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More skills and weapons types to play with :)

orangeberry4
orangeberry4
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I'm loving the game been playing since launch, but I'm looking forward to new weapons and skill lines or even classes and races maybe later down the line. new weapon skills like crossbows and spears like in Morrowind would be fun and bring back memories.

I cant wait for a necromancy and druid skill line or class would be fun for later on. if they add a necromancy class they need a scythe weapon. I know there are some people who would love a Dwemer class that has the pet robots and a gun like thing which is feasible. although that would bring a new weapon skill, Dwemer gun. So loving that idea cause I love the Dwemer and Aylied lore.

as for new races down the line, there are so many to choose from, like the Kothringi, the many Khajiit breeds, and the fox Lilmothiit just a few favorites I hope to see later. maybe after they fill in all the map areas or a little ways into it.

  • Volkodav
    Volkodav
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    I still want a crossbow,dyeable. It would also be cool to be able to create your own class too.Like in Morrowind.You could even name it,pick which skills you wanted to be best at.
  • MrDerrikk
    MrDerrikk
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    I see Spellcrafting as being the update to sate a lot of this hunger for new skills etc. It'd be awesome to be able to keep finding and adding/creating your own skills for your char.
    I have departed into the great unknown that is outside the game and the forums, and wish you well in your Tamriel adventures!

    DC - PC - EU - Australian
    VR11 Mrderrikk: Breton Stam Sorc (Vamp) | VR16 Derrikkinblack: Dunmer Mage DK | VR3 Cuts-Until-It-Dies: Argonian Magicka NB

    Oh look, Anook.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Can players please please stop with these "I want this added" threads. Why should ZOS add new weapons/skills to the game when the weapons and skills already in the game are broken? Answer that for me please and thank you.

    Adding more stuff to the game wont fix anything just cause more problems and balancing issues.
  • TheShadowScout
    TheShadowScout
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    I really would like to see more weapon choices, both added to existing skill lines, and with their own new skill lines.

    The "bow" skill line is currently limited to, well, bows. Crossbows could make a neat addition as optional weapon, perhaps with a few changes to individual skills... it would also possible to add other ancient/medieval ranged weapons. Slings? Javelins? There could be differences in range and hitting power, differences in special effects... like, Bows are as they are now, and use poison damage, crossbows might have more armor penetration, but a "reload" time after firing, and use disease special damage instead of poison, javelins might have more damage, but less range, and use, say, lightning special damage, slings might use fire damage due to enchanted sling bullets, etc.

    A polearm skill line would be a neat thing to have, so people can wield imperial pikes, breton glaives, daedric war scythes, nord poleaxes, maormer tridents, dwemer halberds, dunmer spetums, khajiit monk's spades, bosmer hunting spears, akaviri naginatas, etc. Some animations could be "borrowed" from the templar "aedric spear" line, some added, and bing, new skill line for our enjoyment!

    It has been vexing me for ages that mages only get staves to play with. I would love to see alternate weapons for destruction and restoration magic as well... I often think about some sort of "spell focus", an two-handed item your character would hold with their left while using mystic gestures with their right hand to cast their spells... depending on racial style those could be ornate spellbooks, holy symbols, gemmed skulls, meditation crystals, shaman rattles, etc. Might work well with bringing Jeweller up to enough craftable things to be viable for implementation...

    And people have been hoping for some sort of "brawling" skill line too for a while. I would like to see something of the sort... should not do nearly the damage proper weapons do, not even with weapons like punch daggers, brass knuckles, cesti, etc., but instead use wrestling moves and cheap shots for a wide range of CC and such...

    Then I keep wondering about flexible weapons... why we don't have flails and whips and such for our one-handed and two-handed weapon choices... from akaviri nunchaku to the good old medieval spiked flail to bladed chain whips, there could be some fun options there. Though I am not so sure if the animations would be that easy... on the other hand, dragonknights have been flash-whipping people left and right since the game start, so...

    Also, there is the possibility of an "one-handed and magic" skill line for mixing magically charged melee strikes and mid-range and/or AoE elemental attacks... something to consider as well. Would of course require a new offhand weapon... some sort of runestone perhaps, or a wizards wand... more things to craft/research!

    New class skills? Well... some already know what I am going to repost to this...
    Personally I would think the best way to add more "classes" is to give each class, say, three different "class morphs", each with its own new skill/passives line. Perhaps becoming available after completing cadwells silver/gold... to reward people who do play through that – which incidentally would also give people the whole of cadwells gold to focus on making this new skill line… (a "reward" for finishing cadwells gold might be some alliance change quest, but that is another topic, to be discussed elsewhere…)
    Some possibilities:

    Dragonknight
    • Gladiator (offensive self buffs & warcries; color: red/orange)
    • Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
    • Warlord (defensive group buffs, AoE standards, color: purple/gold)

    Nightblade
    • Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
    • Monk (melee support & assorted “matrial arts” magic; color: blue/purple)
    • Ranger (animal summoning and nature magic; color: brown/green)

    Sorceror
    • Cryomancer (ice magic, color: white/clear - NPC cryomancer)
    • Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
    • Spellsword (melee support & buff magic; color: yellow/orange – golden lightning!)

