Tyrant_Tim wrote: »Erickson9610 wrote: »The sweet thing I believe most people want is more skill options for their bars - not more morphs for the same skill.
This reminds me of Werewolf's current balance situation. Only 5 predetermined skills can be used by Werewolf — no other skills can be used. If Spellcrafting somehow gave Werewolf access to more than just those 5 skills, then I absolutely would use it.
ZOS, please don't exclude werewolves from this feature if it is implemented.
I highly doubt ZOS would take time to animate Werewolves to cast spells.
Not only would it look weird, as it’s already weird enough looking when they use soul gems, but it’s against the entire premise of being a savage monster. I’ve never heard of a Werewolf casting spells in lore, if you have I’d love to hear about it.
Quethrosar wrote: »only 1% or less of items will be what you must get. skill wise you either run the same skills as meta for your class or you suck. so spell crafting would need to be better than current meta to be used.
EA sets are not meta and not needed or desired except for collecting.
SpacemanSpiff1 wrote: »pink flames. spell crafting confirmed.
Quethrosar wrote: »only 1% or less of items will be what you must get. skill wise you either run the same skills as meta for your class or you suck. so spell crafting would need to be better than current meta to be used.
EA sets are not meta and not needed or desired except for collecting.
I genuinely want spellcrafting skill to not be meta! I want them to design the skills viable but not optimal. And specially I want them to focus more on the creativity side rather than efficiency.
Give us levitate, give us muffle, give us conjure familiar...
Tyrant_Tim wrote: »I also find it interesting that there are three separate colors of the fire, one character has red, another has purple…
It’s as though your character is attempting to “craft” a flame.
DrNukenstein wrote: »It would either be a weak novelty, or OP and game breaking.
For that reason spell crafting is a hard no. This is not a single player game. There's no way that they could implement a "build your own skill" system that would both satisfy the majority of the community and not make a large portion of the community irate.
They can't even release a novel proc set on the PTR without scaring the forums.
DrNukenstein wrote: »It would either be a weak novelty, or OP and game breaking.
For that reason spell crafting is a hard no. This is not a single player game. There's no way that they could implement a "build your own skill" system that would both satisfy the majority of the community and not make a large portion of the community irate.
They can't even release a novel proc set on the PTR without scaring the forums.
Tyrant_Tim wrote: »It’s not even a debate at this point, this system is, and has been the most requested feature since it’s pre-conception.
I hope it wont be real Spellcrafting (as in modify existing skills) but rather Fashion or a seperate Skill-Line.
Tim, I often feel the issue with your discussion on spellcrafting is that you're so determined to make it happen, you're zeal is off-putting.
emilyhyoyeon wrote: »I hope it wont be real Spellcrafting (as in modify existing skills) but rather Fashion or a seperate Skill-Line.
Personally I'd be just as happy with this. The visual aspect is the most important part of it for me by far, as a roleplaying tool.
Like I'd be so happy if one day I can change my NB conjuror's dark shade to the wraith model. Change my sorc's clannfear to a mustard/yellow color instead of blue. Change my NB assassin's skills to black or any color more muted than red.
So many more character possibilities that I haven't even thought of making yet as well. And they could add new skill visuals each update. TES6 could take as long as it wants.
Tyrant_Tim wrote: »Erickson9610 wrote: »The sweet thing I believe most people want is more skill options for their bars - not more morphs for the same skill.
This reminds me of Werewolf's current balance situation. Only 5 predetermined skills can be used by Werewolf — no other skills can be used. If Spellcrafting somehow gave Werewolf access to more than just those 5 skills, then I absolutely would use it.
ZOS, please don't exclude werewolves from this feature if it is implemented.
I highly doubt ZOS would take time to animate Werewolves to cast spells.
Not only would it look weird, as it’s already weird enough looking when they use soul gems, but it’s against the entire premise of being a savage monster. I’ve never heard of a Werewolf casting spells in lore, if you have I’d love to hear about it.
Finding a way to enable werewolf healers would be amazing though, then you could truly hunt with your pack.
Tyrant_Tim wrote: »Tyrant_Tim wrote: »Erickson9610 wrote: »The sweet thing I believe most people want is more skill options for their bars - not more morphs for the same skill.
This reminds me of Werewolf's current balance situation. Only 5 predetermined skills can be used by Werewolf — no other skills can be used. If Spellcrafting somehow gave Werewolf access to more than just those 5 skills, then I absolutely would use it.
ZOS, please don't exclude werewolves from this feature if it is implemented.
I highly doubt ZOS would take time to animate Werewolves to cast spells.
Not only would it look weird, as it’s already weird enough looking when they use soul gems, but it’s against the entire premise of being a savage monster. I’ve never heard of a Werewolf casting spells in lore, if you have I’d love to hear about it.
Finding a way to enable werewolf healers would be amazing though, then you could truly hunt with your pack.
Sorry, I glanced over this, but isn’t there a way already to do that?
Here’s an old thread of a Werewolf healer build that I remember seeing awhile ago.
https://forums.elderscrollsonline.com/en/discussion/566656/pve-pvp-the-werewolf-magicka-healer-flames-of-ambition
Erickson9610 wrote: »Tyrant_Tim wrote: »Tyrant_Tim wrote: »Erickson9610 wrote: »The sweet thing I believe most people want is more skill options for their bars - not more morphs for the same skill.
