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Ideas on Skill Lines and Equpments

lunarsyed
lunarsyed
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Hi guys i just wanted to make this discussion on some of the ideas that we can come up with on skill lines or equipments. Now i was thinking of a new skill line for cyrodiil which alrdy has support and assault skill lines and i was thinking of an idea on a CAVALRY skill line which makes more use of the mounts in cyrodiil because i dont want mounts to be something that you keep getting thrown off of. I was thinking something like an abillity similiar to knights with lances charging through the enemy line on horse back riding, and thats just one of the abilities that i thought of. Let me know your guyses thoughts.
  • Asherons_Call
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    Mounted combat??! Yes please :)

    Also another skill line called seige technician that would have access to better equipment and do more damage to keeps
  • lunarsyed
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    i was also thinking of an idea on customizing ur siege weapons or even having ur guild tabard design on it, along in cavalry skill line i was also thinking of another ability called battle flags similiar to siege barriers except a player holds up the giant faction banner and the players within area gain bonuses more in regards to offense.
  • lunarsyed
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    some of the weapon skill lines that i thought about were lance, rapier (speedier sword) and necromancer staff skill lines.
  • altemriel
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    Mounted combat??! Yes please :)

    Also another skill line called seige technician that would have access to better equipment and do more damage to keeps

    yes!!!
  • LazyLewis
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    I would really like to see an Animation cancelling skill. Faster weapon swapping passives included. Bonuses for damage when successfully animation cancelling etc....
    DC - Chunky Nurse - Chunky Ninja - Chunky Dragon - Fabulously Chunky
    AD - Chunky Nurse - Ashenn - Yorkshire Pudding
  • TheShadowScout
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    I would love to see more skill lines!

    More weapon skill lines - polearms, one-handed and magic, brawling... those have been discussed a lot, and are ones I would love seeing in the game.

    More guild skill lines - TG and DB are coming, but there could also be bardic guilds, and more...

    More world skill lines - some faith based so our characters can declare themselves for one of the divines, or one of the deadric princes, or maybe some other religion (tribunal?) - Werewolf would count as "Hircine" and vampire would count as "none of the bunch", thus those skills would be exclusive with all the others...

    More class skill lines... but I won't repost my "class morph" idea here at this time, I keep posting it often enough after all ;)

    Now for the OP thought...

    Mounted Combat?
    YES!
    I for one would adore it if we could fight from horseback. Probably with a huge accuracy penalty at first, to be eventually migrated away by mounted combat passives... make our characters horse archers, lanciers, heavy cavalry, whatever.
    Adding lances as special "horse only" weapon, perhaps?
    With a new "mounted" ability selection... perhaps even with a "mounted" weapon selection to it? Going from a S&B/2H knight on foot to a lancier on horse and back without having to swap anything in your gear?

    Might also benefit from a complete revamp of the horse system, woth allowing to gear up your horse... not just saddles, bags and armor, but maybe also other stuff like horseshoes/paw wrappings or bit and bridle... I remember @Gidorick mentioning some "advanced mount concept" ideas I would really like to see come to ESO someday, might go very well hand in hand with a mounted combat expansion...

    Next step might be two-person war mounts... aka "chariots", one driver (controlling the movement and having "ride over" and maybe "side scythe" attacks), one archer/mage (ranged attacks in any direction witzhout having to worry about driving off a cliff while looking the other way...), though I suppose those might be too much trouble to program that way, and perhaps better done was "mount" with an NPC driver leaving the player in sole control... still, teamwork war mounts -would- be cool!
  • Tryxus
    Tryxus
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    Class:
    - Class morph skill line with toggleable skills that can be set on a "Morph slot" which grant special abilities to the char
    - The class morph itself would be either Magicka or Stam based

    Weapons:
    - We need more Magicka weapons (currently at 4 Stam and 2 Magicka)
    - Illusion staff (like Abnur Tharn) with non-damage status inflicting skills, buffs and Spell crit passives
    - Alteration Wands, Magicka version of Sword and Shield with similar skills and passives, but Magicka Based

    World:
    - Mounted combat
    - Underwater

    Racial:
    - Racial Ultimates
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • lunarsyed
    lunarsyed
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    good ideas guys
  • UltimaJoe777
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    Mounted and Underwater Combat mechanics have been asked for many times, and I myself would like to see them in the game as well, but rumor has it this will not happen. However, only time will tell if it truly does or doesn't!

