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Scribing... in my opinion it's a failure.

  • ToRelax
    ToRelax
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    EdjeSwift wrote: »
    Pelanora wrote: »
    ZOS_Kevin wrote: »
    FelisCatus wrote: »
    It really needs more content and a big buff. A lot of it is useless as it's mainly for utility or roleplay. Needs a lot more spells.

    Just wanted to chime in here and remind folks that we will be supporting this feature over time, just like many of our other features. So if you don't see anything in the near 4000 possible combinations, we will have more coming. Feel free to sound off regarding what you would like to see in scribing support.

    I really think you need to stop saying nearly 4000 combos, because it's very obvious to us how limited the ways of creating a scribed skill is. Rules and limits everywhere.

    No limits in the enchants and traits for weapons and armour.

    Just running basic numbers it is a total of 3192 combinations, so it's closer to 3k than 4k, but I'll blame that on marketing/balancing that didn't properly adjust the numbers.

    Smash having the most number of combinations possible at 384 and Wield Soul being the least customizable at 210. Unfortunately, balancing requires limitations, if this were not an MMORPG I'm sure it would be less limited, but due to the fact that everything must be balanced properly, restrictions must be applied.

    As for your comment on limits on traits and enchants, they are already limited by what we have available from the trait/enchant crafting.

    The math behind it:
    u74wem75j4vq.png As you can see each skill is broken down by what attachments can be attached. The total combinations are based upon basic permutation calculation of (Column Focus)*(Column Signature-1)*(Column Affix-2)

    You leave out the permutations of the class script, which drastically increases the number of available signatures, while on the other hand you assume any two scripts are compatible with one another. If you actually want to check their numbers, that second point will require some more effort.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Necrotech_Master
    Necrotech_Master
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    ToRelax wrote: »
    EdjeSwift wrote: »
    Pelanora wrote: »
    ZOS_Kevin wrote: »
    FelisCatus wrote: »
    It really needs more content and a big buff. A lot of it is useless as it's mainly for utility or roleplay. Needs a lot more spells.

    Just wanted to chime in here and remind folks that we will be supporting this feature over time, just like many of our other features. So if you don't see anything in the near 4000 possible combinations, we will have more coming. Feel free to sound off regarding what you would like to see in scribing support.

    I really think you need to stop saying nearly 4000 combos, because it's very obvious to us how limited the ways of creating a scribed skill is. Rules and limits everywhere.

    No limits in the enchants and traits for weapons and armour.

    Just running basic numbers it is a total of 3192 combinations, so it's closer to 3k than 4k, but I'll blame that on marketing/balancing that didn't properly adjust the numbers.

    Smash having the most number of combinations possible at 384 and Wield Soul being the least customizable at 210. Unfortunately, balancing requires limitations, if this were not an MMORPG I'm sure it would be less limited, but due to the fact that everything must be balanced properly, restrictions must be applied.

    As for your comment on limits on traits and enchants, they are already limited by what we have available from the trait/enchant crafting.

    The math behind it:
    u74wem75j4vq.png As you can see each skill is broken down by what attachments can be attached. The total combinations are based upon basic permutation calculation of (Column Focus)*(Column Signature-1)*(Column Affix-2)

    You leave out the permutations of the class script, which drastically increases the number of available signatures, while on the other hand you assume any two scripts are compatible with one another. If you actually want to check their numbers, that second point will require some more effort.

    that is probably one way they are getting close to 4000

    the class script basically has 7 different variants depending on which class your on (given class is immutable so theres only 1 option per character, which is what edje is showing, the results for 1 character)

    i would agree there are a few cases where certain focus+signature+affix scripts cannot be used together, but theres really not too many of those, but it would decrease the number by maybe a dozen or so
    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
  • EdjeSwift
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    ToRelax wrote: »
    You leave out the permutations of the class script, which drastically increases the number of available signatures, while on the other hand you assume any two scripts are compatible with one another. If you actually want to check their numbers, that second point will require some more effort.

