The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.
The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.
Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.
The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.
The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.
Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.
The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.
The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.
Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.
Literally the only thing that is different between the skills is one heals and one deals damage. Even if the morphs make them slightly different, they are basically the same skill. They have very similar animations and honestly you could probably get them mixed up if they swapped around the names or effects.
The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.
The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.
Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.
Literally the only thing that is different between the skills is one heals and one deals damage. Even if the morphs make them slightly different, they are basically the same skill. They have very similar animations and honestly you could probably get them mixed up if they swapped around the names or effects.
You are wrong, as others have pointed out as well.
You fail to note the damage skill has both a stamina morph and a magicka morph which makes the entire OP flawed at the core. The animations are pretty irrelevant to the discussion.
It really seems you are not very familiar with the skills as a whole and are really just looking at the parts you are interested in and do not see the entire build of each skill.
Seraphayel wrote: »The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.
The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.
Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.
Your logic is a bit flawed imho as there are several examples in game that represent exactly what OP suggested. Just look at Ash Cloud from DKs. The skill was changed a lot but now it boils down to: healing morph or damage morph.
For Tether/Siphon it should be exactly the same as it's basically twice the same skill, which is totally unnecessary.
Seraphayel wrote: »The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.
The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.
Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.
Your logic is a bit flawed imho as there are several examples in game that represent exactly what OP suggested. Just look at Ash Cloud from DKs. The skill was changed a lot but now it boils down to: healing morph or damage morph.
For Tether/Siphon it should be exactly the same as it's basically twice the same skill, which is totally unnecessary.
It is really your logic that is flawed as you are failing to see the stamina morph the necro has which when that is considered your comparison makes no sense at all.
Now, if you said screw the stamina morph, that you want the healing skill to have the damage morph and total rework of the one in the damage line then you would begin to make sense. However, like OP you are not considering the big picture of the damage morphs as they currently are. That is why the suggestion in the OP is flawed.
Seraphayel wrote: »The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.
The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.
Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.
Literally the only thing that is different between the skills is one heals and one deals damage. Even if the morphs make them slightly different, they are basically the same skill. They have very similar animations and honestly you could probably get them mixed up if they swapped around the names or effects.
You are wrong, as others have pointed out as well.
You fail to note the damage skill has both a stamina morph and a magicka morph which makes the entire OP flawed at the core. The animations are pretty irrelevant to the discussion.
It really seems you are not very familiar with the skills as a whole and are really just looking at the parts you are interested in and do not see the entire build of each skill.
Again, this can easily be solved by applying the "scales with your highest ressource" addition to the skill which is already in game for a bunch of skills.
Tether and Siphon are identical in how they function and therefore should be the same skill but with two different morphs.
No other class has identical skills in two different skill lines.
Seraphayel wrote: »The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.
The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.
Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.
Literally the only thing that is different between the skills is one heals and one deals damage. Even if the morphs make them slightly different, they are basically the same skill. They have very similar animations and honestly you could probably get them mixed up if they swapped around the names or effects.
You are wrong, as others have pointed out as well.
You fail to note the damage skill has both a stamina morph and a magicka morph which makes the entire OP flawed at the core. The animations are pretty irrelevant to the discussion.
It really seems you are not very familiar with the skills as a whole and are really just looking at the parts you are interested in and do not see the entire build of each skill.
Again, this can easily be solved by applying the "scales with your highest ressource" addition to the skill which is already in game for a bunch of skills.
Tether and Siphon are identical in how they function and therefore should be the same skill but with two different morphs.
No other class has identical skills in two different skill lines.
This is not how skills are typically handled. off hand I cannot think of a single skill that does this but I expect there is one somewhere.
Further, the skills are not identical. One heals and one damages so it is a huge stretch to say they are. But at least you are beginning to address the huge flaw in the OP.
Edit: This pretty much addressed your last post as well where you begin to redesign a base aspect of skills in the game in a manner that could have negative consequences.
Seraphayel wrote: »Seraphayel wrote: »The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.
The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.
Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.
Your logic is a bit flawed imho as there are several examples in game that represent exactly what OP suggested. Just look at Ash Cloud from DKs. The skill was changed a lot but now it boils down to: healing morph or damage morph.
For Tether/Siphon it should be exactly the same as it's basically twice the same skill, which is totally unnecessary.
It is really your logic that is flawed as you are failing to see the stamina morph the necro has which when that is considered your comparison makes no sense at all.
Now, if you said screw the stamina morph, that you want the healing skill to have the damage morph and total rework of the one in the damage line then you would begin to make sense. However, like OP you are not considering the big picture of the damage morphs as they currently are. That is why the suggestion in the OP is flawed.
What big picture? It really doesn't matter if it's a Stamina morph or not when the skill overall scales with your highest ressource. They just did this with Inferno.