    Indeed Siege Weapon Specialist Skill Line or something of that sort has been brought up in another thread and I personally am not against this but not entirely in favor either but overall it is a viable Skill for sieging in Cyrodiil. I think it would need a different method to grow though, such as growing based on actually scoring kills with Siege Weapons!

    Spears have been requested quite a few times in the past and remain requested to this day. If they plan to add them, they will eventually!

    I see no harm in adding new Staves to the game beyond Destruction and Restoration in terms of variety. However, I cannot vouch for compatibility with lore. Correct me if I'm wrong but technically Alteration, Conjuration, and Illusion schools do not exist in 2E right? If I am wrong then perhaps Illusion Staves and the like are viable indeed!

    @TheShadowScout I personally believe TG will tie into Legerdemain somehow. I could be wrong though lol

    I don't know about Racial Ultimates... People are already demanding Race Changing and I do believe Zenimax said this at the least could happen but if Races actually get active skills there is going to be a lot of heat from it, but not entirely in a bad way lol
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Tryxus
    Tryxus
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    I see no harm in adding new Staves to the game beyond Destruction and Restoration in terms of variety. However, I cannot vouch for compatibility with lore. Correct me if I'm wrong but technically Alteration, Conjuration, and Illusion schools do not exist in 2E right? If I am wrong then perhaps Illusion Staves and the like are viable indeed!

    Alteration was a school of Magicka invented by the Ayleids, who used the spells from it to extend the siege of the Alessians on Bravil. The spells alrdy existed around the time that ESO took place, and the Ayleids themselves had named the school, just like how the Psijics had created Mysticism.

    The Wands I had in mind would be able to create Shields, Wards and Flesh spells (Alteration spells from the main games), strengthening the defenses of the char wielding them by using Magicka instead of Stamina. It would be great for Magicka Tanks.

    Illusion is currently only available to the NB: spells like Dark Cloak (Invisibility), Mass Hysteria (Fear),... etc. Plus Abnur Tharn himself seems to wield an Illusion Staff so I believe it is on ZOS' to do list

    Conjuration (game wise) only became a mainstream school of magic in the late 3rd Era (Morrowind time). Until then, Necromancy and Daedra Summoning were not officially practiced by the Mages Guild and other mainstream mages. Only witch covens, hedge mages, the Worm Cult and the Reachmen had access to these spells.

    Which is probably why the Sorcs have "Daedra Summoning" instead of "Conjuration"
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • UltimaJoe777
    UltimaJoe777
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    Tryxus wrote: »
    I see no harm in adding new Staves to the game beyond Destruction and Restoration in terms of variety. However, I cannot vouch for compatibility with lore. Correct me if I'm wrong but technically Alteration, Conjuration, and Illusion schools do not exist in 2E right? If I am wrong then perhaps Illusion Staves and the like are viable indeed!

    Alteration was a school of Magicka invented by the Ayleids, who used the spells from it to extend the siege of the Alessians on Bravil. The spells alrdy existed around the time that ESO took place, and the Ayleids themselves had named the school, just like how the Psijics had created Mysticism.

    The Wands I had in mind would be able to create Shields, Wards and Flesh spells (Alteration spells from the main games), strengthening the defenses of the char wielding them by using Magicka instead of Stamina. It would be great for Magicka Tanks.

    Illusion is currently only available to the NB: spells like Dark Cloak (Invisibility), Mass Hysteria (Fear),... etc. Plus Abnur Tharn himself seems to wield an Illusion Staff so I believe it is on ZOS' to do list

    Conjuration (game wise) only became a mainstream school of magic in the late 3rd Era (Morrowind time). Until then, Necromancy and Daedra Summoning were not officially practiced by the Mages Guild and other mainstream mages. Only witch covens, hedge mages, the Worm Cult and the Reachmen had access to these spells.

    Which is probably why the Sorcs have "Daedra Summoning" instead of "Conjuration"

    The real question here though is what truly applies to each category as of 2E? As we know, TESV: Skyrim was 4E so we can't entirely base much off of what we know from Skyrim. Also many staple spells from TES series have already been inducted into existing Skill Lines, so not a lot left to work with. That being said, beginning to think Alteration Staff may not have enough solid options to work with for a full Skill list, but that's just going off of Skyrim alone. For example: As it stands, Waterbreathing is not viable.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • lunarsyed
    lunarsyed
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    Mounted and Underwater Combat mechanics have been asked for many times, and I myself would like to see them in the game as well, but rumor has it this will not happen. However, only time will tell if it truly does or doesn't!

