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Spellcrafting - When? & Will it give the diversity a TES game deserves?

xylus289_ESO
xylus289_ESO
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have the developers mentioned when this will be implemented?

I can't help but feel we are missing too much in the ways of magic.

For example; Sorc didn't get all of summoning spells they probably should have, but due to the way classes were designed this sort of makes it hard to do since they limited our options per class.

We all realize that MMORPG games have formats and while this one is semi-sandbox(ish), it's confusing why we are missing a plethora of destruction, illusion, conjuration, alteration spells especially since it's a TES game. Restoration is decent, but could use more.

I get that some of these schools are baked into the classes & the two stave skill lines. That part is obvious, but it's what is holding back the game in the way of magic diversity.
Edited by xylus289_ESO on September 18, 2015 7:39PM
  • Kuroinu
    Kuroinu
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    If there is one thing I want them to get right with this game, it's this. Please Todd Howard, show them the way.
  • ontheleftcoast
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    While I'd love to see something like this I can't help but think ZOS will screw up massively with it. They can't balance the limited set of skills they currently offer. They'll either have to nerf any Spellcrafted magic into the ground or make it so expensive that it won't be practical to cast. And think of the spells previous TES games gave you, invisibility, paralysis, summoning, etc. Could you imagine everyone with spammable invisibility, even 2 seconds worth?
  • Rikal
    Rikal
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    More options -> more complexity -> harder to balance (and harder to maintain etc....)

    I would love more options, more spells etc. I just don't know that it's feasible for them to do in this game. Personally balance isn't a big deal to me, but it is to a lot of people.
    Rikal on NA-PC (aka Rhaulikko)
  • xylus289_ESO
    xylus289_ESO
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    While I'd love to see something like this I can't help but think ZOS will screw up massively with it. They can't balance the limited set of skills they currently offer. They'll either have to nerf any Spellcrafted magic into the ground or make it so expensive that it won't be practical to cast. And think of the spells previous TES games gave you, invisibility, paralysis, summoning, etc. Could you imagine everyone with spammable invisibility, even 2 seconds worth?

    Well like I said some of these schools are baked into the classes. A good example of this would be Illusion magic given to a Nightblade's arsenal, such as Shadow Cloak and Aspect of Terror.
    Restoration offensive drains given to Nightblades and Offensive/Defensive Restoration magic to Templars. Destruction magic given to Dragon Knights in the way of fire, and Sorcerers Lightning.

    So yes, it would be illogical to add the abilities that make each class unique now to spellcrafting, but for the sake of being a TES game we need more options.
  • xylus289_ESO
    xylus289_ESO
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    Rikal wrote: »
    More options -> more complexity -> harder to balance (and harder to maintain etc....)

    I would love more options, more spells etc. I just don't know that it's feasible for them to do in this game. Personally balance isn't a big deal to me, but it is to a lot of people.

    I agree that in the way of PvP it would probably be a nightmare for most considering there is a balancing act.

    But there's no reason why these can't be PvE use only. With dungeons still being a big thing for people, balance would be a lot less troublesome if it was gone about this way.
    While I wouldn't want that sort of segregation of skills, I just can't imagine it any other way at this point.

    Edited by xylus289_ESO on September 18, 2015 8:02PM
  • myrrrorb14_ESO
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    They havent talked about it in a long time. I am rather doubtful of it coming at this point.

    It would be a huge undertaking and balance would be nearly impossible to maintain balance.

    I would of course love to see this happen anyway.
  • Rikal
    Rikal
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    Rikal wrote: »
    More options -> more complexity -> harder to balance (and harder to maintain etc....)

    I would love more options, more spells etc. I just don't know that it's feasible for them to do in this game. Personally balance isn't a big deal to me, but it is to a lot of people.

    I agree that in the way of PvP it would probably be a nightmare for most considering there is a balancing act.

    But there's no reason why these can't be PvE use only. With dungeons still being a big thing for people, balance would be a lot less troublesome if it was gone about this way.
    While I wouldn't want that sort of segregation of skills, I just can't imagine it any other way at this point.

    Taking PvP out of the equation makes it more feasible for sure. They may have to make some serious tradeoffs to make spellcrafting happen, or maybe they'll come up with a cool design that manages the complexity. I'll be psyched if it happens, but at this point my expectations are low.
    Rikal on NA-PC (aka Rhaulikko)
  • Asherons_Call
    Asherons_Call
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    Diversity? I believe that was an old, old wooden ship
  • angelyn
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    Please let me summon my Dremora again.. I was a master in conjuration and destruction magic... Oh and bound weapons would be cool too..

