ESO_Nightingale wrote: »Honestly, with the powercreep included by dropping lines that don't give you as much damage, it might be worthwhile to add damage increasing passives to lines that include commonly used damage skills. powercreep is going to happen regardless with damage dealers, so adding new passive damage increasing effects to things like tank lines might make them worthwhile.here's some ideas i came up with along with some additional ideas i'd like to see included. i didn't include any nerfs, but we all know certain skill lines are overperforming right now.Dragonknight
Draconic Power:
Iron Skin:
Earthen Heart:
Battle Roar:Nightblade
Shadow:
Dark Veil
Siphoning:
Soul SiphonerSorcerer
Changes: Bound Armor and Daedric Mines have swapped positions
Dark Magic:
Exploitation:
Storm Calling:
Mage's Fury:Now always applies Concussed. increased the execute range from 20% to 25% like all other non linearly scaling execute abilities
Mage's Wrath:In addition to its base morph's changes, Mage's Wrath now also deals increased initial hit damage while in execute range. this should make it a very effective execute opposed to previously being outclassed.
Endless Fury (NEW): Bolt Strike:One morph of Mage's Fury is now a ranged standardised spammable with some solid power behind it, not only does it always apply concussed, it also still has some power in execute range, though nowhere near as much as Mage's Wrath or another execute.
Lightning Splash:This ability and its morphs now deal standardised AOE spammable damage to targets to add some much deserved damage to this ability, however, the ability is more expensive to compensate
Lightning Flood:Adding to its morph effects, i felt it was appropriate to specialise each morph for different roles. Lightning Flood now gains a scaling bonus in execute range which serves it well especially when spamming it as this morph is shorter.
Liquid Lightning (NEW): Energising Lightning:To differ this morph from Lightning Flood i felt increasing its duration, reducing its cost and adding a heal over time to allies in the area would serve this skill well. Sorcerer abilities lack an AoE heal over time, and a heal over time skill with a synergy is typically of good value.
Critical Surge:Critical Surge was lacking oomph in pve, adding in status effect increasing power heavily works off the theming of the line and incentivises more use of shock and physical damage abilities. This change also makes it much easier to justify running critical surge over some other source of major sorcery and brutality.
Capacitor:As the only elemental themed line that did not have some inherent bonus to the status effect it applies, i felt it was fitting to give storm calling a strong and unique passive that is unlike glacial presence or combustion, As storm calling also buffs physical damage abilities, i thought it would be cool to apply sundered when concussed is applied, or vice versa, concussed when sundered is applied. this has many applications especially when keeping uptime on the unique effects that these status effects bring to the table, but wind and lightning go hand in hand.Templar
Sun Fire:This ability and its morphs now benefit from Enduring Ray's increased magic damage bonus, so to keep the theming of the ability, it now also applies the burning status effect when it applies to the target, keeping the flame damage in some form for the vampire killing theme, but giving it more practicality with the rest of the lineVampire's Bane:
Dawn's Wrath:
Enduring Rays:Necromancer
Bone Tyrant:
Disdain Harm:I felt that this line could use an interesting twist on an increase to damage. Mitigation is a big focus of this line and i thought it appropriate to provide a damage boost based around that effect. that hopefully would make this line much more attractive to bruiser type players as wellWarden
Animal Companions:
Savage Beast:Its finally time to give animal companions some bleed based bonus. i thought this effect was very unique, playing off the existing hemorrhaging stack effect. you now bleed enemies harder and easier when you apply hemo from an animal companions ability.Winter's Embrace:
Frozen Retreat:I combined together the effects of Frozen Retreat and Frozen Device and added a taunt effect to the skill to increase quality of life for tanks. This skill does not need 2 niche tank pull morphs and frost dps builds lack a proper delayed burst damage skill that synergises with their playstyle. This makes way for that.
Frozen Device (NEW): Frost Rune:As i hinted at before, i wanted to give frost damage builds a proper delayed burst damage skill. given our insane chilled proc rate, i thought it fitting that this skill could build up and detonate multiple times over its 10 second duration as that gives it some differences from something similar like power of the light otherwise.
Piercing Cold:This passive line needed more power outside of frost damage, critical chance will make it significantly more useful for players who may enjoy a frosty theme, but also want to use damage types other than frost in their builds.Icy Aura:After testing this new effect on the pts, i found it extremely underwhelming. stacks drop off way too easily and 3 seconds of major maim feels a little too short. i increased the duration by 1 second and applied minor brittle to it too, so winters embrace tanks don't need to run ice staves to apply minor brittle, as now their cold hard body does it for free.
Let me know what you think, i really tried to create some cool stuff here and although its not balanced, nothing really is right now anyway.
Turtle_Bot wrote: »ESO_Nightingale wrote: »Honestly, with the powercreep included by dropping lines that don't give you as much damage, it might be worthwhile to add damage increasing passives to lines that include commonly used damage skills. powercreep is going to happen regardless with damage dealers, so adding new passive damage increasing effects to things like tank lines might make them worthwhile.here's some ideas i came up with along with some additional ideas i'd like to see included. i didn't include any nerfs, but we all know certain skill lines are overperforming right now.Dragonknight
Draconic Power:
Iron Skin:
Earthen Heart:
Battle Roar:Nightblade
Shadow:
Dark Veil
Siphoning:
Soul SiphonerSorcerer
Changes: Bound Armor and Daedric Mines have swapped positions
Dark Magic:
Exploitation:
Storm Calling:
Mage's Fury:Now always applies Concussed. increased the execute range from 20% to 25% like all other non linearly scaling execute abilities
Mage's Wrath:In addition to its base morph's changes, Mage's Wrath now also deals increased initial hit damage while in execute range. this should make it a very effective execute opposed to previously being outclassed.
