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Spellcrafting.

Tapio75
Tapio75
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Take it out from the mothballs allready and finish it. The game needs more options on the spellside and also desperately need those traditional TES spells like fireball, which comes from your hand, not from magically enchanted unending charges staff(Flagpole to be carried on back).

Same would go for a melee. Game needs some system, which would allow more moves than having just light and heavyattack and bash. Combomoves like in Skyrim, you can learn by using your sword and adding skiillpoints to passives that open these moves.
>>PC-EU Mostly PVE. Played since BETA<<
  • Darlon
    Darlon
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    No
  • Tapio75
    Tapio75
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    Yes.
    >>PC-EU Mostly PVE. Played since BETA<<
  • Steelshiv
    Steelshiv
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    I agree that the game does need more options on the spell-side. I would love to make my own spells that catered specifically to my needs and my play style. It would be a nightmare for balance in the beginning though.
  • Zaryc
    Zaryc
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    bcyw0Ak.jpg
  • Tapio75
    Tapio75
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    Steelshiv wrote: »
    I agree that the game does need more options on the spell-side. I would love to make my own spells that catered specifically to my needs and my play style. It would be a nightmare for balance in the beginning though.

    The system they developed, was nothing like we had in Oblivion for example. it was more like enchanting, where on finds certain components and opened a premade spell.

    It would bo no more or less a nightmare to balance than what we currently have. People can always only have certain number of abilities slotted and besides, game has basically always been balanced by different classes streths and weaknesses. It is the unimaginitive and selfcentered playerbase, that assumes all classes need to perform the same way while in truth, making a fully balanced game would make the game extremely boring and have real difference between characters being only visual.

    Endless balancing has allready made Warcraft a shadow of what it used to be. It is now visually pleasing yes, but the real character of different classes has gone away and people only have limited number of choices they can make because some minmaxers demanded more options.. Now they have more visual options, happy? Meanwhile nothing has changed. Niche number of playerbase still uses that one build which is deemed "Worthy" while most of the players just use what is fun or still google the "Right build". Nothing ever changes so the balancing should just be stopped.
    >>PC-EU Mostly PVE. Played since BETA<<
  • Agobi
    Agobi
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    OfficialDevotedDutchsmoushond-small.gif


    Just stop :/
  • Tapio75
    Tapio75
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    For your info. It is not dead. It is in hold indefinitely. It is also almost complete system, so i doubt they will just waste the thing but most likely have it in spare until they need something new to be added and theres no more classes they want to add.

    Besides the game really needs those traditional TES spells we dont currently have and this will add them.
    >>PC-EU Mostly PVE. Played since BETA<<
  • stewhead2ub17_ESO
    stewhead2ub17_ESO
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    For all intents and purposes "on hold indefinitely" means dead. It's a great idea that can't be fully realized at this time. Much like the "Justice System".
  • Eldartar
    Eldartar
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    No, Just No ............. moving on.
  • Tapio75
    Tapio75
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    For all intents and purposes "on hold indefinitely" means dead. It's a great idea that can't be fully realized at this time. Much like the "Justice System".

    Well, the justice system would have been great, but it had potential harasment possibilities so i guess it is best not to be added...However it was only half of the system and the thievery part was added.

    I think people are opposed to this just ecause they fear the allmighty balance issues. It is really sad, since only balance these people really need, is one meta build or two, and this is allready the thing here. They balance it themselves by choosing the best skills and equipment. No matter how much balancing is done, the one or two metabuilds will always be the things they use unless game is balanced in the way where every class basically has same skills and passives and the difference is only visual.. There would be no levels or cp or any options in gear other than tank, heal and dps if even that.. Game like that would die very fast.
    >>PC-EU Mostly PVE. Played since BETA<<
  • Taunky
    Taunky
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    No.
  • Tapio75
    Tapio75
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    Elaborate why not? Simple no has nothing constructive about it. Are you afraid that the PVP balance will be broken? It would not, as it will be fully balanced the way it allready is. Those that really care about such thing, jusrt choose the best build and others complain. This will never change or at least i cant see it happenoing. The game is allready too much watered down of what it was on launch and the seek for balance should be concentrated to where it really can be achieved, by people acting together towards goal. Not for self merit in PVP but for cooperative play of groups. This is where balance is found like in old D&D world.
    >>PC-EU Mostly PVE. Played since BETA<<
  • ch.ris317b14_ESO
    ch.ris317b14_ESO
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    Was thinking about this the other day.

