...unless its just a variation of an already existing weapon.barney2525 wrote: »Every new type of weapon is going to need it's own unique skill line
...this.On a side note, some initial extra balancing would need to apply...
...and that is why I say the types would alternate.The thing about double magic is, you dont fight with right and left click (well a bit but not mainly) but with skillbars
And skillbars dont care, that you have 2 different spell elements in your hands
Weeeeeellllll...Osubaker33 wrote: »Spears are a very defensive weapon...
Actually... I always though that was the -main- point!Osubaker33 wrote: »The spear is the most used weapon throughout all of history for a good reason and not just because its simple or cheap.
Hmmm... you know, I kinda wish -everything- except 1H&Shioeld had its defense reduced by half against ranged attacks But I guess S&B just gets some extra boosts to that, so...Osubaker33 wrote: »As for defense against ranged, no they are not going to fair well and ideally id love to see that be one of the biggest downsides to using spear vs sword and board. Little protection vs ranged weapons and spells.
I disagree there.MojaveHeld wrote: »For an MMO, however, none of these suggestions are workable, they lack functionality and balance for this type of game.
Yeah, it is a bit of a "ehhh... I tried" thing, is it not? Bot for the unhorsing, well, that IS why I added a passive to reduce that, right? How much... that would need to be determined.I like the rest but mounted combat is meh.
...which would be a matter of -how much-. Or just changing the passive, like I often say, its not that I think -these- skills exactly should be done, its more that I want -something- to be done with those weapon ideas, and my thoughts are just an brainstorm of what it -could- be...Polearms sounds cool BUT the ideas you are suggesting would lead to cancerous bleed builds...
And yet we get wands in several questings. Mostly to cook or explode chickens and the occasional scamp, but still... they ARE in the game. And its a small step from exploding scamps to exploding any other critter and your neighbor for good measure, right?Grianasteri wrote: »Wands I am not so fond of, this is not Harry Potter!
And yet, nightblades have magic bows and daggers as part of their class skills too, which did not preclude them being weapons.Polearms should had been there since launch but we have Templars and adding that now will take away from a class identity.
And axes are practically sharp maces?Flails are practically maces.
Yeah, and this is just an attempt to make it somewhat utilizable within the game design. Possibly not the best, but... an attempt. it still would be cool to have "mounted knights charge" in cyrodil!Mounted combat sounds cool but i just cant see it fall into place with the game design
...since we cannot have two weapons? Says who?Twin Spells wouldn’t fall with the game design...
...though that one is a hand-crossbow skill, NOT the two-handed proper crossbow weapon alternative to bows I describe.Crossbows are already in the game under the fighters guild...
Ah, but does it exist in the way those spear chukers in orsinium do it? No? Then... why not make more of it?Ranged and melee already exists in hidden blade skill.
NO!The spell focli and subdue can be added as a class
...unless it took a big enough penalty in damage output to balance, right?A wind based staff wouldn’t hurt but it seems wind in this game is related to physical rather than magicka and coldfire is oblivion damage and that would be the mother of all nerf crying.
That's just how it happend.Why so much melee stuff and short ranged magicka stuff?
Well, go on, suggest some then!There is over abundance of melee weapons and styles as is, while there is only two real ranged weapons.
Actually... nope.This kind feels like I am reading just what you want to fit your play styles, not entirely what is feasible or good for the game.
...its not about "needed". Its about "would be fun!"I do think more weapon skills are needed but not on the melee front...
True enough. Just like they have to do the same whenever they release a new outfit style. And I fully expect them to bundle any new weapon skills with some expansion... we know how that goes, right?Problem with weapon skills though, is the new assets they would have to render for each and every motif style.
sorry that i'm poo-poo'ing all over your "ideas" but it feels like you are just trying to find a use for just about any fighting tool or fighting style you could possibly think of and then crammed them all into this list. there is no reason to make a skill line for any insignificant weapon that every existed and there is no reason to overcomplicate things either.
- Polearms- there is not much you could do but stab
- Mounted Combat - absolute impractical, i'm also trying to think of a gap closer that wouldn't look rediculous on a mount
- One Handed and Ranged - this isn't some asian mmo and there are no ninjas in ESO
- One Handed and Magic - stam and magicka don't mix well
- Twin Magic - there is no reason for this in the first place, Destruction Staves are perfectly fine
- Crossbows - redundant, they are no different from Bows
- Short Spears - why would anyone want a "Myrmidon" feeling in a fantasy game based predominantly in a medieval setting? that the Imperials are basicly Romans is bad enough as it is
- Flails - how are they different from Maces?
- Alternate Staves - how would they be different from Fire Staves exactly, appart from their visual?
- Spell Foci - yep, as a squishy spellcaster i totally want to be up close and personal all the time
- Subduing Weapons - so you want to subdue Molag Kena then?
"Conjured Weapons" in ESO have been done as class skills - DK whips, NB daggers&bow, Templar spears, Sorc armor, Necro scythe and of course the FG dawnbreaker...what about a Conjuration Skill line like bows, daggers, swords it would pretty much be a magicka melee skill line
Its not just about "need", its about what would be -fun-!Vercingetorix wrote: »The only additional weapon skill lines that are honestly needed:
Yeah, that is one I have to agree with.Vercingetorix wrote: »- Alteration Staff
Dedicated skill line for Magic Tanking, as well as defensive/utility spells
Frost Damage will go back to being DPS with passive effects that set it apart from Fire and Lightning
I wish they had done it like that from the start.I also wish One Hand and Shield were separated into One Hand skills and Shield skills, so that there's a bit more variety in skills for sword and board players.
