https://www.youtube.com/watch?v=A0al01e7ClE MisterBigglesworth wrote: »██ Yes, I want spellcrafting because it will cause more problems.
Wish there was an 'other' option. I kind of would like to see a proposal on adding it, but with the difficulty in balancing the game the idea scares me that it will add more problems. But if done right it would be cool.
What do you mean by "spellcrafting?" Do you mean "enchant your weapons and armor however you want them...." Or do you mean craft magic that you can shoot at people to prevent them from coming and hurting you in game?? Don't we have that already with the robust enchanting ability and transmog stations?? There is a glyph for everything you could want... You just need to figure it out and put it on a staff...
What do you mean by "spellcrafting?" Do you mean "enchant your weapons and armor however you want them...." Or do you mean craft magic that you can shoot at people to prevent them from coming and hurting you in game?? Don't we have that already with the robust enchanting ability and transmog stations?? There is a glyph for everything you could want... You just need to figure it out and put it on a staff...
I linked a video that explains what I meant.
Wish there was an 'other' option. I kind of would like to see a proposal on adding it, but with the difficulty in balancing the game the idea scares me that it will add more problems. But if done right it would be cool.
Spellcrafting was balanced in Oblivion just fine...you either had a spell that would do good damage and you could cast once...or you had something more utilitarian. The big difference between Oblivion and ESO is that there was no magicka regen in Oblivion...you had to rest or drink a potion to get it back. I honestly don't think balancing it would be any more difficult than other skills. I do think that it might actually promote hybrid builds though, at least for PvP where someone will open with a powerful magicka-heavy spell, then be forced to swap to stamina spells to continue the fight. My prediction is that in PvP initial burst damage would be higher, followed by weaker abilities, which would force people to change the way they play, with possibly damage reduction spells that last x amount of time cast between fights to prevent the initial burst...running into a fight without proper preparation would be more dangerous, but properly done they could make effective counters for every conceivable combination. Gankers increasing burst damage? The counter would to to have an AoE stun field around you that would trigger when a stealthed opponent came in range. Maybe they would craft some jesus-beam like spell for non-templars...a possible counter spell could be some type of channeled ability reflect that would reflect it back at the caster. The idea is that the possibilities are endless and that anyone in PvP would need to have an extensive library of spells and counters, which they would tailor to the fight at hand...they die to a particular setup...change skills, then easily overcome that setup...causing the defeated opponent to reconsider and change skills. The fights would be far more interesting with anyone able to change their toolkit dramatically from one fight to the next. In practice most people would run the same half dozen spells and their counters because Meta, but there would be much more flexibility to deviate from that path. Also...skill-crafting would also provide counters to existing abilities people complain about constantly like Zaan, or such and such a class having no mobility, or too squishy, etc.