FabresFour wrote: »The players needs at least a clarification on this.
We've received it.
https://wccftech.com/elder-scrolls-online-interview-looking-ahead-with-game-director-matt-firor/
That's the game director in 2016 saying that spellcrafting as originally revealed was just too hard and we're unlikely to see it.
"Same thing. With spell crafting we actually got in enough to start seeing how it worked, we didn’t like the design so much and it was going to be more work than we thought to get it to launch so we kind of put it aside to do Thieves Guild, Dark Brotherhood, One Tamriel, housing etc.
But it will come eventually, it’s just further out."
-Matt Firor, 2016
FabresFour wrote: »The players needs at least a clarification on this.
We've received it.
https://wccftech.com/elder-scrolls-online-interview-looking-ahead-with-game-director-matt-firor/
That's the game director in 2016 saying that spellcrafting as originally revealed was just too hard and we're unlikely to see it.
dodgehopper_ESO wrote: »
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.
Remember we weren't supposed to get dragons either.
As much as the orc would love spellcrafting... What about the balance of those abilities? I mean this system has to be restricted otherwise you'll end up with crazy abilities. And at the end we'll know what's happening: only a few will be used.
Chilly-McFreeze wrote: »Spell crafting would be a letdown either way. If they choose to implement no restrictions, you'll end up with severe balance issues. [...] Or it comes with limitations that suck the envisioned fun and freedom out of it. Seems like the devs can't make it right anyway.
Chilly-McFreeze wrote: »Either way, it will not add to build diversity in places where there are non currently. E.g. Trial Raiding. "Slot crafted spell X or be kicked" because it ups your DPS by 0,X%.
Chilly-McFreeze wrote: »Will stam toons get the short end of the stick?
Chilly-McFreeze wrote: »Will it blur classes and rob them their uniqueness? Should every class be able to cloak, streak, use hurricane etc.?
Chilly-McFreeze wrote: »Will it be another endless grind like JC was/is?
Chilly-McFreeze wrote: »Will it actually do something for build diversity or will it simply replace the meta?
Chilly-McFreeze wrote: »That issues aside, how could it be implemented?
Chilly-McFreeze wrote: »Spell crafting would be a letdown either way. If they choose to implement no restrictions, you'll end up with severe balance issues. [...] Or it comes with limitations that suck the envisioned fun and freedom out of it. Seems like the devs can't make it right anyway.
From ZOS's first teaser it was made clear spellcrafting would come with very firm limitations. It has a solid framework and you simply can't pile everything you want together. The majority of player-reasons why we shouldn't have it stem from fears it wouldn't be balanced, but that is frankly just jumping at shadows. Any new game system could be made in a balanced manner or imbalanced manner, so by that logic why ever add anything new to this game?
When crafting a spell, you pick the base spell, then add a Focus (think "morphs"; includes AOE, enduring, and ultimate). That's it... nothing crazy, nothing to be so fearful of.Chilly-McFreeze wrote: »Either way, it will not add to build diversity in places where there are non currently. E.g. Trial Raiding. "Slot crafted spell X or be kicked" because it ups your DPS by 0,X%.
Honestly, no. Partly because of how spellcrafting would need to be implemented to keep it balanced - all formulas to calculate spell costs should ensure that class and weapon skills always remain the most efficient abilities to use. The spellcrafting system should be designed from the perspective that it only supplements builds with options that they didn't have before; it shouldn't replace them. But mainly No simply because of the mindset of those types of players. They'll always run their numbers and will always consider their calculated BIS to be the only viable option. It wouldn't matter if you gave them millions of new options, they'd still crunch their numbers and complain that they got close to nothing because they choose to disregard almost everything. That's not a game-problem, that's a player-problem.
Once the system is added, they'll surely start adding regular new spells. I particularly hope they'll add an aggro spell as when built with the AOE focus, it would give ESO it's first group aggro ability.Chilly-McFreeze wrote: »Will stam toons get the short end of the stick?
Depends on all of the Focuses ZOS chooses to add. It would be a simple matter to add a Stamina and Health focus. Doing so would ensure all builds had options with the spellcrafting system, although the magicka versions would still have the edge due to only being able to pick one focus when crafting a spell.
Personally, I'd like to see Stamina and Health foci added, but so they are the only two that can be combined with other foci. This would ensure all build types are on equal footing.Chilly-McFreeze wrote: »Will it blur classes and rob them their uniqueness? Should every class be able to cloak, streak, use hurricane etc.?
No because that question misunderstands what a spellcrafting system would be. It's not going to add every class skill to the game in a manner that everyone could use it. Instead it's adding specific classic TES spells in a manner everyone has access to them. I'll post the 20 finished Spellcrafting spells that have been datamined further down, so everyone has a better idea what to expect.Chilly-McFreeze wrote: »Will it be another endless grind like JC was/is?
This won't be a popular answer, but it honestly should be! People love to hate on jewelry crafting but I cannot imagine it having been implemented in a significantly better manner. Those purple and gold mats are rare and they should be. We shouldn't be able to make high-tier jewelry willy nilly any time we want. It's fantastic having the option to do so, but in a manner that you really want to make sure you are out of other options before doing so. Sounds like it's working as intended.
The only complaint about JC I might consider valid is the grain system, but look at the alternative. If grains were removed, platings would drop directly but at 1/10th the rates... people would then complain over the perception of "never" getting drops. Seems like the grain system was really added as an intended curtesy so JC drops didn't feel so rare, but most players are choosing to interpret it as purposely making the system more complex.
Like JC, spellcrafting materials (Stone) should also be very rare, especially the higher tiers. The ability to make custom spells is awesome, but like JC, it shouldn't be something players are able to do willy nilly.Chilly-McFreeze wrote: »Will it actually do something for build diversity or will it simply replace the meta?
Silly question as anything new added to the game only shifts/replaces the meta. Again, that's a problem with player mindset of only wanting whatever they calculate to be BIS.Chilly-McFreeze wrote: »That issues aside, how could it be implemented?
It was already shown to be a system comprised of 6 new skill lines.
1 skill line for actual spell-Crafting and 5 for the five major schools of magic. Those 5 skill lines tied to the magic schools would be similar to weapon skill lines, but would only be passive skills.
This causes me to think of an understandable reason why Spellcrafting might have been put on hold for so long... that's a lot of skill points needed to make full use of it! Crafting skill lines can have 20+ passives and weapon skill lines usually have 10 passives. ZOS might have felt the game didn't have enough easy-access skill points to support so many new skill lines. But each year, new content adds 20+ new skill points without adding many new ways to spend those points. Surely now ESO can easily support those 6 new skills.
Here are the 20 spellcrafting spells that have been datamined:
- Bound Weapon
- Burden
- Charm
- Conjure Dremora Lord
- Conjure Familiar
- Conjure Flame Atronach
- Courage (Conjuration)
- Drain Life
- Fire Storm
- Frenzy
- Frostbite
- Ice Cloak (Destruction)
- Heal Other
- Lightning Bolt
- Magicka Resistance
- Muffle (Illusion)
- Oak Flesh
- Paralyze
- Restore Stamina
- Ward Self
[source; also lists how every focus affects each spell, all directly datamined from the spell descriptions.]
It's not a terribly long list but many classic TES spells are there. I'm seeing options for each of my elementalists. I'm seeing some utility spells that would be useful for group content if built with the AOE focus like Magicka Resistance and Restore Stamina. Muffle, if crafted with the AOE focus, sounds fun for Cyrodiil!