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New weapon effects: A bit more difference.

Fizzlewizzle
Fizzlewizzle
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For both melee and magic weapons we have 3 options. While the whole idea behind the diversity is nice, very little people use the available options because 1 of those options reigns supreme.
The idea behind the following suggestion is to create some diversity between the different weapon types (aka skyrim style), with the idea to give every weapon some use in the game.

First the melee weapons.
All weapons have the same damage and attack speed. Call it lazy programming or convenient, it is strange that a mace and a dagger do the accept same.
Nothing in the crafting process or basic weapon stats should be changed. The only changes will be with the passives in the weapon trees.

So, to start off with the 2h weapons: The "Heavy Weapons" passive.
Sword:
- Current bonus: 2h weapons deal 3/5% extra damage.
- Suggested bonus: Decrease stamina cost of skills by 10/20%, Increased weapon attack speed by 10/20%.
Reasoning:
The lightest of all 2h weapons. Should put less strain on the user while swinging it around, thus deplete less stamina when using it.
Because it is the lightest faster swings shouldn't be that strange.

Axe:
- Current bonus: Deal X bleeding damage against targets.
- Suggested bonus: Cause Bleed damage equal to 100/200% of the user's weapon damage (stat) every 2 second for 6 seconds.
Reasoning:
The medium of all 2h weapons. Average in speed and usage, Cleaving enemies with it should leave a nasty gash. The current bleed bonus isn't that high when you reach endgame, making it an often ignored weapon. The fact that there are quite a few enemies who can't bleed it seems like a decent bonus.

Mace:
- Current bonus: Ignore 10/20% of enemy armor.
- Suggested bonus: Deal 10/20% extra damage while using a 2h mace. Increase stamina cost of 2h skills by 5/10% and decrease attack speed by 10/20%.
Reasoning:
The current bonus gives the impression that hitting someone with a big piece of metal hurts them less when they wield a flimsy piece of cloth compared to someone wielding a metal fortress around his waist.
The extra weight of the weapon (extra damage) has a side effect, which makes it harder to use, and thus requiring more stamina to swing it around (and slower attack speed).


Next, the 1h weapons.
These effects are akin to the 2h variants, and will count for both the 1h and shield tree as well as the dual wielding tree.
They will replace the "Attack bonus of the Sword and Board" passive (the defense bonus stays), as well as the "Twin blades and Blunt" passive.
Each of the following bonuses are for each individual weapon equipped. Wielding two of the same weapon will of course double the bonus.

Sword:
Sword:
- Current bonus: Swords deal 1.5/3% extra damage.
- Suggested bonus: Decrease stamina cost of skills by 10/20%, Increased weapon attack speed by 10/20%.
Reasoning:
Pretty much the same as the 2h variant.

Axe:
- Current bonus: 25/50% chance to cause bleed for X damage over 6 seconds.
- Suggested bonus: 25/50% chance to cause bleed damage equal to 15/30% weapon damage every second for 6 seconds.
Reasoning:
Because 1h weapon pack less punch than 2h weapons there is a chance to apply it rather a 100% chance (like 2h weapons). The gashes are also less deep resulting in less bleeding damage. Bleed damage does happen faster, as you can attack much faster causing more gashes.

Mace:
- Current bonus: Ignore 10/20% of enemy armor.
- Suggested bonus: Deal 10/20% extra damage while using a mace. Increase stamina cost stamina skills by 5/10% and decrease attack speed by 10/20%.
Reasoning:
As above, the current bonus gives the impression that hitting someone with a big piece of metal hurts them less when they wield a flimsy piece of cloth compared to someone wielding a metal fortress around his waist.
The extra weight of the weapon (extra damage) has a side effect, which makes it harder to use, and thus requiring more stamina to swing it around (and slower attack speed).

Daggers:
- Current bonus: Increase crit chance by 1.5/3%.
- Suggested bonus: Increase crit chance by 5/10%, increase weapon attack speed by 15/30%, decrease damage by 7/15%.
Reason: Using knives... they are light, easy to use with high precision. Although you can use them easily, they don't pack that much of a punch, meaning they deal less damage normally (unless you get a good cut, hence the increased crit chance).


Now, for the magick weapon (aka, staffs).
These bonuses are meant to replace the Tri focus buffs.
First things first, the Tri focus bonus should change from "when using heavy attacks" to "when using Destruction staff weapon attacks".

Flame staff:
- Current bonus: Heavy fire attacks deal 8/15% extra damage.
- Suggested bonus: Flame staff attacks do Fire DoT damage equal to 50/100% Spell damage every second for 6 seconds.
Reason: You throw a fireball at someone, not a rock. It should singe and burn people, not hit them and disappear, without further lasting effects.

Ice Staff:
- Current bonus: Heavy frost attacks reduce enemy movement speed by 30/40% for 3.5 seconds.
- Suggested bonus: Increase frost staff attacks by 8/15%.
Reason: Here you have your rock... well icicle. Ice isn't soft and fluffy, and you aren't spraying it on the ground either. You throw it straight into their face, which should hurt! Ain't no bloody snowball fight here.

Lightning staff:
- Current bonus: Shock heavy attacks deal 10/20% of their damage to two nearby targets.
- Suggested bonus: While using Lightning staff light and heavy attacks increase your attack speed by 25/50%.
Reason: Lightning is fast. Using Lightning as a weapon should result in very fast attacks. You don't fire large quantities of electricity at your enemy, so controlling it shouldn't be that hard, making it very unlikely that it will search for additional targets.



The idea behind these bonuses is to promote the use of actual weapon attacks in combat, rather than using it to flurry it among the skills people cast.
The idea of people actually engaging each other, rather than standing back when their magicka or stamina has run out to regen seems very nice.
(The increase in attack speed bonuses are bound to the weapon in question, as having a sorc with overload and a high attack speed would be a very scary combo.)
Mending-The-Wounded, Aldmeri Dominion, Templar.
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