So you want to add even more magic to what few nonmagic skills we have?
Weapon skills are specific to weapons for the same reason class skills are specific to classes. So while I agree, and most agree, that class flavor is essential, that does not mean we should ditch the logical organization of the game. It should be done by making more class skills worthy of being used.
I would like to propose class specific skills and morphs for each weapon.Passives may stay the same with maybe some aditional class specific flavor.To me it seems logical that each class would use each weapon in a specific way.Maybe even add class prefered weapon bonus...
Class identity was promised long ago and this to me seems like a best solution to curent state of class identity...
I wonder what you think about this and hope some of the devs might like the idea...
Fingers crossed
I would like to propose class specific skills and morphs for each weapon.Passives may stay the same with maybe some aditional class specific flavor.To me it seems logical that each class would use each weapon in a specific way.Maybe even add class prefered weapon bonus...
Class identity was promised long ago and this to me seems like a best solution to curent state of class identity...
I wonder what you think about this and hope some of the devs might like the idea...
Fingers crossed
Weapon skills are specific to weapons for the same reason class skills are specific to classes. So while I agree, and most agree, that class flavor is essential, that does not mean we should ditch the logical organization of the game. It should be done by making more class skills worthy of being used.
Weapon skills are not specific to weapons,because wepons dont produce any skills...
Weapons are wielded into actions we call skills,so these actions we call skills are product of wielders skill set.
Weapon skills are reflection of wielders skill set depending on weapon used.
Example:NB and Templar would produce a difrent set of actions(skills) wielding sword based on their difrent skill set and style.
Because of this class skills are specific to classes...
Organization of the game in this segment is not logical,tho it is convinient(far simpler to balance).
I would like to propose class specific skills and morphs for each weapon.Passives may stay the same with maybe some aditional class specific flavor.To me it seems logical that each class would use each weapon in a specific way.Maybe even add class prefered weapon bonus...
Class identity was promised long ago and this to me seems like a best solution to curent state of class identity...
I wonder what you think about this and hope some of the devs might like the idea...
Fingers crossed
I would like to propose class specific skills and morphs for each weapon.Passives may stay the same with maybe some aditional class specific flavor.To me it seems logical that each class would use each weapon in a specific way.Maybe even add class prefered weapon bonus...
Class identity was promised long ago and this to me seems like a best solution to curent state of class identity...
I wonder what you think about this and hope some of the devs might like the idea...
Fingers crossed
Sounds like you should check out GW2 haha not sure if you know anything about it or not and might not be exactly as you described, but that game ties weapon skills to the classes. It does lockout some weapon choices, but really that doesn't matter because GW2 already has more weapon options than ESO. They also have what's called elite specializations for classes; these allow a class to use a weapon type they normally wouldn't be able to. For example, I play an Elementalist with the Weaver elite specialization and it gives access to swords. I also have a Guardian with the Dragonhunter elite specialization and it let's me use longbows.
I think the way GW2 does their weapons skills is a hundred times better haha and ESO could benefit a lot from reworking their weapons (especially staffs). People who want to say they can't or shouldn't do this.... well, WoW completely reworked their classes a few expansions ago. Albion Online updated and revamped their staff weapon lines not too long ago. Both of these games saw nothing except positives from looking at their game and admitting some stuff could be better. Sadly.... this is another thing I can't see ZOS ever doing. I mean, it's Zenimax haha
I would like to propose class specific skills and morphs for each weapon.Passives may stay the same with maybe some aditional class specific flavor.To me it seems logical that each class would use each weapon in a specific way.Maybe even add class prefered weapon bonus...
Class identity was promised long ago and this to me seems like a best solution to curent state of class identity...
I wonder what you think about this and hope some of the devs might like the idea...
Fingers crossed
Kng_Ayumayuma wrote: »Variety is the spice of life. But not always in games. Weapons should be "different" based on the class using the weapon. At least different animations or something. IMO it's unreasonable to assume a Necro is going to use a weapon exactly the way as a NB, for instance. An Orc is going to use a sword the same way as an Elf.
OP it doesn't matter what your post is about. The first responders (usually) are the ones telling you how wrong your are.
Klingenlied wrote: »I like the overall idea - very much so actually.
Unfitting animations and animation blending is a general issue for the game - not only improving on this issue but making animations & effects specific to classes would be awesome.
Just something more "concrete" to maybe get a few players behind those ideas:
Necromancers making a wide axe sweep, cleaving enemies in two - thus creating two corpses on kill.
Templars causing explosions of light when smashing enemies with blunt weapons - healing themselves and allies and damaging enemies by doing so.
Wardens gaining the ability to tank using frost infused two handed weapons.
There is a lot one could do. A lot of fun stuff. Possibly some stuff that can break the game. Honestly though: going through those ideas, it would primeraly break the game in a good way.
Weapon skills are specific to weapons for the same reason class skills are specific to classes. So while I agree, and most agree, that class flavor is essential, that does not mean we should ditch the logical organization of the game. It should be done by making more class skills worthy of being used.
Weapon skills are not specific to weapons,because wepons dont produce any skills...Weapons are wielded into actions we call skills,so these actions we call skills are product of wielders skill set.
Weapon skills are reflection of wielders skill set depending on weapon used.
Example:NB and Templar would produce a difrent set of actions(skills) wielding sword based on their difrent skill set and style.
Because of this class skills are specific to classes...
