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Crystal Weapon

  • Vaoh
    Vaoh
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    LOL.

    After years of players asking for Crystal Blast to become a Stamina morph, and many of the suggestions being to make it a spammable...

    ....and the result is a CRUSHING WEAPON COPY INSTEAD OF A REAL SPAMMABLE :lol:
  • Ratzkifal
    Ratzkifal
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    Honestly, I think this is probably the best decision they could have made skill-fantasy-wise. Stamsorcs are supposedly filling the Battlemage archetype - the magic caster with the magical twohanded weapon. This class spammable is ideal for this type of build because it makes use of your actual weapon.
    Now it just needs to be useful too and feel less clunky to use than Crushing Weapon does.

    This Bosmer was tortured to death. There is nothing left to be done.
  • luen79rwb17_ESO
    luen79rwb17_ESO
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    I like the concept but not how it's implemented(sp?).

    Anyways IMO the stam morph should've retained the proc chance of the mag version, only that when it does proc it would summon these dark crystals with the shape of your weapons and when you cast the instant skill your character would slam them with a huge-looking blow (something like reverse slice) on your opponent for physical damage.

    It's not a spammable but I'd much rather have this than all this psijic rip-off and NB bound arms rip-off. This would've keep the sorc's fantasy, look & feel and class specific mechanics.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • lucky_Sage
    lucky_Sage
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    Well now I’m disappointed with it thought it was a real spammable
    DC PC NA
    Magdk - main
    Stamcro - alt

    AD PS4 NA -retired (PC runs way better to play on console)
    magdk
    magblade
    stamplar
    magden
    magsorc

  • Kolzki
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    I'm not a fan of placing unique debuffs on spammables. It puts classes in a position where either (1) they can't run any other spammable in an optimised group or (2) it gets run on a tank/healer. Will this be another stone giant?
  • YandereGirlfriend
    YandereGirlfriend
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    I actually really love the visuals!

    I'm fine with this as a spammable but it really does need to be tuned in such as a way so as to make it actually compete with Rapid Strikes and Wrecking Blow.

    One thing that is overlooked is that we finally have a method of accessing the Blood Magic passive which will give us ENORMOUS class self-healing capability when paired with Critical Surge.
  • Ezhh
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    I really like Ele Weapon and enjoy weaving it (someone has to, right?). However Crushing Weapon felt terrible when I tested it. I think the reason is because you usually use Ele Wep with a staff you can cast it while the attack is in motion and it applies to that same LA>Skill combo. I don't have an easy way to test now, but from what I recall this didn't play out with Crushing Wep and the damage was delayed, overall leading to a loss of dps on your first LA>Skill combo, where you'd only get the LA damage, and that made it feel terrible. I hope the new skill will feel better, but I'm a bit worried it will have the same issue.
    Edited by Ezhh on July 13, 2020 10:06PM
  • CP5
    CP5
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    I actually enjoy crushing weapon. This is just crushing weapon for sure. Both cost about the same, this one hits ever so slightly harder but doesn't have the passive psijic damage, both heal you when you damage with them, I enjoy the fact that like crushing it is usable for melee and ranged builds. As much as I can't think of a skill that would be as versatile for different builds as this one it is another quick reskin just like bound armaments got and isn't going to shake things up at all. And the minor armor debuff isn't going to be all that useful outside of maybe pvp or solo content but in those areas you have better options.
  • Dracane
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    I actually really love the visuals!

    I'm fine with this as a spammable but it really does need to be tuned in such as a way so as to make it actually compete with Rapid Strikes and Wrecking Blow.

    One thing that is overlooked is that we finally have a method of accessing the Blood Magic passive which will give us ENORMOUS class self-healing capability when paired with Critical Surge.

    What would that require? In terms of damage, it is competitive with flurry and with dizzying swing since it's faster.
    It is also cheaper than both of these abilities. The inferior state seems to exclusively come from Sorcerer having pretty bad damage passives, particularly the dark magic tree, which has none.

    With the dual wield and 2handed line have some strong passives that add to their superiority. That 1-2% damage in form of penetration is a slight plus and blood magic (quite underpowered in my opinion).

    I love how it looks. I want to level up my stamsorc and one shot people with crystal weapon + crushing weapon then overload light attack and flying blade and all hits at once. My magsorc will look pitiful next to it with her version of the same combo.