    I had an idea.... combine the idea of spellmaking with the desire for more stamina/magicka morphs.

    Take two damage skills

    You'd lose access to both skills but gain a new one that combines certain traits of both.

    You could select, say whether the new ability costs stamina or magicka... and have some control over scaling cost vs effect.

    This game definitely either needs to further individualize the staves and I'd like at least a pole arm of some kind added.
  • Reistr_the_Unbroken
    Reistr_the_Unbroken
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    This thread is kinda like the guy who wanted the battle royale thing and another who wanted a justice system. All dead horses that many don’t want.
  • Tapio75
    Tapio75
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    What is the battle royale thing?

    Anyway. I get it and understand why some do not want justice system as it has potential harasment issues, but the spellcrafting has nothing like that and would only widen optionsfor players t create characters they want. I also think, that people assume spellcrafting to be like it was in Oblivion. However it is not. in fact it is far from it andmaybe better name for it would be spellcollecting thoug it works similarly with enchanting. If memory serves, it has three components that people find through the world and then they combine them and get a new spell. It was not clear thoug, that would the spell actually be another skill or would it be an item that would be slotted on weapon slot. The weaponslot would be my choice.

    On hold is not dead. Canceled is dead. Justice system was cancelled so it is truly dead.. However if it helps some people to live, they can post funny pictures of people beating the dead horse :)
    >>PC-EU Mostly PVE. Played since BETA<<
  • ch.ris317b14_ESO
    ch.ris317b14_ESO
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    This thread is kinda like the guy who wanted the battle royale thing and another who wanted a justice system. All dead horses that many don’t want.

    If people don't want spellcrafting in an elder scrolls game, its because they drove all the original elder scrolls players away.
  • Thannazzar
    Thannazzar
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    If there are concerns about balance just make crafted spells ultimates. That way your limited to two slotted with a decent cooldown.
  • Katahdin
    Katahdin
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    Tapio75 wrote: »
    For your info. It is not dead. It is in hold indefinitely. It is also almost complete system, so i doubt they will just waste the thing but most likely have it in spare until they need something new to be added and theres no more classes they want to add.

    Besides the game really needs those traditional TES spells we dont currently have and this will add them.

    Yes they said they have thought about it but there are no plans for it for the forseeable future.
    They have not said anything about working on it or what state it is in other than they "looked at it"
    They have not said anything about it being anywhere near "complete" nor any indication they have worked on it in any way whatsoever.
    Edited by Katahdin on February 9, 2019 10:22PM
    Beta tester November 2013
  • Jerdeh
    Jerdeh
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    Tapio75 wrote: »
    Take it out from the mothballs allready and finish it. The game needs more options on the spellside and also desperately need those traditional TES spells like fireball, which comes from your hand, not from magically enchanted unending charges staff(Flagpole to be carried on back).

    Same would go for a melee. Game needs some system, which would allow more moves than having just light and heavyattack and bash. Combomoves like in Skyrim, you can learn by using your sword and adding skiillpoints to passives that open these moves.

    It was already said by Lambert that it probably won't be coming to ESO in the near future, if it comes at all.
    Been playing since betas 2014
  • WrathOfInnos
    WrathOfInnos
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    I'm guessing it will be part of the new chapter in 2020. We don't have much to go by so far, but the pattern so far has been:

    2017 - New Warden class and 3 class skill lines
    2018 - New crafting skill line (jewelry) and new classless spell skill line (Psijic)
    2019 - New Necromancer class and 3 class skill lines

    So 2020 could easily be - New crafting skill line and classless spells (spellcrafting)

    I'll be pleasantly surprised if it shows up in Q4 2019, but I'm not too hopeful. It's also possible that the system will be put into place, with the spellcrafting tables, but only a few spells available immediately. Then they can add a few with each DLC.
  • Ertosi
    Ertosi
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    Jerdeh wrote: »
    It was already said by Lambert that it probably won't be coming to ESO in the near future, if it comes at all.