    That would mean you'd have to count the class signature 7 times per class, DK, Temp, Warden, Sorc, Arcanist, Nightblade, and Necro. Which by itself is almost 3000(2898)(not taking into account incompatible foci and signature) which which would have been over 5000 with the others. So I highly doubt that's the discrepancy.
    Antiquities Addict
  • Pelanora
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    Pelanora wrote: »
    ZOS_Kevin wrote: »
    FelisCatus wrote: »
    It really needs more content and a big buff. A lot of it is useless as it's mainly for utility or roleplay. Needs a lot more spells.

    Just wanted to chime in here and remind folks that we will be supporting this feature over time, just like many of our other features. So if you don't see anything in the near 4000 possible combinations, we will have more coming. Feel free to sound off regarding what you would like to see in scribing support.

    I really think you need to stop saying nearly 4000 combos, because it's very obvious to us how limited the ways of creating a scribed skill is. Rules and limits everywhere.

    No limits in the enchants and traits for weapons and armour.

    i think mathematically, 4000 possible combos is right, 11 grimoires and each have about a dozen different possible focus, signature, and affix scripts available

    however, i would agree that the difference between many of those are virtually none, like when it comes to affix scripts, these just make it apply a different buff or debuff, but you cant say combine 2 different buffs or debuffs, or there might not be exactly the exact type of focus, signature, or affix script available on the skill you want to scribe

    when looking at a subset of the system (1 scribed skill) it does feel a lot more limiting than if you had access to all of the available scripts

    I wasn't saying it wasn't right, I was saying given the silly and obvious limits as soon as you start trying to build off a grimoire, it's not helpful.
  • Pelanora
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    EdjeSwift wrote: »
    Pelanora wrote: »
    ZOS_Kevin wrote: »
    FelisCatus wrote: »
    It really needs more content and a big buff. A lot of it is useless as it's mainly for utility or roleplay. Needs a lot more spells.

    Just wanted to chime in here and remind folks that we will be supporting this feature over time, just like many of our other features. So if you don't see anything in the near 4000 possible combinations, we will have more coming. Feel free to sound off regarding what you would like to see in scribing support.

    I really think you need to stop saying nearly 4000 combos, because it's very obvious to us how limited the ways of creating a scribed skill is. Rules and limits everywhere.

    No limits in the enchants and traits for weapons and armour.

    Just running basic numbers it is a total of 3192 combinations, so it's closer to 3k than 4k, but I'll blame that on marketing/balancing that didn't properly adjust the numbers.

    Smash having the most number of combinations possible at 384 and Wield Soul being the least customizable at 210. Unfortunately, balancing requires limitations, if this were not an MMORPG I'm sure it would be less limited, but due to the fact that everything must be balanced properly, restrictions must be applied.

    As for your comment on limits on traits and enchants, they are already limited by what we have available from the trait/enchant crafting.

    The math behind it:
    u74wem75j4vq.png As you can see each skill is broken down by what attachments can be attached. The total combinations are based upon basic permutation calculation of (Column Focus)*(Column Signature-1)*(Column Affix-2)

    Omg. This is so literal.

    What we can do with scribing is limited, that's obvious, it's frustrating everyone. I can combine in any way in traits and enchants. That's not limited.

  • gamergirldk
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    It's supposed to give players the option to get skills they lack in their toolkit, like Major Breach, shields or some cc. It's not ment to be overpowered. No it can't replace the meta skills, but it will give alot of players more options.
  • ToRelax
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    EdjeSwift wrote: »
    ToRelax wrote: »
    You leave out the permutations of the class script, which drastically increases the number of available signatures, while on the other hand you assume any two scripts are compatible with one another. If you actually want to check their numbers, that second point will require some more effort.

    That would mean you'd have to count the class signature 7 times per class, DK, Temp, Warden, Sorc, Arcanist, Nightblade, and Necro. Which by itself is almost 3000(2898)(not taking into account incompatible foci and signature) which which would have been over 5000 with the others. So I highly doubt that's the discrepancy.

