Caesar Tantalia wrote: »ZOS_RichLambert wrote: »/lurk
I take this as 'coming soon'
Caesar Tantalia wrote: »ZOS_RichLambert wrote: »/lurk
I take this as 'coming soon'
FlounderOG wrote: »Maybe we can make this a dark brotherhood thinktank thread.
Im not sure what kind of combat benefit would be fair to give a new stealth faction.
Theres a financial aspect, so getting cash for kills could be part of it, but it would have to be balanced so that the siege shop doesnt become too cheap.
Caesar Tantalia wrote: »ZOS_RichLambert wrote: »/lurk
I take this as 'coming soon'
Or, you can take the fact that the developers confirmed at E3 that Dark Brotherhood will be added to the game before the end of 2015 as confirmation of "coming soon".
Maybe, but you know, a week or two ago I was looking for a post about a potential poison skill line I thought I had made many months ago. Turns out I never posted it, it was just sitting in my Draft folder. It was never completed (I meant to add a second sample passive) but it gave an idea, a rough sketch, of what that line might look like...rajaniemiorama_ESO wrote: »One word.
Poisons.
Three more words.
Probably won't happen.
Yeah, that's what I would think of. Look at the justice system skill line and the passives and apply to assassination. These are probably imbalanced but just to throw out examples...rajaniemiorama_ESO wrote: »Quite frankly I cannot think of anything the game could actually use in terms of alternative skills that the DB could offer. Critical Strikes and movement speed may be some others.
tinythinker wrote: »Maybe, but you know, a week or two ago I was looking for a post about a potential poison skill line I thought I had made many months ago. Turns out I never posted it, it was just sitting in my Draft folder. It was never completed (I meant to add a second sample passive) but it gave an idea, a rough sketch, of what that line might look like...rajaniemiorama_ESO wrote: »One word.
Poisons.
Three more words.
Probably won't happen.For fun, until the developers actually release one. Here is my example. It's only partial, but it gives an idea of content and utility.One of the active or passive skills was going to let you use the poisons you can craft, but I forget now what my initial idea for that was.
This isn't the result of long, careful planning for perfect balance, it's just offered to encourage a discussion on what people might want to see. If you think something seems over/underpowered, share how you would fix it. Note that there is no cost specified, and cost is a simple way to correct imbalance.
My spin for this is:
1. Have this scale off of maximum health. This would be a first for skill lines, and it would logically make sense that those with hardier constitutions would be able to survive the risk of dealing with more potent forms of the deadly substances involved.
2. None of the abilities have a "tell" until they are triggered. For example, if someone was hit with Toxicity and not under the influence of a potion, they wouldn't know they had been tagged with that ability. If they consumed a potion during the ability's length of effect, a tell would appear along with the impact of the ability.
Active Abilities
Toxicity
Cast Time: Instant
Target: Enemy (Single Target)
Range: 5 meters
Duration: 120 seconds
Any potions the target consumes will have the opposite of its intended effect. That negative effect will be increased by 50%.
Virulent Toxicity
The negative effect is increased by 100%.
Exotic Toxicity
The effect cannot be cleansed or purged.
Poisoned Blow
Cast Time: Instant
Target: Enemy (Single)
Range: Weapon Dependent
Duration: 5 seconds
Adds (0/1/2/3) Poison Damage over 10 seconds to a single target of basic melee weapon attacks. This damage stacks with existing weapon enchantments.
Corrosive Hazard
Adds 50% splash damage from the Poison Effect to two nearby enemies within 5 meters of the target.
Debilitated Target
Target is also snared by 30% for 5 seconds.
Taint
Cast Time: Instant
Target: Enemy (Single Target)
Range: 5 meters
Duration: 120 seconds
The target is diabled.
Pestilence
The length of the effect is doubled.
Contagion
A miasma forms 5 meters around the target after the effect and last for 10 seconds, inflicting 1 Disease Damage per second for up to 3 additional targets standing within its radius.
Passive Abilities
The length of poisoning effects from this skill line is increased by 25% (Rank I)/50% (Rank II). Damage over time effects are extended at half the normal rate.
Secondary Reaction
There is a 10% (Rank I)/20% (Rank II) chance of a target acquiring an additional effect impairing perception [think of the effect of drinking the mead while reciting Geirmund's Oath] and slowing weapon speed for in game-effect]Yeah, that's what I would think of. Look at the justice system skill line and the passives and apply to assassination. These are probably imbalanced but just to throw out examples...rajaniemiorama_ESO wrote: »Quite frankly I cannot think of anything the game could actually use in terms of alternative skills that the DB could offer. Critical Strikes and movement speed may be some others.
Either combat-related:
"Gain Major Savagery for 4 seconds when you drop below 10% health."
"Gain 1/2/3% of max magicka/stamina from killing an off-balance target ."
Or non-combat related:
"Length of invisibility potions is doubled."
"There is a 10/20/30% chance witnesses will ignore your crimes."
It was written before Update 6 so some effects would work differently than orginally conceived. But yeah, if you want to use tri-pots in PvP it would be a risk. Again, this was a draft that was never edited. The numbers were just place-holders to represent the basic concept.Kronosphere wrote: »tinythinker wrote: »Maybe, but you know, a week or two ago I was looking for a post about a potential poison skill line I thought I had made many months ago. Turns out I never posted it, it was just sitting in my Draft folder. It was never completed (I meant to add a second sample passive) but it gave an idea, a rough sketch, of what that line might look like...rajaniemiorama_ESO wrote: »One word.
