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.
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.
No, it can't.Imperial_Archmage wrote: »[...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.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.
[...]
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.
No, it can't.Imperial_Archmage wrote: »[...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.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.
[...]
I like the fact that they now have a base of scribing they can build upon in future updates and make improvements upon, I'm not too worried about balance and such. Hopefully the visuals will be improved.
For me the most disappointing part is that once again they just teleport you around random locations for no reason during the quests. Like... "yeah I lost my notes, darnit! Oh yeah I remember, I put one page in a random cave in Orsinium, another in the jungles of Valenwood and the third one in an abandoned Dragonguard tomb in the middle of a desert somewhere." Like...what? Could you at least try to make it make sense?
My more general gripe is that this game (and these RPG games in general) just abuse the crap out of "portal" magic like some sort of Deus Ex Machina whenever it's convenient, but then all characters (even powerful mages) forget they exist when there's an unfortunately large ditch we can't cross. "Oh yeah sorry I can't this time, my magicka is spent." /rolleyes
Stop using portals as a lazy way to throw us across the entire continent IMO.
Vonnegut2506 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.
I don't know your 10 skills because we aren't that close, but I was able to get rid of camo hunter that was just taking a bar slot for Major Savagery. Instead I morphed Trample with Disease damage and Savagery. I view that as an upgrade because it looks pretty nice, and I don't like a bar slot that is only there for a buff.
Imperial_Archmage wrote: »No, it can't.Imperial_Archmage wrote: »[...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.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.
[...]
It most certainly can and it does, I tested it on an array of five target dummies and each one got the debuff for the full duration. I also was surprised it worked like that but it definitely does.
Imperial_Archmage wrote: »No, it can't.Imperial_Archmage wrote: »[...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.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.
[...]
It most certainly can and it does, I tested it on an array of five target dummies and each one got the debuff for the full duration. I also was surprised it worked like that but it definitely does.
Well, I tested it as well, and it most definitely didn't work.
Imperial_Archmage wrote: »No, it can't.Imperial_Archmage wrote: »[...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.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.
[...]
It most certainly can and it does, I tested it on an array of five target dummies and each one got the debuff for the full duration. I also was surprised it worked like that but it definitely does.
Well, I tested it as well, and it most definitely didn't work.
Necrotech_Master wrote: »Imperial_Archmage wrote: »No, it can't.Imperial_Archmage wrote: »[...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.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.
[...]
It most certainly can and it does, I tested it on an array of five target dummies and each one got the debuff for the full duration. I also was surprised it worked like that but it definitely does.
Well, I tested it as well, and it most definitely didn't work.
my guess is that they meant soul burst (aoe soul magic skill), not wield soul (single target soul magic skill), they likely wrote the wrong one in their post on accident
i think both can be configured with breach
Imperial_Archmage wrote: »The grind for all the scripts is beyond obnoxious, the questline to unlock the system a completely uninspired take on "Fantastic Beasts and All the Old Zones We Have to Run Around to Find Them" and the actual customization options incredibly limited and very lackluster. I want to particularly hammer in that last point because the VFX for a lot of these skills are just terrible even in a game that is notorious for its outdated skill visuals and graphics.
I went into this being so excited to finally be able to add some cool new shock skills to my lightning sorcerer's extremely limited repertoire only to be utterly disappointed. We finally got a shock spammable with the shock focus script on Wield Soul but it looks so puny and ineffectual that it makes even the anemic looking lightning staff light attack look good by comparison, and that's really not saying much! Even flashier skills like Soul Burst and Elemental Explosion are marred by very sloppy editing because when modified (which is the whole point of Scribing, lest we forget) the new VFX are very poorly overlayed onto the original skill visuals (instead of being replaced with a separate spell ID) and sometimes the casting animation isn't even updated at all. Honestly, most of them look like they were put together on a Friday afternoon by whichever intern was unlucky enough to be at the office that day, and I don't think I am being harsh with that characterization, not at all. I guess all the experienced graphic designers and 3D artists were too busy, no doubt hard at work on churning out the latest slate of hyper visually stimulating Crown Crate gambling mounts...