    Actually, he said they liked the idea but that it just wasn't currently on their road map.
    Eldartar wrote: »
    No, Just No ............. moving on.

    Ever since ESO first came out, the same things were said about Player Housing, Transmutation, Jewelry Crafting and Necromancers. Many players kept asking for them. Other players kept saying "No" and said to quit asking. Well, players kept asking and all of those other systems were finally added, one by one.

    Like all of the other systems named above, Spellcrafting has been asked for since this game first came out. Like those other systems that many said would never happen, it's time will eventually come.

    So Yes, keep asking for Spellcrafting. Be the squeaky wheel and beat that dead horse until ZOS finally listens and brings Spellcrafting to ESO.
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    No new crafting or game systems for 2019? "Season of the Dragon" would be better named "The Year of no New Major Features"
    https://i.imgur.com/TPscgS9.jpg to see major features of the last few years compared.
    https://i.imgur.com/X8qY0gP.jpg to see a detailed comparison of this year's Q1 to the last two Q1s.
    https://i.imgur.com/4z71cK8.jpg to see a detailed comparison of each years' first two quarters combined.
    https://i.imgur.com/jrHe5h8.jpg to see a projected comparison of the full years and what 2019's Q4 will need to catch up.
    Unsubbed January 15th, 2019 due to the lack of any new substantial features shown to be coming in 2019.
  • kirgeo
    kirgeo
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    Keep asking, majority of forum users were against the Necromancer class. Now they mostly ask how OP it might be. Once spellcrafting is announced people will get used to it. Unless its as grindy as JC in which case it might be barely used :/
    Edited by kirgeo on February 9, 2019 10:51PM
  • KhajiitFelix
    KhajiitFelix
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    Please no
  • NewBlacksmurf
    NewBlacksmurf
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    For all intents and purposes "on hold indefinitely" means dead. It's a great idea that can't be fully realized at this time. Much like the "Justice System".

    @stewhead2ub17_ESO
    Felt the need to point out the justice system isn’t on hold. It was decided that would not be good for the game.

    Completely unlike spell crafting where the developer lead left the company and seemingly no one remained for years who was capable of finishing the development.

    One is something they never want to do but know how to do it, while the other is one they want to add but may lack the know how.
    -PC (PTS)/Xbox One: NewBlacksmurf
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  • Ertosi
    Ertosi
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    Katahdin wrote: »
    Tapio75 wrote: »
    For your info. It is not dead. It is in hold indefinitely. It is also almost complete system, so i doubt they will just waste the thing but most likely have it in spare until they need something new to be added and theres no more classes they want to add.

    Besides the game really needs those traditional TES spells we dont currently have and this will add them.

    Yes they said they have thought about it but there are no plans for it for the forseeable future.
    They have not said anything about working on it or what state it is in other than they "looked at it"
    They have not said anything about it being anywhere near "complete" nor any indication they have worked on it in any way whatsoever.

    Actually they originally showed a sneak peak for Spellcrafting way back at QuakeCon in '14 and it looked pretty darn complete, and awesome! They showed many of the spells and appeared to be fully working. All they specifically said was incomplete was the UI for it which they said was just placeholders. (source)

    Later in 2016 nineteen finished Spellcrafting spells were found in a datamine. Actually, from that massive datamine in '16, numerous new upcoming systems and regions were discovered early including: Wardens, Battlegrounds, Jewelrycrafting, Murkmire, Mephala's Realm (not released as a zone, but its assets were heavily used in Summerset), Vvardfenfell, Clockwork City. Of everything discovered in the files at that time, only two systems have yet to finally go live: Spellcrafting and Horse Racing. (source)

