moderatelyfatman wrote: »I want to change up my pets! Even if it is only new skins.
Vampire and Werewolf because it can potentially help those sub classes a lot.
IncultaWolf wrote: »Vampire/werewolf first, then class skills.
karthrag_inak wrote: »Ink Foraging
voted other because the answer is NONE.
Increase the supply of ink. I'm not playing until this is changed.
huskandhunger wrote: »It is time for a werewolf skill: a nice werewolf uppercut move driving claws upward into an opponent to briefly hold them with an immobilize in the air with one arm, or to knock an opponent back or stun, or to grant a heal over time per second, or to master a single element to open up more damage expression with maybe fire, ice, or poisonous vines like how Balorgh had elemental powers. 😊 🐺🐺🐺🐺🐺🐺🐺💕
huskandhunger wrote: »An ability that by is simply a while slotted ability you gain additional effects to all other abilities, Pounce gains a roll of 8 meters for free moving past and behind a target automatically casting carnage and dodging all attacks for 3 seconds. Hircine Fortitude gains a heal over time after casting for 20 seconds healing a certain amount per second. Hircine Rage now additionally when cast grants 2000 damage to the next attack for 7 seconds after casting. Howl of Despair could gain a utility function like knockdown like it used to have. Howl of Agony could ignore resistance of a target. And Claws of Life could now gain an additional effect of perhaps Lifesteal effect. Claws of Anguish could be additional healing reduction of 20%.
Sure it would give up an ability slot, but it would accomplish the ability to shape the other 4 non-ultimate abilities with greater flexibility.
huskandhunger wrote: »Oh I forgot Deafening/ Ferocious Roar
For Deafening Roar it could give a slow of 69% for 8 seconds to keep with the defensive theme, then for Ferocious it could give an additional effect of Terrified Bonus now permits you to see invisible or stealthed units for 15 seconds.
markywings wrote: »Scribing skill for my bear
VouxeTheMinotaur wrote: »werewolf for sure, they do need some love. same with vamps too.
for the werewolves though,
would be cool to see an execute skill called "feast" for smaller targets, where the enemy has red glowing smoke around it. when it's down to its last 20-15% health, werewolves pounce on and tear through the enemy, regenerating transformation time as devour would, maybe a little less. to reduce this from being a spammable so werewolves would still have to devour, transformation time can only be increased once every 15-20 seconds, but the skill's damage and possibly other buffs can still be applied as usual. For larger targets, maybe the werewolf clings onto them for a second and bites at them? might be too big of an animation ask though
ultimate skill: behemoth werewolf, turn into a massive beast of nature for 10-12 seconds, having the same werewolf skills on you bar but just amplified another 10-15%. doesn't even need to be as huge as the usual behemoths, or an exact copy & paste model (though that would be cool) just a bigger, scarier looking werewolf with some type of visual FX like the werewolf boss from Moonhunter Keep
knockback / immobilize / stun skill: charge. Get on all fours and run in a straight line for x number of meters, knocking back and stunning enemies for x number of seconds, applying minor maim to them for breaking their amour and dropping their guard.
grab and throw skill: bite and toss. grab onto an enemy by biting them by the shoulder or head (head if used as an execute since they'll die) and shake them around violently in your maw, dealing x amount of damage and tossing their body away, dealing x amount of damage. if used when the enemy is at x amount of health, the corpse is consumed toward transformation time and the body will be thrown at the nearest smaller target, stunning them.
buffing skill, Moonlights howl: similar to the already existing howl skill, but just sound effects wise, better. a little more prolonged, echoing maybe. applies buffs to you and your teammates.
TANKING SKILL support skill, protect the pack: summon a direwolf to your side, taking the attention of enemies away from group members for x number of seconds. this only applies to enemies not already taunted. wolf will seek and bring enemies close toward you (similar to necro's bone armor)
TANKING SKILL, support skill, adrenaline: (not just for tanking i guess but helpful) growl and roar your battle cry back at your enemies, once damage is taken, you gain a stack of adrenaline. for each stack gained, gain x amount of physical and spell resistance.
HEALING SKILL, self-heal over-time, lick wounds: mend your wounds and continue to feast, healing for x number over 10 seconds. animation could literally just be the werewolf licking its forearm a couple of times while growling, or nibbling or something, with some kind of gold glow around them to indicate they're healing.
I really want a general damage augmentation stemming from this, that allows you to switch skill damage types similar to scribing. So class skills seems the closest to that. To be able to go pure shock or pure fire damage on a setup would be cool. Especially for classes that have limited skills that match the classes damage buffs (Sorc has few lightning skills and too many hard hitting magic damage skills).
Zachary_Shadow wrote: »Maybe they could even start adding passives for Scribing that offer ways for you to get new, interesting passives that you can change in the skill lines that aren't combat centric.
Zachary_Shadow wrote: »One that I didn't see touched on, but has potential, is Grimores for the Racial tree. We've seen active skills for the different races in previous Elder Scrolls games and I can see them adding them back in some capacity with changes, like how Bosmer could command animals in Skyrim. Maybe for ESO, the Bosmer can summon an animal companion? Many possibilities to have that skill be changed in numerous ways, like having the companion be permanent like Warden/Sorc pets or one-time use every 20 seconds.