    Indeed Siege Weapon Specialist Skill Line or something of that sort has been brought up in another thread and I personally am not against this but not entirely in favor either but overall it is a viable Skill for sieging in Cyrodiil. I think it would need a different method to grow though, such as growing based on actually scoring kills with Siege Weapons!

    Spears have been requested quite a few times in the past and remain requested to this day. If they plan to add them, they will eventually!

    I see no harm in adding new Staves to the game beyond Destruction and Restoration in terms of variety. However, I cannot vouch for compatibility with lore. Correct me if I'm wrong but technically Alteration, Conjuration, and Illusion schools do not exist in 2E right? If I am wrong then perhaps Illusion Staves and the like are viable indeed!

    @TheShadowScout I personally believe TG will tie into Legerdemain somehow. I could be wrong though lol

    I don't know about Racial Ultimates... People are already demanding Race Changing and I do believe Zenimax said this at the least could happen but if Races actually get active skills there is going to be a lot of heat from it, but not entirely in a bad way lol

    actually illusion and conjuration do exist in the second era. hence the enemy npc use them and i see that they use different staffs other than destruction or restoration as their designs are not available to players but perhaps in the future.
  • lunarsyed
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    we have destruction stave for offense, resto stave for healing and if there is a conjuration stave for supporting conjuration skill line then tht would work fine with me.
  • lunarsyed
    lunarsyed
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    this link will answer for those waiting for other magic school skill lines
    http://www.youtube.com/watch?v=_Jk7LrLgRfg&t=3163
  • UltimaJoe777
    UltimaJoe777
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    lunarsyed wrote: »
    Mounted and Underwater Combat mechanics have been asked for many times, and I myself would like to see them in the game as well, but rumor has it this will not happen. However, only time will tell if it truly does or doesn't!

    Indeed Siege Weapon Specialist Skill Line or something of that sort has been brought up in another thread and I personally am not against this but not entirely in favor either but overall it is a viable Skill for sieging in Cyrodiil. I think it would need a different method to grow though, such as growing based on actually scoring kills with Siege Weapons!

    Spears have been requested quite a few times in the past and remain requested to this day. If they plan to add them, they will eventually!

    I see no harm in adding new Staves to the game beyond Destruction and Restoration in terms of variety. However, I cannot vouch for compatibility with lore. Correct me if I'm wrong but technically Alteration, Conjuration, and Illusion schools do not exist in 2E right? If I am wrong then perhaps Illusion Staves and the like are viable indeed!

    @TheShadowScout I personally believe TG will tie into Legerdemain somehow. I could be wrong though lol

    I don't know about Racial Ultimates... People are already demanding Race Changing and I do believe Zenimax said this at the least could happen but if Races actually get active skills there is going to be a lot of heat from it, but not entirely in a bad way lol

    actually illusion and conjuration do exist in the second era. hence the enemy npc use them and i see that they use different staffs other than destruction or restoration as their designs are not available to players but perhaps in the future.

    Well sure they exist in general it was their classification as schools I was referring to lol
    Edited by UltimaJoe777 on November 11, 2015 10:35AM
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Tryxus
    Tryxus
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    Tryxus wrote: »
    I see no harm in adding new Staves to the game beyond Destruction and Restoration in terms of variety. However, I cannot vouch for compatibility with lore. Correct me if I'm wrong but technically Alteration, Conjuration, and Illusion schools do not exist in 2E right? If I am wrong then perhaps Illusion Staves and the like are viable indeed!

    Alteration was a school of Magicka invented by the Ayleids, who used the spells from it to extend the siege of the Alessians on Bravil. The spells alrdy existed around the time that ESO took place, and the Ayleids themselves had named the school, just like how the Psijics had created Mysticism.

    The Wands I had in mind would be able to create Shields, Wards and Flesh spells (Alteration spells from the main games), strengthening the defenses of the char wielding them by using Magicka instead of Stamina. It would be great for Magicka Tanks.

    Illusion is currently only available to the NB: spells like Dark Cloak (Invisibility), Mass Hysteria (Fear),... etc. Plus Abnur Tharn himself seems to wield an Illusion Staff so I believe it is on ZOS' to do list

    Conjuration (game wise) only became a mainstream school of magic in the late 3rd Era (Morrowind time). Until then, Necromancy and Daedra Summoning were not officially practiced by the Mages Guild and other mainstream mages. Only witch covens, hedge mages, the Worm Cult and the Reachmen had access to these spells.