    It is very obviously part of the discrepancy because as I also stated, not every script combination you counted is available. Meaning if you didn't count the various class scripts individually you'd end up with something even lower.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • kyle.wilson
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    Many of the grimoires become less desirable with such long cast times.
    A 2 second cast time breaks almost every trials dps build rotation, and in pvp whomever you are attempting to hit is long gone from the range by the time it fires.
  • EdjeSwift
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    Pelanora wrote: »
    Omg. This is so literal.

    What we can do with scribing is limited, that's obvious, it's frustrating everyone. I can combine in any way in traits and enchants. That's not limited.

    Really? ANY way?

    Where are my precise gauntlets with absorb stamina?
    Impenetrable Sword with Increased Maximum Stamina?

    They don't exist because any combination is not possible, you are still constrained by the design and balance limitations.
    Antiquities Addict
  • Elvenheart
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    As soon as someone farms twelve thousand inks they can try out all the possible combinations.
  • Desiato
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    IMO, Grimoires had different goals in mine.

    I think some were intended to be practical, some were designed to be novel and others were designed to be fun. I don't think all of them are intended to be useful in all aspects of the game, especially the ones with cast times.

    I'm happy that they're not completely disruptive. The best case scenario for me was that they would compliment existing metas, not redefine them. That seems to be the case so far.
    spending a year dead for tax reasons
  • NyassaV
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    In it's current state the useful parts are very PvP oriented which makes since given it's behind a paywall. But otherwise it gives casuals some fun toys.

    I do look forwards to seeing what they add.
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • Pelanora
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    EdjeSwift wrote: »
    Pelanora wrote: »
    Omg. This is so literal.

    What we can do with scribing is limited, that's obvious, it's frustrating everyone. I can combine in any way in traits and enchants. That's not limited.

    Really? ANY way?

    Where are my precise gauntlets with absorb stamina?
    Impenetrable Sword with Increased Maximum Stamina?

    They don't exist because any combination is not possible, you are still constrained by the design and balance limitations.

    Ah so weapon effects on armour and vice versa. Within weapon and within armor, there's no constraints in mixing traits and enchants.

    But for grimoires, it's even way more limited than that, the traits and enchants - equivalents, the different scrolls, they limit the mixing in ways i can't see add any real value.

    Edited by Pelanora on June 19, 2024 8:54AM
  • LukosCreyden
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    To add to my previous l (rather grumpy) comment, I do believe the system as a whole is a success. It is the closest we're ever gonna get to spellcrafting in ESO and I think the devs did a fine job.
    The questline is also excellent, 10/10.

    We just need some Soul Magic passives that help those skills out, along with more variety on what we can combine.
    Let me put Minor Breach on Wield Soul. Stuff like that.

    Relax the ink drop rate a bit, allow for more combinations with existing components and add more exciting stuff in the future (summons etc) and the system is a winner in my book.
    Struggling to find a new class to call home.Please send help.
  • Artem_gig
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    ZOS_Kevin wrote: »
    FelisCatus wrote: »
    It really needs more content and a big buff. A lot of it is useless as it's mainly for utility or roleplay. Needs a lot more spells.

    Just wanted to chime in here and remind folks that we will be supporting this feature over time, just like many of our other features. So if you don't see anything in the near 4000 possible combinations, we will have more coming. Feel free to sound off regarding what you would like to see in scribing support.

    I would like such grimoires to be added.:
    - Summoning a creature. For example, the fire atronach or others that were available for summoning in previous parts of the series. (Depending on what the main record is)
    - A magic ball. In general, I'm surprised that they didn't add the most obvious. I would like it to change its appearance depending on the recording. That is: blue - magic, fiery - fire, icy - ice, green - poison, etc.
    (Just so that this grimoire is not tied to a staff, and it was possible to use the grimoire with any weapon in your hands)
    As for the existing grimoires, I am extremely saddened that in fact the choice is very limited. Grimoires do not allow you to select absolutely any records, but only some. And if some of them are logical, or made for balance, then for example, the lack of fire and ice damage from grimoires from the branch of souls, I am extremely disappointed.

    otherwise, I really like the scribing system, although I agree with the others that it has problems. But as a tool for a more diverse game, it is still fun, albeit expensive, mostly useless in the endgame and limited.
  • old_scopie1945
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    Eliahnus wrote: »
    It's meant to have fun and as a gapfiller, it's not meant to be meta.

