Shadowbinder7 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.
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.
If you are looking for feedback, ZOS devs:
Imho this scribing system is a nice idea but unfortunately not truly as “free to modify” skills as it is portrayed. Many major/minor buffs are only allowed on one or two skills (such as force or brutality) when they would be perfectly fine, not OP or game breaking on all the other skills!
Limiting buffs, debuffs (what you have named as affix scripts) as well as signature scripts to only a selection per ability, or a certain script only appearing on 2 of 11 abilities is hardly “craft spells artistically how you see fit” is it?
Furthermore. Why on “wield soul” are all the affix bonuses 10 seconds not 20?? Completely puts me off using it, who wants 10 secs of major brutality? It’s too short. I can’t take the “it’s a spammable” excuse, since the power is noticeably lower than standard spammable (crushing shock, class ones etc). All the affix scripts should be 20secs long for any grimoire, that’s only fair
Also the damage/heal of the DOT signature scripts are a little low? Like I understand they can’t be too OP to creep into Meta dps builds, same as the healing, or other buffs useful for tanks…
But the effects are… really weak? They should be mildly increased imho, to make all effects actually compatible with current not scribing alternatives. This would not be “pay to win” simply it would be making your system you have marketed actually useful and fun!
Please consider these. Not really complicated it’s just a case of tweaking and being more free and open with your Scribing system. Live up to the name and theme
Imperial_Archmage wrote: »The 4000 thing is just a talking point and an overly inflated number for shock value. It's 11 skills with a number of minor variations. Kinda makes it hard to take them seriously at all when that's their starting point.
DrNukenstein wrote: »Erickson9610 wrote: »
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.
Imperial_Archmage wrote: »Shadowbinder7 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.
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.
If you are looking for feedback, ZOS devs:
Imho this scribing system is a nice idea but unfortunately not truly as “free to modify” skills as it is portrayed. Many major/minor buffs are only allowed on one or two skills (such as force or brutality) when they would be perfectly fine, not OP or game breaking on all the other skills!
Limiting buffs, debuffs (what you have named as affix scripts) as well as signature scripts to only a selection per ability, or a certain script only appearing on 2 of 11 abilities is hardly “craft spells artistically how you see fit” is it?
Furthermore. Why on “wield soul” are all the affix bonuses 10 seconds not 20?? Completely puts me off using it, who wants 10 secs of major brutality? It’s too short. I can’t take the “it’s a spammable” excuse, since the power is noticeably lower than standard spammable (crushing shock, class ones etc). All the affix scripts should be 20secs long for any grimoire, that’s only fair
Also the damage/heal of the DOT signature scripts are a little low? Like I understand they can’t be too OP to creep into Meta dps builds, same as the healing, or other buffs useful for tanks…
But the effects are… really weak? They should be mildly increased imho, to make all effects actually compatible with current not scribing alternatives. This would not be “pay to win” simply it would be making your system you have marketed actually useful and fun!
Please consider these. Not really complicated it’s just a case of tweaking and being more free and open with your Scribing system. Live up to the name and theme
I really wish they would stop being so full-throated with the whole "We think the close to 4000 total combinations of skills is a good starting point, but it is just that, a starting point." The 4000 thing is just a talking point and an overly inflated number for shock value. It's 11 skills with a number of minor variations. Kinda makes it hard to take them seriously at all when that's their starting point.
Imperial_Archmage wrote: »I really wish they would stop being so full-throated with the whole "We think the close to 4000 total combinations of skills is a good starting point, but it is just that, a starting point." The 4000 thing is just a talking point and an overly inflated number for shock value. It's 11 skills with a number of minor variations. Kinda makes it hard to take them seriously at all when that's their starting point.
Yea I thought 'you have 4000 choices' was particularly egregious [snip]
Imperial_Archmage wrote: »Shadowbinder7 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.
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.
If you are looking for feedback, ZOS devs:
Imho this scribing system is a nice idea but unfortunately not truly as “free to modify” skills as it is portrayed. Many major/minor buffs are only allowed on one or two skills (such as force or brutality) when they would be perfectly fine, not OP or game breaking on all the other skills!
Limiting buffs, debuffs (what you have named as affix scripts) as well as signature scripts to only a selection per ability, or a certain script only appearing on 2 of 11 abilities is hardly “craft spells artistically how you see fit” is it?
