A while ago I brought up this discussion and in conclusion I and most of the community agreed that if either were to happen, third morphs would be the better choice for balance reason.
However, after thinking about it I believe that Spellcrafting is the way forward. I would like to explain why I changed my mind on this.
The biggest reason is variety. Third morphs would simply be the same skill offering a different perk and if we’re very lucky, a palette swap. Beyond this, nothing will really change and builds will still feel the same across the board.
Yes, balance would be easier to manage this true, but balancing Spellcrafting wouldn’t be a nightmare as some have argued. Harder yes, but hardly impossible. To make it work I believe that there would be base templates that can be modified with a damage type and offer one buff or debuff. The base damage numbers or heal numbers would essentially remain the same on the original template.
This is an example of what could be:
Base: Mist Cloud
Apply a mist cloud in an area for 10 seconds that deals 90 Damage every second.
Now, you would not be able to use this skill until you applied essences to it. You could apply a maximum of 2 essences to it in order to craft the spell. But 1 would also work.
Example:
Essence of Winter: Makes crafted Spell deal Frost Damage.
Applying this single essence would change our base template into a useable spell scroll that can be consumed and learned.
Chilling Mist:
Apply a chilling mist in an area for 10 seconds that deals 90 Frost Damage every second.
However, the option to apply a second essence would be possible, but you would not be able to apply two identical essences. A second essence may look something like this:
Essence of Lethargy: Applies a snare effect to crafted spell.
Essence of Power: Increases the damage of crafted spell.
So if we took our base spell in the above example:
Base: Mist Cloud Template
Essences: Essence if Winter + Essence of Power
Empowered Chilling Mist:
Apply a chilling mist in an area for 10 seconds that deals 120 Damage every second.
Or
Base: Mist Cloud
Essences: Essence of Winter + Essence of Lethargy.
Chilling Mist of Lethargy:
Apply a mist cloud in an area for 10 seconds that deals 90 Damage every second and snares enemies in its area by 30%.
Thus you have choices to make and each has pros and cons.
Here is an example of essences that could exist:
Primary Essences:
Arcane Essence - Magic Damage
Essence of Winter - Frost Damage
Infernal Essence - Fire Damage
Essence of Lightning - Shock Damage
Essence of Iron - Physical Damage
Haemorrhaging Essence - Bleed Damage
Venomous Essence - Poison Damage
Putrefying Essence - Disease Damage
Secondary Essences:
Essence of Power - Increased Damage
Enduring Essence - Increased Duration
Essence of Lethargy - Adds Snare
Defiling Essence - Adds Minor Defile
Essence of Weakness - Adds Minor Maim
Death Essence - Adds Execute Modifier
Not all buffs and debuffs would be available to avoid making other skills obsolete. Also, certain essences would not be compatible with certain templates.
In the above example, Essence of Iron would not work with the Mist base. However, the Haemorrhaging Essence would change it into a Blood Mist.
This is why I feel Spellcrafting is better than third morphs, as it offers more creative freedom, would not be too hard to balance and could also be tied to a quest giving us something to do.