    Hi, I must agree with this statement. My first impression was that this was not for me, but I do find it fun. It is fun to experiment around with it and see what I can come up with. The only problem IMO is the ink thing. I like the idea that you can combine a heal with a shield and so freeing up a slot. I only do PVE with no interest in the high end stuff and the meta, so I find the damage skills good enough. No doubt the theory crafter experts will come up with some great ideas in the future.
  • Nathrai
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    I'ld LOVE to see a couple grimoires with more fun, unique effects. If not for the ink problem, I'ld given a couple of my characters the trample skill, just for the effin' fun of my Ashlander sending her Kagouti after her enemies or my werewolf's enemies being trampled by the aspect of Uricanbeg!

    But so far most effects are just variations of standard skills - which is important, they make for great additions to classes/weapons that usually don't offer them. But we definitely need both: practical skills and mostly FUN, diverse skills.

    Give me a unique mushroom skill for my Telvanni architect, some incredibly cute summon for my dopey Hircine cultist, something crazy for my Nephew-of-Uncle-Sheo, cool spider stuff for my army of Mephala worshippers! :D
    Azura'm s'wit
  • Firstmep
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    So far I have fully unlocked scribing on 5 toons, and each and every one had at least a couple of useful skill combinations.

    The aoe pull on soul burst makes dealing with trash mobs much easier on my tank, especially since this pull has no cooldown unlike item sets.

    Travelling knife makes for a great cc ability on any class that doesnt have a good on demand stun, wield soul can also be made into a good stun skill.

    Travelling knife can also provide a unique 8% martial damage taken debuff, which is likely to become mainstay in organized pve.

    A lot people already use ulfstilds contingency either for damage, utility or even as an aoe healing or shielding skill.

    Healing soul is quickly becoming the most popular burst heal due to major vitality being attached to it.

    And these are just a couple of examples.
  • Aurielle
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    Firstmep wrote: »
    So far I have fully unlocked scribing on 5 toons, and each and every one had at least a couple of useful skill combinations.

    The aoe pull on soul burst makes dealing with trash mobs much easier on my tank, especially since this pull has no cooldown unlike item sets.

    Travelling knife makes for a great cc ability on any class that doesnt have a good on demand stun, wield soul can also be made into a good stun skill.

    Travelling knife can also provide a unique 8% martial damage taken debuff, which is likely to become mainstay in organized pve.

    A lot people already use ulfstilds contingency either for damage, utility or even as an aoe healing or shielding skill.

    Healing soul is quickly becoming the most popular burst heal due to major vitality being attached to it.

    And these are just a couple of examples.

    I’ve been trying out the DW skill on my Stamplar instead of Javelin. It’s a three second stun vs four, and it doesn’t ignore resistances, but it can stun multiple enemies (just have to target the furthest one) and causes minor vulnerability plus 8% increased martial damage to all enemies hit, which makes jabs hit a little harder — something us Stamplars sorely need with our bread and butter skill. Not sure if I’ll commit to it fully, but I really like it so far.
  • Firstmep
    Firstmep
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    Aurielle wrote: »
    Firstmep wrote: »
    So far I have fully unlocked scribing on 5 toons, and each and every one had at least a couple of useful skill combinations.

    The aoe pull on soul burst makes dealing with trash mobs much easier on my tank, especially since this pull has no cooldown unlike item sets.

    Travelling knife makes for a great cc ability on any class that doesnt have a good on demand stun, wield soul can also be made into a good stun skill.

