Stafford197 wrote: »Why can’t Scribed magical-based abilities use any elemental damage type as a default? The biggest lure of Spellcrafting would have been the huge build freedom/fantasy it could provide.
Scribing has the same potential. Something as simple as an ice mage is a huge deal in the Elder Scrolls series, which is partly why Warden has had a million threads opened about making it more of an ice mage. Definitely an odd choice to have such an intricate Scribing system only to not capitalize on this chance to fulfil player’s desires.
MashmalloMan wrote: »I think ultimately it came down to work load. There is VFX and SFX you need to consider when designing those extra elements. To this point, I think the fact that we have 3-4 options per grimoire is a nice starting point.
I believe Skinny said he brought this up in the preview build and a dev said something like "we have to start somewhere".
My only gripe with the 3-4 they chose is how Magic damage was placed on DW, Sword and Board, and 2H. 4 martial weapons, 4 magical damage types, why not give each weapon, 1 damage type as an introduction to scribing?
It's probably too late now, but I wish they did this:
- Bow = Fire because of OG volley being fire based
- Sword and Shield = Frost because frost is the magical equivalent tanking element.
- DW = Shock because DW and Shock are DPS based
- 2H = Magic because 2H and Magic are utility based
Stafford197 wrote: »Why can’t Scribed magical-based abilities use any elemental damage type as a default? The biggest lure of Spellcrafting would have been the huge build freedom/fantasy it could provide.
Scribing has the same potential. Something as simple as an ice mage is a huge deal in the Elder Scrolls series, which is partly why Warden has had a million threads opened about making it more of an ice mage. Definitely an odd choice to have such an intricate Scribing system only to not capitalize on this chance to fulfil player’s desires.
MashmalloMan wrote: »My only gripe with the 3-4 they chose is how Magic damage was placed on DW, Sword and Board, and 2H. 4 martial weapons, 4 magical damage types, why not give each weapon, 1 damage type as an introduction to scribing?
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
MashmalloMan wrote: »My only gripe with the 3-4 they chose is how Magic damage was placed on DW, Sword and Board, and 2H. 4 martial weapons, 4 magical damage types, why not give each weapon, 1 damage type as an introduction to scribing?
Staves have been the only magic option for long enough. Just let all of them have access to all the damage types so people can use flaming hammers on their DKs and shocking bows on their Sorcs.
Unified_Gaming wrote: »MashmalloMan wrote: »I think ultimately it came down to work load. There is VFX and SFX you need to consider when designing those extra elements. To this point, I think the fact that we have 3-4 options per grimoire is a nice starting point.
I believe Skinny said he brought this up in the preview build and a dev said something like "we have to start somewhere".
My only gripe with the 3-4 they chose is how Magic damage was placed on DW, Sword and Board, and 2H. 4 martial weapons, 4 magical damage types, why not give each weapon, 1 damage type as an introduction to scribing?
It's probably too late now, but I wish they did this:
- Bow = Fire because of OG volley being fire based
- Sword and Shield = Frost because frost is the magical equivalent tanking element.
- DW = Shock because DW and Shock are DPS based
- 2H = Magic because 2H and Magic are utility based
With the damage type - the animations are the same for many skills just recoloured for the elements. I do agree it would add more at this stage - especially the SFX team but I do feel the VFX team could focus more on recolouring animations given all skills have one but again this is additional work.
Overall, I think it is a great start but at the same time, they're selling this system as: "Play how you want!" when in reality it doesn't allow that for many arch types i.e. ice mage.
I hope this is considered further.
MashmalloMan wrote: »Unified_Gaming wrote: »MashmalloMan wrote: »I think ultimately it came down to work load. There is VFX and SFX you need to consider when designing those extra elements. To this point, I think the fact that we have 3-4 options per grimoire is a nice starting point.
I believe Skinny said he brought this up in the preview build and a dev said something like "we have to start somewhere".
