Theist_VII wrote: »While we’re at it, we can make all of the Sun magic that Templars use Flame damage too, as the sun is literally a ball of fire.
necro_the_crafter wrote: »Theist_VII wrote: »While we’re at it, we can make all of the Sun magic that Templars use Flame damage too, as the sun is literally a ball of fire.
But in TES sun is just big hole in the sky, that shines with magika flowing from Aetherius...
Stafford197 wrote: »Things have gotten weird because there’e no vision for these classes, so stuff just changes randomly whenever they want more Stam or Mag abilities. Damage types and class themes have very little meaning.
I would’ve thought these classes would have made the most sense this way:
• Dragonknight: Flame, Molten Rock, Dragons
(Physical, Flame Damage types)
•.Nightblade: Poison, Bleed, Shadow
(Poison, Bleed Damage types)
• Templar: Holy Magic, Holy Fire
(Magic, Flame Damage types)
• Sorcerer: Lightning, Wind, Daedric Summons
(Physical, Shock Damage types)
• Warden: Nature/Plants, Earth, Animal Summons
(Physical, Poison Damage types)
• Necro: Bone, Disease, Undead Summons
(Magic, Disease Damage types)
• Arcanist: Too flashy… it shouldn’t exist in this game. Keep the same abilities, but change the theme of everything to be match the below….
• Enchantress/Snowcaller: Ice, Snow, Water
(Magic, Frost Damage types)
I feel this would allow classes to be way more versatile within the elements they are thematically supposed to represent. That way we don’t end up with something like the current Warden which has four or five damage types.
I get the thematic aspect, but all damage types that are in place can already be thematically justified. The disease damage on power extraction for example makes sense, as the target feels debilitated, sickened and enfeebled by the spell. You can just as well spin this as a magic (cursed by it) or bleed (drained by it) type attack. The damage types are however not just a thematic consideration. They are an important balancing aspect, regulating what kind of statuses can be easily accessed on each class and what gear synergies exist. I do not think that blanket changes make too much sense.
In case anyone is motivated by some sneaky thoughts about potential synergies that could result from the changes: Don't worry, everyone else would also figure that out.
I think the style system is a much less invasive way of nudging thematic discrepancies into the correct place, if they can manage to go beyond just recolors.
Stafford197 wrote: »I get the thematic aspect, but all damage types that are in place can already be thematically justified. The disease damage on power extraction for example makes sense, as the target feels debilitated, sickened and enfeebled by the spell. You can just as well spin this as a magic (cursed by it) or bleed (drained by it) type attack. The damage types are however not just a thematic consideration. They are an important balancing aspect, regulating what kind of statuses can be easily accessed on each class and what gear synergies exist. I do not think that blanket changes make too much sense.
In case anyone is motivated by some sneaky thoughts about potential synergies that could result from the changes: Don't worry, everyone else would also figure that out.
I think the style system is a much less invasive way of nudging thematic discrepancies into the correct place, if they can manage to go beyond just recolors.
What’s the point in this?
Sure we can write two sentences to make any damage type work on any ability. Like you said, just change around some words:
• Scorch: Summon two flaming beetles which damage enemies in a line forward from you after 3 seconds, dealing Flame Damage.
• Scorch: Summon two poisonous beetles which damage enemies in a line forward from you after 3 seconds, dealing Poison Damage.
• Scorch: Summon two plague-ridden beetles which damage enemies in a line forward from you after 3 seconds, dealing Disease Damage.
It sounds boring though - there is no regard for class identity or build archetypes in this idea. (Warden “Ice Mage”, Dragonknight “Fire Mage”, etc).
I’d rather classes are a thematically cohesive kit of abilities which help build toward fun Class Archetypes, instead of being a random mix of stuff “just because it can be justified by writing a sentence with key words like poison or cold”.
