PRESENTING: THE JAVELIN PROJECT! A COLLABORATION!
NEWS: New Ability Updates, check out Palisade below! (11/25/20)
INTRODUCTION
For many years now, since their exclusion in TES after Morrowind, players have wanted a spear-type weapon brought back into the series. For some, the Templar's Aedric Spear skill line is enough, but for many: a magical, class-locked ability is no substitute for the real thing. That's why I've decided to put together this little showcase and idea storm, in the hopes that this thread could be brought to the attention of one of the developers, and these designs could hopefully be put forward into motion: to one day find their release within the yearly cycle of new skill lines and classes that happens with each new Expansion.
If it wasn't made abundantly clear already, this isn't your run of the mill 'bring spears back' rant, but in fact a thread entirely devoted to constructing the spear-based skill line from the ground up, with player input providing valuable insight into how exactly this re-introduction to the series should happen, and letting the devs work it out from there. Furthermore, many of these ideas may have been conceived and hammered out by me, but they are nothing without feedback from other players. Much of what I have constructed here has already gone through the filter of criticism from others, but more is always welcomed and appreciated. If you have an idea regarding the mechanics of these new weapons, share it, and it may just end up included in the final product listed in this post!
Without further ado, lets get started!
WHY A NEW SKILL LINE?
Some of you might be asking why these weapons will require a new skill line, and why they can't just be integrated into the existing weapon lines. Well, there's a simple answer to this. Each of the weapon skill lines and the weapons contained within them have specific animations tied to them: from how they're positioned when they're unsheathed, to the player's stance, the light and heavy attacks of these weapons, how they look when performing the animations for the skill line abilities, and everything in between. When you swing a weapon within the Dual Wield or Two Handed lines, whether it's a greatsword, an axe, or a dagger; each animation plays out exactly the same.
To avoid potential animation errors and bugs, and to make it simpler on the developers; our new pointed weapons will need to have their own line for their new weapon type, with their own specific animations, just like how bows and restoration staves fit comfortably within their own category. You can see how it might be awkward to lump a new weapon type into the bow category, and try to animate how Volley works with a single pointed weapon in your hand, let alone needing to change the arrows that rain down from the ability into javelins, or getting a stabbing weapon to not look ridiculous performing all the crush and slash animations for the abilities in the two-handed line.
HOW IT SHOULD WORK
By now, many might be wondering why this is titled "The Javelin Project", and not 'spears' or 'pikes' or 'halberds', and there's a reason for this. During my various conversations with players to enlist their feedback, there have many arguments over whether these weapons should be melee-oriented, or ranged. Then the idea struck: why not combine the best of both? As a new skill line with its own abilities and animations, it really opens the door to potential, instead of locking it all behind the niche of fitting it into other weapon categories. If players want both ranged and melee spears, why not give them both in one package? And so we have javelins: weapons that can be used in close quarters or at range! I'm not just talking about adding ranged abilities in the skill tree, like Hidden Dagger for Dual Wield and Critical Charge for Two-Handed, I'm suggesting taking it a step further: the light and heavy attacks.
Light/Heavy Attacks
As you can see, we've had spears and javelins in the game for some time now; spears since Vanilla, and javelins since Orsinium. We can take elements from both to create the player-wielded version. The spears used by the npcs are melee weapons, already possessing their own idle wield animation, and light and heavy attack animations. Javelins on the other hand sit in a quiver on the npc's back while Dual or One Handed weaponry is used, that is, until you move away from the npc. When you are at range, the npc will draw a javelin from the quiver on their back, and perform a heavy attack animation where they lob the javelin at you. The idea is to blend these two concepts together into the light and heavy attacks of the player-wielded javelin.
Unsheathing your weapon will see you draw a javelin out from the quiver, and hold it in the npc spear animation. Light attacks are melee-based, just like the spears, and thus blend seamlessly into the favored combat tactic of Weaving, without the lag potential bows often suffer from with their light attacks in the Weaving process. The heavy attack is when the ranged component comes into play; switching from the melee orientation of the spear's light attacks and instead sharing the same heavy attack animation that npc javelin wielders use when they are at range from you. Following the heavy attack animation, just as the player draws a new arrow from their quiver when using a bow, so too will the player bring out a new javelin from the quiver on their back. The block animation? Easy: copy the similar block animation one would use for a long, slender weapon like from the bows or the staves.