    Travelling knife can also provide a unique 8% martial damage taken debuff, which is likely to become mainstay in organized pve.

    A lot people already use ulfstilds contingency either for damage, utility or even as an aoe healing or shielding skill.

    Healing soul is quickly becoming the most popular burst heal due to major vitality being attached to it.

    And these are just a couple of examples.

    I’ve been trying out the DW skill on my Stamplar instead of Javelin. It’s a three second stun vs four, and it doesn’t ignore resistances, but it can stun multiple enemies (just have to target the furthest one) and causes minor vulnerability plus 8% increased martial damage to all enemies hit, which makes jabs hit a little harder — something us Stamplars sorely need with our bread and butter skill. Not sure if I’ll commit to it fully, but I really like it so far.
    Btw, if you run rush of agony, all the people you pull in after gapclose can get stunned by the knife, a nice little synergy I found a week or so ago.

    I run the knife as my stun on stamplar too, it proved more utility than javelin.

    Although with javelin you can use ulfstilds with the warriors opportunity signature, to buff the low tooltip of javelin by 2k, which makes it hit significantly higher thanks to the resist ignore.

    Anyway this kinda goes to my point that there are a lot of combinations out there. I just dont see how anyone thinks scribing is a failure.
  • GuuMoonRyoung
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    I don't have the chapter so no scribing, but judging from all the replies provided by the community managers, the devs focused more on how many combinations(Near 400 combinations, why? who will even see that?) they can implement instead of trying to make the system more effective at core.

    I feel like it is another gear set dilemma, too many gear sets but only few that are useful. 4000 scribing combinations but not even 40 of them useful(judging by all the videos released by content creators).

    The design thought process and structure by he devs need to change. Just adding more and more that are useless is not a good thing. Just make it simple and effective.

    Less is more.
  • Auldwulfe
    Auldwulfe
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    What I am frustrated with is the limitations they have added -- I can do a trample with disease damage off of my hobby horse, but I can't do a poison, or disease, based explosion off the staff --- but..... I CAN do a Fire based aoe from an Ice Staff, or a Lightning Staff .... or any combo in those ones... why is disease and poison any different?

    I would love to have a disease based explosion from my necromancer .... or a poison one on a DK built into the poison lines.......

    Auldwulfe
  • ToRelax
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    Being given the freedom to make less powerful choices is not a bad thing. It gives more options to anyone not focused on eking out as much power as possible while rewarding players for actually figuring stuff out. Both very much in line with ESO's design so far.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Aurielle
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    Firstmep wrote: »
    Aurielle wrote: »
    Firstmep wrote: »
    So far I have fully unlocked scribing on 5 toons, and each and every one had at least a couple of useful skill combinations.

    The aoe pull on soul burst makes dealing with trash mobs much easier on my tank, especially since this pull has no cooldown unlike item sets.

    Travelling knife makes for a great cc ability on any class that doesnt have a good on demand stun, wield soul can also be made into a good stun skill.

    Travelling knife can also provide a unique 8% martial damage taken debuff, which is likely to become mainstay in organized pve.

    A lot people already use ulfstilds contingency either for damage, utility or even as an aoe healing or shielding skill.

    Healing soul is quickly becoming the most popular burst heal due to major vitality being attached to it.

    And these are just a couple of examples.

    I’ve been trying out the DW skill on my Stamplar instead of Javelin. It’s a three second stun vs four, and it doesn’t ignore resistances, but it can stun multiple enemies (just have to target the furthest one) and causes minor vulnerability plus 8% increased martial damage to all enemies hit, which makes jabs hit a little harder — something us Stamplars sorely need with our bread and butter skill. Not sure if I’ll commit to it fully, but I really like it so far.
    Btw, if you run rush of agony, all the people you pull in after gapclose can get stunned by the knife, a nice little synergy I found a week or so ago.

    I run the knife as my stun on stamplar too, it proved more utility than javelin.