    4p9e7b85xdld.png
    Edited by Dracane on July 13, 2020 10:19PM
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Atherakhia
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    This is so lazy and boring. People aren't fond of using Elemental Weapon because of how counter intuitive it is. Honestly, they should have copied the DK's Stone Fist skill, made it so you cast Crystal Blast, it summons 3 floating crystals around you, you can use the skill again to launch them, or if a target is within melee range, it would consume a charge and hit a target once per second till out of charges.

    This skill is awful and while I'm grateful that Stam Sorcs got something, this is terrible.
  • YandereGirlfriend
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    I think that you hit the nail on the head @Dracane .

    It needs some combination of: a) more attractive base damage, b) stronger secondary effect or c) a buff for Dark Magic passives for it to be worth it on the merits versus, as you say, the strong passives of especially DW but also 2H (and Empower in the case of Wrecking Blow) that augment the damage and utility of its competitors.

    There's also the aspect of a virtually guaranteed Poison or Bleed proc from Rapid Strikes and their correspondingly much lower chances to proc when not using a Weapon Ability as your spammable.

    Overall, I would probably be the happiest if they simply buffed one or more of the Dark Magic passives to include something useful for damage. A change as simple as having Blood Magic heal you and damage the enemy for the healed amount would be a nice place to start.
  • Dracane
    Dracane
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    I think that you hit the nail on the head @Dracane .

    It needs some combination of: a) more attractive base damage, b) stronger secondary effect or c) a buff for Dark Magic passives for it to be worth it on the merits versus, as you say, the strong passives of especially DW but also 2H (and Empower in the case of Wrecking Blow) that augment the damage and utility of its competitors.

    There's also the aspect of a virtually guaranteed Poison or Bleed proc from Rapid Strikes and their correspondingly much lower chances to proc when not using a Weapon Ability as your spammable.

    Overall, I would probably be the happiest if they simply buffed one or more of the Dark Magic passives to include something useful for damage. A change as simple as having Blood Magic heal you and damage the enemy for the healed amount would be a nice place to start.

    I also think Blood Magic is in need of a slight rework.
    Your suggestion is really great. I wish it would trigger on any dark magic ability, not just when an offensive one hits a target. It would be cool if it procs a heal over time rather than a small instant heal.

    While your suggestion is certainly better for the servers, it always bothered me a bit that dark deal can not proc blood magic at all.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • noblecron
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    Oooh I kinda like this
  • MincVinyl
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    Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.

    Also im sure its duration will be reduced to 2s so it cant be used with crushing
  • TerrorFlynn
    TerrorFlynn
    Soul Shriven
    Literally the least i could have hoped for in a spammable
  • Beffagorn
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    Hey, at least it's not as awful as Stonefist :trollface:
  • Celestro
    Celestro
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    MincVinyl wrote: »
    Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.

    Also im sure its duration will be reduced to 2s so it cant be used with crushing

    Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.

    And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.
  • MincVinyl
    MincVinyl
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    Celestro wrote: »
    MincVinyl wrote: »
    Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.

    Also im sure its duration will be reduced to 2s so it cant be used with crushing

    Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.

    And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.

    Nah blood magic is good how it is, you actually wont need as much damage for crystal weapon in pvp due to it being able to be synced up closer to ultimates for burst compared to a normal ability. Not to mention how nice the heal from blood pairs with stamsorc's kit of surviving by being aggressive

    In terms of the dizzy, they could have just reskinned the dizzy animation with a purple crystal sword animation....i wouldnt even care if it had the knockup like old dizzy, just that blunt damage was what was so nice. The current offbalance dizzy feels boring and weak, with a stun/snare not tied to any animation and seemingly random. Unlike swinging your sword upwards and knocking the opponent....you know....upwards. Obviously into the jump reverse slice for style points.
    Edited by MincVinyl on July 14, 2020 12:06AM
  • Celestro
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    MincVinyl wrote: »
    Celestro wrote: »
    MincVinyl wrote: »
    Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.

    Also im sure its duration will be reduced to 2s so it cant be used with crushing

    Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.

    And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.