Furthermore. Why on “wield soul” are all the affix bonuses 10 seconds not 20?? Completely puts me off using it, who wants 10 secs of major brutality? It’s too short. I can’t take the “it’s a spammable” excuse, since the power is noticeably lower than standard spammable (crushing shock, class ones etc). All the affix scripts should be 20secs long for any grimoire, that’s only fair
Also the damage/heal of the DOT signature scripts are a little low? Like I understand they can’t be too OP to creep into Meta dps builds, same as the healing, or other buffs useful for tanks…
But the effects are… really weak? They should be mildly increased imho, to make all effects actually compatible with current not scribing alternatives. This would not be “pay to win” simply it would be making your system you have marketed actually useful and fun!
Please consider these. Not really complicated it’s just a case of tweaking and being more free and open with your Scribing system. Live up to the name and theme
I really wish they would stop being so full-throated with the whole "We think the close to 4000 total combinations of skills is a good starting point, but it is just that, a starting point." The 4000 thing is just a talking point and an overly inflated number for shock value. It's 11 skills with a number of minor variations. Kinda makes it hard to take them seriously at all when that's their starting point.
You have to replace another skill on your already limited skill bars. There should have been some passives.
I can't stand scribing. I just hope none of them become meta in PVP.
AnduinTryggva wrote: »I have done the scribing quest line even before I did the zone quest of Gold Road and really enjoyed it.
Then I started to farm a bit of ink and did not really invest much into scribing as I was not sure how and where to use it.
Now I have a few ideas on how to create skills that could complement my toolset of my tank builds.
So I've invested money to buy grimoires, farmed scripts (I still have to find almost all the scripts for the arch mage achievement).
And now checked what I can build.
And what a deception it was. I could not create the skills that lack in my toolset.
I have an arcanist tank and I wanted to great a skill that can pull multiple targets as pulling is only possible by using the crossbow afaik. But I was forced to realize that this is not at all possible because I can either pull one target OR hit multiple targets irrespective of the fact that not having considered yet the limitation to the weapons in use.
So the ONLY way to pull multiple target is by getting the equipment. Because both pull and multiple targets are focus skripts and you can only use one single fokus script.
What a deception.
I really hope they add more in the future (but hopefully not by crown items what I fear they might).
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.
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.
AvalonRanger wrote: »Simply say, scribing combat parameter is not so different from default skill line.
Too much weak! Or very limited customization
Despite of heavy grinding process, it can't rebalance current combat.
Not game changer at all.
Erickson9610 wrote: »Can someone please explain to me what makes Scribing so different from Spellcrafting? They both are similar in concept — customizable skills. You choose what your skills do. What in particular makes people upset that we got Scribing and not Spellcrafting?
Erickson9610 wrote: »Can someone please explain to me what makes Scribing so different from Spellcrafting? They both are similar in concept — customizable skills. You choose what your skills do. What in particular makes people upset that we got Scribing and not Spellcrafting?
Erickson9610 wrote: »Can someone please explain to me what makes Scribing so different from Spellcrafting? They both are similar in concept — customizable skills. You choose what your skills do. What in particular makes people upset that we got Scribing and not Spellcrafting?
Mostly, it's that spellcrafting was going to be extremely OP in a game like this one. Just like it was in the single player titles. Of course in those games it didn't matter - if you wanted to OP your game with it, that hurt no one but you.
Stafford197 wrote: »Spellcrafting would have similarly been balanced. You could for example craft yourself a brand new Frost Bolt attack, decide on the type of attack (ST, DoT, Direct, etc), then you could choose a method of improvement such as reduced cost, increased/reduced, increased range vs on touch effect. That sort of idea. And from doing this, you could make yourself a full Frost Mage Warden, or a full Shock Mage Sorc, or a full Summoner Sorc through Flame Atronachs, Familiars, Dremora summons, etc. Ultimates would have been craftable as well.
The “balance issue” of it comes from the new functionality, not the actual numbers. In other words, you could craft Muffle from Skyrim, to reduce your footsteps sound for sneaking. You could summon new creatures, which would allow for more powerful minion/easy-to-use Oakensoul like builds. You could make currently bad builds such as PvE non-pet Shock Mage Sorc, into a powerful DPS since you’d acquire many more abilities.
Erickson9610 wrote: »Stafford197 wrote: »Spellcrafting would have similarly been balanced. You could for example craft yourself a brand new Frost Bolt attack, decide on the type of attack (ST, DoT, Direct, etc), then you could choose a method of improvement such as reduced cost, increased/reduced, increased range vs on touch effect. That sort of idea. And from doing this, you could make yourself a full Frost Mage Warden, or a full Shock Mage Sorc, or a full Summoner Sorc through Flame Atronachs, Familiars, Dremora summons, etc. Ultimates would have been craftable as well.