Poisons.
Three more words.
Probably won't happen.For fun, until the developers actually release one. Here is my example. It's only partial, but it gives an idea of content and utility.One of the active or passive skills was going to let you use the poisons you can craft, but I forget now what my initial idea for that was.
This isn't the result of long, careful planning for perfect balance, it's just offered to encourage a discussion on what people might want to see. If you think something seems over/underpowered, share how you would fix it. Note that there is no cost specified, and cost is a simple way to correct imbalance.
My spin for this is:
1. Have this scale off of maximum health. This would be a first for skill lines, and it would logically make sense that those with hardier constitutions would be able to survive the risk of dealing with more potent forms of the deadly substances involved.
2. None of the abilities have a "tell" until they are triggered. For example, if someone was hit with Toxicity and not under the influence of a potion, they wouldn't know they had been tagged with that ability. If they consumed a potion during the ability's length of effect, a tell would appear along with the impact of the ability.
Active Abilities
Toxicity
Cast Time: Instant
Target: Enemy (Single Target)
Range: 5 meters
Duration: 120 seconds
Any potions the target consumes will have the opposite of its intended effect. That negative effect will be increased by 50%.
Virulent Toxicity
The negative effect is increased by 100%.
Exotic Toxicity
The effect cannot be cleansed or purged.
Poisoned Blow
Cast Time: Instant
Target: Enemy (Single)
Range: Weapon Dependent
Duration: 5 seconds
Adds (0/1/2/3) Poison Damage over 10 seconds to a single target of basic melee weapon attacks. This damage stacks with existing weapon enchantments.
Corrosive Hazard
Adds 50% splash damage from the Poison Effect to two nearby enemies within 5 meters of the target.
Debilitated Target
Target is also snared by 30% for 5 seconds.
Taint
Cast Time: Instant
Target: Enemy (Single Target)
Range: 5 meters
Duration: 120 seconds
The target is diabled.
Pestilence
The length of the effect is doubled.
Contagion
A miasma forms 5 meters around the target after the effect and last for 10 seconds, inflicting 1 Disease Damage per second for up to 3 additional targets standing within its radius.
Passive Abilities
The length of poisoning effects from this skill line is increased by 25% (Rank I)/50% (Rank II). Damage over time effects are extended at half the normal rate.
Secondary Reaction
There is a 10% (Rank I)/20% (Rank II) chance of a target acquiring an additional effect impairing perception [think of the effect of drinking the mead while reciting Geirmund's Oath] and slowing weapon speed for in game-effect]Yeah, that's what I would think of. Look at the justice system skill line and the passives and apply to assassination. These are probably imbalanced but just to throw out examples...rajaniemiorama_ESO wrote: »Quite frankly I cannot think of anything the game could actually use in terms of alternative skills that the DB could offer. Critical Strikes and movement speed may be some others.
Either combat-related:
"Gain Major Savagery for 4 seconds when you drop below 10% health."
"Gain 1/2/3% of max magicka/stamina from killing an off-balance target ."
Or non-combat related:
"Length of invisibility potions is doubled."
"There is a 10/20/30% chance witnesses will ignore your crimes."
cool stuff but holy cow u made it overpower as _______!!!!
tone down the numbers a bit i reckon. a double strength potion that does the opposite. soo thats 12k damage, 12k stam gone, 12k magicka gone + a really strong dot that also drains all resources like your spamming an ability if someone uses a tripot with Virulent Toxicity.. thats like. way stronger than any ult in the game lol. infact even if it was just the resources or only the dot that was negative and not the initial burst from a pot its still op lol
FlounderOG wrote: »You could really build a brutal origin story for the dark brotherhood. Something ripe with the most terror the elder scrolls series has ever seen. This would have to live up to the stories, with the dark brotherhood striking fear all across tamriel.
Im really unsure how Zenimax would implement this though. It would have to be a stealth based skill like and we already have quite a few of those. Kajiits get huge bonuses to stealth and criticals, so do nightblades. There would have to be some balancing to make it fair for everyone. Theres a world of possibilities and my pants are getting tighter just thinking about it.
Bloodgharm wrote: »First, I hope the story/quest line goes into Sithis' influence on the brotherhood, the origin of the nightmother and the background of the sacrament ritual that begins each contract.
I would like to see both pve and pvp contracts.
PvE: random NPCs placed in the world or assassinating existing ones.
PvP: bounties placed on players in an opposite faction bent on the destruction of the brotherhood. The current justice system would need to be put into place to make use of this.
Most of all. I just want a brotherhood motif so that I can create medium armor hoods and cowls. Plus the style of brotherhood weapons are just awesome looking. I want them so bad...
...right after you kill someone.Bloodgharm wrote: »I would really like some self heals for a stealthy character. Maybe a HoT that initiates from a cloak...
We know
Fudge this!
imagine DB bounty quests on OTHER players who steal and evade the justice system LOL
but seriously, id love a proper DB campaign quest like the Figters guild, and in order to trigger it you need to murder...
A dark brotherhood questline would be cool but it wouldn't be lore friendly at all