No.Is ZOS ever going to introduce Spell Schools
The fact that the developers didn't implement TES style Spell Schools into the game from the very beginning puzzles me. This is one of the core aspects of any TES game just like the Weapon Skill lines are. I really don't understand why would they limit magicka users in this way?
TheShadowScout wrote: »Instead, they made up some fluff about how ESO is set in a time period -before- the universal acceptance of the schools of magic.
TheShadowScout wrote: »No.Is ZOS ever going to introduce Spell Schools
They won't.
They would have to redo their whole game. For no extra profit.
Aint nobody got the investment for dat.
This ship has sailed, been set on fire and sunk long ago...
Instead, they made up some fluff about how ESO is set in a time period -before- the universal acceptance of the schools of magic.
Yes, it would have been nice to have a "classless" ESO. Not what we got, so we gotta play what we have.
Keep the thought for "FallOut Online"...
Alteration: DK, Warden and certain Mages Guild spells
Conjuration: Warden (Animal Companions), Sorc (Daedric Summoning)
Destruction: Staves, Ardent Flame, Storm Calling, Winter's Embrace, etc, ...
Illusion: NB (Shadow skills)
Mysticism: Psijic Order
Restoration: Templar, Warden, Staff
Thaumaturgy: uhm... see Alteration?
Enchanting and Alchemy are crafting skillsTheShadowScout wrote: »Instead, they made up some fluff about how ESO is set in a time period -before- the universal acceptance of the schools of magic.
Hence why everything is there, just not categorized like 3rd/4th Era ppl are used to
TheShadowScout wrote: »
Much of conjuration is worked into the sorceror. Some of illusion, into the nightblade.regardless illusion and conjuration magic will have to come along some time....they are a huge part of the franchise...
Agreed. But I would, would I not, considering: https://forums.elderscrollsonline.com/en/discussion/371862/additional-weapon-skill-ideas-mk-iiGreenSoup2HoT wrote: »Just hope in the future we get a "1hand and spell" skill-line that both stamina and magicka can use
TheShadowScout wrote: »
The thing is, this entire system of spellcrafting was pretty much complete back in the 2016 and for whatever reason that I will never come to understand, they chose to halt or maybe even scrape the entire thing.
The Elder Scrolls is a series of games known for the freedom they present the player with first and everything else always came after that and for someone who plays spellcaster, this is a crucial and core aspect of the game, just like poisons and similar stuff are to a sneaky character and I see not reason not to implement it in the game and ZOS clearly agreed with me back in the 2016 but changed their mind for whatever reason.
MLGProPlayer wrote: »Impossible to balance an MMO with spell crafting.
LegendaryMage wrote: »
MLGProPlayer wrote: »Impossible to balance an MMO with spell crafting.
How is it unbalanced if everyone pretty much has access to the same spells? That's not how it works dude.
MLGProPlayer wrote: »Impossible to balance an MMO with spell crafting.
How is it unbalanced if everyone pretty much has access to the same spells? That's not how it works dude.
Because you're not accounting for the countless other factors that could affect those spells, whether that be procs from sets, unintended interactions between a custom created spell and other skills, the imbalance of damage to resource ratio, spells being too effective in areas such as CC and debuff.
Not everybody has the same access to the same sets or buffs/skills that might greatly affect spell crafting. While true, game balance is an ever elusive concept... If you think a lot of people complain now, just wait until the Imperial City burns to the ground because of spell crafting and classes are either rendered obsolete or one class dominates all the others due to an unforeseen skill interaction/combo.
The only concept of a system I can even remotely think of for spell crafting is a scroll consumable system that requires crafting, but then you'll have the whole "p2w" arguments if they implement such a system with a chapter DLC. Which would be a lot more valid than the current jewelry crafting complaints that are being circulated at the moment.
This is also not even getting into problems of spell crafting as a skill crafting system most likely rendering all skills in other skill lines obsolete if a player can create a better skill that is tailored to their desire/need or it not being worth it because an already existing skill does what a player could create better than what is created.
There are literally mountains of problems that come with spell crafting. Spell crafting works in single player games, but not in MMOs, and especially not in MMOs with a dedicated PvP community.
MLGProPlayer wrote: »Impossible to balance an MMO with spell crafting.
How is it unbalanced if everyone pretty much has access to the same spells? That's not how it works dude.
Because you're not accounting for the countless other factors that could affect those spells, whether that be procs from sets, unintended interactions between a custom created spell and other skills, the imbalance of damage to resource ratio, spells being too effective in areas such as CC and debuff.
