SwaminoNowlino wrote: »Don't want to steal or distract from this thread. But could you put a LOCKED forum post out on the general discussion thread or the combat and mechanics thread or somewhere that states you are going to be doing this (which doesn't need to devolve into arguing or people yelling at you in that thread). Also could you provide an example of what you all are specifically looking for in terms of feedback and what you and the team are looking for/considering? (Not a "NERF THIS, your stupid, NERF THAT, They are OP so I need to be OP as well" type thing, but well reasoned, fact based stuff)
This is a tremendous and much welcomed opportunity and I would like to avoid people squandering it or trolling.
Or maybe just create an "Official Overall Class Feedback Thread - Sorcs/Templars/DKs/etc" that states what you have said here and what the team is looking for in terms of constructive feedback, and then heavily moderate those threads so that only constructive posts are housed there?
Ideally I'd like to see stuff debated in general threads and then carried over to the official thread as a repository of feedback and response.
I only say this because not everyone reads the sorc thread and knows that you all are doing some great outreach work, and I want people to know about it and make the most of this opportunity. Thanks and keep up the great work!
ZOS_JessicaFolsom wrote: »SwaminoNowlino wrote: »Don't want to steal or distract from this thread. But could you put a LOCKED forum post out on the general discussion thread or the combat and mechanics thread or somewhere that states you are going to be doing this (which doesn't need to devolve into arguing or people yelling at you in that thread). Also could you provide an example of what you all are specifically looking for in terms of feedback and what you and the team are looking for/considering? (Not a "NERF THIS, your stupid, NERF THAT, They are OP so I need to be OP as well" type thing, but well reasoned, fact based stuff)
This is a tremendous and much welcomed opportunity and I would like to avoid people squandering it or trolling.
Or maybe just create an "Official Overall Class Feedback Thread - Sorcs/Templars/DKs/etc" that states what you have said here and what the team is looking for in terms of constructive feedback, and then heavily moderate those threads so that only constructive posts are housed there?
Ideally I'd like to see stuff debated in general threads and then carried over to the official thread as a repository of feedback and response.
I only say this because not everyone reads the sorc thread and knows that you all are doing some great outreach work, and I want people to know about it and make the most of this opportunity. Thanks and keep up the great work!
There are some great ideas here - maybe something for the Combat & Character Mechanics forum area, as you suggested. We do want to start having regular Q&As here on the forums, between our community and Dev team. As you can see with this one we're working on, it takes a few days to do one of these from start to finish.
We're taking with Eric and his team about what kind of feedback they're looking for, just as you mentioned. We are working on improving communication, getting more of a two-way dialogue going. It may take a little bit to initially get going, but we'll get there.
Wrobel and the gang needs to know that Crystal Blast HAS to be revamped.ZOS_JessicaFolsom wrote: »SwaminoNowlino wrote: »Don't want to steal or distract from this thread. But could you put a LOCKED forum post out on the general discussion thread or the combat and mechanics thread or somewhere that states you are going to be doing this (which doesn't need to devolve into arguing or people yelling at you in that thread). Also could you provide an example of what you all are specifically looking for in terms of feedback and what you and the team are looking for/considering? (Not a "NERF THIS, your stupid, NERF THAT, They are OP so I need to be OP as well" type thing, but well reasoned, fact based stuff)
This is a tremendous and much welcomed opportunity and I would like to avoid people squandering it or trolling.
Or maybe just create an "Official Overall Class Feedback Thread - Sorcs/Templars/DKs/etc" that states what you have said here and what the team is looking for in terms of constructive feedback, and then heavily moderate those threads so that only constructive posts are housed there?
Ideally I'd like to see stuff debated in general threads and then carried over to the official thread as a repository of feedback and response.
I only say this because not everyone reads the sorc thread and knows that you all are doing some great outreach work, and I want people to know about it and make the most of this opportunity. Thanks and keep up the great work!