This reminds me of Werewolf's current balance situation. Only 5 predetermined skills can be used by Werewolf — no other skills can be used. If Spellcrafting somehow gave Werewolf access to more than just those 5 skills, then I absolutely would use it.
ZOS, please don't exclude werewolves from this feature if it is implemented.
I highly doubt ZOS would take time to animate Werewolves to cast spells.
Not only would it look weird, as it’s already weird enough looking when they use soul gems, but it’s against the entire premise of being a savage monster. I’ve never heard of a Werewolf casting spells in lore, if you have I’d love to hear about it.
Finding a way to enable werewolf healers would be amazing though, then you could truly hunt with your pack.
Sorry, I glanced over this, but isn’t there a way already to do that?
Here’s an old thread of a Werewolf healer build that I remember seeing awhile ago.
https://forums.elderscrollsonline.com/en/discussion/566656/pve-pvp-the-werewolf-magicka-healer-flames-of-ambition
You could put this build together on any character, Werewolf or not. The only way Werewolf can heal is via proc sets, so it cannot be used in no-proc PvP. Werewolves would indeed benefit from some in-kit method of healing allies, perhaps something like making Hircine's Bounty heal a second target the way Polar Wind does.
Tyrant_Tim wrote: »Erickson9610 wrote: »Tyrant_Tim wrote: »Tyrant_Tim wrote: »Erickson9610 wrote: »The sweet thing I believe most people want is more skill options for their bars - not more morphs for the same skill.
This reminds me of Werewolf's current balance situation. Only 5 predetermined skills can be used by Werewolf — no other skills can be used. If Spellcrafting somehow gave Werewolf access to more than just those 5 skills, then I absolutely would use it.
ZOS, please don't exclude werewolves from this feature if it is implemented.
I highly doubt ZOS would take time to animate Werewolves to cast spells.
Not only would it look weird, as it’s already weird enough looking when they use soul gems, but it’s against the entire premise of being a savage monster. I’ve never heard of a Werewolf casting spells in lore, if you have I’d love to hear about it.
Finding a way to enable werewolf healers would be amazing though, then you could truly hunt with your pack.
Sorry, I glanced over this, but isn’t there a way already to do that?
Here’s an old thread of a Werewolf healer build that I remember seeing awhile ago.
https://forums.elderscrollsonline.com/en/discussion/566656/pve-pvp-the-werewolf-magicka-healer-flames-of-ambition
You could put this build together on any character, Werewolf or not. The only way Werewolf can heal is via proc sets, so it cannot be used in no-proc PvP. Werewolves would indeed benefit from some in-kit method of healing allies, perhaps something like making Hircine's Bounty heal a second target the way Polar Wind does.
I wouldn’t be opposed to a change of their passives to grant drastically increased health regeneration when in a pack of Werewolves.
Honestly I wouldn’t even be opposed to Werewolf getting access to Spellcrafting in it’s current state as I don’t see the harm, and if they decide not to allow the spells to be slotted to their bar, one way it could be inclusive would be for a variable on crafted spells to be “Duration” which allows you to trade power of the spell for duration, like instead of Major Resolve for 30 seconds, you could get Minor Resolve for like 3-5 minutes, that way even Wolves could benefit.
Tyrant_Tim wrote: »Here’s something you might not be aware of, but the color for Arcanist was up in the air, and very easily could have been the one seen in that emote before they changed it to green.
The only reason I would give consideration to the speculation about Spellcrafting, is not due to the emote, but what they said afterward, "We’re crafting something special this year for The Elder Scrolls Online..."
emilyhyoyeon wrote: »as I've seen people pointing out, the ''we're crafting something special this year'' I think is a huge hint. ''Crafting'' would normally be a weird word choice here. Something normal would be something like ''whipping up'' instead
Tyrant_Tim wrote: »Here’s something you might not be aware of, but the color for Arcanist was up in the air, and very easily could have been the one seen in that emote before they changed it to green.
Are you sure? Green has always been Apocrypha's typical color, so everything else than green doesn't make any sense for a Hermaeus Mora cultist. And ZOS for sure knows that.
Tyrant_Tim wrote: »I can’t seem to find the interview anywhere but it came out that the Arcanist class was the hardest class ZOS ever designed, constantly scrapping it and reworking it, and “eventually settling on green” as a means to tie the class to the chapter.
Tyrant_Tim wrote: »Here’s something you might not be aware of, but the color for Arcanist was up in the air, and very easily could have been the one seen in that emote before they changed it to green.
Are you sure? Green has always been Apocrypha's typical color, so everything else than green doesn't make any sense for a Hermaeus Mora cultist. And ZOS for sure knows that.The only reason I would give consideration to the speculation about Spellcrafting, is not due to the emote, but what they said afterward, "We’re crafting something special this year for The Elder Scrolls Online..."
But why would it have to be spellcrafting? All kinds of things can or could potentially be crafted in ESO. Interpreting it as "It just has to be spellcrafting!" looks very much like wishful thinking to me, unfortunately.emilyhyoyeon wrote: »as I've seen people pointing out, the ''we're crafting something special this year'' I think is a huge hint. ''Crafting'' would normally be a weird word choice here. Something normal would be something like ''whipping up'' instead
I guess if ZOS actually uses "whipping up" in their announcement some day, things will get weird