    Nah blood magic is good how it is, you actually wont need as much damage for crystal weapon in pvp due to it being able to be synced up closer to ultimates for burst compared to a normal ability. Not to mention how nice the heal from blood pairs with stamsorc's kit of surviving by being aggressive

    In terms of the dizzy, they could have just reskinned the dizzy animation with a purple crystal sword animation....i wouldnt even care if it had the knockup like old dizzy, just that blunt damage was what was so nice. The current offbalance dizzy feels boring and weak, with a stun/snare not tied to any animation and seemingly random. Unlike swinging your sword upwards and knocking the opponent....you know....upwards. Obviously into the jump reverse slice for style points.

    I mean, its not exactly the worse passive there ever was but looking at a lot of reworked passives for base classes and just all of the passives for the newer classes, it just feels too shoehorned into being something only tanks can capitalize on when it could be broadened a bit to still be used best by them.

    It is understandable made so given its the "tank" skill line but with the way the sorcerer's skill lines blur between whats DD, tank and healer dedicated, didn't seem too out of the way. But besides the suggested heal + damage dealt equal to heal, which is nice, I considered something like scaling the highest stat between Health, Stamina and Magicka. It would still provide the best possible healing for tanks since they can generally stack their Health pretty high but still helps out DDs and healers a bit as well.
  • MincVinyl
    MincVinyl
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    Celestro wrote: »
    MincVinyl wrote: »
    Celestro wrote: »
    MincVinyl wrote: »
    Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.

    Also im sure its duration will be reduced to 2s so it cant be used with crushing

    Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.

    And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.

    Nah blood magic is good how it is, you actually wont need as much damage for crystal weapon in pvp due to it being able to be synced up closer to ultimates for burst compared to a normal ability. Not to mention how nice the heal from blood pairs with stamsorc's kit of surviving by being aggressive

    In terms of the dizzy, they could have just reskinned the dizzy animation with a purple crystal sword animation....i wouldnt even care if it had the knockup like old dizzy, just that blunt damage was what was so nice. The current offbalance dizzy feels boring and weak, with a stun/snare not tied to any animation and seemingly random. Unlike swinging your sword upwards and knocking the opponent....you know....upwards. Obviously into the jump reverse slice for style points.

    I mean, its not exactly the worse passive there ever was but looking at a lot of reworked passives for base classes and just all of the passives for the newer classes, it just feels too shoehorned into being something only tanks can capitalize on when it could be broadened a bit to still be used best by them.

    It is understandable made so given its the "tank" skill line but with the way the sorcerer's skill lines blur between whats DD, tank and healer dedicated, didn't seem too out of the way. But besides the suggested heal + damage dealt equal to heal, which is nice, I considered something like scaling the highest stat between Health, Stamina and Magicka. It would still provide the best possible healing for tanks since they can generally stack their Health pretty high but still helps out DDs and healers a bit as well.

    Idk why you think the heal is weak, atleast for pvp it isnt, it is going to be a ~1800 to 2000 heal after battle spirit on a competent build every cast. Considering stamsorc's playstyle of surviving by being aggressive it pairs very well.
    Edited by MincVinyl on July 14, 2020 2:00AM
  • Dracane
    Dracane
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    Celestro wrote: »
    MincVinyl wrote: »
    Celestro wrote: »
    MincVinyl wrote: »
    Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.

    Also im sure its duration will be reduced to 2s so it cant be used with crushing

    Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.

    And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.

    Nah blood magic is good how it is, you actually wont need as much damage for crystal weapon in pvp due to it being able to be synced up closer to ultimates for burst compared to a normal ability. Not to mention how nice the heal from blood pairs with stamsorc's kit of surviving by being aggressive

    In terms of the dizzy, they could have just reskinned the dizzy animation with a purple crystal sword animation....i wouldnt even care if it had the knockup like old dizzy, just that blunt damage was what was so nice. The current offbalance dizzy feels boring and weak, with a stun/snare not tied to any animation and seemingly random. Unlike swinging your sword upwards and knocking the opponent....you know....upwards. Obviously into the jump reverse slice for style points.

    I mean, its not exactly the worse passive there ever was but looking at a lot of reworked passives for base classes and just all of the passives for the newer classes, it just feels too shoehorned into being something only tanks can capitalize on when it could be broadened a bit to still be used best by them.