    Which is probably why the Sorcs have "Daedra Summoning" instead of "Conjuration"

    The real question here though is what truly applies to each category as of 2E? As we know, TESV: Skyrim was 4E so we can't entirely base much off of what we know from Skyrim. Also many staple spells from TES series have already been inducted into existing Skill Lines, so not a lot left to work with. That being said, beginning to think Alteration Staff may not have enough solid options to work with for a full Skill list, but that's just going off of Skyrim alone. For example: As it stands, Waterbreathing is not viable.

    I think it would actually...

    Waterbreathing (and Waterwalking too maybe, but it still wouldn't save you from Slaughterfish) could be made part of an Underwater skill line as the only 2 active skills from it. The passives from underwater could be used to hold your breath for longer while underwater, reduce the Damage Reduction that's applied to you when you're underwater (you do 50% less damage underwater, this passive increases it to 80%) and to be able to cast spells/skills underwater as well (instead of normal light/heavy attacks).

    As least it'll make the Argonians less useless :p

    Alteration Wands are dual wielded and would operate the same way as a Sword & Shield, but with Magicka based skills like:
    - A ranged paralyze skill (S&B has a Gap Closer in Invasion, this could be its counterpart)
    - A skill similar to Immovable from Heavy Armor, but which costs Magicka instead (Flesh Spells from Skyrim, couterpart to Defensive Posture)
    - Another Shield
    - A Magicka Taunt, with diff effects than the Undaunted taunt
    - a gravity based skill that would serve as the Magicka counterpart to Power Bash

    And the passives from the Alteration Wands could be copied from S&B too, with some alterations... (see wut I did dur? :p ):
    - Fortress -> Magicka Fortress: Reduces the cost Alteration Wands by x%
    - Swords and Board -> Alteration Wands: Increases Spell Damage by x% and reduces Damage done to you by x%
    - Deadly Bash -> Defensive Magicks: Increases the duration of Alteration Wand abilities by x%
    - Deflect Bolts -> Deflect Spells: Increases Spell Resistance by x%
    - Battlefield Mobility -> Levitation: Increases movement speed wile wielding Alteration Wands by x%

    heehee :D just my thoughts for a Magicka Tank Weapon
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • UltimaJoe777
    UltimaJoe777
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    Tryxus wrote: »
    Tryxus wrote: »
    I see no harm in adding new Staves to the game beyond Destruction and Restoration in terms of variety. However, I cannot vouch for compatibility with lore. Correct me if I'm wrong but technically Alteration, Conjuration, and Illusion schools do not exist in 2E right? If I am wrong then perhaps Illusion Staves and the like are viable indeed!

    Alteration was a school of Magicka invented by the Ayleids, who used the spells from it to extend the siege of the Alessians on Bravil. The spells alrdy existed around the time that ESO took place, and the Ayleids themselves had named the school, just like how the Psijics had created Mysticism.

    The Wands I had in mind would be able to create Shields, Wards and Flesh spells (Alteration spells from the main games), strengthening the defenses of the char wielding them by using Magicka instead of Stamina. It would be great for Magicka Tanks.

    Illusion is currently only available to the NB: spells like Dark Cloak (Invisibility), Mass Hysteria (Fear),... etc. Plus Abnur Tharn himself seems to wield an Illusion Staff so I believe it is on ZOS' to do list

    Conjuration (game wise) only became a mainstream school of magic in the late 3rd Era (Morrowind time). Until then, Necromancy and Daedra Summoning were not officially practiced by the Mages Guild and other mainstream mages. Only witch covens, hedge mages, the Worm Cult and the Reachmen had access to these spells.

    Which is probably why the Sorcs have "Daedra Summoning" instead of "Conjuration"

    The real question here though is what truly applies to each category as of 2E? As we know, TESV: Skyrim was 4E so we can't entirely base much off of what we know from Skyrim. Also many staple spells from TES series have already been inducted into existing Skill Lines, so not a lot left to work with. That being said, beginning to think Alteration Staff may not have enough solid options to work with for a full Skill list, but that's just going off of Skyrim alone. For example: As it stands, Waterbreathing is not viable.

    I think it would actually...