Organization of the game in this segment is not logical,tho it is convinient(far simpler to balance).
Also, the weapon skills are the same skill regardless of the wielder. They behave the same no matter who is using the skill as long as they wield the correct weapon when the skill is activated.
That means they are very much weapon specific. That is a solid fact.
Kng_Ayumayuma wrote: »Also, the weapon skills are the same skill regardless of the wielder. They behave the same no matter who is using the skill as long as they wield the correct weapon when the skill is activated.
That means they are very much weapon specific. That is a solid fact.
Its a solid fact only because thats the way it was designed.
Designs can be changed. But that requires effort. It's much easier to make it all the same.
This ^Kng_Ayumayuma wrote: »Also, the weapon skills are the same skill regardless of the wielder. They behave the same no matter who is using the skill as long as they wield the correct weapon when the skill is activated.
That means they are very much weapon specific. That is a solid fact.
Its a solid fact only because thats the way it was designed.
Designs can be changed. But that requires effort. It's much easier to make it all the same.
Thanks for the confirmation. I found it odd someone stated weapons skills specific to weapons.
To the point of the suggested change, sure, anything can be changed, and we have seen Zenimax change many things. However, balancing combat is an area Zenimax wrestles with. The changes that come from the struggle to balance combat does more to upset players than anything else. This suggestion goes a long way to an even more complicated balancing act for managing combat. The small benefit it may bring to the game is not worth the headache that comes with it.
Kng_Ayumayuma wrote: »This ^Kng_Ayumayuma wrote: »Also, the weapon skills are the same skill regardless of the wielder. They behave the same no matter who is using the skill as long as they wield the correct weapon when the skill is activated.
That means they are very much weapon specific. That is a solid fact.
Its a solid fact only because thats the way it was designed.
Designs can be changed. But that requires effort. It's much easier to make it all the same.
Thanks for the confirmation. I found it odd someone stated weapons skills specific to weapons.
To the point of the suggested change, sure, anything can be changed, and we have seen Zenimax change many things. However, balancing combat is an area Zenimax wrestles with. The changes that come from the struggle to balance combat does more to upset players than anything else. This suggestion goes a long way to an even more complicated balancing act for managing combat. The small benefit it may bring to the game is not worth the headache that comes with it.
For PVE I never understood all the "balance" issues anyway. Balanced to what? Personally I don't care if one class is stronger than another.
Kng_Ayumayuma wrote: »This ^Kng_Ayumayuma wrote: »Also, the weapon skills are the same skill regardless of the wielder. They behave the same no matter who is using the skill as long as they wield the correct weapon when the skill is activated.
That means they are very much weapon specific. That is a solid fact.
Its a solid fact only because thats the way it was designed.
Designs can be changed. But that requires effort. It's much easier to make it all the same.
Thanks for the confirmation. I found it odd someone stated weapons skills specific to weapons.
To the point of the suggested change, sure, anything can be changed, and we have seen Zenimax change many things. However, balancing combat is an area Zenimax wrestles with. The changes that come from the struggle to balance combat does more to upset players than anything else. This suggestion goes a long way to an even more complicated balancing act for managing combat. The small benefit it may bring to the game is not worth the headache that comes with it.
For PVE I never understood all the "balance" issues anyway. Balanced to what? Personally I don't care if one class is stronger than another.
But players do. Balance is for PvP and PvE. In PvE, some players are disenfranchised from top groups because their DPS on the character they play is sub-par for the goals of that group. The group is not at fault, and I am not speaking to bad players either.
Granted, most players have multiple characters across several, if not all classes, so they can swap. That is not the case with everything. Even then, some skills overperform, which becomes more of an issue with PvP, and Zenimax has made it clear they will not balance PvE separately from PvP outside of Battle Spirit.
Yes, the balancing is annoying. The degree of that annoyance is due mainly to the complexity of what is available for combat builds. Let us not try to make that worse.
Weapon skills are specific to weapons for the same reason class skills are specific to classes. So while I agree, and most agree, that class flavor is essential, that does not mean we should ditch the logical organization of the game. It should be done by making more class skills worthy of being used.
Weapon skills are not specific to weapons,because wepons dont produce any skills...Weapons are wielded into actions we call skills,so these actions we call skills are product of wielders skill set.
Weapon skills are reflection of wielders skill set depending on weapon used.
Example:NB and Templar would produce a difrent set of actions(skills) wielding sword based on their difrent skill set and style.
Because of this class skills are specific to classes...
Organization of the game in this segment is not logical,tho it is convinient(far simpler to balance).
Each weapon has a set of 5 skills and an ultimate. Those skills and the ultimate are so weapon specific that they will work without the respective weapon on the active bar when the skill is activated.
Also, the weapon skills are the same skill regardless of the wielder. They behave the same no matter who is using the skill as long as they wield the correct weapon when the skill is activated.
That means they are very much weapon specific. That is a solid fact.
I_killed_Vivec wrote: »Why should a StamSorc's use of a great sword be any different from an NB or a DK? If you're up close and personal swinging a blade then isn't that all that counts? Yes, the StamSorc might be in lightning form, the DK might be in flames - those are the class distinctions - but they are all hitting someone with a blade.
So how do they "use each weapon in a specific way"? Please, let's have some specific examples.
If you're good enough (level 50) then you can use the weapon in the best ways.
This suggestion goes a long way to an even more complicated balancing act for managing combat. The small benefit it may bring to the game is not worth the headache that comes with it.