    It is understandable made so given its the "tank" skill line but with the way the sorcerer's skill lines blur between whats DD, tank and healer dedicated, didn't seem too out of the way. But besides the suggested heal + damage dealt equal to heal, which is nice, I considered something like scaling the highest stat between Health, Stamina and Magicka. It would still provide the best possible healing for tanks since they can generally stack their Health pretty high but still helps out DDs and healers a bit as well.

    Daedric Summoning is the "tank" skilline, not dark magic.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • zvavi
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    I actually like the change, we might be able to play stam sorc as a full DoT class, and it will make them more desirable in raids
    Edited by zvavi on July 14, 2020 2:24AM
  • Ragnarock41
    Ragnarock41
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    Sarousse wrote: »
    [snip] slow and boring to use.

    Please, give us a real spammable, like all classes.

    Play stamDk, you got a real spammable, problem solved.
    Edited by ZOS_ConnorG on July 14, 2020 2:00PM
  • Celestro
    Celestro
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    MincVinyl wrote: »
    Celestro wrote: »
    MincVinyl wrote: »
    Celestro wrote: »
    MincVinyl wrote: »
    Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.

    Also im sure its duration will be reduced to 2s so it cant be used with crushing

    Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.

    And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.

    Nah blood magic is good how it is, you actually wont need as much damage for crystal weapon in pvp due to it being able to be synced up closer to ultimates for burst compared to a normal ability. Not to mention how nice the heal from blood pairs with stamsorc's kit of surviving by being aggressive

    In terms of the dizzy, they could have just reskinned the dizzy animation with a purple crystal sword animation....i wouldnt even care if it had the knockup like old dizzy, just that blunt damage was what was so nice. The current offbalance dizzy feels boring and weak, with a stun/snare not tied to any animation and seemingly random. Unlike swinging your sword upwards and knocking the opponent....you know....upwards. Obviously into the jump reverse slice for style points.

    I mean, its not exactly the worse passive there ever was but looking at a lot of reworked passives for base classes and just all of the passives for the newer classes, it just feels too shoehorned into being something only tanks can capitalize on when it could be broadened a bit to still be used best by them.

    It is understandable made so given its the "tank" skill line but with the way the sorcerer's skill lines blur between whats DD, tank and healer dedicated, didn't seem too out of the way. But besides the suggested heal + damage dealt equal to heal, which is nice, I considered something like scaling the highest stat between Health, Stamina and Magicka. It would still provide the best possible healing for tanks since they can generally stack their Health pretty high but still helps out DDs and healers a bit as well.

    Idk why you think the heal is weak, atleast for pvp it isnt, it is going to be a ~1800 to 2000 heal after battle spirit on a competent build every cast. Considering stamsorc's playstyle of surviving by being aggressive it pairs very well.

    I'm actually not familiar with the scaling to be honest having never used any skills that would proc it haha. Just assumed max Healh scaling wouldn't provide a lot but if its that much doesn't seem too bad.

    And is it Daedric Summoning? I know technically Bound Aegis, Clannfear and Wards can be used for tanks but in traditional MMO heavy CC is what the tanks lean in to, on top of the passives synergizing more with tanks. Not that ESO is that traditional I suppose. Really the non-Storm Calling lines are a mix of everything.
  • Dracane
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    Celestro wrote: »
    MincVinyl wrote: »
    Celestro wrote: »
    MincVinyl wrote: »
    Celestro wrote: »
    MincVinyl wrote: »
    Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.

    Also im sure its duration will be reduced to 2s so it cant be used with crushing

    Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.

    And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.

    Nah blood magic is good how it is, you actually wont need as much damage for crystal weapon in pvp due to it being able to be synced up closer to ultimates for burst compared to a normal ability. Not to mention how nice the heal from blood pairs with stamsorc's kit of surviving by being aggressive

    In terms of the dizzy, they could have just reskinned the dizzy animation with a purple crystal sword animation....i wouldnt even care if it had the knockup like old dizzy, just that blunt damage was what was so nice. The current offbalance dizzy feels boring and weak, with a stun/snare not tied to any animation and seemingly random. Unlike swinging your sword upwards and knocking the opponent....you know....upwards. Obviously into the jump reverse slice for style points.

    I mean, its not exactly the worse passive there ever was but looking at a lot of reworked passives for base classes and just all of the passives for the newer classes, it just feels too shoehorned into being something only tanks can capitalize on when it could be broadened a bit to still be used best by them.