Not everybody has the same access to the same sets or buffs/skills that might greatly affect spell crafting. While true, game balance is an ever elusive concept... If you think a lot of people complain now, just wait until the Imperial City burns to the ground because of spell crafting and classes are either rendered obsolete or one class dominates all the others due to an unforeseen skill interaction/combo.
The only concept of a system I can even remotely think of for spell crafting is a scroll consumable system that requires crafting, but then you'll have the whole "p2w" arguments if they implement such a system with a chapter DLC. Which would be a lot more valid than the current jewelry crafting complaints that are being circulated at the moment.
This is also not even getting into problems of spell crafting as a skill crafting system most likely rendering all skills in other skill lines obsolete if a player can create a better skill that is tailored to their desire/need or it not being worth it because an already existing skill does what a player could create better than what is created.
There are literally mountains of problems that come with spell crafting. Spell crafting works in single player games, but not in MMOs, and especially not in MMOs with a dedicated PvP community.
I think you're wrong. Spellcrafting can be implemented so it actually improves the overall balance in game, because it gives people a chance to even out the odds in PvP. For example: A stam Warden could get Invisibility or a mag Sorcerer could get it, making them more balanced compared to infinitely stealthed mag Night Blades.
ZOS had quite a long time to take into account all the 'other countless factors' and make Spellcrafting work within reasonable boundaries.
Vanthras79 wrote: »I hope it does make it's way into the game at some point. The game is just not an Elder Scrolls game with out them. As for that petty balance remarks that everybody loves to make... Math majors know how to make things balanced. Ranges could be set for things like power and duration to create balance-able parameters. Honestly, I am shocked that all of you have a lack of imagination. Imagination drives innovation and forward thinking. It sounds like some people prefer to give up, and feed the wrong wolf.
So WHAT will they offer Stamina players to offset/counter Spellcrafting?!? Seems to me this would suddenly turn the game into Elder Mages Online... so yes, right now the game is 'balanced' as far as what it offers both Magicka and Stamina players. Adding Spellcrafting would give Magicka players a HUGE advantage over Stamina players and I believe that is probably why the whole Spellcrafting idea was dropped.
Vanthras79 wrote: »I hope it does make it's way into the game at some point. The game is just not an Elder Scrolls game with out them. As for that petty balance remarks that everybody loves to make... Math majors know how to make things balanced. Ranges could be set for things like power and duration to create balance-able parameters. Honestly, I am shocked that all of you have a lack of imagination. Imagination drives innovation and forward thinking. It sounds like some people prefer to give up, and feed the wrong wolf.

MLGProPlayer wrote: »Impossible to balance an MMO with spell crafting.
How is it unbalanced if everyone pretty much has access to the same spells? That's not how it works dude.
Because you're not accounting for the countless other factors that could affect those spells, whether that be procs from sets, unintended interactions between a custom created spell and other skills, the imbalance of damage to resource ratio, spells being too effective in areas such as CC and debuff.
Not everybody has the same access to the same sets or buffs/skills that might greatly affect spell crafting. While true, game balance is an ever elusive concept... If you think a lot of people complain now, just wait until the Imperial City burns to the ground because of spell crafting and classes are either rendered obsolete or one class dominates all the others due to an unforeseen skill interaction/combo.
The only concept of a system I can even remotely think of for spell crafting is a scroll consumable system that requires crafting, but then you'll have the whole "p2w" arguments if they implement such a system with a chapter DLC. Which would be a lot more valid than the current jewelry crafting complaints that are being circulated at the moment.
This is also not even getting into problems of spell crafting as a skill crafting system most likely rendering all skills in other skill lines obsolete if a player can create a better skill that is tailored to their desire/need or it not being worth it because an already existing skill does what a player could create better than what is created.
There are literally mountains of problems that come with spell crafting. Spell crafting works in single player games, but not in MMOs, and especially not in MMOs with a dedicated PvP community.
I think you're wrong. Spellcrafting can be implemented so it actually improves the overall balance in game, because it gives people a chance to even out the odds in PvP. For example: A stam Warden could get Invisibility or a mag Sorcerer could get it, making them more balanced compared to infinitely stealthed mag Night Blades.
ZOS had quite a long time to take into account all the 'other countless factors' and make Spellcrafting work within reasonable boundaries.
No, it wouldn't. Your example doesn't really work as there are already invisibility potions and skills that reveal invisibility. There are already counters to invisibility in place that "even the odds". If spell crafting could improve the balance, it would not be set on the back burner for the foreseeable future. Obviously there are some sort of obstacle/s still in the way to create a balanced system since it hasn't been seen/mentioned in a good while now.