Seraphayel wrote: »Seraphayel wrote: »The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.
The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.
Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.
Literally the only thing that is different between the skills is one heals and one deals damage. Even if the morphs make them slightly different, they are basically the same skill. They have very similar animations and honestly you could probably get them mixed up if they swapped around the names or effects.
You are wrong, as others have pointed out as well.
You fail to note the damage skill has both a stamina morph and a magicka morph which makes the entire OP flawed at the core. The animations are pretty irrelevant to the discussion.
It really seems you are not very familiar with the skills as a whole and are really just looking at the parts you are interested in and do not see the entire build of each skill.
Again, this can easily be solved by applying the "scales with your highest ressource" addition to the skill which is already in game for a bunch of skills.
Tether and Siphon are identical in how they function and therefore should be the same skill but with two different morphs.
No other class has identical skills in two different skill lines.
This is not how skills are typically handled. off hand I cannot think of a single skill that does this but I expect there is one somewhere.
Further, the skills are not identical. One heals and one damages so it is a huge stretch to say they are. But at least you are beginning to address the huge flaw in the OP.
Edit: This pretty much addressed your last post as well where you begin to redesign a base aspect of skills in the game in a manner that could have negative consequences.
???
Please look at Inferno, that skill is everything Tether/Siphon should be as it's exactly what I propose.
https://elderscrollsonline.wiki.fextralife.com/Inferno
One damage morph which fits Stamina and Magicka builds, one healing morph that fits the healer and the tank role.
And the skills are identical in how they function, come on. Yes, one is damage and the other is healing but that's usually what gets separated via morphs. One skill increases healing by 3%, the other damage by 3%, one heals for 1000, the other damages for 1000 - even the values are identical.
Funny how inferno does not change it's damage type based on ones max stat according to the tooltip on live. With max stam being highest the tooltip is still reading flame damage, even when slotted.
I do not think it is a good idea to suggest stamina necros start doing magika based damage from their class skills. So your point is rather flawed and in fact the Necro skills in question are in fact different.
Seraphayel wrote: »Funny how inferno does not change it's damage type based on ones max stat according to the tooltip on live. With max stam being highest the tooltip is still reading flame damage, even when slotted.
I do not think it is a good idea to suggest stamina necros start doing magika based damage from their class skills. So your point is rather flawed and in fact the Necro skills in question are in fact different.
Shocking Siphon
Cost: 3240 Magicka
Violently drain the last spark of life from a corpse, dealing 2196 Shock Damage over 12 seconds to all enemies around the corpse and between you and the corpse.
While slotted, your damage done is increased by 3%.
vs.
Restoring Tether
Cost: 3240 Magicka
Siphon the last remnants of life from a corpse, healing for 2160 over 12 seconds to yourself and all allies between you and the corpse.
While slotted, your healing done is increased by 3%.
Show me ONE other class in the game which has skills that are identical in that they not only have identical functionality but identical costs and outcomes, too. This is so obviously something that should be separated via morphs that it's mind-boggling how you cannot see this.
I do not want to weaken Stamina Necromancers but there is no point why Necromancer should have both skills. It's one wasted skill for the entire class.
Seraphayel wrote: »Funny how inferno does not change it's damage type based on ones max stat according to the tooltip on live. With max stam being highest the tooltip is still reading flame damage, even when slotted.
I do not think it is a good idea to suggest stamina necros start doing magika based damage from their class skills. So your point is rather flawed and in fact the Necro skills in question are in fact different.
Shocking Siphon
Cost: 3240 Magicka
Violently drain the last spark of life from a corpse, dealing 2196 Shock Damage over 12 seconds to all enemies around the corpse and between you and the corpse.
While slotted, your damage done is increased by 3%.
vs.
Restoring Tether
Cost: 3240 Magicka
Siphon the last remnants of life from a corpse, healing for 2160 over 12 seconds to yourself and all allies between you and the corpse.
While slotted, your healing done is increased by 3%.
Show me ONE other class in the game which has skills that are identical in that they not only have identical functionality but identical costs and outcomes, too. This is so obviously something that should be separated via morphs that it's mind-boggling how you cannot see this.
I do not want to weaken Stamina Necromancers but there is no point why Necromancer should have both skills. It's one wasted skill for the entire class.
Again, you are comparing a healing skill to a damage skill and merely because they have the same duration and a similar animation you say they are the same.
Further, as I have pointed out you are ignoring the stamina morph and your work around to that is deeply flawed as I have clearly pointed out. The flaw is extremely obvious, that you want a stamina builds to use class skills that scale off stamina but do magika damage which will not utilize most of their CP or penetration. That is exactly what your example is stating.
It is that simple and no matter how much you try to stretch the truth it is clearly not changing the reality of the skills.
