with it is create skills to make cruxs with.
    Antiquities Addict
  • LannStone
    LannStone
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    EdjeSwift wrote: »
    LannStone wrote: »
    I just finished the main quest and ready to continue the scribing quest line
    What I'm wondering is if anybody has altered a single arcanist skill with the new system
    I'm asking because as a solo player I am a big fan of the arcanist skill line as it is, the best overall combination of damage and healing for a solo player that I've experienced on any character
    So my default position is that arcanist already seems pretty good to me
    So just wondering, has anybody improved anything in the arcanist skill line with the new system?

    That's not how scribing works. You don't mess with existing skills, you are given a skill via grimoire and attach various traits to it via scripts. It's 11 new skills, not playing with older skills. The closest thing you can do with an arcanist with it is create skills to make cruxs with.

    Right, I wasn't clear. I mean has anybody created any skills that are better than existing skills. I have 5 skills on each bar. Has anybody created a new skill for solo arcanist that was better than any of those 10 skills. Sorry for the lack of clarity.
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