    Last year another datamine of the Dragon Bones patch found new Spellcrafting UI pictures had been added. These are just a few of the Spellcrafting-related datamines that have been found over the years, but it's clear that ZOS has sporadically worked on the system. (source)
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    No new crafting or game systems for 2019? "Season of the Dragon" would be better named "The Year of no New Major Features"
    https://i.imgur.com/TPscgS9.jpg to see major features of the last few years compared.
    https://i.imgur.com/X8qY0gP.jpg to see a detailed comparison of this year's Q1 to the last two Q1s.
    https://i.imgur.com/4z71cK8.jpg to see a detailed comparison of each years' first two quarters combined.
    https://i.imgur.com/jrHe5h8.jpg to see a projected comparison of the full years and what 2019's Q4 will need to catch up.
    Unsubbed January 15th, 2019 due to the lack of any new substantial features shown to be coming in 2019.
  • Arunei
    Arunei
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    Where did you get the information that it's "almost done"? Rich said in their follow-up for the Elsweyr stream that it's only on the backburner and something they're interested in, but it's something that also isn't on their 'roadmap' and they have no plans to do anything with it any time soon. He never said anything about how it's 'almost done'; if anything, the way he was talking made it seem like it's something they haven't given much thought to it (at least in recent times), let alone done much work on. As for the QuakeCon thing, just because it 'appeared' to almost be done is in no indication equal to it actually almost being done. And mentioning specifically only one thing that needed to be updated also doesn't mean there aren't a whole lot of other parts of the system that AREN'T yet complete.

    As for the thing itself, I'm not sure why people want it so much. There's absolutely 0 information on how it might work other than the preview in QuakeCon (which as we all know stuff in beta rarely remains the same), seeing as it's not even something they're working on atm. Balancing it is the biggest thing; look at how much trouble ZOS has balancing the Skills we already have. Every time they change something for PvP or PvE, it always ends up affecting the other play-style to some degree, usually for the worse. Now imagine trying to balance Spellcrafting too, especially since I feel like people would expect to have a bunch of freedom with spell effects and stuff. In reality I'd think it would be a lot more restricted, more like how Skills work in that you're limited in what you can do, as opposed to being more open like Enchanting or Alchemy. The more open and complex spells might be able to be made, the harder it would be to balance them.

    There's also the fact that I don't really think it would introduce as much diversity and new combat stuff as people imagine it would. Within probably a few days, maybe weeks depending on how complex the system might be, the min/maxers and number crunchers will have determined which kinds of spells are BIS, and most people will only really use those more than likely. Of course a large number of people would probably not care about the meta and just derp around with it for fun, but then they'd also probably get bored of it after a bit and not bother with it anymore, once the novelty wore off.

    Consider, also, balancing stuff against the Skills we already have. Would the spells be stronger, like ults? Or would they be more in-line with the 'average' power of a Skill? Would they be weaker in power but have more effects like snares, bleeds, regen ability, etc? If they're stronger than the Skills we have already then everyone will just run those same spells instead of running the same Skills. If they're weaker but offer larger utility, people will just use those over available CCs/roots/stuns/buffs/debuffs/etc. If they're weaker overall, no one will even bother using them. If they're ult-level in strength, they'd have to be limited like ults themselves are, and unless they're more useful than the most commonly-used ults like Warhorn or Dawnbreaker, they'll never get used.

    What about what resource to use for them? Magicka makes sense because spells, right? But what about Stam-based characters who need all their limited Magicka for the few skills that require that resource? You can get around that by making it pull from a different resource, like ults do, but then you have three different resource pools to keep track of. What about making them a consumable then, like scrolls from other TES games? That could work, since they could be slapped into the quickslot wheel and swapped between on the fly like potions or food/drink.

    Which brings us to another question. DO they get made into some kind of consumable, or do they become an active thing that gets put on your Skillbar? The former seems to make the most sense and be the easiest implementation, but if it's the latter I can see a LOT of people not bothering with it, mostly more casual people who don't want to mess up their bars and learn a new rotation. Of course min/maxers and meta-chasers would use them regardless since that sort of thing is just how they play the game, which there's nothing wrong with it. But a lot of people I can see not wanting to bother with it, if it would require them to give up Skills they're already familiar with and all.

    All in all there's a LOT to consider for new systems like this, which is probably the main reason it's not something they're working on with more important things going on, such as working on Necro and ongoing balance stuff (which are Rich's words, not mine).
    Edited by Arunei on February 9, 2019 11:20PM
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  • Ertosi
    Ertosi
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    I'm guessing it will be part of the new chapter in 2020. We don't have much to go by so far, but the pattern so far has been:

    2017 - New Warden class and 3 class skill lines
    2018 - New crafting skill line (jewelry) and new classless spell skill line (Psijic)
    2019 - New Necromancer class and 3 class skill lines

    So 2020 could easily be - New crafting skill line and classless spells (spellcrafting)

    I'll be pleasantly surprised if it shows up in Q4 2019, but I'm not too hopeful. It's also possible that the system will be put into place, with the spellcrafting tables, but only a few spells available immediately. Then they can add a few with each DLC.