Seraphayel wrote: »Seraphayel wrote: »Funny how inferno does not change it's damage type based on ones max stat according to the tooltip on live. With max stam being highest the tooltip is still reading flame damage, even when slotted.
I do not think it is a good idea to suggest stamina necros start doing magika based damage from their class skills. So your point is rather flawed and in fact the Necro skills in question are in fact different.
Shocking Siphon
Cost: 3240 Magicka
Violently drain the last spark of life from a corpse, dealing 2196 Shock Damage over 12 seconds to all enemies around the corpse and between you and the corpse.
While slotted, your damage done is increased by 3%.
vs.
Restoring Tether
Cost: 3240 Magicka
Siphon the last remnants of life from a corpse, healing for 2160 over 12 seconds to yourself and all allies between you and the corpse.
While slotted, your healing done is increased by 3%.
Show me ONE other class in the game which has skills that are identical in that they not only have identical functionality but identical costs and outcomes, too. This is so obviously something that should be separated via morphs that it's mind-boggling how you cannot see this.
I do not want to weaken Stamina Necromancers but there is no point why Necromancer should have both skills. It's one wasted skill for the entire class.
Again, you are comparing a healing skill to a damage skill and merely because they have the same duration and a similar animation you say they are the same.
Further, as I have pointed out you are ignoring the stamina morph and your work around to that is deeply flawed as I have clearly pointed out. The flaw is extremely obvious, that you want a stamina builds to use class skills that scale off stamina but do magika damage which will not utilize most of their CP or penetration. That is exactly what your example is stating.
It is that simple and no matter how much you try to stretch the truth it is clearly not changing the reality of the skills.
As if you couldn't fix that in the same regard as the scaling issue. You still insisting on how these skills are so different is ridiculous. Again, please come up with one another example where two skills are functioning the same, cost the same, do the same except one is red and the other is blue.
Seraphayel wrote: »Seraphayel wrote: »Funny how inferno does not change it's damage type based on ones max stat according to the tooltip on live. With max stam being highest the tooltip is still reading flame damage, even when slotted.
I do not think it is a good idea to suggest stamina necros start doing magika based damage from their class skills. So your point is rather flawed and in fact the Necro skills in question are in fact different.
Shocking Siphon
Cost: 3240 Magicka
Violently drain the last spark of life from a corpse, dealing 2196 Shock Damage over 12 seconds to all enemies around the corpse and between you and the corpse.
While slotted, your damage done is increased by 3%.
vs.
Restoring Tether
Cost: 3240 Magicka
Siphon the last remnants of life from a corpse, healing for 2160 over 12 seconds to yourself and all allies between you and the corpse.
While slotted, your healing done is increased by 3%.
Show me ONE other class in the game which has skills that are identical in that they not only have identical functionality but identical costs and outcomes, too. This is so obviously something that should be separated via morphs that it's mind-boggling how you cannot see this.
I do not want to weaken Stamina Necromancers but there is no point why Necromancer should have both skills. It's one wasted skill for the entire class.
Again, you are comparing a healing skill to a damage skill and merely because they have the same duration and a similar animation you say they are the same.
Further, as I have pointed out you are ignoring the stamina morph and your work around to that is deeply flawed as I have clearly pointed out. The flaw is extremely obvious, that you want a stamina builds to use class skills that scale off stamina but do magika damage which will not utilize most of their CP or penetration. That is exactly what your example is stating.
It is that simple and no matter how much you try to stretch the truth it is clearly not changing the reality of the skills.
As if you couldn't fix that in the same regard as the scaling issue. You still insisting on how these skills are so different is ridiculous. Again, please come up with one another example where two skills are functioning the same, cost the same, do the same except one is red and the other is blue.
Assuming you are trying to say Zos could fix the damage type based on scaling then you are assuming it is an easy fix. Since I cannot recall a single skill in the game that does that we know it is not a simple fix and certainly not something available in game already.
Further, my insistence that two skills that are in fact different are actually different is very far from ridiculous. The only way they can be even very similar outside of the animation is if you ignore the stamina aspect as I have clearly pointed out and your suggested fix is extremely far from easily doable.
And as long as that is the case, this is pretty much a moot point due to the serious flaw I pointed out and no feasible solution has been suggested. Enjoy the game.
edit: and I see the thread died. Not surprised.
Waffennacht wrote: »What is being said is:
You can redesign the damage ability to cover all 4 morphs.
Tether morph A becomes: siphon blah blah blah dealing disease or magic damage and returning x magicka or x stamina based on whichever is higher
Tether morph B: blah blah blah return x health and x Stam or x mag etc based on whichever is higher
(You get the idea)
Then you take the other ability and give necro something More.
The necro is fine with temporary summons.
The last thing we need is even more perma-pets running around getting in the way of everything.