There are some great ideas here - maybe something for the Combat & Character Mechanics forum area, as you suggested. We do want to start having regular Q&As here on the forums, between our community and Dev team. As you can see with this one we're working on, it takes a few days to do one of these from start to finish.
We're taking with Eric and his team about what kind of feedback they're looking for, just as you mentioned. We are working on improving communication, getting more of a two-way dialogue going. It may take a little bit to initially get going, but we'll get there.
For example, if you ran DW lets say you gain 10% damage (an over-estimation)
but then you can't apply a debuff that reduces your enemy's stamina regeneration and magicka regeneration by 60%
Do you really think that is better?
So you can't apply said poison with your resto staff then swap over to DW bar?
Yes you can but shhhh... you are interrupting the rage.
However, remember the OP poisons they are raging over will for YOUR examole they will bring up the only 20% proc cjance but for their examples it seems oft forgotten.
Also keep in mind the dual enchant you have on main. Bar are trippled.
@STEVIL can you clarify your last sentence for me?
Also, I saw all the poisons and yes a lot of them look attractive but I don't think it's the end of the world. I think with certain builds and setups you can probably get by with normal enchants.
In DB the vslue of all enchantments went up by3x to 4x.
Poisons disable enchants.
So poison on your staff bar and no poison on your dw bar means that bar has enchants there are bigger.
But they also increased the CD on enchants which basically makes those dmg increases void if you take more than 1 procc to kill your target.
ZOS_JessicaFolsom wrote: »There are some great ideas here - maybe something for the Combat & Character Mechanics forum area, as you suggested. We do want to start having regular Q&As here on the forums, between our community and Dev team. As you can see with this one we're working on, it takes a few days to do one of these from start to finish.
We're taking with Eric and his team about what kind of feedback they're looking for, just as you mentioned. We are working on improving communication, getting more of a two-way dialogue going. It may take a little bit to initially get going, but we'll get there.
cpuScientist wrote: »Yet after all that I ask again nay I plead. Switch Bound aegis magicka with pet health passive. Make it that by just having a pet on your bar or don't i could care less. Just let us have an active pet over a static tri slot skill that does 1 thing. (The same bound aegis is had by NB with a passive, GET IT we have to give up 3 slots for something NB'S get PASSIVELY.)
Just switch it so we can have pets have a real spot on our DPS rotation. If you hate pets and they wander off too much. Set them to passive. Hold y and right click. They will always be on you and go where you go. If you.stand in red they will if you get out so will they. Also give console players control of pets. It's absurd that they don't have that, pets are truly horrible without control. (Also tip for Sorcs switch the Y button with the C button for pet control make it 1000% EASIER.
So once again, switch the magicka bound aegis with the health pet passive. This will help tanks and DPS alike.
My view of pets is that pets are killable buffs.
In order to be very competitive for slots they need to be AS TOUGH TO KILL as THEY ARE WORTH KILLING.
If the pet buffs health it is hard to see where mathematically its worth attacking them vs ignoring them and hitting thecaster.
So, making part of pets buff "magica" which boosts the caster damage, shields, heal and sustain does not sound bad.
Also thing you nneed more support oriented key-click for pets since their attack AI will make attack boosts for pets matginal at best.
If each pet morph had one significant and differemt group support key-click in addition to a per active pet magica boost, some of the problem on many fronts would be addressed, imo.
Yolokin_Swagonborn wrote: »
DW magicka sorc is what doesn't make sense. I understand why it's done but still. Pehaps instead of asking how sorcs are supposed to activate their enchants while duel wielding, we should ask why sorcs still have to DW to get more spell damage.
bloodenragedb14_ESO wrote: »Yolokin_Swagonborn wrote: »
DW magicka sorc is what doesn't make sense. I understand why it's done but still. Pehaps instead of asking how sorcs are supposed to activate their enchants while duel wielding, we should ask why sorcs still have to DW to get more spell damage.
