Tank-focused backbar weapon to mostly release long-suffering ice staff from this role.
Maybe limit players in amount of pets, but not turrets (time-limited pets like necro's mage). Ults count separately. Conjuration Staff has passives that buff summoned creatures
Passives are similar to Malacath's Band of Brutality, boost pure damage by crit damage cost.
Could be usefull in pve for khajiits with crit damage overcap (Major Brittle coming 0w0) or just in pvp.
The saddest part of that is adding 3 new staves much easier then adding new class with 3 unic skill trees, but for the third year without gameplay content we already don't belive that zos can do even that :cWe could really use some more skill trees like alteration, conjuration, illusion, etc. But I think at this point it's clear they don't want to spend the time to develop anything new. The main expansion feature is a card game, and most of the work they are doing with skills is just homogenization instead of making anything new.
The saddest part of that is adding 3 new staves much easier then adding new class with 3 unic skill trees, but for the third year without gameplay content we already don't belive that zos can do even that :cWe could really use some more skill trees like alteration, conjuration, illusion, etc. But I think at this point it's clear they don't want to spend the time to develop anything new. The main expansion feature is a card game, and most of the work they are doing with skills is just homogenization instead of making anything new.
Jman100582 wrote: »One is adding additional items to the loot pool, which is what zos has been using to justify not adding spears and other weapons to the game.
Jman100582 wrote: »Another issue is actually the animations. Not a lot of people are aware of this, but eso has actually been at the animation cap due to the limitations of console software for awhile now. Which is why a lot of the skill animations are all the same, with just different lighting effects
MashmalloMan wrote: »Jman100582 wrote: »One is adding additional items to the loot pool, which is what zos has been using to justify not adding spears and other weapons to the game.
I've never seen ZOS quoted on this. It seems to be something players came up with on their own as an excuse for ZOS which we just shouldn't do.. there is no excuse. This reason actually doesn't make sense from the perspective of the context of the game updates and how MMO's work to WANT their playerbase grinding constantly.We need more reasons to farm older content as systems have been introduced that have reduced that grind. Eventually all end game players will have no reason to touch older content, thus reducing the amount of people at end game farming for gear that a new player would have no way of accessing.
Examples:
- Transmuting introduced. No need to farm the same content 100s of times for the perfect trait on gear.
- Stickerbook introduced. No need to farm the same content 100s of times for duplicates.
- Loot Table RNG adjusted. No need to farm the same content 100s of times getting items you've already collected before, you have a guaranteed number runs to access the items you want.
Jman100582 wrote: »Another issue is actually the animations. Not a lot of people are aware of this, but eso has actually been at the animation cap due to the limitations of console software for awhile now. Which is why a lot of the skill animations are all the same, with just different lighting effects
Yes, but at the same time it doesn't really matter because new character animations aren't needed when you have the basics for casting skills for anything you need. The effects and animations of said effects is the important part needed for new skills to stand a part. The art direction, effects and animations of newer sets have put base class skills to shame, so that is clearly not holding them back.. Just look at the Maw Monster Set compared to the purple pets Sorc's have and thats a rather old one.
Aegis Caller for example, would of loved that as a Sorc Physical Damage Ult.
Some common overlaps for animations:
- Vigor = Hurricane = Looks like the break free animation.
- Dark Deal = Equillibrium = Waive your hand in front of your face like a jedi.
- Fire Rune = Trap Beast = Trapping Webs = Throw out your hand in front of you as if tossing something.
- Rally = Bound Armaments = Camo Hunter = Accelerate = Deadly Cloak = Raising your weapon above you.
- Crushing Weapon = Crystal Weapon = For DW, you swipe both weapons to your side, for 2H you point your weapon forward then pull back.
- Every Shield Skill uses the same animation of slamming your hands together in front of you.
And thats just the ones I can think of for Sorc.
So lets be clear. Don't make excuses for ZOS. Nothing about what they said prevents them from creating a new skill line, weapon or class, it's purely their decision to handle their new content this way.
I think whats more likely is they're avoiding introducing new combat related mechanics every chapter because they are still actively reworking how the core combat of the game functions.. from hybrid skill scaling, to stat and buff combining, to CP 2.0 and skill/set standardization, it's been years of these changes and there is more to come..
The only real arguement against new weapons is based on having to introduce motifs and luckily for 1H + Magic or these new staves, that is not an issue as you would just reuse the existing motifs the same way Resto/Destruction share or 1H + Shield do.
Spears.. SOL for sure :P
Why not e.g. Winterhold chapter? Shad Astula is connected with Ebonheart Pact theme and Winterhold is part of Pact.Though I like the idea of more staves, styling them around the Schools of Magic which no one but Shad Astula uses to any widespread degree during ESO time may not be the best fluff for them - unless it's specifically Shad Astula Content, anyway.
We could really use some more skill trees like alteration, conjuration, illusion, etc. But I think at this point it's clear they don't want to spend the time to develop anything new. The main expansion feature is a card game, and most of the work they are doing with skills is just homogenization instead of making anything new.
I really like the idea of adding another staff line. it neatly avoids the motif issue of adding something like spears or sword and rune.
it would be great for destruction staff to be for destruction and there be another support line for tanking.We could really use some more skill trees like alteration, conjuration, illusion, etc. But I think at this point it's clear they don't want to spend the time to develop anything new. The main expansion feature is a card game, and most of the work they are doing with skills is just homogenization instead of making anything new.
as for this i think they are doing exactly the right thing not adding a new skill line or weapon line at the same time that they are fundamentally changing the skill dynamic and relationship to stamina and magicka vs ranged and melee. the changes in update 32, 33 and 34 are a huge shift in how the game is balanced and functions that adding another skill line to consider would make it even harder.
I'd much rather see them put their efforts towards balancing and fixing the issues we currently have (lightning staff anyone?) as well as the issues which are going to be introduced this update as a result of such far reaching changes.
ESO_Nightingale wrote: »While i do agree, it's also been years since we've got any sort of combat related system, eg, class, guild skill line. and it's starting to get REALLY stale.
ESO_Nightingale wrote: »While i do agree, it's also been years since we've got any sort of combat related system, eg, class, guild skill line. and it's starting to get REALLY stale.
I feel like changing the scaling stats of all offensive skills to allow build flexibility is a better remedy to perceived "staleness" than adding a niche skill line that ends up being mostly useless (e.i., Psijic line).
It hasn't been half a year since the frost spammable was introduced and all sets have hybrid stats and you're already calling it stale?