My only gripe with the 3-4 they chose is how Magic damage was placed on DW, Sword and Board, and 2H. 4 martial weapons, 4 magical damage types, why not give each weapon, 1 damage type as an introduction to scribing?
It's probably too late now, but I wish they did this:
- Bow = Fire because of OG volley being fire based
- Sword and Shield = Frost because frost is the magical equivalent tanking element.
- DW = Shock because DW and Shock are DPS based
- 2H = Magic because 2H and Magic are utility based
With the damage type - the animations are the same for many skills just recoloured for the elements. I do agree it would add more at this stage - especially the SFX team but I do feel the VFX team could focus more on recolouring animations given all skills have one but again this is additional work.
Overall, I think it is a great start but at the same time, they're selling this system as: "Play how you want!" when in reality it doesn't allow that for many arch types i.e. ice mage.
I hope this is considered further.
Look. I agree. It seems simple enough on the surface, just recolour them, but we're not the devs. Plus, recolouring does not always work, Vault for example releases a cloud of smoke, I can not realistically say that I would believe "blue clouds" to be lightning based, but I can imagine green for poison or red for fire..
There are many indirect consequences of adding more elements we may not even be considering like adding variables which further add to the memory requirements not currently available due to last gen consoles. Maybe 4000 possible variations was the most they were able to make right now.
Maybe it's more simple than that. Maybe they simply set a goal of 4000 possible variations with 3-4 elements, 11 grimoires, and they only just met that goal a few months ago. Had they had the extra time, maybe they would have added the remaining 5-4 elements.
My point is, this is an introduction to scribing like how Companions, TOT, and Mythics were introductions to those mechanics as well. We weren't aware of it, but it stands true. Each of them have been added to each year. We only got 2 companions at release, now we will have 8 by the end of the year. I imagine the same holds true not just for adding more grimoires over time, but more script options.
Unified_Gaming wrote: »MashmalloMan wrote: »Unified_Gaming wrote: »MashmalloMan wrote: »I think ultimately it came down to work load. There is VFX and SFX you need to consider when designing those extra elements. To this point, I think the fact that we have 3-4 options per grimoire is a nice starting point.
I believe Skinny said he brought this up in the preview build and a dev said something like "we have to start somewhere".
My only gripe with the 3-4 they chose is how Magic damage was placed on DW, Sword and Board, and 2H. 4 martial weapons, 4 magical damage types, why not give each weapon, 1 damage type as an introduction to scribing?
It's probably too late now, but I wish they did this:
- Bow = Fire because of OG volley being fire based
- Sword and Shield = Frost because frost is the magical equivalent tanking element.
- DW = Shock because DW and Shock are DPS based
- 2H = Magic because 2H and Magic are utility based
With the damage type - the animations are the same for many skills just recoloured for the elements. I do agree it would add more at this stage - especially the SFX team but I do feel the VFX team could focus more on recolouring animations given all skills have one but again this is additional work.
Overall, I think it is a great start but at the same time, they're selling this system as: "Play how you want!" when in reality it doesn't allow that for many arch types i.e. ice mage.
I hope this is considered further.
Look. I agree. It seems simple enough on the surface, just recolour them, but we're not the devs. Plus, recolouring does not always work, Vault for example releases a cloud of smoke, I can not realistically say that I would believe "blue clouds" to be lightning based, but I can imagine green for poison or red for fire..
There are many indirect consequences of adding more elements we may not even be considering like adding variables which further add to the memory requirements not currently available due to last gen consoles. Maybe 4000 possible variations was the most they were able to make right now.
Maybe it's more simple than that. Maybe they simply set a goal of 4000 possible variations with 3-4 elements, 11 grimoires, and they only just met that goal a few months ago. Had they had the extra time, maybe they would have added the remaining 5-4 elements.
My point is, this is an introduction to scribing like how Companions, TOT, and Mythics were introductions to those mechanics as well. We weren't aware of it, but it stands true. Each of them have been added to each year. We only got 2 companions at release, now we will have 8 by the end of the year. I imagine the same holds true not just for adding more grimoires over time, but more script options.