a sorcerer with two daggers makes sense actually, Do you know what a Athame is? its a ritualistic dagger used in spellcraft. i am a wiccan so i use them occasionally, though mine is more a shortsword, its still a valid implement.
a Sorcerer or mage that uses a dagger is not that uncommon, for those that use blood magic in many fantasy worlds, its preferable to a staff as you have to get at your, or anothers, blood somehow.
and, as far as i can remember, DnD allows wizards the use of clubs, daggers, and crossbows of all things
so Mages of all types exist, ((most still use magic as a resource, despite whatever discipline they are, but if i say that everyone and their damn mother starts jumping down my damn throat)) And they are never restricted to just one type of weapon. I personally want a Scythe, but im more necro minded anyway
bloodenragedb14_ESO wrote: »Yolokin_Swagonborn wrote: »
DW magicka sorc is what doesn't make sense. I understand why it's done but still. Pehaps instead of asking how sorcs are supposed to activate their enchants while duel wielding, we should ask why sorcs still have to DW to get more spell damage.
a sorcerer with two daggers makes sense actually, Do you know what a Athame is? its a ritualistic dagger used in spellcraft. i am a wiccan so i use them occasionally, though mine is more a shortsword, its still a valid implement.
a Sorcerer or mage that uses a dagger is not that uncommon, for those that use blood magic in many fantasy worlds, its preferable to a staff as you have to get at your, or anothers, blood somehow.
and, as far as i can remember, DnD allows wizards the use of clubs, daggers, and crossbows of all things
so Mages of all types exist, ((most still use magic as a resource, despite whatever discipline they are, but if i say that everyone and their damn mother starts jumping down my damn throat)) And they are never restricted to just one type of weapon. I personally want a Scythe, but im more necro minded anyway
Yolokin_Swagonborn wrote: »bloodenragedb14_ESO wrote: »Yolokin_Swagonborn wrote: »
DW magicka sorc is what doesn't make sense. I understand why it's done but still. Pehaps instead of asking how sorcs are supposed to activate their enchants while duel wielding, we should ask why sorcs still have to DW to get more spell damage.
a sorcerer with two daggers makes sense actually, Do you know what a Athame is? its a ritualistic dagger used in spellcraft. i am a wiccan so i use them occasionally, though mine is more a shortsword, its still a valid implement.
a Sorcerer or mage that uses a dagger is not that uncommon, for those that use blood magic in many fantasy worlds, its preferable to a staff as you have to get at your, or anothers, blood somehow.
and, as far as i can remember, DnD allows wizards the use of clubs, daggers, and crossbows of all things
so Mages of all types exist, ((most still use magic as a resource, despite whatever discipline they are, but if i say that everyone and their damn mother starts jumping down my damn throat)) And they are never restricted to just one type of weapon. I personally want a Scythe, but im more necro minded anyway
As someone that keeps pushing for stam sorcs, trust me I know. You are missing my point. Since the removal of soft caps and the installment of the crapeon system, the game doesn't allow for hybrid builds that are effective in endgame situations. I'm not saying magicka sorcs shouldnt use non-staffs, im saying they can't because of game mechanics. They only reason people slot two swords is because for some zany reason, that gives you more spell damage than a staff. That is it. The devs aren't wiccan, they just decided that swords should give more spell damage from some reason. Which leaves magicka sorcs in a bad place because neither magicka nor stamina sorcs have a class spammable. So they can slot force pulse at a spell damage and item utility loss or go duel wield like every other magica class is doing for endgame DPS but not have a spammable other than overload.
bloodenragedb14_ESO wrote: »Yolokin_Swagonborn wrote: »
DW magicka sorc is what doesn't make sense. I understand why it's done but still. Pehaps instead of asking how sorcs are supposed to activate their enchants while duel wielding, we should ask why sorcs still have to DW to get more spell damage.
a sorcerer with two daggers makes sense actually, Do you know what a Athame is? its a ritualistic dagger used in spellcraft. i am a wiccan so i use them occasionally, though mine is more a shortsword, its still a valid implement.