Endless Fury (NEW): Bolt Strike:One morph of Mage's Fury is now a ranged standardised spammable with some solid power behind it, not only does it always apply concussed, it also still has some power in execute range, though nowhere near as much as Mage's Wrath or another execute.
Lightning Splash:This ability and its morphs now deal standardised AOE spammable damage to targets to add some much deserved damage to this ability, however, the ability is more expensive to compensate
Lightning Flood:Adding to its morph effects, i felt it was appropriate to specialise each morph for different roles. Lightning Flood now gains a scaling bonus in execute range which serves it well especially when spamming it as this morph is shorter.
Liquid Lightning (NEW): Energising Lightning:To differ this morph from Lightning Flood i felt increasing its duration, reducing its cost and adding a heal over time to allies in the area would serve this skill well. Sorcerer abilities lack an AoE heal over time, and a heal over time skill with a synergy is typically of good value.
Critical Surge:Critical Surge was lacking oomph in pve, adding in status effect increasing power heavily works off the theming of the line and incentivises more use of shock and physical damage abilities. This change also makes it much easier to justify running critical surge over some other source of major sorcery and brutality.
Capacitor:As the only elemental themed line that did not have some inherent bonus to the status effect it applies, i felt it was fitting to give storm calling a strong and unique passive that is unlike glacial presence or combustion, As storm calling also buffs physical damage abilities, i thought it would be cool to apply sundered when concussed is applied, or vice versa, concussed when sundered is applied. this has many applications especially when keeping uptime on the unique effects that these status effects bring to the table, but wind and lightning go hand in hand.Templar
Sun Fire:This ability and its morphs now benefit from Enduring Ray's increased magic damage bonus, so to keep the theming of the ability, it now also applies the burning status effect when it applies to the target, keeping the flame damage in some form for the vampire killing theme, but giving it more practicality with the rest of the lineVampire's Bane:
Dawn's Wrath:
Enduring Rays:Necromancer
Bone Tyrant:
Disdain Harm:I felt that this line could use an interesting twist on an increase to damage. Mitigation is a big focus of this line and i thought it appropriate to provide a damage boost based around that effect. that hopefully would make this line much more attractive to bruiser type players as wellWarden
Animal Companions:
Savage Beast:Its finally time to give animal companions some bleed based bonus. i thought this effect was very unique, playing off the existing hemorrhaging stack effect. you now bleed enemies harder and easier when you apply hemo from an animal companions ability.Winter's Embrace:
Frozen Retreat:I combined together the effects of Frozen Retreat and Frozen Device and added a taunt effect to the skill to increase quality of life for tanks. This skill does not need 2 niche tank pull morphs and frost dps builds lack a proper delayed burst damage skill that synergises with their playstyle. This makes way for that.
Frozen Device (NEW): Frost Rune:As i hinted at before, i wanted to give frost damage builds a proper delayed burst damage skill. given our insane chilled proc rate, i thought it fitting that this skill could build up and detonate multiple times over its 10 second duration as that gives it some differences from something similar like power of the light otherwise.
Piercing Cold:This passive line needed more power outside of frost damage, critical chance will make it significantly more useful for players who may enjoy a frosty theme, but also want to use damage types other than frost in their builds.Icy Aura:After testing this new effect on the pts, i found it extremely underwhelming. stacks drop off way too easily and 3 seconds of major maim feels a little too short. i increased the duration by 1 second and applied minor brittle to it too, so winters embrace tanks don't need to run ice staves to apply minor brittle, as now their cold hard body does it for free.
Let me know what you think, i really tried to create some cool stuff here and although its not balanced, nothing really is right now anyway.
I like the sorcerer skill ideas here, unfortunately I just don't see ZOS doing anything at all to buff those skills that desperately need it, since so many similar ideas have been put forward for years now and the closest ZOS has come to doing anything to buff those abilities in the decade of this game was the tiny radius increase on lightning splash a couple of years ago.
skinnycheeks wrote: »love this direction
ESO_Nightingale wrote: »
Frozen Device (NEW): Frost Rune:As i hinted at before, i wanted to give frost damage builds a proper delayed burst damage skill. given our insane chilled proc rate, i thought it fitting that this skill could build up and detonate multiple times over its 10 second duration as that gives it some differences from something similar like power of the light otherwise.
Sordidfairytale wrote: »ESO_Nightingale wrote: »
Frozen Device (NEW): Frost Rune:As i hinted at before, i wanted to give frost damage builds a proper delayed burst damage skill. given our insane chilled proc rate, i thought it fitting that this skill could build up and detonate multiple times over its 10 second duration as that gives it some differences from something similar like power of the light otherwise.
Great ideas, all of these, however for this one, if the stacks are applied when applying the chilled status effect, correct me if I'm wrong, but you'd only ever be able to apply 3 stacks during the duration of the curse. Perhaps make this something similar to the DK Englufing Flames morph, remove an arming time, after detonation, it would damage targets in the rune, apply a frosty DoT and increase the damage they take from frost damage by up to 10% based on weapon and spell damage?
ESO_Nightingale wrote: »
i'm confused as to why you think you can only apply 3 stacks over the duration of the curse? when you build for it, you can apply chilled multiple times a second.
Sordidfairytale wrote: »ESO_Nightingale wrote: »
i'm confused as to why you think you can only apply 3 stacks over the duration of the curse? when you build for it, you can apply chilled multiple times a second.
It's simple. I was confused. I was always under the impression that a status effect (e.g. chilled) could not be applied to an affected target until the previous status effect had expired, or at the very least they did not stack, they merely had the duration of the other effect (e.g. minor maim) from the status effect extended. Thank you for correcting me.