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Spellcrafting - My opinion about it!

joaaocaampos
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First of all, we have no official information. Just datamining.

@Recremen knows about the topic I created from the Outfit System dataming. I told him it would be a "costume-making".

https://forums.elderscrollsonline.com/en/discussion/386559/about-the-new-style-change-system

You can see the whole discussion between me and @Recremen at the link below.

https://forums.elderscrollsonline.com/en/discussion/386931/is-transmog-coming-next-year-the-solution-to-armor-design-issues/p1

Just like I did up, all I can say is how the system will probably be. I could be wrong. But all I do is look at the game we play, and how that system could be implemented.

So... There we go!

In my opinion...
  • Spellcrafting will not be an independent system.
  • The system is fully interconnected with the existing skill lines, especially the Class and Weapon skill lines.
  • Why? You ask me.
  • Passives. I answer you.
  • Unless we can create new passives, or if the system comes with predetermined passives, we will use the existing passives!
  • The most important skill lines are: Class and Weapon.
  • Of course... I imagine a promising system, which will receive improvement every new Update. The same as with Battlegrounds. For those who own Morrowind, new Battlegrounds are added to each new Update or DLC.
  • The same will happen with Spellcrafting.
  • If you have the new Chapter (for example), you will receive free updates for this System (Spellcrafting).
Continuing...
  • Let's suppose you want to have a Flame Atronach. Okay? The moment you do what is necessary to create such a skill, you need to determine certain parameters.
  • Basically, this Flame Atronach will be a new ability of the existing skill lines. But I believe there will be restrictions.
  • Dawn's Wrath, Ardent Flame, Daedric Summoning, Destruction Staff... These are skill lines.
  • So ... I want Flame Atronach to be a new ability for Destruction Staff. The Flame Atronach will use the Destruction Staff passives, just like the other abilities.
  • You may need to use an Inferno Staff in the Flame Atronach bar. It may not work if you have a Lightning Staff.
  • Flame Atronach may be a new ability/ultimate for Ardent Flame (Dragonknight), but it would be impossible to create such an ability to Winter's Embrace (Warden). In that case, it would have to be a Frost Atronach.
  • Freedom is key to The Elder Scrolls series. BUT... everything must make sense.
  • Can I create a new ability/spell for the Mages Guild? Perhaps. In the future. I don't know. For now, I believe it will be limited to Class and Weapon.
  • Yes, you can create new abilities for Two-Handed, One-Hand and Shield, Dual Wield and Bow!
  • We will no longer be limited to 5 abilities per skill line.

I have several other things in my head. But I want your opinion. What do you think? This is just a discussion. "Let's wait for a Zenimax position" is out of the question.
  • TheNuminous1
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    We should probably just wait for Zenimax.
  • Ragnarock41
    Ragnarock41
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    I think the only way to make spellcrafting a balanced system, is to remove classes entirely, and allow people to make their own classes via spellcrafting itself. depending on the spell trees players choose, and stam-mag, they get different passives.

    Like lets say you want a DK class, you choose the same skill trees and the game automaticly gives you passives depending on skill trees you picked. Think of it like archeage's hybrid system. That would be the only way to get the most out of spellcrafting.

    You are probably saying ''well it will be a balance nightmare in that case'' , and you are right, but if they bring this system without reworking the existing class system, people will just play the class with best passives, and the rest will be forgotten. In that case it will not be a balance nightmare, it will be the murder of already bad classes.

    I think we are about to see MASSIVE changes to classes in a few months, the changes will be based to make this spellcrafting system possible, if they want to implement the system its their one and only chance. They have to get it right on the first try, people are already frustrated that their classes are ruined with morrowind ''chapter''.

    If they make things even worse I'm afraid it could even kill the game this time.
    Edited by Ragnarock41 on March 16, 2018 9:03PM
  • Seraphayel
    Seraphayel
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    Why should Spellcrafting be tied to any existing skill line? Datamining doesn't really show us such restrictions.

    I think Spellcrafting will have its own skill line (maybe under the Professions tab) and be completely independent from classes or weapons. Why should it be tied to them?

    Balancing is a major issue, that's right, but I don't see any problems here. Most of it is about numbers. And an easy fix for the "passives problem" would be to prevent Spellcrafting skills from scaling with passives. Instead they just get influenced by your Champion Point allocation and Spell/Weapon damage and Magicka/Stamina/Health.

    It doesn't make any sense to create a possible 600 skill variations to limit them by class or weapon. Spellcrafting is exactly the thing that should add diversity to classes and not restrict them.
    Edited by Seraphayel on March 16, 2018 9:02PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • joaaocaampos
    joaaocaampos
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    I think the only way to make spellcrafting a balanced system, is to remove classes entirely, and allow people to make their own classes via spellcrafting itself. depending on the spell trees players choose, and stam-mag, they get different passives.

    I think we are about to see MASSIVE changes to classes in a few months, the changes will be based to make this spellcrafting system possible, if they want to implement the system its their one and only chance.

    Yes, of course. I also think we will see massive changes, the same way that happened last year. Maybe even more. I just talked about Spellcrafting.
  • Ragnarock41
    Ragnarock41
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    I think the only way to make spellcrafting a balanced system, is to remove classes entirely, and allow people to make their own classes via spellcrafting itself. depending on the spell trees players choose, and stam-mag, they get different passives.

    I think we are about to see MASSIVE changes to classes in a few months, the changes will be based to make this spellcrafting system possible, if they want to implement the system its their one and only chance.

    Yes, of course. I also think we will see massive changes, the same way that happened last year. Maybe even more. I just talked about Spellcrafting.

    Morrowind totally butchered the one and only class I played this game for. I really, and really have nothing to lose with spellcrafting. I know its either gonne be revolutionary, or its gonna be a disappointment. There is no happy medium for this.

    But I really , really hope its good. This game should never have had classes in the first place. Its completely against its nature, to have such freedom, then forcing players to limit their playstyle.
    Edited by Ragnarock41 on March 16, 2018 9:07PM
  • Recremen
    Recremen
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    I haven't seen the datamining on this myself but I like most of your ideas on the matter! Especially regarding creating new weapon skills. That would be pretty boss.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
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