Radiant Aura - Slotted - Add 10-15% magicka regen for the player, no changes to Activation portion
Spear Shards (and Morphs) - Add small DoT
Already exists within Blazing Spear, new idea is needed.
Sparks - Add some mitigation for spells for the duration
Plausible.
Ember Explosion
- Add some reduced mitigation for spells for the duration. Increase damage. Change physical to fire.
Ehhh.
Flurry (and Morphs) - Slightly reduce channel time and damage. Change 'Target Enemy' to Cone.
Might be on to something with this one.
Bleeds - Remove monster immunity. Disable bleeding animations for selected monsters/skeletons, but allow bleed damage and effects to work. Can frontload bleed damage to initial hit, or backload it to end of bleed duration.
Hmm.
Stamina - Reduce defensive ability and sprint cost by a small amount based on total stamina. There should be a noticeable difference between heavy armor users and light armor magicka users in melee/defensive setups. The recent changes are mainly geared toward medium armor users, but heavy armor users are likely to be melee as well.
This, this is actually a good idea. In fact I wouldn't be surprised if they're working on it right now but are taking their time in making sure the numbers are right.
Heavy Attacks (melee only) - Allow melee Heavy Attacks to hit in a small cone, reduced damage on non-targeted enemies. Change Forceful to increase radius and damage on non-targeted enemies for 2 Handed Weapons.
This is also a good idea, great one in fact.
Werewolf Heavy Attacks - Add stamina and health gain similar to recent change for all weapon types
Khivas_Carrick wrote: »Radiant Aura - Slotted - Add 10-15% magicka regen for the player, no changes to Activation portion
Spear Shards (and Morphs) - Add small DoT
Already exists within Blazing Spear, new idea is needed.
Sparks - Add some mitigation for spells for the duration
Plausible.
Ember Explosion
- Add some reduced mitigation for spells for the duration. Increase damage. Change physical to fire.
Ehhh.
Flurry (and Morphs) - Slightly reduce channel time and damage. Change 'Target Enemy' to Cone.
Might be on to something with this one.
Bleeds - Remove monster immunity. Disable bleeding animations for selected monsters/skeletons, but allow bleed damage and effects to work. Can frontload bleed damage to initial hit, or backload it to end of bleed duration.
Hmm.
Stamina - Reduce defensive ability and sprint cost by a small amount based on total stamina. There should be a noticeable difference between heavy armor users and light armor magicka users in melee/defensive setups. The recent changes are mainly geared toward medium armor users, but heavy armor users are likely to be melee as well.
This, this is actually a good idea. In fact I wouldn't be surprised if they're working on it right now but are taking their time in making sure the numbers are right.
Heavy Attacks (melee only) - Allow melee Heavy Attacks to hit in a small cone, reduced damage on non-targeted enemies. Change Forceful to increase radius and damage on non-targeted enemies for 2 Handed Weapons.
This is also a good idea, great one in fact.
Werewolf Heavy Attacks - Add stamina and health gain similar to recent change for all weapon types
I got nothing for that last one.
I don't want the team to work on anything except fixes.
Just fixes for now, once the game performs properly then worry about other things.
Blur for Nightblade:
All opponent attacks are missed for the next X seconds. You cannot attack or cast for the duration.
Morph 1:
Mirage
Every time an opponent misses you they have a chance to be knocked down
Morph 2:
Riposte:
Every time an opponent's melee attack misses you they get hit for Y amount of damage.
Ranks increase duration and damage.
Blur for Nightblade:
All opponent attacks are missed for the next X seconds. You cannot attack or cast for the duration.
Morph 1:
Mirage
Every time an opponent misses you they have a chance to be knocked down
Morph 2:
Riposte:
Every time an opponent's melee attack misses you they get hit for Y amount of damage.
Ranks increase duration and damage.
interesting.
would make it worth using.
oh, and just for knowledge's sake, does blur stack with evasion?