    If you hear " I smell weakness" down a dark corridor, prepare to meet me and my fearsome menagerie :p
  • Gyudan
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    Rikal wrote: »
    More options -> more complexity -> harder to balance

    Removing classes -> more options, but also perfect balance.
    Wololo.
  • Callous2208
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    This sounds cool but I'm not sure how this would work in the confines of this world or any non-single player game to be honest. Would it be spell crafting in the general since of older TES games, or just adding new skills and letting you choose which ones you would like to add to your previous list? As in, every one gets one of the new "crafted," spells and you must complete this quest to "craft," them. Either way, I see nothing wrong with new skills or skill lines being added as the game continues to grow and develop. I guess like many others I wonder, if it was truly player controlled, how would they balance it, or would everyone just craft and use that one strongest spell.
  • Stravokov
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    actually i think this would be easier to balance considering that everyone would have access to spellcrafting. so in theory, everyone could have a healing spell/invisibility/summoning etc. if everyone has access to it, its balanced.

    the issue they have with balancing is the core classes. each class has different mechanics unique from one another. some classes have an escape (nightblades cloak, Sorcs Teleport etc) other classes have self heals and sustainability. because each class has such different mechanics it is harder to balance. couple that with ZO$'s inability to fix every aspect of the game and you have a disaster.

    the way i look at it, spell crafting is like Werewolf/Vampire skill lines. everyone has accessibility to them if they want it. so long as they keep that with Spellcrafting it will be fine.

    bigger issues they have IMO are balancing the core classes and fixing/polishing the game. excessive loading times, laggy pvp, broken skills/abilities since launch... unacceptable at this point in time. if the IC DLC gave us lower FPS and Long loading screens (among other bugs)... what is the next DLC going to be like? that is the question that haunts me in the night.
  • xylus289_ESO
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    angelyn wrote: »
    Please let me summon my Dremora again.. I was a master in conjuration and destruction magic... Oh and bound weapons would be cool too..

    If you hear " I smell weakness" down a dark corridor, prepare to meet me and my fearsome menagerie :p

    That's awesome & I agree. Bound spells were really awesome to have.

    Here's a play style I used in Skyrim; Sit in a dark corner hidden, using illusion magic to provoke NPCs to fight each other. Once distracted, I either summon a Dremora to spice up the brawl or wait for one to die and thrall him/her to finish off the other.
    All without having used any offensive destruction magic, or weapons at that.

    This is just another example of how limited we are. I know there is no reason why I can't just go play Skyrim again or any of the others for that fact, which I have and still do.

    But, I just hoped that for a newer TES game we'd see more innovation in gameplay than setbacks. ~_~

  • Xendyn
    Xendyn
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    This sounds cool but I'm not sure how this would work in the confines of this world or any non-single player game to be honest. Would it be spell crafting in the general since of older TES games, or just adding new skills and letting you choose which ones you would like to add to your previous list? As in, every one gets one of the new "crafted," spells and you must complete this quest to "craft," them. Either way, I see nothing wrong with new skills or skill lines being added as the game continues to grow and develop. I guess like many others I wonder, if it was truly player controlled, how would they balance it, or would everyone just craft and use that one strongest spell.

    The way they were designing it, it was similar to Enchanting. You'd find pieces of tablets and put them together to get a base spell, then others to add to it. It was on one of the shows, possibly Quakecon 2014?
    Last I heard, they'd still like to do it but it's "on the back burner" and the guy that was in charge of it (Nick Konkle) has moved on to another company.

    I'm not holding my breath, but I'd still like to see it.
    Lag is ruinin' my 'mershun!
    A society grows great when old men plant trees whose shade they know they shall never sit in.
    There is only one good, knowledge, and one evil, ignorance - Socrates
    Member of the Old Guard, keepers of the game's history

    PC/NA
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    As long as spell crafting isn't OP or allow players to make one shot OP spells IDC if it comes next week or next year.
  • Artheiron
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    I didn't wanted to create another topic. Bumping this.

    When? ZOS
  • Ommamar
    Ommamar
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    Xendyn wrote: »
    This sounds cool but I'm not sure how this would work in the confines of this world or any non-single player game to be honest. Would it be spell crafting in the general since of older TES games, or just adding new skills and letting you choose which ones you would like to add to your previous list? As in, every one gets one of the new "crafted," spells and you must complete this quest to "craft," them. Either way, I see nothing wrong with new skills or skill lines being added as the game continues to grow and develop. I guess like many others I wonder, if it was truly player controlled, how would they balance it, or would everyone just craft and use that one strongest spell.

    The way they were designing it, it was similar to Enchanting. You'd find pieces of tablets and put them together to get a base spell, then others to add to it. It was on one of the shows, possibly Quakecon 2014?
    Last I heard, they'd still like to do it but it's "on the back burner" and the guy that was in charge of it (Nick Konkle) has moved on to another company.

    I'm not holding my breath, but I'd still like to see it.

    That is where I remembered it from. One of the things I recall mentioned was it would work similar to potions once constructed with a cool down after use. But without add-ons the quick slot system is cumbersome and only slightly improved with add-ons. Personally I think once learned/constructed it should be just like a weapon that you can place in one of your hands. As to the original point I have not heard anything for a long time but still hopeful it will be released mostly because I want it to be!
  • Elf_Boy
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    I really like the idea of adding more flavor, more flexibility and more choice for our characters. I love having options. Different ways of doing things and finding niche, oddball, classes and powers that work in a very effective way is cool!

    With 5+1 / 5+1 buttons I am not sure I see the point. Even so much as adding a separate space, just for toggles, say 2 at first 3+ with skilling up, would make a world of difference. With other classes able to have pets it would keep Sorcs from having a so called advantage.
    ** Asus Crosshair VI Hero, Ryzen 1800x, 64GB DDR4 @ 3000, GTX 1080 ti, 4K Samsung 3d Display m.2 Sata 3 Boot Drive, m.2 x4 nvme Game Drive **
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