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πŸ“• New Scribing Ideas πŸ“• Class, Weapons, Guilds and More

InsanexJok3rx
InsanexJok3rx
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I'm a returning player and first time introduced to the scribing system, I thought. FINALLY! I've been having this idea of skill creation for 10 plus years now, and this is the first game (of my knowlege) that has created it the way i thought about it. Since returning the ideas have been flowing, and comming from someone that fell in love with build crafting. This is a dream. So i've figured I'll let some of my ideas out there into the either and see what is said.
Ive only came up with a few class oriented things. So many ways you can take this system and ideas and implement it throughout the intire game. Makes it impossible to write down all little ideas or big ones. So i only did a few. May add more as time goes on.

CLASS
  • Arcanist: Something that can spend Crux
  • Pet Abilities: What i mean by this is a melee ability that attacks and does increased damage to targets your pets have attacked
    I feel like theres nothing that really benifits you fighting along side your pets. The gameplay is more like a summoner fighting in the back
  • Necromancer/Sorcerer Customizable Summons- This can go crazy. Damage type, Effect applied, Death effect
WEAPONS
  • Staff Class Utility: Staff Mastery- Signature Script "Class Mastery" built into the staff Triggering on heavy attacks
    This might be kinda one sided. I play Arcanist and i kinda hate that the weapon doesnt benifit the class abilities. Weapons feel too stat stick like with Arcanist. and not contributing to the class abilities. Other solutions could be New Staffs or Class sets
  • New Staffs: Doubt new Weapons would ever be added but i do feel theres some missing for: Bleed/blood, Poison/Disease
  • Staffs Cast: Could create a staff where you can scribe how the Light and heavy attacks act
  • Two Handed: Warrior's Brawl- Do a short charge forward grappling and nocking down the first enemy hit. If pressed again within 2 seconds after landing the first hit will be a punch with the end of your weapon stunning them. Final hit would be a cleave that would do exicute scaling damage against Stunned or immoblized enemies.
    First hit 3 meter aimable nockdown, Second hit stun, Third hit damaging cleave. Kind of an interactive 2v1 control attack
  • Dual Wield: Dancing Blades- Forward momentem with sweeping area attacks hitting once with each weapon
    not massive mobility maybe 3ish meters with a 5 meter spin at the end. Spammable core ability
  • Bow: Rangers Focus- Holding the ability down roots you and will charge with different stages and effects on release.
    stage 1- Knocks targets back. stage 2- shoot an arrow that explodes on impact doing a small cone behind the hit enemy. stage 3 will piece all targets (more damage than other stages)
  • Destruction Staff: Elementally Charged- Cast a ricocheting attack that bounces between enemies with the respective status effect. Consuming each status effect increasing damage and duration with each bounce. Final target being the highest health enemy closest to the last status consumed.
    bounces a max of 3 status effects and hitting the highest healthed enemy doing the highest damaging status consumed in an area around the target plus 3% per bounce
GUILD
  • Fighters Guild: Unfortantly I had a good one but i cant remember what it was. If i remember ill edit this.
  • Dark Brotherhood: Honnestly id take anything thats an active ability
WORLD
  • Vampire: Harkon's Rampage-Transform into a Vampire lord sumoning a Blade of Blood. Hovering off the ground increasing movement speed.Turning your dodge into a short range blink. Consuming Ulimate each second and light attack. Your light attacks change into a frontal cleave with the blade healing you with each hit, And heavy attack becoming ranged blood magic that restores Ultimate(with demenishing returns)
    This idea is mix of Overload and Blood Scion. Which i believe already sounds more of an interactive Vampire Ult then what we already got. Also im a sucker for that good mesh of close and range combat. Giving that true hybrid feel
  • Werewolf: Ravage- Ravage an enemy consuming all bleeds on the enemy doing 20% of all bleeds instanty.
    Sounds kinds broken. Could be balanced better but the idea is consuming bleeds and doing damage

OTHER
  • Dodge Roll:This ones simple. On Roll trigger an effect for the cost of stamina during a duration. Casting again within 4 seconds increases the cost

Edited by InsanexJok3rx on 16 May 2025 04:24
  • Erickson9610
    Erickson9610
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    WORLD
    • Werewolf: Ravage- Ravage an enemy consuming all bleeds on the enemy doing 20% of all bleeds instanty.
      Sounds kinds broken. Could be balanced better but the idea is consuming bleeds and doing damage

    That sounds like an interesting idea! It sounds like a cross between Pyrebrand and Dragon's Appetite, both of which are sets usable in Werewolf form.


