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The Damage Type Disparity

MindOfTheSwarm
MindOfTheSwarm
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There is a huge imbalance in terms of what damage types are represented in the game. Especially within the weapon skill lines.

Just looking at the weapon skill lines alone we have:

Physical Damage: Bow, Two-Handed, Dual Wield, One Handed and Shield.

Poison Damage: Bow

Bleed Damage: Dual Wield and Two Handed

Disease Damage: Does not exist

Magic Damage: Does not exist

Fire/Shock/Frost Damage: Destruction Staff

This means Physical Damage has a huge representation compared to the other. Disease and Magic have none… 0!!!

A suggested plan that might be better for more varied options:

Bow: Physical and Poison (As currently)

Two Handed: Physical and Bleed (Perhaps one of the uppercut morphs and execute could deal bleed damage)

Dual Wield: Bleed and Poison (Venomous Assault instead of Rapid, Poison Tornado instead of Steel, Poison Slash instead of Rending, Poisoned Blade instead of Flying, Poisonous Cloak instead of Quick Cloak, Deadly Cloak deals Bleed, Toxic Slash instead of Rend.)

Sword and Board: Pure Physical

Destro Staves (Stay as is pretty much)

Then add a new weapon skill line:
Magic with optional Disease morphs.





Edited by MindOfTheSwarm on July 25, 2023 5:16PM
  • techprince
    techprince
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    Restoration Staff has magic damage just FYI.
  • Necrotech_Master
    Necrotech_Master
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    why not include the class skill lines in this?

    NB has disease dmg skills (quite a few in fact), templar and arcanist are majority magic dmg

    unless you were trying to avoid using any class skills then...

    what about the other non-weapon, non-class skill lines (mages guild, fighters guild, psijic, undaunted, soul magic)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • JerBearESO
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    Mag blade is full of magic damage skills that, since hybridization, should be bleed damage.

    Edit: I say "full of" haha. It's just siphoning skills really only 4 skills I believe
    Edited by JerBearESO on July 25, 2023 6:40PM
  • MashmalloMan
    MashmalloMan
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    Yep. They still need to make a bleed enchant.

    Also.. just got rid of one of the best bleeds in the game (MA 2H).

    Then you have classes that are all over the place despite showing obvious affinities for certain elements.

    Why is DK the only class with all skills changed to Fire where there was once magic damage. Fire is not only the strongest dps element because burning, but it deals extra damage to vampires. It happens to be the most abundant damage type in the game with way more sets devoted to it.

    Why isn't all Sorc skills Shock/Physical? What is the purpose of Magic damage for them besides being a boring element they can't synergize at all with?

    Wardens.. clearly meant to be a frost/bleed class, yet still has poison and magic damage for no apparent reason.

    Necro.. actually really nice design. They're clearly the most elementalist version of a class in the game with 1-2 skills of each element at their disposal as well as a flat 10% dot damage that fits the theme.

    Templar should remain as the magic/physical damage class in the game because it's the closest neutral element to fit the holy magic fantasy element. Still feels weird they have 1 fire skill, but whatever, it was made 10-12 years ago and doesn't change much not being fire.

    Arcanist kinda all over the place, but mostly magic damage. Due to their green visual effects I thought this would be the first disease focussed class, as that also seems to fit a darker theme they come from, but nope. Frost and physical tentacle for reasons. Similar to Templar, the elements don't really matter, but thematically I just thought disease would have made more sense and add some representation desperately needed.

    NB.. yeah come on this should be the disease/poison class. They're assassins. I would add bleed, but I feel that fits more for the animal side of Wardens.

    I really don't understand any reason not to change these over. It would be thematically refreshing to start seeing some synergy's for the elements within classes and the weapons. Maybe sets that buff or work off of specific elements like Elf Bane would start being used more frequently by specific classes.

    Right now 99% of PvE DPS builds just run Rele, Whorl, and/or Nirn...out of 300 sets? 400? What are we at now lol.

    But hey, at least we're getting class specific sets with the new endless dungeon. Can't wait for Streak to pull in my enemies into a tornado (lol wishful thinking).
    Edited by MashmalloMan on July 25, 2023 11:48PM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • MindOfTheSwarm
    MindOfTheSwarm
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    Yep. They still need to make a bleed enchant.

    Also.. just got rid of one of the best bleeds in the game (MA 2H).

    Then you have classes that are all over the place despite showing obvious affinities for certain elements.

    Why is DK the only class with all skills changed to Fire where there was once magic damage. Fire is not only the strongest dps element because burning, but it deals extra damage to vampires. It happens to be the most abundant damage type in the game with way more sets devoted to it.

    Why isn't all Sorc skills Shock/Physical? What is the purpose of Magic damage for them besides being a boring element they can't synergize at all with?

    Wardens.. clearly meant to be a frost/bleed class, yet still has poison and magic damage for no apparent reason.

    Necro.. actually really nice design. They're clearly the most elementalist version of a class in the game with 1-2 skills of each element at their disposal as well as a flat 10% dot damage that fits the theme.

    Templar should remain as the magic/physical damage class in the game because it's the closest neutral element to fit the holy magic fantasy element. Still feels weird they have 1 fire skill, but whatever, it was made 10-12 years ago and doesn't change much not being fire.

    Arcanist kinda all over the place, but mostly magic damage. Due to their green visual effects I thought this would be the first disease focussed class, as that also seems to fit a darker theme they come from, but nope. Frost and physical tentacle for reasons. Similar to Templar, the elements don't really matter, but thematically I just thought disease would have made more sense and add some representation desperately needed.

    NB.. yeah come on this should be the disease/poison class. They're assassins. I would add bleed, but I feel that fits more for the animal side of Wardens.

    I really don't understand any reason not to change these over. It would be thematically refreshing to start seeing some synergy's for the elements within classes and the weapons. Maybe sets that buff or work off of specific elements like Elf Bane would start being used more frequently by specific classes.

    Right now 99% of PvE DPS builds just run Rele, Whorl, and/or Nirn...out of 300 sets? 400? What are we at now lol.

    But hey, at least we're getting class specific sets with the new endless dungeon. Can't wait for Streak to pull in my enemies into a tornado (lol wishful thinking).

    I left classes alone because I think they have a diverse pool of damage types and this is a good thing.

    Weapons however are what should be more focused on their damage types to help fit into classes and define a build better.

    For example, I do not mind that NB have some Disease Skills but it’s not really feasible to do a real Disease build.
  • MindOfTheSwarm
    MindOfTheSwarm
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    why not include the class skill lines in this?

    NB has disease dmg skills (quite a few in fact), templar and arcanist are majority magic dmg

    unless you were trying to avoid using any class skills then...

    what about the other non-weapon, non-class skill lines (mages guild, fighters guild, psijic, undaunted, soul magic)

    Just because NB has a couple of Disease skills does not mean that a full on Disease build is possible like a Flame build is on a DK. And yes I was not talking about classes but even then certain damage types are favoured over others.

    Looking at weapons, guild and world skills:

    No Disease spammable.

    No Shock or Fire spammable. (Force Shock doesn’t count).

    No melee Poison spammable. (Bow or go home).

    No Disease single target DoT.

    No Disease AoE DoT.

    No Disease AoE direct.

    Disease especially is woefully underrepresented. The NB Disease skill don’t even feel disease related. Necro ones do, but they don’t have enough. Changing a morph of graveyard and venom skull to Disease would be a step in the right direction, but even then my point about weapons and guilds remains the same.
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