a Sorcerer or mage that uses a dagger is not that uncommon, for those that use blood magic in many fantasy worlds, its preferable to a staff as you have to get at your, or anothers, blood somehow.
and, as far as i can remember, DnD allows wizards the use of clubs, daggers, and crossbows of all things
so Mages of all types exist, ((most still use magic as a resource, despite whatever discipline they are, but if i say that everyone and their damn mother starts jumping down my damn throat)) And they are never restricted to just one type of weapon. I personally want a Scythe, but im more necro minded anyway
bloodenragedb14_ESO wrote: »Yolokin_Swagonborn wrote: »
DW magicka sorc is what doesn't make sense. I understand why it's done but still. Pehaps instead of asking how sorcs are supposed to activate their enchants while duel wielding, we should ask why sorcs still have to DW to get more spell damage.
a sorcerer with two daggers makes sense actually, Do you know what a Athame is? its a ritualistic dagger used in spellcraft. i am a wiccan so i use them occasionally, though mine is more a shortsword, its still a valid implement.
a Sorcerer or mage that uses a dagger is not that uncommon, for those that use blood magic in many fantasy worlds, its preferable to a staff as you have to get at your, or anothers, blood somehow.
and, as far as i can remember, DnD allows wizards the use of clubs, daggers, and crossbows of all things
so Mages of all types exist, ((most still use magic as a resource, despite whatever discipline they are, but if i say that everyone and their damn mother starts jumping down my damn throat)) And they are never restricted to just one type of weapon. I personally want a Scythe, but im more necro minded anyway
No problem with your point of view from me. Kinda on the odd sides of spirituality as well. Anyway... Yes...But if we where to have that system in place it would need to do something different for every class imo. or at the very least a modifier. GW2 did it, each weapon is different and plays different on every character. And I don't think it'd be to hard to implement the system here if some thought was put into it. IE a Sorc conjures some form of medium range magickal slash attack from a sword, a warrior using a staff will do something like thishttps://www.youtube.com/watch?v=DxucIZYyFrc
but these are things that cannot be implemented anytime soon even tho they make sense. They're just not going to do this sort of work. They can't balance the skills as it is...and adding new ones is something they Avoid at all costs. (if you haven't noticed)
So.... I'm guessing that if the Dev's want to make any tweaks to the Sorc class moving forward that it won't be a full scale overhaul to every skill line as many people here would like... that there would just be the time for a few changes (Not in DB obviously, but moving forward)....
SO.... if you could make just THREE changes what would they be???
Try and make them realistic, cover as many builds as possible, and also added bonus points if they are likely to be easy for the dev's to build into existing systems/mechanics rather than a total redesign of a skill.
Here's mine:
- Bound Armor - Move the max stam/magicka increases into our passives (To replace the health boost for a pet being active... make it for having a skill from anywhere in the tree being slotted.. health boost for pets being slotted is counter intuitive, if pets are out you will take less damage so why need more health?). Then change the skill to being a bound weapon... maybe a sword/bow for a stam morph, and a summoned daedric orb for magicka. These can act like DoT's dealing out damage for 10 seconds. Once summoned these bound weapons don't dispel until time is up so you can slot on either bar & have fewer toggles.
- Curse - One morph as a target based DOT which also causes the target to deal less damage... the other morph as Velocious curse is now... so you can either go for burst (PvP) or a sustained DOT for a PVE dps buff.
- Overload - Change to a cheap ultimate cost, single cast lightning strike. Deals decent damage & most importantly provides a group utility buff of some kind.... maybe some kind of effect on players in the immediate area.... or some form of debuff on the mobs like taking 8% more damage from all sources for 8 seconds, something like that (But not simple regen major/minor buffs which people already have up.... something more unique)
Obviously there are other simple fixes I wouldn't include in the 3 changes... like reverting surge changes & just capping the heal at 6k, & making dark exchange an instant cast.
