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Increasing The Skill Factor Part 1(Skill Finesse)

Kalifas
Kalifas
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The Power Modifier Gauge
Some games have a charging mechanic to make specific skills be stronger. This game has a Heavy Attack charging feature. I am wanting this to apply to the whole game but not just a simple charge mechanic. This mechanic is based off the concept of momentum and is symbolized with this picture of a power gauge.

Rules of The Power Modifier:
The idea is this will apply to any and all skills or spells you cast in the game.
The skill/spell will not fire until you release the button.
The longer you hold the key/button, the more accuracy drops, the more cost is associated, and the more max damage output you can do.
Think of the maximum power like a guaranteed critical if it lands.

The Mechanics of The Power Modifier Gauge
  • Low Charge- If you want to cast with high accuracy,lower cost,lower durations, lower potency, you tap the skill button/key.
  • Moderate Charge- If you want to cast with moderate accuracy,moderate cost,moderate durations, moderate potency, you press the skill button/key and hold it for one second.
  • High Charge- If you want to cast with lowest accuracy,highest cost,longest durations, highest potency, you press the skill button/key and hold it for 1.5 seconds.

Extended Explanation of How The Power Modifier Processes Mechanics
  • The Low Charge activates whatever your base skill effects are and cast them with additional properties above while adding 25% of the percentage you put into Champion Points that affects that skill when they land.
  • The Moderate Charge activates whatever your base skill effects are and cast them with additional properties above while adding 50% of the percentage you put into Champion Points that affects that skill when they land.
  • The High Charge activates whatever your base skill effects are and cast them with the additional properties above while adding 100% of the percentage you put into Champion Points that affects that skill when they land.


PowerModifierGauge.jpg

Obviously, for this to work. Some kind of UI will have to exist to support it so you can watch your meter if you do not have good muscle memory.
  • Option 1: An actual gauge in the UI is implemented that exist around or beside the normal Health, Stamina, and Magicka resource bars.
  • Option 2: A glow is applied to the weapon to signify at what point you are charged to green, yellow, or red.
  • Option 3: A number text showing a percentage that rise of falls over each skill and certain percentages tell you what you are currently charged to.

Hope you like the idea of this. Stay Tuned for Part 2. ;)
An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • Molag_Crow
    Molag_Crow
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    This would make archery (bows) so much more interesting in ESO also. Nice idea, I haven't read all of it yet though!
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  • KochDerDamonen
    KochDerDamonen
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    You're losing me on the 'accuracy' part, otherwise finding the concept good. Only issue coming to mind is the effect on fire and forget spells, or ones with already long durations. Proxy Det, Ritual, or any attack from stealth, why would you not charge?
    If you quote someone, and intend for them to see what you have said, be sure to Mention them with @[insert name].
  • Kalifas
    Kalifas
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    You're losing me on the 'accuracy' part, otherwise finding the concept good. Only issue coming to mind is the effect on fire and forget spells, or ones with already long durations. Proxy Det, Ritual, or any attack from stealth, why would you not charge?
    Accuracy in that you wouldn't whiff or get resisted as often. As for spells that already have long durations. ZoS could come up with ways to take advantage of the gauge for any skill. I just suggested a few like increased duration and potency. Say for spells that are already long duration, if cast with High Charge, you would get wicked increased potency if it landed.
    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
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