    How would you suppose we can modify this Grimoire with Scripts?

    The Bleed Damage Focus Script sounds like a given, but maybe the damage type of the instant damage could be changed to something like Physical, Disease, or even Magic. Maybe we could turn the 20% of bleeds into healing or damage shields with the right Focus Script.

    As for Signature Scripts, Class Mastery will have to be adapted as there are some problematic ones that Werewolf can't use. Wayfarer's Mastery will probably cause the Terrified effect or make the ability be more effective against a Terrified enemy, or maybe instead it procs the Blood Rage passive to add time to the transformation. Lingering Torment/Sage's Remedy could add damage or healing over time, and Hunter's Snare could add a much-needed snare to Werewolf's toolkit.

    The Affix Scripts may seem obvious, since Werewolf already has so many buffs in their toolkit, but it's important to know that Werewolf has only one bar and must swap something out. Werewolf has the following:
    • Major Resolve from a passive (always active)
    • Minor Courage from Pack Leader (can't be swapped out, but might not be used)
    • Empower and Minor Force from Howl of Despair (might be swapped out or not used)
    • Major Berserk and Major Brutality/Sorcery from Hircine's Rage (might be swapped out or not used)
    • Minor Fortitude, Minor Endurance, and Major Brutality/Sorcery from Hircine's Fortitude (might be swapped out or not used)
    • Major Savagery/Prophecy from Ferocious Roar (might be swapped out or not used)
    • Major Protection, Major Breach, and Minor Maim from Deafening Roar (might be swapped out or not used)
    • Major Defile from Claws of Anguish (might be swapped out or not used)
    So, it'd be redundant to have the Resolve Affix Script if it didn't apply Minor Resolve. We'll want Brutality/Sorcery and Savagery/Prophecy (major or minor) because we might want to replace one of the skills which give those buffs. Heroism is irrelevant as Werewolves don't use Ultimate and can't generate it. We don't have a source for Major/Minor Intellect, but thankfully that could be an Affix Script. It would be nice to have a source of Minor/Major Mending, Minor Protection, Minor Resolve, Minor Berserk, Minor Breach, Minor/Major Evasion, and a few other ones that Werewolf lacks.


    All of that aside, there are just a few more things I'd like to see added to the Werewolf toolkit somehow, whether that be in the form of something added to an existing skill, added to this Grimoire idea, or added to a second Werewolf Grimoire down the road. Werewolves lack a crossheal, which they could really use in group content. Werewolves lack a purge, which they need for PvP. It'd be great if their main spammable wasn't a projectile that could be blocked by NPC ice walls or reflected back at them with Defensive Stance β€” a proper biting attack (like the spammable of Werewolf Behemoth) would work great for that.
    Edited by Erickson9610 on 16 May 2025 09:15
    PC/NA β€” Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • InsanexJok3rx
    InsanexJok3rx
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    WORLD
      That sounds like an interesting idea! It sounds like a cross between Pyrebrand and Dragon's Appetite, both of which are sets usable in Werewolf form. How would you suppose we can modify this Grimoire with Scripts?

    Reading all this seems like you really like Werewolfs and are dying to see more with them. Haha. I was thinking and read your post i can see your already theory crafting ideas on how to make Werewolfs better with the new system. You make some pretty good points about Class Mastery and needing more things in their kit.

    Also had me thinking of other abilities or mechanics that could enhance the Werewolf gameplay:
    • an ability thats spamable swipes until target is at 25% health where its a exicute bite.
    • A throw where you can pick up enemies or allies and throw them after a short delay
    • a faster pounce where you'd jumb on then off of a target towards a direction
    • Could do the Warwick treatment where your leaps and jumps scale of movement speed
    • Also a Warwick thing but the lower health you are the faster attack speed you have
    • Could take my bleed idea and make it a bite instead.
    • But the signature scripts could just be werewolf specific. Martial damage types (Vampire could have Elemental damage types). Maybe instead of looking to change the damage type with these scripts you could change the effect like:
      when the bite happens and consumes the bleed stacks it could trigger and bleed aoe. Things kinda like that.
    Also to add to mechanics i think updating health bars to show effects would be great kinda like Path of Exile 2 where you can see the amound of bleed a target has bled. So seeing the amount of blead your dots would do on a target if you popped it would be a nice quality thing.
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