The idea behind my main 3 changes is to give useful choices.... one less toggle, useful DoT's to both stam / magicka builds while still keeping the theme of summoning, choices between burst/sustained dps, & group utility by replacing the cancerous cheese that is overload with something that people would want in a group environment.
bloodenragedb14_ESO wrote: »bloodenragedb14_ESO wrote: »Yolokin_Swagonborn wrote: »
DW magicka sorc is what doesn't make sense. I understand why it's done but still. Pehaps instead of asking how sorcs are supposed to activate their enchants while duel wielding, we should ask why sorcs still have to DW to get more spell damage.
a sorcerer with two daggers makes sense actually, Do you know what a Athame is? its a ritualistic dagger used in spellcraft. i am a wiccan so i use them occasionally, though mine is more a shortsword, its still a valid implement.
a Sorcerer or mage that uses a dagger is not that uncommon, for those that use blood magic in many fantasy worlds, its preferable to a staff as you have to get at your, or anothers, blood somehow.
and, as far as i can remember, DnD allows wizards the use of clubs, daggers, and crossbows of all things
so Mages of all types exist, ((most still use magic as a resource, despite whatever discipline they are, but if i say that everyone and their damn mother starts jumping down my damn throat)) And they are never restricted to just one type of weapon. I personally want a Scythe, but im more necro minded anyway
No problem with your point of view from me. Kinda on the odd sides of spirituality as well. Anyway... Yes...But if we where to have that system in place it would need to do something different for every class imo. or at the very least a modifier. GW2 did it, each weapon is different and plays different on every character. And I don't think it'd be to hard to implement the system here if some thought was put into it. IE a Sorc conjures some form of medium range magickal slash attack from a sword, a warrior using a staff will do something like thishttps://www.youtube.com/watch?v=DxucIZYyFrc
but these are things that cannot be implemented anytime soon even tho they make sense. They're just not going to do this sort of work. They can't balance the skills as it is...and adding new ones is something they Avoid at all costs. (if you haven't noticed)
that would be the best way to do it, maybe once they hire more talent, i loved how that worked in GW2, especially the necro, gods i love necromancy classes in games
NoMaassPliz wrote: »So.... I'm guessing that if the Dev's want to make any tweaks to the Sorc class moving forward that it won't be a full scale overhaul to every skill line as many people here would like... that there would just be the time for a few changes (Not in DB obviously, but moving forward)....
SO.... if you could make just THREE changes what would they be???
Try and make them realistic, cover as many builds as possible, and also added bonus points if they are likely to be easy for the dev's to build into existing systems/mechanics rather than a total redesign of a skill.
Here's mine:
- Bound Armor - Move the max stam/magicka increases into our passives (To replace the health boost for a pet being active... make it for having a skill from anywhere in the tree being slotted.. health boost for pets being slotted is counter intuitive, if pets are out you will take less damage so why need more health?). Then change the skill to being a bound weapon... maybe a sword/bow for a stam morph, and a summoned daedric orb for magicka. These can act like DoT's dealing out damage for 10 seconds. Once summoned these bound weapons don't dispel until time is up so you can slot on either bar & have fewer toggles.
- Curse - One morph as a target based DOT which also causes the target to deal less damage... the other morph as Velocious curse is now... so you can either go for burst (PvP) or a sustained DOT for a PVE dps buff.
- Overload - Change to a cheap ultimate cost, single cast lightning strike. Deals decent damage & most importantly provides a group utility buff of some kind.... maybe some kind of effect on players in the immediate area.... or some form of debuff on the mobs like taking 8% more damage from all sources for 8 seconds, something like that (But not simple regen major/minor buffs which people already have up.... something more unique)
Obviously there are other simple fixes I wouldn't include in the 3 changes... like reverting surge changes & just capping the heal at 6k, & making dark exchange an instant cast.
The idea behind my main 3 changes is to give useful choices.... one less toggle, useful DoT's to both stam / magicka builds while still keeping the theme of summoning, choices between burst/sustained dps, & group utility by replacing the cancerous cheese that is overload with something that people would want in a group environment.