The “balance issue” of it comes from the new functionality, not the actual numbers. In other words, you could craft Muffle from Skyrim, to reduce your footsteps sound for sneaking. You could summon new creatures, which would allow for more powerful minion/easy-to-use Oakensoul like builds. You could make currently bad builds such as PvE non-pet Shock Mage Sorc, into a powerful DPS since you’d acquire many more abilities.
How would you be able to make a Muffle spell if you could only make damage spells? Was it explained that you'd be able to make any kind of spell, not just damage and summon spells?
From what I understand, Spellcrafting would let you craft any kind of ability from the ground up, whereas Scribing lets you customize specific customizable abilities to serve different purposes.
Scribing could do many of the things that Spellcrafting was said to do, though — we just need ZOS to introduce new Grimoires that have some of that functionality — such as a summon Grimoire that can have its damage type customized, or a "Muffle"-like Grimoire or Script which reduces your detection radius or grants invisibility.
I do understand the frustration of not having all of these options available to us at the start, though. I know Scribing will receive updates yearly, so eventually it'll have plenty of options for any build. Actually, it's because Scribing skills can be introduced for any skill line — rather than just for the 5 schools of magic — that Scribing will offer more flexibility for some builds than Spellcrafting ever could.
Stafford197 wrote: »Erickson9610 wrote: »Stafford197 wrote: »Spellcrafting would have similarly been balanced. You could for example craft yourself a brand new Frost Bolt attack, decide on the type of attack (ST, DoT, Direct, etc), then you could choose a method of improvement such as reduced cost, increased/reduced, increased range vs on touch effect. That sort of idea. And from doing this, you could make yourself a full Frost Mage Warden, or a full Shock Mage Sorc, or a full Summoner Sorc through Flame Atronachs, Familiars, Dremora summons, etc. Ultimates would have been craftable as well.
The “balance issue” of it comes from the new functionality, not the actual numbers. In other words, you could craft Muffle from Skyrim, to reduce your footsteps sound for sneaking. You could summon new creatures, which would allow for more powerful minion/easy-to-use Oakensoul like builds. You could make currently bad builds such as PvE non-pet Shock Mage Sorc, into a powerful DPS since you’d acquire many more abilities.
How would you be able to make a Muffle spell if you could only make damage spells? Was it explained that you'd be able to make any kind of spell, not just damage and summon spells?
From what I understand, Spellcrafting would let you craft any kind of ability from the ground up, whereas Scribing lets you customize specific customizable abilities to serve different purposes.
Scribing could do many of the things that Spellcrafting was said to do, though — we just need ZOS to introduce new Grimoires that have some of that functionality — such as a summon Grimoire that can have its damage type customized, or a "Muffle"-like Grimoire or Script which reduces your detection radius or grants invisibility.
I do understand the frustration of not having all of these options available to us at the start, though. I know Scribing will receive updates yearly, so eventually it'll have plenty of options for any build. Actually, it's because Scribing skills can be introduced for any skill line — rather than just for the 5 schools of magic — that Scribing will offer more flexibility for some builds than Spellcrafting ever could.
No it’s not only damage skills that you could craft. It is all types of abilities from the schools of magic throughout past Elder Scrolls games.
In the showcased gameplay we saw Oakflesh, Muffle, Summon Flame Atronach, and some other stuff. The scribed Soul Magic skills are somewhat like Spellcrafting, but the rest aren’t like and easily could’ve been new Active Abilities instead.
The frustration of having all options available at the start has nothing to do with it. These are fundamentally different features. Spellcrafting was a massive feature which was purely Elder Scrolls-like, adding the TES Schools of Magic, and was focused on build fantasy and fun. Scribing is just some random new feature here to fill holes in existing builds and to provide further incentive to purchase DLC.
Sorry it’s just not for me, imo 2024 has been a total letdown unfortunately.
Tommy_The_Gun wrote: »My biggest disappointed so far (yes, even greater one than ink drop rate) is that for whatever reason we can not make stamina costing destro & rest staff scribing skills, but somehow we can make magicka costing stamina weapon scribing skills...
Obvious magicka bias is obvious. I thought that after hybridization this kind of balancing is past...