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[Idea] Social Weapon Passives

SirPuppingtonVonHat
SirPuppingtonVonHat
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Like a lot of people on the Weapon Skills board, I've been mulling over ways that the melee weapon skill lines could be better, and it occurred to me that one big issue is that most of the abilities from the melee weapon trees do very little to help out the rest of the group. It also occurred to me that from a fluff/lore standpoint, the idea of a group of highly trained soldiers, adventurers, and throat-cutters *not* working together as a group just doesn't make any sense.

To remedy this, passive skills like the following could be implemented (take the numbers with a grain of salt):
Shieldmate (1H&S): Allies within 3m/6m have their armor rating increased by 2.5%/5%.
Distracting Swipes (2H): Allies within 5m/10m have their weapon damage increased by 10/20.
Shadow Dancer (DW): Allies within 3m/6m have their attack speed increased by 4%/8%.
These passives would act like constant area buffs for your allies, and, most importantly, these buffs would stack with the same buffs from other players. So if your trial group suddenly needs to stack up and you have two tanks with this ability, your entire 12-man group would see a 10% increase in their armor ratings.

These passives would encourage melee players to work together to take down targets, since the group would become increasingly more powerful with each person working together; this would be even more true if these passives weren't given a target cap.

This is just an idea that I had, and there's probably something about it that I haven't considered. Still, I think that social melee passives would be something cool that those brave enough to go toe-to-toe with Tamriel's nastiest creatures could call their own.

Thoughts?
The Psijic Order
  • Still_Mind
    Still_Mind
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    Not until ZOE brings physical weapon styles on par with magicka-based styles. I'd rather not be taken into groups for a passive fluff buff, instead of the actual performance.
    "I'm not *giving* him cake, I'm *assaulting* him with cake!"
  • Custos91
    Custos91
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    Magicka will stay better, because of the amount of magicka based skills, it just gives you more options and flexibility.
    To the buffs:
    Nice idea, but has some nasty synery effects again, healers for example could feel tempted to stay in meele range all the time, because weapon dmg increases resto staff heals, same goes for destro staff abbilitys, so this buff would just force staff users in meele if they had any output problems xD
    I actually think 1hshield gives great uttility atm.
    taunt, needed, no discussion, i think there was an armor debuf/buff too, nice
    less dmg, nice too, not that many things have that.
    spell reflect, absolutely awesome in fights like wispmother, 800 dps by just keeping this up.
    charge with shield, not that good, actually every class has a gab closer already, only dks are missing that, and if *** really hits the fan they could use their jump ultimate. Still nice to have a stamina based charge.
    Warden Main apparently... 7 Wardens currently, otherwise a healer of every class.
    Mostly active in No CP PVP on EU, blaming the buffbot meta in pve.
    I want to feel like I am saving somebodies life, not like I am carrying amunition for them...
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