These are all great, but I would settle for:
1) either a 10 second hardened ward, or a longer shield that is critable.
2) reversion of surge, or at least a buff to where it is now.
The rest is nice, but I think fixing these at least makes the class competitive in pvp / VMA in DB. Group utility is a whole other issue that will require some broader fixes as you have indicated. My sorc will get his weekly runs in for leaderboard rewards, but until group utility is improved he'll be picking flowers.
NoMaassPliz wrote: »So.... I'm guessing that if the Dev's want to make any tweaks to the Sorc class moving forward that it won't be a full scale overhaul to every skill line as many people here would like... that there would just be the time for a few changes (Not in DB obviously, but moving forward)....
SO.... if you could make just THREE changes what would they be???
Try and make them realistic, cover as many builds as possible, and also added bonus points if they are likely to be easy for the dev's to build into existing systems/mechanics rather than a total redesign of a skill.
Here's mine:
- Bound Armor - Move the max stam/magicka increases into our passives (To replace the health boost for a pet being active... make it for having a skill from anywhere in the tree being slotted.. health boost for pets being slotted is counter intuitive, if pets are out you will take less damage so why need more health?). Then change the skill to being a bound weapon... maybe a sword/bow for a stam morph, and a summoned daedric orb for magicka. These can act like DoT's dealing out damage for 10 seconds. Once summoned these bound weapons don't dispel until time is up so you can slot on either bar & have fewer toggles.
- Curse - One morph as a target based DOT which also causes the target to deal less damage... the other morph as Velocious curse is now... so you can either go for burst (PvP) or a sustained DOT for a PVE dps buff.
- Overload - Change to a cheap ultimate cost, single cast lightning strike. Deals decent damage & most importantly provides a group utility buff of some kind.... maybe some kind of effect on players in the immediate area.... or some form of debuff on the mobs like taking 8% more damage from all sources for 8 seconds, something like that (But not simple regen major/minor buffs which people already have up.... something more unique)
Obviously there are other simple fixes I wouldn't include in the 3 changes... like reverting surge changes & just capping the heal at 6k, & making dark exchange an instant cast.
The idea behind my main 3 changes is to give useful choices.... one less toggle, useful DoT's to both stam / magicka builds while still keeping the theme of summoning, choices between burst/sustained dps, & group utility by replacing the cancerous cheese that is overload with something that people would want in a group environment.
These are all great, but I would settle for:
1) either a 10 second hardened ward, or a longer shield that is critable.
2) reversion of surge, or at least a buff to where it is now.
The rest is nice, but I think fixing these at least makes the class competitive in pvp / VMA in DB. Group utility is a whole other issue that will require some broader fixes as you have indicated. My sorc will get his weekly runs in for leaderboard rewards, but until group utility is improved he'll be picking flowers.
Having a separate PVP and PVE morph for shield is a bad idea.
bloodenragedb14_ESO wrote: »bloodenragedb14_ESO wrote: »Yolokin_Swagonborn wrote: »
DW magicka sorc is what doesn't make sense. I understand why it's done but still. Pehaps instead of asking how sorcs are supposed to activate their enchants while duel wielding, we should ask why sorcs still have to DW to get more spell damage.
a sorcerer with two daggers makes sense actually, Do you know what a Athame is? its a ritualistic dagger used in spellcraft. i am a wiccan so i use them occasionally, though mine is more a shortsword, its still a valid implement.
a Sorcerer or mage that uses a dagger is not that uncommon, for those that use blood magic in many fantasy worlds, its preferable to a staff as you have to get at your, or anothers, blood somehow.