    Here's the chart I use when comparing new major features brought to ESO each year:
    TPscgS9.jpg
    As you can see, they'll need to bring a new major system and at least one new crafting system in this year's last two quarters if they want to catch up content-wise to the last two years.

    However, I also highly doubt this year will be the year for Spellcrafting as Rich Lambert specifically said it wasn't "currently on their roadmap".

    As you noted new classes include 3 class skill lines, I'd like to point out to others when Spellcrafting does finally come out, it's going to include 6 new skill lines available to all players! (That is, if it resembles the original system shown to us back in '14 at QuakeCon) Those new skill lines will be a Spellcrafting skill that will work like other crafting skills, and one weapon skill line for each of the 5 schools of magic.

    As 6 new skill lines available to all players would be a massive new addition, so like you already said, I would expect it to be released with a future Chapter like how jewelry crafting was done last year.
    Edited by Ertosi on February 9, 2019 11:31PM
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    No new crafting or game systems for 2019? "Season of the Dragon" would be better named "The Year of no New Major Features"
    https://i.imgur.com/TPscgS9.jpg to see major features of the last few years compared.
    https://i.imgur.com/X8qY0gP.jpg to see a detailed comparison of this year's Q1 to the last two Q1s.
    https://i.imgur.com/4z71cK8.jpg to see a detailed comparison of each years' first two quarters combined.
    https://i.imgur.com/jrHe5h8.jpg to see a projected comparison of the full years and what 2019's Q4 will need to catch up.
    Unsubbed January 15th, 2019 due to the lack of any new substantial features shown to be coming in 2019.
  • zaria
    zaria
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    Tapio75 wrote: »
    Steelshiv wrote: »
    I agree that the game does need more options on the spell-side. I would love to make my own spells that catered specifically to my needs and my play style. It would be a nightmare for balance in the beginning though.

    The system they developed, was nothing like we had in Oblivion for example. it was more like enchanting, where on finds certain components and opened a premade spell.

    It would bo no more or less a nightmare to balance than what we currently have. People can always only have certain number of abilities slotted and besides, game has basically always been balanced by different classes streths and weaknesses. It is the unimaginitive and selfcentered playerbase, that assumes all classes need to perform the same way while in truth, making a fully balanced game would make the game extremely boring and have real difference between characters being only visual.

    Endless balancing has allready made Warcraft a shadow of what it used to be. It is now visually pleasing yes, but the real character of different classes has gone away and people only have limited number of choices they can make because some minmaxers demanded more options.. Now they have more visual options, happy? Meanwhile nothing has changed. Niche number of playerbase still uses that one build which is deemed "Worthy" while most of the players just use what is fun or still google the "Right build". Nothing ever changes so the balancing should just be stopped.
    Oblivion spellcrafting was an bit more broken than crafting in SKyrim.
    It was more fun however: Illusion: Making goblin warlords permanently hostile to goblins was insane. Using sheogorath as an combat pet more so, no he was not very effective and he would not leave the island.
    Destruction was more boring, you just killed OP stuff fast.

    TES III morrowind was an magnitude more broken, main issue with my spells was not crashing the game: summon an pack of daedra, then buff them with +200 strength and 200 health regen second.
    Most awesome was elegant in its simplicity: buffing an group of hogs and hogriders with levitation, then have them follow me off an cliff, wait to the levitation effect wear off :)
    You could also buff werewolf jump ability with 500 for more fun then they jumped an target. Not tested this myself but as I understand they died of fall damage.

    No it would not work well in an MMO for some reason :)
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • stewhead2ub17_ESO
    stewhead2ub17_ESO
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    @NewBlacksmurf I realize that. I only meant that it was a good idea that could not be fully realized. I wasn't saying it was on hold.
  • dodgehopper_ESO
    dodgehopper_ESO
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    Zaryc wrote: »
    bcyw0Ak.jpg

    That's what they said about Necromancy for years, yet here it is...


    Personally I want to join the Gray beards (and grow a gray beard).
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
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