    Templar
    • Shaman (nature magic, totems, summons; color: green/brown)
    • Crusader (melee support and aura-style buff magic; color: white/gold – holy light)
    • Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)

    Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
    So for example if a sorceror goes necromancer, their spells might be color-shifted to necromancer "coldfire" cyan, and if they turn cryomancer, their dark magic crystals will turn ice-ish in effects, spells will get color-shifted to white-blue or white-purple, or a nightblade going ranger would have their reddish effects recolored to something nature-ish green & brown... that sort of stuff. For more visual goodieness and varietee between classes.
    Perhaps even morph the spell effects to some degree... like, for summoned armor might look daedric on normal sorc, worm cult / lich on necromancer, and ice armor on cryomancer, etc.
    That idea might perhaps take a bit too much coding to be viable though... I'd be happy with pure color shifts.

    ...of course, all those quick ideas are just very rough concepts, without much consideration but character fluff. I merely tried to give some options, and went for three instead of just two "magica-specialization / stamina specialization" - It's supposed to be more for added character diversity then anything else after all.

    Thus for example with nightblades, there might be one magica-caster based with "illusionist", one stamina melee based with "monk" (Yes, a nod at the old D&D class of the name, the first “martial arts” powered class I remember in fantasy gaming) and one pet based as "ranger" since nightblades mesh very well with bow, and giving them woodland creatures for the "hunter" playstyle would seem applicable.

    Similar thoughts for the sorceror - spellsword for stamina sorcerors, cryomancer since ice staves have no matching skill line yet (while fire and lightning staves sort of have), and necromancer because all too many people really, really want that... ;)

    Templar... the druid/shaman is a very natural idea, between breton wyressess, argonian treeminders and bosmer spinners, nature magic meshes very well with Templar healing and sunlight-powered spells; crusader is for stamina templars as the class name has been appearing in TES games before, despite tamrielic religions having less a focus on "cross" then where the name originated, and my "witch-hunter" idea is kinda inspired by the spanish inquisition (Yes, I know noone expected that :smirk: ), its "warhammer" imperial counterpart and also "Dragon Age", I admit it... seems logical to set up the aedric-flavored templars as natural enemies of the more deadric-flavored sorcerors...

    Dragonknight I had the fewest ideas, since I kinda dislike that class. More fire magic for dragonknight magica-casters with pyromancer is a natural first thought... so then I went with "leader-style group play support" and "berserker-style single combatant" flavors, though there may be better ideas then those...

    The skills itself are also just rough concepts - some I am quite happy with, others I feel might benefit from more thought and ideas… but it's a start I suppose, a proof of concept kind of notion, something like that… with ample room for refinement and reworking.
    (also note that many of those I "borrowed" from existing mobs without knowing the actual in-game name of the abilities, just by remembering what I could from the time some mob used them unsuccessfully against one of my characters, so please, don't get too hung up on the names I used here, all right? ;) )

    In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your "perfect" character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...

    And yes, spellcrafting might be able to cover some of those... but spellcrafting won't give you passives, which these skill lines should.


    Dwemer stuff might be a lot harder, since lore-wise most of it isn't understood well enough to reproduce by the people of this (or any following) timeline, with the exception of some rare and powerful individuals, like Sothra Sil.
    Besides, while I love steampunk, I wouldn't want to see ESO player characters turn to it - not being able to play with Dwemer stuff keeps their mystique intact, which is better for the lore IMO.

    As for new races... some may be possible. Others, less so. Kothringi? Died in the karnathan flu, just a while back. Lilmothiit... all dead as well. The last ones also from the flu according to lore, but they had been in decline way before that. Remember the blackrose prison in Shadowfen? That was their main settlement, once.
    But if they chose to, they could add new races as crown store unlocks. Maormer. Reachmen. Imga. Goblins. Possibly even some Akaviri races.

    Finally... I wish people would stop "being that guy" and try to forestall all thinking about things that might be possible in the future by whining about fixing bugs.
    Latter is a given task at any time, it needs not being mentioned, as it ought to be understood per se, and whining about it won't make them get to it faster. Reporting bugs as they happen might, and this is not the place for that.
    Former is the future of the game. Without a future to look forward to, the game will die. With a interesting future to look forward to, the little issues the game sometimes has while the codejockeys scramble to track them down and fix them become a lot more bearable.
  • Van_0S
    Van_0S
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    Cross bow skill line:
    • Rapid shots: Does consecutive attacks by 2,2,2,2 and 5 physical DMG.
      Morph
      Poison shots: adds x poison Dmg. Scales with stamina and weapon DMG.
      Magic shots : adds x Magic DMG.
    • Killer bolt: 100% more physical DMG to low health target.
      Morph
      Death bolt: 300℅ more physical DMG to 30℅ of enemy health.
      Explosive bolt: AoE attack about x magic damage. Adds stun/burn/slow DMG by using enchantments.