Crafting
Finally, we come to the decision about where javelins should fit within the current crafting system. Given that these are weapons primarily made from wood with metal tips, like big arrows, javelins should probably be included in the woodworking crafting category, along with staves and bows. Naturally, this would mean they require the same woodworking tempers as staves and bows do.
Abilities and Passives
With the light and heavy attacks hammered out, we come to the decisions regarding abilities and passives. As we all know, there are five active abilities, passives, and one ultimate limited to each skill line, and seeing as this is a weapon type that will be blending both ranged and melee functions, I think it's fitting that we divide the five abilities equally among those categories: two melee abilities, two ranged abilities, and two self-targeted power-up abilities. This is a section in which I would enjoy some feedback and help from other players, as I'd like to hear from you all about what the base abilities, and their morphs, should all line up to be.
Keep in mind, the abilities provided by this skill line should have a unique feel to them that helps to separate them from other similar weapon and class skills, so as to not feel like a copy of those abilities, though similar enough that they can blend as a skill line that can be paired with either bow or melee builds as the primary or backup bar for either. We want this to be a skill line that provides you a tactical choice; equal reasons for replacing either your bow bar, or your melee bar with it, so that it does not out-compete one or the other as the ultimate weapon choice. In other words: as perfectly balanced as possible.
NOTE: abilities and their morphs may be prone to change depending on player feed-back.
Ultimate:
- Self-Targeted Ability: reduced stamina cost for all abilities for the duration.
- Morph 1: reduced stamina cost for all abilities, and weapon damage grows progressively stronger for the duration.
- Morph 2: reduced stamina cost for all abilities, and weapon critical grows progressively stronger for the duration.
Active Abilities:
- Melee Ability, single-target channel similar to Flurry or Puncturing Strikes: ?
- Ranged Ability, a single-target similar to Snipe or Piercing Javelin:
- Self-Targeted Ability, a power-up, perhaps similar to hidden dagger or momentum; providing Major Brutality, or another buff:
- Melee Ability, close-quarters equivalent to Volley, Caltrops, and Spear Shards, functions similarly to Trap Beast, but is an AoE with a duration:
"Palisade: Gather the javelins in your quiver and stab them downwards, creating a barrier of pikes at your location that deals X physical damage to enemies in the area every 1 second for X seconds"
Morph 1: "Defensive Palisade: Increases the duration by X seconds per level and applies Minor Resolve to you and your allies in the area."
Morph 2: "Sharpened Palisade: Enemies who leave the target area or are within it when the duration expires bleed for X damage over X seconds."
- Ranged Ability: ?
Passives
- Passive 1: ?
- Passive 2: ?
- Passive 3: ?
- Passive 4: ?
- Passive 5: ?
Motifs and Collection System Concerns
Following the introduction of javelins into the game, there's going to need to be a lot of backtracking required to pump the newly designed weapons into the current motif, outfit, and collection systems. Particularly going back and designing the new quivers and javelins for each of the previous motifs. How exactly ZOS will do this is anyone's guess; whether they will do it incrementally or all in one go. Although I have a few QoL suggestions to help the integration go more smoothly for the players, and to avoid any negative feelings from cropping up from the player-base towards the devs, or at least, as little negativity as possible.
Of course, you will have players that have spent crowns to buy full motifs of various styles. Obviously, they won't be very happy to find that they are missing a new page from a style they already paid full price for. So, to that end, I suggest this course of action: players who have completed a motif set, whether it was earned in-game or bought with crowns, will have their motif collection automatically updated with the new javelin page. Whether they will do this as well for the new set collection system, or force you to fill in the new blank spot, is up for debate.
Finally, there is the matter of expansion-linked skill lines. When it comes to expansions, many of the classes and skill lines that accompany them, are bound to that expansion: requiring you to pay for it or become a subscriber to unlock it. The only half-exception to this rule of thumb is the jewelry system in Summerset; allowing you to equip and use jewelry, but leaving you unable to make or improve jewelry without the expansion. Locking this new skill line behind an expansion seems inevitable, but I do have one QoL suggestion for players who have not bought the expansion and unlocked the skill line. While you may not be allowed to equip, use, and improve javelins without the expansion, players without should still be able to collect and use the javelin motif pages, as well as deconstruct javelins they find so that the weapons can be added to their collections tab.
Thank you all for your consideration, feedback, and support!