Every time my guild do a sewer's run in imperial city we always appoint someone to be our scout to lockout for flag busses and enemy player tailing or ahead of us. This got me think about these abilities that would help some who is on scout duty in imperial city and cyrodiil.
Active
Scattered land mines- throw a batch of small land mines, that would take a few seconds to activate.
morph A. Hidden land mines - land mine become invisible after activation.
morph B. Advance land mines - instant activation
Nerve gas- spay a cloud of nerve gas at a single enemy that reduce their speed.
morph A. Poison nerve gas - deal damage over time
morph B. Contagion nerve gas - gas spread to other enemies
Counter flares - throw flares in front of you to absorb damage
morph A. Lasting flares - absorb more damage
morph B. Explosive flares - flares explode after absorbing damage
Clever retreat - throw down a smoke grenade and teleport meters away
morph A. Stealthy retreat - become invisible for few seconds after teleporting
morph B. Combat retreat - smoke grenade become a explosive grenade.
Ultimate
Call in strike- mark enemies with a special grenade that reduce their health bar
morph A. Advantage strike - mark enemies stamina and magicika bar are reduced.
morph B. Strengthen strike - mark enemies do less damage
Passive
Kill confirm - every enemy player killed by group allies earn ultimate with a scout ability slotted.
Every time my guild do a sewer's run in imperial city we always appoint someone to be our scout to lockout for flag bosses and enemy player tailing or ahead of us. This got me thinking about these abilities that would help some who is on scout duty in imperial city and cyrodiil.
Active
Scattered land mines- throw a batch of small land mines, that would take a few seconds to activate.
morph A. Hidden land mines - land mine become invisible after activation.
morph B. Advance land mines - instant activation
Nerve gas- spay a cloud of nerve gas at a single enemy that reduce their speed.
morph A. Poison nerve gas - deal damage over time
morph B. Contagion nerve gas - gas spread to other enemies
Counter flares - throw flares in front of you to absorb damage
morph A. Lasting flares - absorb more damage
morph B. Explosive flares - flares explode after absorbing damage
Clever retreat - throw down a smoke grenade and teleport meters away
morph A. Stealthy retreat - become invisible for few seconds after teleporting
morph B. Combat retreat - smoke grenade become a explosive grenade.
Ultimate
Call in strike- mark enemies with a special grenade that reduce their health bar
morph A. Advantage strike - mark enemies stamina and magicika bar are reduced.
morph B. Strengthen strike - mark enemies do less damage
Passive
Kill confirm - every enemy player killed by group allies earn ultimate with a scout ability slotted.
Every time my guild do a sewer's run in imperial city we always appoint someone to be our scout to lockout for flag bosses and enemy player tailing or ahead of us. This got me thinking about these abilities that would help some who is on scout duty in imperial city and cyrodiil.
Active
Scattered land mines- throw a batch of small land mines, that would take a few seconds to activate.
morph A. Hidden land mines - land mine become invisible after activation.
morph B. Advance land mines - instant activation
Nerve gas- spay a cloud of nerve gas at a single enemy that reduce their speed.
morph A. Poison nerve gas - deal damage over time
morph B. Contagion nerve gas - gas spread to other enemies
Counter flares - throw flares in front of you to absorb damage
morph A. Lasting flares - absorb more damage
morph B. Explosive flares - flares explode after absorbing damage
Clever retreat - throw down a smoke grenade and teleport meters away
morph A. Stealthy retreat - become invisible for few seconds after teleporting
morph B. Combat retreat - smoke grenade become a explosive grenade.
Ultimate
Call in strike- mark enemies with a special grenade that reduce their health bar
morph A. Advantage strike - mark enemies stamina and magicika bar are reduced.
morph B. Strengthen strike - mark enemies do less damage
Passive
Kill confirm - every enemy player killed by group allies earn ultimate with a scout ability slotted.
Nice ideas! Here's a few concerns.
1) mines already exists under sorc's. How can we make it so you don't offer other players the same skill?
2) nerve gas is exactly the same design intent as caltrops. Maybe this should be a magicka version with a chance to add dodge chance? Idk thoughts?
3) I like this idea! But be careful, the travel time would be a deterrent in its use (similar to dark flare)
4) this skill should make you untargetable with auto range attacks/ranged skills for a few seconds!! But obviously introduce some counters if its too OP.
5) is this ultimate an AOE? Or single target? First morph should be ST with the magicka and stam reduced. Second morph should be AOE!!
Hmm well done, really! :-) I'm sooo into it. Really useful skills, for me even more useful than the standard assault and support. Don't have much time now to provide more detailed feedback, but good job!