      This is all I can think of......
    Edited by Van_0S on November 24, 2015 8:54AM
  • Tryxus
    Tryxus
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    My Alteration Wands idea, for Magicka Tanks:

    Alteration Wands are dual wielded and would operate the same way as a Sword & Shield, but with Magicka based skills like:
    - Paralysis, a ranged paralyze skill: S&B has a Gap Closer in Invasion, this could be its counterpart
    - Ebonyflesh, an Armor/Spell Resist boost like Immovable
    - Aura of Protection: another Shield
    - Spell Curse: a Magicka Taunt, with diff effects than the Undaunted taunt
    - Gravity Impact: a 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 of Alteration Wand abilities by x%
    - Swords and Board -> Alteration Wands: Increases Spell Damage by x% and reduces Damage done to you by x% while wielding 2 Alteration Wands
    - 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%
    Edited by Tryxus on November 24, 2015 10:13AM
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • CherryCake
    CherryCake
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    I really really want a Druid that besides having animals fighting besides him, he also controls the environment around, an Illusionist and a Necromancer! And PLEASE... better "pets" for the sorcerers...
    I like sweetrolls and I cannot lie
  • Cously
    Cously
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    Morrowind Weapons

    One-Handed

    War Axe
    Club
    Mace
    Dagger
    Shortsword
    Tanto
    Wakizashi
    Saber
    Broadsword
    Katana

    Two-Handed

    Battle Axe
    Warhammer
    Staff
    Claymore
    Dai-katana
    Spear
    Halberd

    Ranged Weapons

    Long Bow
    Short Bow
    Crossbow
    Throwing Knife
    Throwing Star
    Dart

    Wishful Thinking

    Fists
  • Tryxus
    Tryxus
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    Oh yeah, and my idea for an Illusion Staff is more worked out:


    Illusion Staff... The first thing to know about an Illusion Staff is that besides the Light and Heavy attacks, NONE OF ITS SKILLS DO ANY DAMAGE. Illusion is simple mind trickery, it can't hurt anyone directly so its skills shouldn't do any damage. However, the Skill Effects are increased by Spell Damage and the Light/Heavy Attacks do damage to an enemy so that weaving is still possible and the staff remains its usefulness from lvl1 to v16

    Skills:

    Calm: Inflict an enemy with Minor Maim, reducing the target's damage output by 15% for 20 secs
    - Morph 1 -> Harmony: Inflicts up to 3 enemies
    - Morph 2 -> Enchanted Minds: Also grants the caster Minor Protection, decreasing damage taken by 8%

    Starlight: Create a powerful ray of light that blinds enemies, making Physical Attacks unable to hurt you for 8 secs
    - Morph 1 -> Celestial Light: Increases duration to 12 secs
    - Morhp 2 -> Light Within: Also grants Minor Prophecy, increasing Spell Crit by 3%

    Rage: Boost an enemy with both Minor Brutality and Minor Sorcery, increasing their Weapon and Spell Damage by 5%, but inflicting them with Minor Mangle, reducing their Max Health by 5% for 20 secs
    - Morph 1 -> Fury: Gives the caster Minor Brutality and Minor Sorcery instead
    - Morph 2 -> Berserker Rage: Also inflicts the enemy with Major Defile, reducing their healing taken by 30%

    Silence: Silences an enemy, preventing them from using any skills for 5 secs
    - Morph 1 -> Muffle: Increases duration to 8 secs
    - Morph 2 -> Night's Silence: Increases caster's Spell Crit by 10% for 5 secs

    Courage: Grants all allies Minor Heroism, increasing Ultimate gain by 1 for 15 secs
    - Morph 1 -> Courageous Heart: Also grants Major Empower, increasing damage on the next attack by 20%
    - Morph 2 -> Call to Arms: Grants immunity to knockback and disabling effects for 5 secs as well


    Passives:
    Mind Trickery: Gives normal Light and Heavy attacks a 5/10 % chance to inflict Fear
    Hidden Magicks: Increase Spell Critical by 8/16 % while wielding an Illusion Staff
    Phantasm: Activating an Illusion Staff Skill has a 10/20 % to grant you Minor Evasion, increasing dodge chance by 5%
    Mindscan: Increase Magicka Recovery by 6/12 % while wielding an Illusion Staff
    Master of the Mind: Increases your damage by 5/10 % on an enemy that is inflicted by any Illusion Staff Skill
    Edited by Tryxus on November 24, 2015 11:02AM
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • altemriel
    altemriel
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    Can players please please stop with these "I want this added" threads. Why should ZOS add new weapons/skills to the game when the weapons and skills already in the game are broken? Answer that for me please and thank you.

    Adding more stuff to the game wont fix anything just cause more problems and balancing issues.



    the thing is that most of the bugs appear in PVP and if I mostly do PVE, I dont care that much...


    I just like to have more content too!
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