and, as far as i can remember, DnD allows wizards the use of clubs, daggers, and crossbows of all things
so Mages of all types exist, ((most still use magic as a resource, despite whatever discipline they are, but if i say that everyone and their damn mother starts jumping down my damn throat)) And they are never restricted to just one type of weapon. I personally want a Scythe, but im more necro minded anyway
No problem with your point of view from me. Kinda on the odd sides of spirituality as well. Anyway... Yes...But if we where to have that system in place it would need to do something different for every class imo. or at the very least a modifier. GW2 did it, each weapon is different and plays different on every character. And I don't think it'd be to hard to implement the system here if some thought was put into it. IE a Sorc conjures some form of medium range magickal slash attack from a sword, a warrior using a staff will do something like thishttps://www.youtube.com/watch?v=DxucIZYyFrc
but these are things that cannot be implemented anytime soon even tho they make sense. They're just not going to do this sort of work. They can't balance the skills as it is...and adding new ones is something they Avoid at all costs. (if you haven't noticed)
that would be the best way to do it, maybe once they hire more talent, i loved how that worked in GW2, especially the necro, gods i love necromancy classes in games
Having different weapon skill lines for every class sounds good on one hand, but overly complicated on the other. It's defiantly not something we could expect anytime soon if it were a direction they decided to go. This would in effect make every weapon an extension of every class, and likely require all skills to have a stam and mag morph. This is a very elligent solution to the problem, but seems it would be a balancing nightmare.
I still feel introducing two new weapon lines an easier solution, if not a better one.
First off, though I'm not sure how this could be balanced with sprinting and dodge roll, blocking with a magic based weapon should use magicka. Holding block should be a steady drain on your resource that's relative to level and current cp and can be mitigated by regen. This cost should take into account max achievable regen per level and never be less then a steady drain of 1% on mag/stam. Further resource loss from blocking damage should be relative to the strength of the attack blocked. Of course this in of itself may be a diffucult mechanic to implement but I feel this change would be good and needed for balancing new weapons and a change to which resource is used for blocking dependent on weapon used.
Although all the changes I suggested for blocking wouldn't be necessary, my idea also requires a stam morph for every class skill for balancing purposes. This also make my idea one we couldn't expect on the next update or two.
The last part is the most complicated, and likely the hardest to balance. As it sits 2H balances with destro and bow balances with resto. That leaves 1HS and DW. Only two core items need to be added, wand and some sort of focus. Wand is pretty self explanatory and in no way lore breaking. I'd give wands and their skills at most half the range of destro. Focus on the other hand is where I'd need help from lore buffs to figure out what exactly this should be. My short list includes a doll, a crystal, a buckler, a spell book, and a totem (something relevant to the style it's made in). This would give us DW wands and wand and "focus".
Wands would work similar to destro, three elemental types and a forth damage type, magic. Off hand wand must be the same as the main hand or magic damage. With DW of the same you gain the added effects given to destro. With the off hand being magic you lose the added effect but gain spell power equal to DW weapons have with no passives. Put a passive in that increases elemental effect chances to proc where applicable, and if not the passive gives effects similar to DW. As to which should do what I'm not sure.
In the first option wands used in wand and "focus" would still deal its damage type in light/heavy attacks, but the skills would not be effected by this choice, only the visuals. This skill line would be akin to one hand and shield, focusing on damage mitigation and tanking mobs (look a use for inner beast).
Just my take. I know it'd be an incredible undertaking, but wouldn't it be awesome? Here's hoping we see something like this one day.
cpuScientist wrote: »bloodenragedb14_ESO wrote: »bloodenragedb14_ESO wrote: »Yolokin_Swagonborn wrote: »
DW magicka sorc is what doesn't make sense. I understand why it's done but still. Pehaps instead of asking how sorcs are supposed to activate their enchants while duel wielding, we should ask why sorcs still have to DW to get more spell damage.
a sorcerer with two daggers makes sense actually, Do you know what a Athame is? its a ritualistic dagger used in spellcraft. i am a wiccan so i use them occasionally, though mine is more a shortsword, its still a valid implement.
a Sorcerer or mage that uses a dagger is not that uncommon, for those that use blood magic in many fantasy worlds, its preferable to a staff as you have to get at your, or anothers, blood somehow.