I agree that it would need looking into but it just feels like a missed opportunity. I just really hoped to add more viable ice skills to my magden but sadly I can not.
MashmalloMan wrote: »Unified_Gaming wrote: »MashmalloMan wrote: »Unified_Gaming wrote: »MashmalloMan wrote: »I think ultimately it came down to work load. There is VFX and SFX you need to consider when designing those extra elements. To this point, I think the fact that we have 3-4 options per grimoire is a nice starting point.
I believe Skinny said he brought this up in the preview build and a dev said something like "we have to start somewhere".
My only gripe with the 3-4 they chose is how Magic damage was placed on DW, Sword and Board, and 2H. 4 martial weapons, 4 magical damage types, why not give each weapon, 1 damage type as an introduction to scribing?
It's probably too late now, but I wish they did this:
- Bow = Fire because of OG volley being fire based
- Sword and Shield = Frost because frost is the magical equivalent tanking element.
- DW = Shock because DW and Shock are DPS based
- 2H = Magic because 2H and Magic are utility based
With the damage type - the animations are the same for many skills just recoloured for the elements. I do agree it would add more at this stage - especially the SFX team but I do feel the VFX team could focus more on recolouring animations given all skills have one but again this is additional work.
Overall, I think it is a great start but at the same time, they're selling this system as: "Play how you want!" when in reality it doesn't allow that for many arch types i.e. ice mage.
I hope this is considered further.
Look. I agree. It seems simple enough on the surface, just recolour them, but we're not the devs. Plus, recolouring does not always work, Vault for example releases a cloud of smoke, I can not realistically say that I would believe "blue clouds" to be lightning based, but I can imagine green for poison or red for fire..
There are many indirect consequences of adding more elements we may not even be considering like adding variables which further add to the memory requirements not currently available due to last gen consoles. Maybe 4000 possible variations was the most they were able to make right now.
Maybe it's more simple than that. Maybe they simply set a goal of 4000 possible variations with 3-4 elements, 11 grimoires, and they only just met that goal a few months ago. Had they had the extra time, maybe they would have added the remaining 5-4 elements.
My point is, this is an introduction to scribing like how Companions, TOT, and Mythics were introductions to those mechanics as well. We weren't aware of it, but it stands true. Each of them have been added to each year. We only got 2 companions at release, now we will have 8 by the end of the year. I imagine the same holds true not just for adding more grimoires over time, but more script options.
I agree that it would need looking into but it just feels like a missed opportunity. I just really hoped to add more viable ice skills to my magden but sadly I can not.
Maybe one day. It is unfortunate. My biggest complaint with what IS there is that they didn't distribute the elements more evenly. I posted this elsewhere, but it's relevant here as well. The list below doesn't include non damage related focuses:
Martial = 16Magical = 18
- Physical = 9
- Bleed = 3
- Poison = 2
- Disease = 2
- Magic = 9
- Flame = 4
- Shock = 3
- Frost = 2
They could have developed less physical/magic focuses in place of the other elements. That would be in theory the same amount of effort had it been done from the beginning. Examples:
- Destro = Magic -> Poison (stam)
- Resto = NEW -> Disease (stam)
- 1H + Shield = Magic -> Frost (mag)
- DW = Magic -> Shock (mag)
- Assault = Magic -> Frost (mag)
This would be 4 flame, shock, and frost. 3 Bleed, Poison, and Disease. Something like this anyway. Maybe a bleed stam option for Mages guild, although that one feels out of place.
MashmalloMan wrote: »My only gripe with the 3-4 they chose is how Magic damage was placed on DW, Sword and Board, and 2H. 4 martial weapons, 4 magical damage types, why not give each weapon, 1 damage type as an introduction to scribing?
Staves have been the only magic option for long enough. Just let all of them have access to all the damage types so people can use flaming hammers on their DKs and shocking bows on their Sorcs.