rexagamemnon wrote: »Spear both one handed and two handed
Crossbow
Rune
Throwing stars
LukosCreyden wrote: »Any new weapon they add will have to use already existing motifs. I highly doubt they'd go ahead and make a new model for EVERY motif an style.
As such, I believe the most likely new weapons are either the often-mentioned "rune and blade", which can just use 1H styles and a magical glow in the off-hand, or fists which can get away with no motif at all.
Of course, they could surprise us and just add all those styles in retroactively, or they could not bother and just do it for upcoming ones. I find that doubtful, though.
LukosCreyden wrote: »Also, to add on the the "no more classes thing"; I think a new skill line (like weapons) is the right way to go, purely because class change is not a thing and so many people are unwilling to start again.
So i think the best way forward would indeed be to treat the 6 classes as the base for your character, with a growing variety of skill lines to further customize them.
Personally, I think "rune and blade" has strong potential for actually becoming a thing. It could end up being a simple weapon skill line, or they could somehow tie it in with the fabled "spellcrafting" that we often hear about on the forums.
Turtle_Bot wrote: »A new dual wield magic based line based around wands, tomes, scrolls and runes would be cool.
Wielded Magic:
Wands (equivalent to maces)
Tomes (equivalent to swords)
Runes (equivalent to daggers)
Scrolls (equivalent to axes)
Skills:ActivesDraw magicUltimatespammableRunic brace
28m range
Cast this ability to draw essence from your target dealing X magic damage to the target.
M1:
Life Shift
28m range
Increases damage done, restores health to caster equal to 10% of damage done and applies minor lifesteal to target for 2 seconds.
M2:
Essence Shift
6m radius
Reduces damage, becomes an AoE around you and restores X Health and magicka to you for each enemy hit. (health and magic restore has 4 second cooldown)buff/debuffSunder
self cast
Grants major "Focused Defense" to the caster for X seconds. (Focused defense is a new buff that reduces single target damage taken equivalent to evasion)
M1:
Runic Stance
self cast
Also grants minor intellect and minor endurance to the caster for the duration and grants a 15% chance to dodge 1 instance of incoming damage for 5 seconds
M2:
Runic Focus
28m range
No longer grants Focused Defense, instead inflicts X magic damage per second to target over the duration, while target is afflicted with this ability, grants +10% to single target damage done against that target to the caster. Cannot be applied to more than 1 target at a time.executeSiphon
28m range
Deals X magic damage to target, this increases by up to 250% against targets below 40% health.
M1:
Delayed Sunder
28m range
Increases base damage dealt. No longer scales base damage, instead applies a DoT that deals up to 150% more damage against targets under 100% health.
M2:
Sundering Burst
28m range
Increases the scaling to up to 350% on targets below 50% healthDoTPortal
28m range
Deals X magic damage over Y seconds to target.
M1:
School of Elements
28m range
Deals X damage over Y seconds to target. Every 4 seconds the type of damage this ability deals changes (rotates between flame, frost, shock and magic) and has a 20% chance to apply the corresponding status effect (burn, chill, concussed, overcharged respectively).
M2:
Cursed Ground
28m range
5m radius
converts to a ground based DoT ability that deals X damage per second and applies the overcharged status once every 6 secondsUtility/gap closer
22m range
teleports the caster to the target dealing X magic damage to the target
M1:
Charged Portal
22m range
Increases damage done and also inflicts off balance and concussed status effects on target
M2:
Reversed Portal
22m range
Teleports the target to you instead (triggers CC immunity and won't teleport targets vertically or through LoS)Chaotic magicPassives
Ultimate
28m range
150 ultimate
Deals base 500 damage of all damage types (bleed, physical, poison, disease, magic, frost, flame and shock) to the target, applying each applicable status effect to the target. (total base damage is slightly lower than leap, 4k for this ability, 4.2k for leap at base)
M1:
Chaotic Manifest
10m Radius
175 ultimate
Converts into an AoE ability, dealing damage to all enemies around you, applying each respective status effect and also inflicts off balance on any enemies hit.
M2:
Focused Chaos:
28m range
7m search radius
175 ultimate
This ability chains to nearby enemies dealing 10% increased damage for each previous target hit (max 5 targets). Ability still counts as single target and direct damage.Noble Spells
With wielded magic weapons equipped
Increase damage done with wielded magic abilities to enemies above 75% health by 5/10%
Master Wielder
While using wielded magic weapons
Increase damage done by 3/5%
Focused Magic
While using wielded magic weapons
Reduce the magicka cost of Wielded Magic abilities by 7/15%
Stacked Magic
While using Wielded Magic attacks
Gives you a 2.5% bonus damage done per status effect when attacking targets afflicted with multiple status effects
Single Magic Mastery
While using wielded magic weapons
Each Wand equipped increases armor penetration by 1650
Each Tome equipped increases weapon and spell damage by 142
Each Rune equipped increases critical chance rating by 812
Each Scroll equipped increases critical damage done by 6%
I realize the question posed is really asking to people want such a skill line versus whether is it time.
With that, the most likely weapon skill line to be added, if it is ever going to happen, is one that can use the requesting weapon designs due to the sheer effort of having to design a new weapon for each motif in the game. The more motifs involved the more questionable such a change becomes.
Finedaible wrote: »I realize the question posed is really asking to people want such a skill line versus whether is it time.
With that, the most likely weapon skill line to be added, if it is ever going to happen, is one that can use the requesting weapon designs due to the sheer effort of having to design a new weapon for each motif in the game. The more motifs involved the more questionable such a change becomes.
I don't think it is that important that they create a motif page for older styles really. They could simply give any new weapon a standard look for everything and only worry about newer motifs. Depending on what it is, it may not even have an in-lore motif in the older styles; Daedric Crescents, for example.
Anyway, motifs are largely irrelevant to me if a new weapon skill line would open up more combat options. There's always the outfit station to override it too.
xXCJsniperXx7 wrote: »For new magic weapons, Conjuration staffs would be a good choice for number of reasons.
1 No motif updating, staffs are covered.
2 models and animations for atronachs and staffs are pre-existing.
3 The staffs would bring a unique choice for elemental builds.
4 Ice dps and tanking would take benefit from it and make thier builds more creative.
5 Pet Sorc builds would have greater choices of skills empowering thier build diversity and also make them viable as a dps build again.