ESO has been in dire need of updating skill visuals for years and this could have been the opportunity to finally begin the process but it was completely squandered, in my opinion.
Some of us also have lag and stuttering issues when some overpowered, wing-adorned clown arcs up their asplodie mount to leave in a Blaze Of Glory.
Imperial_Archmage wrote: »Imperial_Archmage wrote: »No, it can't.Imperial_Archmage wrote: »[...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.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.
[...]
It most certainly can and it does, I tested it on an array of five target dummies and each one got the debuff for the full duration. I also was surprised it worked like that but it definitely does.
Well, I tested it as well, and it most definitely didn't work.
Are you sure you tested on a sorcerer with a class script selected? I just checked again and each dummy hit by the splash had the debuff.
Imperial_Archmage wrote: »The grind for all the scripts is beyond obnoxious, the questline to unlock the system a completely uninspired take on "Fantastic Beasts and All the Old Zones We Have to Run Around to Find Them" and the actual customization options incredibly limited and very lackluster. I want to particularly hammer in that last point because the VFX for a lot of these skills are just terrible even in a game that is notorious for its outdated skill visuals and graphics.
I went into this being so excited to finally be able to add some cool new shock skills to my lightning sorcerer's extremely limited repertoire only to be utterly disappointed. We finally got a shock spammable with the shock focus script on Wield Soul but it looks so puny and ineffectual that it makes even the anemic looking lightning staff light attack look good by comparison, and that's really not saying much! Even flashier skills like Soul Burst and Elemental Explosion are marred by very sloppy editing because when modified (which is the whole point of Scribing, lest we forget) the new VFX are very poorly overlayed onto the original skill visuals (instead of being replaced with a separate spell ID) and sometimes the casting animation isn't even updated at all. Honestly, most of them look like they were put together on a Friday afternoon by whichever intern was unlucky enough to be at the office that day, and I don't think I am being harsh with that characterization, not at all. I guess all the experienced graphic designers and 3D artists were too busy, no doubt hard at work on churning out the latest slate of hyper visually stimulating Crown Crate gambling mounts...
ESO has been in dire need of updating skill visuals for years and this could have been the opportunity to finally begin the process but it was completely squandered, in my opinion.
Well, some of us out here on the frontier can't even play with grass, let alone experience the rest of the theoretical visuals that may be available.
Some of us also have lag and stuttering issues when some overpowered, wing-adorned clown arcs up their asplodie mount to leave in a Blaze Of Glory.
Some of us also don't care much about the triviality of your problems when compared to our own.
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.
First, thanks for the feedback and share your experience in other games. That summary gives a good benchmark for how you view skills in ESO vs. other things you have played.
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.
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.
Too many restrictions on signatures and affixes as of now. All I wanted was to be able to pre-buff major sorcery as a templar, and only the healing version of Wield Soul lets me do that. But it only lasts 10 seconds and costs twice as much as Degeneration from the Mages Guild tree, which lasts 20 seconds (though isn't pre-buffable, obviously).
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.
Einar_Hrafnarsson wrote: »I had a feeling that the skills would feel lackluster as soon as i saw the first presentation.
ESO is falling more and more behind when it comes to visuals and Sound and i fear some blame lies with the older consoles.
They just could not handle more shiny spells that involve a ton of particles in higher densities.
It is also the first expansion my Wife and i did not preorder. The Story and features just looked way to lackluster and nonsensical to us. We might get it once it is on sale but for now, we do not regret it one bit that we waited.
Shadowbinder7 wrote: »Just fix and improve what already exists. So much lost potential
I’m talking about the Vampire skills. Psijic order skills. So much lost potential to make them ALL worth slotting situationally! (WW is fine atm imho)