    Waterbreathing (and Waterwalking too maybe, but it still wouldn't save you from Slaughterfish) could be made part of an Underwater skill line as the only 2 active skills from it. The passives from underwater could be used to hold your breath for longer while underwater, reduce the Damage Reduction that's applied to you when you're underwater (you do 50% less damage underwater, this passive increases it to 80%) and to be able to cast spells/skills underwater as well (instead of normal light/heavy attacks).

    As least it'll make the Argonians less useless :p

    Alteration Wands are dual wielded and would operate the same way as a Sword & Shield, but with Magicka based skills like:
    - A ranged paralyze skill (S&B has a Gap Closer in Invasion, this could be its counterpart)
    - A skill similar to Immovable from Heavy Armor, but which costs Magicka instead (Flesh Spells from Skyrim, couterpart to Defensive Posture)
    - Another Shield
    - A Magicka Taunt, with diff effects than the Undaunted taunt
    - a gravity based skill that would serve as the Magicka counterpart to Power Bash

    And the passives from the Alteration Wands could be copied from S&B too, with some alterations... (see wut I did dur? :p ):
    - Fortress -> Magicka Fortress: Reduces the cost Alteration Wands by x%
    - Swords and Board -> Alteration Wands: Increases Spell Damage by x% and reduces Damage done to you by x%
    - Deadly Bash -> Defensive Magicks: Increases the duration of Alteration Wand abilities by x%
    - Deflect Bolts -> Deflect Spells: Increases Spell Resistance by x%
    - Battlefield Mobility -> Levitation: Increases movement speed wile wielding Alteration Wands by x%

    heehee :D just my thoughts for a Magicka Tank Weapon

    I knew there was something from Alteration I wasn't recalling but didn't think about Paralysis lol
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • TheShadowScout
    TheShadowScout
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    I personally believe TG will tie into Legerdemain somehow. I could be wrong though
    Oh, it is quite likely that they might split Legerdemain into TG and DB skill lines. Or keep it as is, and add those.

    Personally I think it would make sense to give all the stealing-and-fencing-the-loot-related passives for TG, and maybe the sneaking-and-paying-off-your-bounty for DB... but they may want to keep the legerdemain general, and have seperate skill linesfor those two. Time will tell.
  • UltimaJoe777
    UltimaJoe777
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    I personally believe TG will tie into Legerdemain somehow. I could be wrong though
    Oh, it is quite likely that they might split Legerdemain into TG and DB skill lines. Or keep it as is, and add those.

    Personally I think it would make sense to give all the stealing-and-fencing-the-loot-related passives for TG, and maybe the sneaking-and-paying-off-your-bounty for DB... but they may want to keep the legerdemain general, and have seperate skill linesfor those two. Time will tell.

    Well sneaking is just as viable to a Thief as it is an Assassin. What I am honestly expecting is to see Legerdemain be added onto and possibly renamed to Thieves' Guild and then probably relocated to fit in with FG and MG. Legerdemain passives will remain as is but probably gain some actives as well. DB would get its own Skill Line of course, assuming it gets one lol but there are many things that can contradict my theories too. All we can do is wait and see...
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Tryxus
    Tryxus
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    I personally believe TG will tie into Legerdemain somehow. I could be wrong though
    Oh, it is quite likely that they might split Legerdemain into TG and DB skill lines. Or keep it as is, and add those.

    Personally I think it would make sense to give all the stealing-and-fencing-the-loot-related passives for TG, and maybe the sneaking-and-paying-off-your-bounty for DB... but they may want to keep the legerdemain general, and have seperate skill linesfor those two. Time will tell.

    Well sneaking is just as viable to a Thief as it is an Assassin. What I am honestly expecting is to see Legerdemain be added onto and possibly renamed to Thieves' Guild and then probably relocated to fit in with FG and MG. Legerdemain passives will remain as is but probably gain some actives as well. DB would get its own Skill Line of course, assuming it gets one lol but there are many things that can contradict my theories too. All we can do is wait and see...

    True that

    Thieves aren't supposed to kill anyone on the job (remember Oblivion) = no active skills that can attack someone. Just an entire tree of passives

    So having Legerdemain simply renamed to Thieves Guild would be the best thing to do, since Legerdemain seems to focus on thievery (lockpicking, pickpocketing and fence interactions)

    On the other hand, the DB skill line could be similar to the Undaunted skill line: very few passives (to improve sneak attacks, would have to rebalance NB again then) and several active skills then
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
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