https://youtu.be/bMpFmHSgC4Q HeroOfNone wrote: »Ideas and Solutions for the FutureNow not all is doom and Gloom, there are several things we can do to change things.
Attacking a players Stamina & Magicka, damaging resources and Debuffing Regeneration
Up till now, most player abilities have always targeted health. There are a few ways to take away someone’s stamina, but each time it required them to block or dodge roll to avoid attacks. Recently however ZOS has been exploring adding magicka damage from lightning ballista and stamina damage from oil catapults. Based on this change there are new ways to offer growth to characters:
- Minor/major Resource Debuff, reducing resource regeneration by 5% (minor) or 10% (Major)
- Resource damaging based on a fixed number
- Resource Damaging based on a % of the enemy’s max resource
Examples of PVP armor sets changesMore can be added, modified to this list, this is just an initial example of how sets can be changed to have a base impact in Cyrodiil
- 5 piece Shieldbreaker takes away of a player’s 10% of max Magicka if they have a shield up, 4 second cool down.
- 5 piece Morag Tong to give minor debuff stamina regeneration by 15%
- 5 piece Light of Cyrodiil to give minor debuff magicka Regeneration by 15%
- 5 piece twin sisters damages X stamina of enemy attacks blocked while in melee range
- 5 piece Beckoning Steel Set giving a minor debuff of both Magicka and Stamina for any projectiles summoned to the target
Examples of Skill changes
- Assault skill lines – some could be added or modified to add in more utility to players
- Anti-Cavalry Caltrops – Deals x stamina damage every second while in the field, in addition to its damage and anti-mount ability
- Support skill lines –
- Scorching Flare – Deals x Magicka damage while in the field, in addition to its reveal and damage
- Weapon Skill lines
- Ice staff – focuses on damaging stamina of targets
- Destructive Clench damages x stamina
- Elemental Blockade damages x stamina while in its field
- Lightning staff – focuses on damaging magicka of targets
- Destructive Clench damages x Magicka
- Elemental Blockade damages x Magicka while in its field
- Fire staff – focus on damaging the targets, no effected changes
- Restoration staff – focus on healing and buffing, no effected changes, but a purge ability should be added
- Bow – Focus on debuffing and reducing the regenerations of targets
- Venom Arrow gives major Magicka regen debuff when target is interrupted
- Draining Shot damages x stamina
- Acid Spray gives Minor Stamina regen debuff
- Lethal Arrow gives a major Stamina regen debuff
- Dual wield – focus on damage, though giving stamina regen debuff minor with axes
- 2 hander - focus on stamina and magicka damaging abilities, alternative to its DPS builds
- Dizzying Swing damages x stamina on target in addition to reducing damage
- Cleave builds ultimate and takes x magicka for targets.
- Reverse slice damages x magicka in addition to hitting multiple targets
- Weapon and shield - focus on mitigation, no effected changes?
- Class Line Skills
- DragonKnight – Currently one of the most hurting class in PVP, and can probably use the biggest boost
- Flame Lash damage x Magicka on target
- Burning Embers damages x stamina when effect ends
- Choking Talons gives Major stamina regen debuff while in the talons
- Deep Breath damages x Magicka on all targets interrupted
- Draw Essence gives Minor Magicka regen debuff on the hit
- Stone Giant damages x Stamina on Target
- Eruption - gives minor stamina regen debuff while in the cloud
- NightBlade – being the meta damage dealers, I don’t feel they need major buffs with this, but we could offer alternatives to their high damage abilities
- Sorcerer – being our runner up with burst damage in Cryodill I feel they should be given the least buff from these abilities, but alternatives could be given
- Templar – the purge abilities will be more important with several of these debuffs
Elemental & spell affinity shifts on class abilities
A lot of classes are currently stuck in one affinity or another, which has caused issues with champion point spreads, armor sets, and more. Giving players the ability to change sets would add another layer of customization for your character. While there will be more complexity that could lead to balance issues, given the above changes we can see the builds scale out much more evenly across the classes.Method A: change any elemental damage on a stamina to magic or poison damage. This is a simple fix, but will help multiple builds that are using the ritual lines and possibly give certain armor sets a better use
Method B: Offer specific elemental changes on a few morphed abilities
A little more complex, but offering different elements each class can go into will help give more complexity into builds
Method C: a base switch of all elemental damage to another element
A bit more complex, but offering a full shift of elements for all class abilities. This would require a skill reset to change back. The basics of each would be:Possible Additions, for further complexity.
- Fire – high damage, lingering effect damage
- Ice – moderate damage, focus on snares and stamina damage
- Lightning – moderate to high damage, focus on CC and magicka damage
- Poison – moderate damage in dots, focus on debuffing magicka and stamina
- Magic - high damage straight damage.
HeroOfNone wrote: »
Training & Exploration: combining because I wouldn't want these removed, but combined together & a 1% exp boost per upgrade. With this, you could be getting more exp for grinding out your levelsx up to 36%. Not everyone would use it, but a lot more would!
Sturdy : most of us don't care about the repair bill to our armor, and this is kind of a joke. But, if we added in a reduction to blocking, it might be used more by tanks and less shunned.
Well-fitted : I like the sprint reduction, but its not well liked by most. Add in a reduction to roll dodging however and the two would work well on various builds that need to constantly move.
Ornate : the trait that's not a trait we can make! I'd say increase the amount of gold and the chance for double harvesting when wearing this trait on armor. As for making it, make a hard to get stone that is an easier drop than nirncrux. If crafters choose to make an item and sell it, all the better! It should help improve their rewards for research and use op materials.
HeroOfNone wrote: »Can we get some different magic type damage with the undaunted helm and shoulder lines?
Spawn of Mephala (poison) - Fully charged heavy attacks have a 30% chance to create a web for 5.0 seconds. Web deals [x] Magic Damage every 1.0 second and snare enemies 50.0%.
https://www.youtube.com/watch?v=TbT-cW8Zb7o tony.augeb14_ESO wrote: »Dear ZOS,
Just make all damage shields last 6 seconds. That will make it hard to stack shields.
Sincerely,
Disgruntled Templar
tony.augeb14_ESO wrote: »tony.augeb14_ESO wrote: »Dear ZOS,
Just make all damage shields last 6 seconds. That will make it hard to stack shields.
Sincerely,
Disgruntled Templar
Oops, my bad sorcs. From November 2015 so yeah, 6 months seems right.
http://forums.elderscrollsonline.com/en/discussion/comment/2414951/#Comment_2414951
tony.augeb14_ESO wrote: »tony.augeb14_ESO wrote: »Dear ZOS,
Just make all damage shields last 6 seconds. That will make it hard to stack shields.
Sincerely,
Disgruntled Templar
Oops, my bad sorcs. From November 2015 so yeah, 6 months seems right.
http://forums.elderscrollsonline.com/en/discussion/comment/2414951/#Comment_2414951
Still holding on hope that it'll be the game we were promised years ago.
The only ideas ZoS listens to are the ones from the streamers. If they ACTUALLY listened to anyone on the forums, then they would have not nerfed blocking with the coming patch. We had a HUUUUGE Tank suggestion thread here before and they didnt listen to ANYTHING coming out of that. No one has ever suggested nerfing any aspect of HA, yet here we are.