I saw an answer in the Reddit AUA that explained a little about why adding a new weapon would be a massive undertaking, and it reminded me of my favorite suggestion I have seen for a new weapon: an Alteration Staff. I'm sure that it would have many of the implementation difficulties that any new weapon would, but I see a few distinct advantages:
- It could use the staff motifs that already exist, cutting out hundreds of models and textures that would need to be created for other new weapons (other than hand-to-hand, hah)
- In a similar vein, it could reuse some of the existing staff animations to reduce the workload there too
- It can function as the 'tank' staff option and thus pull defensive buffs away from the ice staff, allowing them to be replaced with offensive buffs so ice-themed damage dealers are more viable.
So, for fun, here's my take on what Alteration Staff skills could look like. And of course, any devs reading this are free to steal my ideas
Alteration StaffMass Telekinesis (Ultimate): (duration Y seconds, range 28m) Mark a locus point on the ground. After 2 seconds, all enemies within X meters of that point are pulled to the locus and are immobilized for the duration of the spell. This pull is repeated every 2 seconds, so new enemies that enter the area will also be pulled.
- Enduring Telekinesis: Increases the duration.
- Ravaging Telekinesis: Monsters snared by this spell take Z% more damage for the duration.
Stoneflesh: You gain Major and Minor Resolve for 20 seconds. Allies within X meters gain Minor Resolve (note: trying to avoid overlap with expansive frost cloak).
- Oakflesh: You gain X magicka and stamina every time you take damage for the duration, up to once a second.
- Ironflesh: You also gain an unnamed +X bonus to physical and spell resistance for the duration.
Force Shield: Grants a damage shield that absorbs X damage over 8 seconds (note: did 8 instead of 6 to make it a bit better than non-alteration shield options).
- Magical Shield: Also take Y% less damage from magical attacks for the duration.
- Physical Shield: Also take Y% less damage from physical attacks for the duration.
Reflect Damage: For 6 seconds, each instance of direct, single-target damage you take reflects X% of the damage back to the caster, up to a maximum of Y.
- Goading Reflection: Enemies that take reflected damage are taunted by you for 15 seconds. This effect can occur once every 1 second.
- Piercing Reflection: Enemies that take reflected damage are also afflicted with Minor Breach and Minor Vulnerability for 15 seconds (note: or other useful debuff/s).
Rend Armor: (single-target, range 28m) Taunt and apply Major Breach to the target for 15 seconds (note: make more expensive than Puncture so it isn’t strictly better).
- Disintegrate Armor: Also apply Minor Breach.
- Leaden Armor: Also attempt to stun the target for 3 seconds, and decrease their movement speed by X% for 15 seconds (concurrent with the stun).
Absorb attributes: (single-target, range 28m) Siphon strength from an enemy, gaining Minor Toughness, Strength, and Arcana for X seconds, increasing your max health, stamina and magicka by 10% respectively.
- Mass absorb attributes: Your grouped allies gain Minor Toughness, Strength or Arcana for the duration, based on which of their Health, Stamina or Magicka is higher.
- Absorb vitae: The target is also afflicted with Minor Cowardice and Enervation for the duration, while you gain Minor Courage and Minor Force.
--- Passives --- Magical Efficiency: Decrease the Magicka cost of skills by X%/Y%.
Elemental Resistance: Decrease the amount of Flame, Frost, and Shock damage taken by X%/Y%.
Slowfall: Decrease the amount of fall damage taken by X%/Y% (Note: not so useful for group PvE but good for PvP and overland exploration).
Unburdened: Equipping an Alteration Staff reduces the cost of blocking by 18/36% and increases the amount of damage you block by 10/20%.
Spell Absorption: Alteration Staff Heavy Attacks restore X% more magicka, and restore Y% of the magicka gained as health.
I also thought about how to change the ice staff in response. My idea was to drop the tankiness while keeping a cc/debuff focus to keep it distinct from the other elements:
Destruction Staff (Ice) (cc / debuff focus) Elemental Rage: fine as is
Wall of Frost: drop the damage shield and reduce the cost
Frost Clench: drop the taunt and increased range, increase the damage to match the other elements
Frost Impulse: drop the Minor Protection, instead apply Major Brittle for 4 seconds (note: short duration like Major Expedition / Major Berserk because powerful, this might still be too powerful for gank builds though?)
--- Passives --- Tri Focus: Fully-charged Ice Staff Heavy Attacks drain the target’s Stamina by X every second for Y seconds, restoring the same amount to you.
Ancient Knowledge: Equipping an ice staff increases damage done against enemies inflicted with a debuff by X% per debuff, up to a maximum of Y%.
Thanks for reading, I hope it was interesting/entertaining, and feel free to tell me exactly why my ideas are terrible in the comments