    Although with javelin you can use ulfstilds with the warriors opportunity signature, to buff the low tooltip of javelin by 2k, which makes it hit significantly higher thanks to the resist ignore.

    Anyway this kinda goes to my point that there are a lot of combinations out there. I just dont see how anyone thinks scribing is a failure.

    Cool synergy with RoA — I don’t run that, but it’s worth trying.

    And I agree; the idea that scribing is useless just because the skills are not over the top OP is a bit of a headscratcher. The only way the system “fails,” IMO, is in how generally difficult it is to amass enough ink to experiment with it fully.

    I’m guessing that those who see no value in scribing are either those who don’t theorycraft and instead wait for others to come up with strong meta builds for them to copy paste, or those who play already strong classes, like NB and Arcanist.

    Scribing has made my Templar fun again — both in terms of stamina PVP builds and magicka PVP builds. I finally have ranged access to Major Sorcery besides Degeneration (which is just a terrible skill all around), and don’t have to play a melee Magplar anymore to avoid wasting a skill slot. People hate the 10 second Sorcery/Brutality on Wield Soul, but those of us who play Templar are used to it…
  • Aurielle
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    I don't have the chapter so no scribing, but judging from all the replies provided by the community managers, the devs focused more on how many combinations(Near 400 combinations, why? who will even see that?) they can implement instead of trying to make the system more effective at core.

    I feel like it is another gear set dilemma, too many gear sets but only few that are useful. 4000 scribing combinations but not even 40 of them useful(judging by all the videos released by content creators).

    The design thought process and structure by he devs need to change. Just adding more and more that are useless is not a good thing. Just make it simple and effective.

    Less is more.

    Don’t rely on content creators to tell you what to do… Look at your characters’ weaknesses, look at the more useless sets, and see if you figure out how scribing might be able to fill in the gaps.
    Edited by Aurielle on June 19, 2024 2:38PM
  • GuuMoonRyoung
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    Aurielle wrote: »
    I don't have the chapter so no scribing, but judging from all the replies provided by the community managers, the devs focused more on how many combinations(Near 400 combinations, why? who will even see that?) they can implement instead of trying to make the system more effective at core.

    I feel like it is another gear set dilemma, too many gear sets but only few that are useful. 4000 scribing combinations but not even 40 of them useful(judging by all the videos released by content creators).

    The design thought process and structure by he devs need to change. Just adding more and more that are useless is not a good thing. Just make it simple and effective.

    Less is more.

    Don’t rely on content creators to tell you what to do… Look at your characters’ weaknesses, look at the more useless sets, and see if you figure out how scribing might be able to fill in the gaps.

    [Snip]

    I also don't let content creators tell me what to do, I use their guides and the vast amount of info they provide as a reference. They are capable of providing vast range of info that you or me or any other normal players are incapable of amassing or even experimenting with. Their info are more valid than normal forum goers.

    [Edited for baiting]
    Edited by ZOS_Volpe on June 20, 2024 3:36PM
  • Araneae6537
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    I don't have the chapter so no scribing, but judging from all the replies provided by the community managers, the devs focused more on how many combinations(Near 400 combinations, why? who will even see that?) they can implement instead of trying to make the system more effective at core.

    I feel like it is another gear set dilemma, too many gear sets but only few that are useful. 4000 scribing combinations but not even 40 of them useful(judging by all the videos released by content creators).

    The design thought process and structure by he devs need to change. Just adding more and more that are useless is not a good thing. Just make it simple and effective.

    Less is more.

    Less is not more. Options are good. I WANT to be able to use off meta options simply because I like them or they fit a theme I’m after. Not all my builds are for endgame content.

    I think scribing could be a good way to add different summons and weapons people have been asking for — spears, crossbows, and I forget what else. I’m looking forward to trying the torch skill.

