It would indeed be great if all classes/ themes had good AoE options and I definitely like some of the ideas you have.
I’ve been thinking about this on and off too, but I’m still not 100% sure what sort of buffs I'd like to see most. I think I'd prefer it if 10-12 second ground DoTs, short DoTs like Burning Talons and/or (delayed) AoE direct damage skills would be buffed though. Since these skills have a relatively short duration, Fatecarver setups wouldn't really benefit much from them being buffed.
I’m also wondering if skills like Subterranean Assault and Haunting Curse would be better with a shorter duration but higher DPS to compensate for casting them more often.
- Sub. Assault could just deal damage once after 3 seconds (I believe it worked like that in the past) and the damage could then be bumped up to Blighted Blastbones levels.
- Haunting Curse could maybe work like the current Sub. Assault and deal damage twice over 6 seconds instead of 12 seconds, or maybe just deal damage once after 4 seconds.
Lastly, I’d love to see new AoE (semi-)spammables. In the case of the Sorcerer, for example, Crystal Fragments could hit in an AoE similar to the old Crystal Blast or maybe one morph of Mages’ Fury could become a strong Shock AoE spammable instead of a weak execute.
madmufffin wrote: »silky_soft wrote: »I don't get it either. Surely in their spreadsheets they can see what skills have been selected and what hasn't.
Just reduce cost of unused skills by 10% or bump their damage 10% or their stats 10% or their duration by a couple of seconds.
They could even do the same for unused sets.
There's literally charts made by people for PVE that very clearly show the discrepency of usage based on logs. It's sickening and they did literally nothing to raise the floor for viability. If it were for just dps, I'm sure the pick rate would be even more sickeningly unbalanced. I'm sure PVP has similar data as well even if it's harder to come by.
silky_soft wrote: »I don't get it either. Surely in their spreadsheets they can see what skills have been selected and what hasn't.
Just reduce cost of unused skills by 10% or bump their damage 10% or their stats 10% or their duration by a couple of seconds.
They could even do the same for unused sets.
valenwood_vegan wrote: »No, not anymore than there should be pvp instances of every other zone in the game. With a game this big, every aspect of the game does not have to be catered to every player. There's not even much pve stuff to do in IC. I got the quest there done at a quiet time and never encountered another player. IC itself could use some work as it's not a popular zone, but that's a different issue than making a special safe pve version of one of the only pvp activities the game even has.
On the other hand... I think they might benefit from reusing the map and assets to create a new pve zone, unrelated to the current pvp zone. Perhaps an "after the war" type thing with a new questline. Since their development resources seem more limited, reusing a map, especially one so nostalgic and loved by TES fans, could be a good way to give us new content without stretching resources.
JustLovely wrote: »El_Borracho wrote: »It is by far the most annoying skill in PVP. When you stop and think about all of the skills and sets they have nerfed or wrecked over the years because they were "overperforming," only to give us the combo of ROA and Charm, its infuriating.
RoA is worse. At least charm doesn't violate ZOS' own rule sets.
theskymoves wrote: »MreeBiPolar wrote: »
5 water/alchemy is ~2 min tops, 2 first Archive bosses is maybe 5 min, and firing s few shots from a siege weapon at a bridge/milegate in some of the many empty Cyr campaigns if you want to avoid any actual combat (even with mobs) in Cyr/IC is... Also maybe 5 minutes.
I just tried attacking a milegate with a siege weapon, and the damage didn't count toward the Endeavor.
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