Stafford197 wrote: »I get the thematic aspect, but all damage types that are in place can already be thematically justified. The disease damage on power extraction for example makes sense, as the target feels debilitated, sickened and enfeebled by the spell. You can just as well spin this as a magic (cursed by it) or bleed (drained by it) type attack. The damage types are however not just a thematic consideration. They are an important balancing aspect, regulating what kind of statuses can be easily accessed on each class and what gear synergies exist. I do not think that blanket changes make too much sense.
In case anyone is motivated by some sneaky thoughts about potential synergies that could result from the changes: Don't worry, everyone else would also figure that out.
I think the style system is a much less invasive way of nudging thematic discrepancies into the correct place, if they can manage to go beyond just recolors.
What’s the point in this?
Sure we can write two sentences to make any damage type work on any ability. Like you said, just change around some words:
• Scorch: Summon two flaming beetles which damage enemies in a line forward from you after 3 seconds, dealing Flame Damage.
• Scorch: Summon two poisonous beetles which damage enemies in a line forward from you after 3 seconds, dealing Poison Damage.
• Scorch: Summon two plague-ridden beetles which damage enemies in a line forward from you after 3 seconds, dealing Disease Damage.
It sounds boring though - there is no regard for class identity or build archetypes in this idea. (Warden “Ice Mage”, Dragonknight “Fire Mage”, etc).
I’d rather classes are a thematically cohesive kit of abilities which help build toward fun Class Archetypes, instead of being a random mix of stuff “just because it can be justified by writing a sentence with key words like poison or cold”.
The point is, that there will likely not be a consensus answer as to what damage type each ability deserves "thematically". Just because one ability feels to you like it should be damage type XY, doesn't mean the next guy will agree. The damage type has also far more implications for gameplay and each synergy you create for changing the type will mean that one more other synergies break. There is just no easy solution for this that will satisfy everyone, which is why the status quo is just mostly OK. Also, your example is trivial on purpose. I think I did a good enough job highlighting the issue in my example.
Stafford197 wrote: »Stafford197 wrote: »I get the thematic aspect, but all damage types that are in place can already be thematically justified. The disease damage on power extraction for example makes sense, as the target feels debilitated, sickened and enfeebled by the spell. You can just as well spin this as a magic (cursed by it) or bleed (drained by it) type attack. The damage types are however not just a thematic consideration. They are an important balancing aspect, regulating what kind of statuses can be easily accessed on each class and what gear synergies exist. I do not think that blanket changes make too much sense.
In case anyone is motivated by some sneaky thoughts about potential synergies that could result from the changes: Don't worry, everyone else would also figure that out.
I think the style system is a much less invasive way of nudging thematic discrepancies into the correct place, if they can manage to go beyond just recolors.
What’s the point in this?
Sure we can write two sentences to make any damage type work on any ability. Like you said, just change around some words:
• Scorch: Summon two flaming beetles which damage enemies in a line forward from you after 3 seconds, dealing Flame Damage.
• Scorch: Summon two poisonous beetles which damage enemies in a line forward from you after 3 seconds, dealing Poison Damage.
• Scorch: Summon two plague-ridden beetles which damage enemies in a line forward from you after 3 seconds, dealing Disease Damage.
It sounds boring though - there is no regard for class identity or build archetypes in this idea. (Warden “Ice Mage”, Dragonknight “Fire Mage”, etc).
I’d rather classes are a thematically cohesive kit of abilities which help build toward fun Class Archetypes, instead of being a random mix of stuff “just because it can be justified by writing a sentence with key words like poison or cold”.
The point is, that there will likely not be a consensus answer as to what damage type each ability deserves "thematically". Just because one ability feels to you like it should be damage type XY, doesn't mean the next guy will agree. The damage type has also far more implications for gameplay and each synergy you create for changing the type will mean that one more other synergies break. There is just no easy solution for this that will satisfy everyone, which is why the status quo is just mostly OK. Also, your example is trivial on purpose. I think I did a good enough job highlighting the issue in my example.
You’re really overcomplicating it lol. ESO balance is not super intricate like you seem to think. We just want to play archetypes like fire mages, frost mages, rogues, warriors, etc.
This game uses classes to get it done so the idea is for those archetypes to have lots of options instead of like two abilities for their element.