Adding skills is never that simple. There is a lot to take into consideration, for instance with the first skill.Forestd16b14_ESO wrote: »Nice. To bad ZOS doesn't listen tot he community cause this. This right here is a good idea.
Active
Scattered land mines- throw a batch of small land mines, that would take a few seconds to activate.
morph A. Hidden land mines - land mine become invisible after activation.
morph B. Advance land mines - instant activation
Every time my guild do a sewer's run in imperial city we always appoint someone to be our scout to lockout for flag bosses and enemy player tailing or ahead of us. This got me thinking about these abilities that would help some who is on scout duty in imperial city and cyrodiil.
Active
Scattered land mines- throw a batch of small land mines, that would take a few seconds to activate.
morph A. Hidden land mines - land mine become invisible after activation.
morph B. Advance land mines - instant activation
Nerve gas- spay a cloud of nerve gas at a single enemy that reduce their speed.
morph A. Poison nerve gas - deal damage over time
morph B. Contagion nerve gas - gas spread to other enemies
Counter flares - throw flares in front of you to absorb damage
morph A. Lasting flares - absorb more damage
morph B. Explosive flares - flares explode after absorbing damage
Clever retreat - throw down a smoke grenade and teleport meters away
morph A. Stealthy retreat - become invisible for few seconds after teleporting
morph B. Combat retreat - smoke grenade become a explosive grenade.
Ultimate
Call in strike- mark enemies with a special grenade that reduce their health bar
morph A. Advantage strike - mark enemies stamina and magicika bar are reduced.
morph B. Strengthen strike - mark enemies do less damage
Passive
Kill confirm - every enemy player killed by group allies earn ultimate with a scout ability slotted.
KozawahGaming wrote: »Every time my guild do a sewer's run in imperial city we always appoint someone to be our scout to lockout for flag bosses and enemy player tailing or ahead of us. This got me thinking about these abilities that would help some who is on scout duty in imperial city and cyrodiil.
Active
Scattered land mines- throw a batch of small land mines, that would take a few seconds to activate.
morph A. Hidden land mines - land mine become invisible after activation.
morph B. Advance land mines - instant activation
Nerve gas- spay a cloud of nerve gas at a single enemy that reduce their speed.
morph A. Poison nerve gas - deal damage over time
morph B. Contagion nerve gas - gas spread to other enemies
Counter flares - throw flares in front of you to absorb damage
morph A. Lasting flares - absorb more damage
morph B. Explosive flares - flares explode after absorbing damage
Clever retreat - throw down a smoke grenade and teleport meters away
morph A. Stealthy retreat - become invisible for few seconds after teleporting
morph B. Combat retreat - smoke grenade become a explosive grenade.
Ultimate
Call in strike- mark enemies with a special grenade that reduce their health bar
morph A. Advantage strike - mark enemies stamina and magicika bar are reduced.
morph B. Strengthen strike - mark enemies do less damage
Passive
Kill confirm - every enemy player killed by group allies earn ultimate with a scout ability slotted.
I like your creativity, but a few concerns.
- Land mines, to me imply gun powder. This game doesn't do guns or cannons. A better alternative to me would be a skill like:
- Hidden trap: A single Area of Effect snare trap is placed in front of you, target(s) effected by snare have reduced movement and increased skill activation time (double to activate). Take X amount of Damage.
- Morph One: Uses Magicka: Guild Mines: A magicka infused snare trap is placed in front of you, targets lose 40% Magicka and all toggled skills are deactivated. No longer has a snare, but skill activates take even 10% longer.
- Morph Two: Trap expert: Your snare takes less time to activate, and covers a wider area.
- Nerve gas I don't think fits into lore, plus the Geneva Convention. Even video games are affected by this. Although as Captain Price said "History is written by the victor" A skill I would like to see which incorporates your idea would be a Totem to (Pick a deadra)
- How exactly would the flares absorb damage? I think a better way to have this skill would be counter flares literally counters the skill flares. If someone uses the support skill revealing flares counter flares nullifies it . Morphs would be reduced cost but no other bonus. Second morph would be switches the cost type, and increased duration.
- Clever retreat should go away with the grenade idea, again no gun powder in this game. Maybe to make it lore friendly something like--- Elite Scout: Blend in with the environment to become invisible and reappear meters away. First Morph: Gain invisiblity after reappearing for 4 seconds. Second Morph: Enemies in the area when you disappear take a DoT damage for 8 seconds.