    I would like different summons and/or pets/minions — I’ve always wanted a spider for my warden! And just like we have pulls that aren’t as good as DK chains, perhaps we could have invisibility that isn’t as frequented castable (or some other limitation) as NB? I would like that for my necro vampire assassin.
  • Aurielle
    Aurielle
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    Aurielle wrote: »
    I don't have the chapter so no scribing, but judging from all the replies provided by the community managers, the devs focused more on how many combinations(Near 400 combinations, why? who will even see that?) they can implement instead of trying to make the system more effective at core.

    I feel like it is another gear set dilemma, too many gear sets but only few that are useful. 4000 scribing combinations but not even 40 of them useful(judging by all the videos released by content creators).

    The design thought process and structure by he devs need to change. Just adding more and more that are useless is not a good thing. Just make it simple and effective.

    Less is more.

    Don’t rely on content creators to tell you what to do… Look at your characters’ weaknesses, look at the more useless sets, and see if you figure out how scribing might be able to fill in the gaps.

    [Snip]

    I also don't let content creators tell me what to do, I use their guides and the vast amount of info they provide as a reference. They are capable of providing vast range of info that you or me or any other normal players are incapable of amassing or even experimenting with. Their info are more valid than normal forum goers.

    Look, I'm still experimenting with the system, even though access to ink is abysmal. I'm merely encouraging you to think outside the box before decrying the system useless. You haven't even played around with scribing yourself yet, and you stated "4000 scribing combinations but not even 40 of them useful (judging by all the videos released by content creators)" (emphasis added). Who cares what content creators think? They don't have all the answers all the time. There are literally thousands of possible combos, and not even people who make it their day job to "produce YouTube content" have fully explored what it has to offer. You could very well have a eureka moment and come up with something that works well for you and/or your group. I know I certainly have. What I'm running right now is something that I haven't seen any YouTuber talking about, and it's pretty darn effective at what it does, so...

    The only thing that needs to change about this system right now is ink access. That's all. (Edit: Oh, and account-wide scripts would be great too -- or, alternatively, learned scripts available at the vendor at all times for alts). I do wish that more combinations were possible (seems silly to put limits on which scripts can be applied to certain grimoires), but I'm eager to see how the system evolves over time.

    [Edited quote]
    Edited by ZOS_Volpe on June 20, 2024 3:37PM
  • Parasaurolophus
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    Aurielle wrote: »
    I don't have the chapter so no scribing, but judging from all the replies provided by the community managers, the devs focused more on how many combinations(Near 400 combinations, why? who will even see that?) they can implement instead of trying to make the system more effective at core.

    I feel like it is another gear set dilemma, too many gear sets but only few that are useful. 4000 scribing combinations but not even 40 of them useful(judging by all the videos released by content creators).

    The design thought process and structure by he devs need to change. Just adding more and more that are useless is not a good thing. Just make it simple and effective.

    Less is more.

    Don’t rely on content creators to tell you what to do… Look at your characters’ weaknesses, look at the more useless sets, and see if you figure out how scribing might be able to fill in the gaps.

    [Snip]

    I also don't let content creators tell me what to do, I use their guides and the vast amount of info they provide as a reference. They are capable of providing vast range of info that you or me or any other normal players are incapable of amassing or even experimenting with. Their info are more valid than normal forum goers.

    I completely agree with you. Only if you are not advised to install a PTS and experiment there.
    Also for reference material esologs still works very well

    [Edited quote]
    Edited by ZOS_Volpe on June 20, 2024 3:37PM
    PC/EU
  • xylena_lazarow
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    The lack of meaningful passives in the Soul Magic skill line makes those scribing skills inherently weaker than other alternatives
    Wield Soul is incredibly good in PvP, a veritable swiss army knife for whatever your PvP build needs, and the Druid's Resurgence sig script 1000 dual resource return is strong enough to make up for the line's lack of passives.
    Aurielle wrote: »
    The only thing that needs to change about this system right now is ink access.
    Let's just delete the whole grind, paying $40 should give immediate access to the product being advertised. I have seen zero players asking for more time gated RNG chores, not even the grind crowd.
    PC/NA || CP/Cyro || RIP soft caps
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