    It is understandable made so given its the "tank" skill line but with the way the sorcerer's skill lines blur between whats DD, tank and healer dedicated, didn't seem too out of the way. But besides the suggested heal + damage dealt equal to heal, which is nice, I considered something like scaling the highest stat between Health, Stamina and Magicka. It would still provide the best possible healing for tanks since they can generally stack their Health pretty high but still helps out DDs and healers a bit as well.

    Idk why you think the heal is weak, atleast for pvp it isnt, it is going to be a ~1800 to 2000 heal after battle spirit on a competent build every cast. Considering stamsorc's playstyle of surviving by being aggressive it pairs very well.

    I'm actually not familiar with the scaling to be honest having never used any skills that would proc it haha. Just assumed max Healh scaling wouldn't provide a lot but if its that much doesn't seem too bad.

    And is it Daedric Summoning? I know technically Bound Aegis, Clannfear and Wards can be used for tanks but in traditional MMO heavy CC is what the tanks lean in to, on top of the passives synergizing more with tanks. Not that ESO is that traditional I suppose. Really the non-Storm Calling lines are a mix of everything.

    Dark Magic is just some weird thingy that does not know what it wants.
    The only dark magic ability I use on my tank is encase and I even use shattering prison instead of the healing morph.
    I use 3 daedric summoning abilities and 2 storm calling abilities.

    Sorcerer is really all over the place, just like Nightblade. They have no dedicated lines and a bit here and there. Which is why they are not good or best in anything, but at best mediocre in something.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • MincVinyl
    MincVinyl
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    g3e3syb9g4sc.png


    this is the tooltip with 35k hp, which is what I will most likely be at in pvp, note it will be cut by 60% but buffed by healing passives up a bit. It also crits, I believe based on highest crit stat......but uses mag's elfborn cp
    Edited by MincVinyl on July 14, 2020 2:58AM
  • Dracane
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    MincVinyl wrote: »
    g3e3syb9g4sc.png


    this is the tooltip with 35k hp, which is what I will most likely be at in pvp, note it will be cut by 60% but buffed by healing passives up a bit. It also crits, I believe based on highest crit stat......but uses mag's elfborn cp

    In Short: Weak.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Faulgor
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    Faulgor wrote: »
    Dracane wrote: »
    Crystalized weapons has the same animation as elemental weapons, yet looks and sounds a lot cooler.

    By the way, you can stack crystalized weapons and crushing weapons together and have them hit together. :D Hello Stamsorc Overload Snipers and dizzying swing spammers. Perhaps it should be considered to only have crystalized weapons work with melee attacks.

    e4vgs8w8ab8r.png


    cil5x4bhwkc9.png


    oh ngl that's sick
    I must have strange tastes, because that looks horrible to me.
    How do floaty shards translate into more damage with a weapon? I would have expected the weapon itself to become crystalline.

    how does cold wind heal you? how does doing a flip while whipping someone heal you?
    Sure, there are plenty of skills in ESO that don't make sense (unless you see all of them as combinations of different magic schools, like Destruction + Restoration). But at least Polar Wind and Lava Whip look decent on their own - the floaty crystal shards just seem lazy to me.

    But really, I think I'm just continuously baffled that they struggle to add the obvious melee skill an Elder Scrolls Sorcerer should have: Bound Weapons. Something even NPCs have access to:
    K66RQss.jpg
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Celestro
    Celestro
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    Dracane wrote: »
    MincVinyl wrote: »
    g3e3syb9g4sc.png


    this is the tooltip with 35k hp, which is what I will most likely be at in pvp, note it will be cut by 60% but buffed by healing passives up a bit. It also crits, I believe based on highest crit stat......but uses mag's elfborn cp

    In Short: Weak.

    Yeah, gotta agree on that. With that much Health...man.
  • Nemesis7884
    Nemesis7884
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    I can tell you exactly why and how this works

    every time somone of zos dev team has a suggestion to create something like a cool new animation or improve something

    someone from management comes and asks - does it increase reveneus or draw in new players, can we monetize it somehow

    and if the answer is no than no resources are being spent on it...

    thats not only a zos or gaming industry problem, thats pretty much how every big company is run because management is paid on increasing revenues and reducing cost so thats what they do
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