- Ultimate: Again grenades really aren't a thing. I like the idea but to make it lore friendly: Call in Strike, sound a war horn to reduce a single targets health. First morph: Strategic strike- Marked target has health, stamina and magicka bars reduced. Second Morph: Might of the Alliance- Enemies near the target have reduced health (has slight increased cost to make up for being an AoE)
dodgehopper_ESO wrote: »KozawahGaming wrote: »Every time my guild do a sewer's run in imperial city we always appoint someone to be our scout to lockout for flag bosses and enemy player tailing or ahead of us. This got me thinking about these abilities that would help some who is on scout duty in imperial city and cyrodiil.
Active
Scattered land mines- throw a batch of small land mines, that would take a few seconds to activate.
morph A. Hidden land mines - land mine become invisible after activation.
morph B. Advance land mines - instant activation
Nerve gas- spay a cloud of nerve gas at a single enemy that reduce their speed.
morph A. Poison nerve gas - deal damage over time
morph B. Contagion nerve gas - gas spread to other enemies
Counter flares - throw flares in front of you to absorb damage
morph A. Lasting flares - absorb more damage
morph B. Explosive flares - flares explode after absorbing damage
Clever retreat - throw down a smoke grenade and teleport meters away
morph A. Stealthy retreat - become invisible for few seconds after teleporting
morph B. Combat retreat - smoke grenade become a explosive grenade.
Ultimate
Call in strike- mark enemies with a special grenade that reduce their health bar
morph A. Advantage strike - mark enemies stamina and magicika bar are reduced.
morph B. Strengthen strike - mark enemies do less damage
Passive
Kill confirm - every enemy player killed by group allies earn ultimate with a scout ability slotted.
I like your creativity, but a few concerns.
- Land mines, to me imply gun powder. This game doesn't do guns or cannons. A better alternative to me would be a skill like:
- Hidden trap: A single Area of Effect snare trap is placed in front of you, target(s) effected by snare have reduced movement and increased skill activation time (double to activate). Take X amount of Damage.
- Morph One: Uses Magicka: Guild Mines: A magicka infused snare trap is placed in front of you, targets lose 40% Magicka and all toggled skills are deactivated. No longer has a snare, but skill activates take even 10% longer.
- Morph Two: Trap expert: Your snare takes less time to activate, and covers a wider area.
- Nerve gas I don't think fits into lore, plus the Geneva Convention. Even video games are affected by this. Although as Captain Price said "History is written by the victor" A skill I would like to see which incorporates your idea would be a Totem to (Pick a deadra)
- How exactly would the flares absorb damage? I think a better way to have this skill would be counter flares literally counters the skill flares. If someone uses the support skill revealing flares counter flares nullifies it . Morphs would be reduced cost but no other bonus. Second morph would be switches the cost type, and increased duration.
- Clever retreat should go away with the grenade idea, again no gun powder in this game. Maybe to make it lore friendly something like--- Elite Scout: Blend in with the environment to become invisible and reappear meters away. First Morph: Gain invisiblity after reappearing for 4 seconds. Second Morph: Enemies in the area when you disappear take a DoT damage for 8 seconds.
- Ultimate: Again grenades really aren't a thing. I like the idea but to make it lore friendly: Call in Strike, sound a war horn to reduce a single targets health. First morph: Strategic strike- Marked target has health, stamina and magicka bars reduced. Second Morph: Might of the Alliance- Enemies near the target have reduced health (has slight increased cost to make up for being an AoE)
I don't imagine it is too lore unfriendly if they just change the names to something more appropriately alchemical or mystical.
To me it read like this would be similar to sorcs' Ball of Lightning. The support skill Flare is already completely useless (the worst skill in the game, I would say), it really doesn't need a counter.KozawahGaming wrote: »How exactly would the flares absorb damage? I think a better way to have this skill would be counter flares literally counters the skill flares. If someone uses the support skill revealing flares counter flares nullifies it .
Every time my guild do a sewer's run in imperial city we always appoint someone to be our scout to lockout for flag bosses and enemy player tailing or ahead of us. This got me thinking about these abilities that would help some who is on scout duty in imperial city and cyrodiil.
Active
Scattered land mines- throw a batch of small land mines, that would take a few seconds to activate.
morph A. Hidden land mines - land mine become invisible after activation.
morph B. Advance land mines - instant activation
Nerve gas- spay a cloud of nerve gas at a single enemy that reduce their speed.
morph A. Poison nerve gas - deal damage over time
morph B. Contagion nerve gas - gas spread to other enemies
Counter flares - throw flares in front of you to absorb damage
morph A. Lasting flares - absorb more damage
morph B. Explosive flares - flares explode after absorbing damage
Clever retreat - throw down a smoke grenade and teleport meters away
morph A. Stealthy retreat - become invisible for few seconds after teleporting
morph B. Combat retreat - smoke grenade become a explosive grenade.