Exactly.Veinblood1965 wrote: »Why NOT have as many fighting tools as could be implemented? That's what's nice about this game, customization of your character, not one looks alike as far as outfits go, let's go the whole way and have a ton of fighting styles.
Okay, I whipped up something along that line of thought... also added to the main post (many thankings for the inspiration @Vercingetorix !)Vercingetorix wrote: »- Alteration Staff
TheShadowScout wrote: »Warding Staff
It seems somewhat clumsy to have a destruction staff as a main weapon as magica tank, so… why not give ice back to doing damage and slowing enemies, and make up a completely new weapon for tanky uses? One that uses magicka to block, obviously, and maybe has the taunt heavy attack, or maybe not (since it can get a skill for that)Skills:
• Hex Bolt (magic projectile, does damage, taunt and physical defense)
- Morph1: Hex Volley (+ fires up to three bolts at nearby enemies)
- Morph2: Jinx Bolt (+ snare / duration)
• Empowered Ward (damage shield, recovers shield strength if blocking while active)
- Morph1: Enchanted Ward (+ spell resistance while active)
- Morph2: Empowered Barrier (+ physical resistance while active)
• Burdening Seal (AoE cast at location, snare and reduce spell defense / duration)
- Morph1: Enfeebling Seal (+ reduce physical damage wile in AoE)
- Morph2: Burdening Hex (+ magic DoT while in AoE)
• Warding Enchantment (increase spell resistance / duration)
- Morph1: Protective Enchantment (+ increase physical resistance)
- Morph2: Warding Aura (+ AoE around caster, affecting all allies in range)
• Guardian Wisp (summons a wisp pet that will increase magicka, and deny stealth to enemies)
- Morph1: Avenging Wisp (+ wisp will also launch magic attacks to nearby enemies)
- Morph2: Guardian Spirit (+ spell resistance, wisp is bigger and golden)
Ultimate: Warding Barrier (Large AoE, damage resistance to allies within, blocks enemy entry)
- Morph1: Imbued Barrier (+ resource recovery boots to allies within)
- Morph2: Warding Seal (+ blocks enemy movement out of the area as well, trapping them inside)
Passives:
• Enchantments: increase duration for taunts and debuffs
• Sanctuary: reduced skill cost and lowered blocking cost
• Mystic Power: increase magicka recovery / ward ability slotted
• Hardened Ward: allows to block more damage
• Mana Manipulation: blocked spells have a chance to reflect at the caster
TheShadowScout wrote: »Martial Arts Magic
This is not really a weapon option known in the classic elder scrolls universe, it would be more fitting for a Japanese style anime, but... it might be interesting, they could very well add it with an "Akaviri" themed expansion, as it might fit in there... basically mixing brawling and magic for a truely "Melee Magic" skill line... the weapon for this skill line might be specially enchanted bracelets or mystic bands (which would need no crafting style as they would not appear by themselves, just as "mystic aura" around the users hands when "drawn")
Due to its mix of physical and magical nature of attacks, this weapon skill line starts out as magica, but has many stamina morphs... it would be better as half-half, but... that is not reallySkills:
• Empowered Strike (magical melee strike that bypasses half enemy armor)
- Morph1: Empowered Slash (+ Bleeding DoT / duration; stamina morph)
- Morph2: Cursed Strike (+ decrease physical damage / duration)
• Acrobatic Jump (jump over opponent like rogue NPCs – auto-dodge next enemy attack)
- Morph1: Acrobatic Strike (+ auto light weapon attack while jumping, stamina morph)
- Morph2: Veiled Jump (+ turn momentarily invisible while jumping, next attack auto-critical)
• Challenge Geas (taunt & target does half damage against all other enemies/duration)
- Morph1: Challenge Curse (+target defense and movement speed reduced)
- Morph2: Challenge Entrancement (+affects nearby targets, max 3)
• Mystic Shields (gain damage resistance against melee attacks only / duration)
- Morph1: Auric Shields (+gain extra damage resistance when blocking, stamina morph)
- Morph2: Mystic Protection (+gain spell resistance against all magic attacks)
• Mystic Strength (increase defense & health recovery, martial artist recovery scream animation!)
- Morph1: Mystic Might (+gain increased damage to L/H attacks and MAM skills / duration)
- Morph2: Mystic Power (+ gain increased magica recovery / duration)
Ultimate: Battle Spirit (increased movement speed, dodge chance & resource regeneration / dur)
- Morph1: Warrior Spirit (+ increased defense & CC immunity)
- Morph2: Berserker Spirit (+ health recovery on ALL damage done)
Passives:
• Chi Master: reduce cost for Martial Arts Magic skills
• Mystic Monk: increased critical chance per MAM skill slotted
• Quick Strikes: chance to make an additional second hit to nearby target on light attack
• Massive Resistance: Increased spell resistance per MAM skill slotted
• Second Sight: Gain chance to automatically dodge melee attacks only