and, as far as i can remember, DnD allows wizards the use of clubs, daggers, and crossbows of all things
so Mages of all types exist, ((most still use magic as a resource, despite whatever discipline they are, but if i say that everyone and their damn mother starts jumping down my damn throat)) And they are never restricted to just one type of weapon. I personally want a Scythe, but im more necro minded anyway
No problem with your point of view from me. Kinda on the odd sides of spirituality as well. Anyway... Yes...But if we where to have that system in place it would need to do something different for every class imo. or at the very least a modifier. GW2 did it, each weapon is different and plays different on every character. And I don't think it'd be to hard to implement the system here if some thought was put into it. IE a Sorc conjures some form of medium range magickal slash attack from a sword, a warrior using a staff will do something like thishttps://www.youtube.com/watch?v=DxucIZYyFrc
but these are things that cannot be implemented anytime soon even tho they make sense. They're just not going to do this sort of work. They can't balance the skills as it is...and adding new ones is something they Avoid at all costs. (if you haven't noticed)
that would be the best way to do it, maybe once they hire more talent, i loved how that worked in GW2, especially the necro, gods i love necromancy classes in games
Having different weapon skill lines for every class sounds good on one hand, but overly complicated on the other. It's defiantly not something we could expect anytime soon if it were a direction they decided to go. This would in effect make every weapon an extension of every class, and likely require all skills to have a stam and mag morph. This is a very elligent solution to the problem, but seems it would be a balancing nightmare.
I still feel introducing two new weapon lines an easier solution, if not a better one.
First off, though I'm not sure how this could be balanced with sprinting and dodge roll, blocking with a magic based weapon should use magicka. Holding block should be a steady drain on your resource that's relative to level and current cp and can be mitigated by regen. This cost should take into account max achievable regen per level and never be less then a steady drain of 1% on mag/stam. Further resource loss from blocking damage should be relative to the strength of the attack blocked. Of course this in of itself may be a diffucult mechanic to implement but I feel this change would be good and needed for balancing new weapons and a change to which resource is used for blocking dependent on weapon used.
Although all the changes I suggested for blocking wouldn't be necessary, my idea also requires a stam morph for every class skill for balancing purposes. This also make my idea one we couldn't expect on the next update or two.
The last part is the most complicated, and likely the hardest to balance. As it sits 2H balances with destro and bow balances with resto. That leaves 1HS and DW. Only two core items need to be added, wand and some sort of focus. Wand is pretty self explanatory and in no way lore breaking. I'd give wands and their skills at most half the range of destro. Focus on the other hand is where I'd need help from lore buffs to figure out what exactly this should be. My short list includes a doll, a crystal, a buckler, a spell book, and a totem (something relevant to the style it's made in). This would give us DW wands and wand and "focus".
Wands would work similar to destro, three elemental types and a forth damage type, magic. Off hand wand must be the same as the main hand or magic damage. With DW of the same you gain the added effects given to destro. With the off hand being magic you lose the added effect but gain spell power equal to DW weapons have with no passives. Put a passive in that increases elemental effect chances to proc where applicable, and if not the passive gives effects similar to DW. As to which should do what I'm not sure.
In the first option wands used in wand and "focus" would still deal its damage type in light/heavy attacks, but the skills would not be effected by this choice, only the visuals. This skill line would be akin to one hand and shield, focusing on damage mitigation and tanking mobs (look a use for inner beast).
Just my take. I know it'd be an incredible undertaking, but wouldn't it be awesome? Here's hoping we see something like this one day.
I agree, it's a neat idea. But the game was not built like that. And it would be a major waste of time and resources. Just add weapons for diversity. I badly want SPEARS. Maybe Crossbows aswell. But SPEARS for melee and for magic. I guess wands but I have never seen a wand in Elder Scrolls. It just seems so weird and out of place IMO. But I mean what else could be used. Scrolls maybe lol....