Ultimate
Call in strike- mark enemies with a special grenade that reduce their health bar
morph A. Advantage strike - mark enemies stamina and magicika bar are reduced.
morph B. Strengthen strike - mark enemies do less damage
Passive
Kill confirm - every enemy player killed by group allies earn ultimate with a scout ability slotted.
Adding on to my previous comment, my suggestions would be:
Surveillance
Feeling the ground, you can detect the presence of enemies and their classes within a 100 meter radius.
Information provided is their class, how many of that class, in what direction (N,S,E,W) and how far they are away.
Morph 1: Tactical Surveillance
Their alliance is also listed.
Morph 2: Extended Surveillance
Detection radius is increased to 150 meters
Reveal
Shoot a flare into the sky, revealing hidden or cloaked players within a 15 meter across its path. Affected players cannot cloak or stealth for 5 seconds afterwards
Morph 1: Heroic Reveal
Any player affected by the reveal that is killed earns you additional Ultimate
Morph 2: Stunning Reveal
Upon being revealed, the player is stunned for 5 seconds
Bear Trap
Similar to beast trap, but on activation a circle is presented where you can lay down up to 4 bear traps. Any one who stands in them is rooted and takes physical damage and afflicted with a snare.
Morph 1: Weakening Trap
The damage you receive from trapped players is reduced by 15% for 33 seconds.
Morph 2: Scattered Trap
Now 8 traps are laid down instead of 4.
Projection
The scout can create a projection of themselves, useful for baiting enemies and tempting them to show themselves. The projection will perform basic light attacks when enemies are seen by it and disappears when its caster begins combat.
Morph 1: Shifting Projection
Move your projection to a different spot at no extra cost. The projections light attacks deal more damage.
Morph 2: Volatile Projection
Any enemies that come within a 5 meter radius of the projection will cause it to explode, dealing a decent amount of damage with a small DoT afterwards.
Summon Bear
Summon a powerful bear for 15 seconds. Who wouldn't want an awesome bear companion to fight for you?
Morph 1: Summon Grounded Bear
Your bear is now immune to crowd control effects
Morph 2: Summon Laceration Bear
The bears light and heavy attacks have a powerful bleeding effect
driosketch wrote: »Adding skills is never that simple. There is a lot to take into consideration, for instance with the first skill.Forestd16b14_ESO wrote: »Nice. To bad ZOS doesn't listen tot he community cause this. This right here is a good idea.
Adding on to my previous comment, my suggestions would be:
Surveillance
Feeling the ground, you can detect the presence of enemies and their classes within a 100 meter radius.
Information provided is their class, how many of that class, in what direction (N,S,E,W) and how far they are away.
Morph 1: Tactical Surveillance
Their alliance is also listed.
Morph 2: Extended Surveillance
Detection radius is increased to 150 meters
Reveal
Shoot a flare into the sky, revealing hidden or cloaked players within a 15 meter across its path. Affected players cannot cloak or stealth for 5 seconds afterwards
Morph 1: Heroic Reveal
Any player affected by the reveal that is killed earns you additional Ultimate
Morph 2: Stunning Reveal
Upon being revealed, the player is stunned for 5 seconds
Bear Trap
Similar to beast trap, but on activation a circle is presented where you can lay down up to 4 bear traps. Any one who stands in them is rooted and takes physical damage and afflicted with a snare.
Morph 1: Weakening Trap
The damage you receive from trapped players is reduced by 15% for 33 seconds.
Morph 2: Scattered Trap
Now 8 traps are laid down instead of 4.
Projection
The scout can create a projection of themselves, useful for baiting enemies and tempting them to show themselves. The projection will perform basic light attacks when enemies are seen by it and disappears when its caster begins combat.
Morph 1: Shifting Projection
Move your projection to a different spot at no extra cost. The projections light attacks deal more damage.
Morph 2: Volatile Projection
Any enemies that come within a 5 meter radius of the projection will cause it to explode, dealing a decent amount of damage with a small DoT afterwards.
Summon Bear
Summon a powerful bear for 15 seconds. Who wouldn't want an awesome bear companion to fight for you?
Morph 1: Summon Grounded Bear
Your bear is now immune to crowd control effects
Morph 2: Summon Laceration Bear
The bears light and heavy attacks have a powerful bleeding effect