There are 3 major problems with Destruction Staff atm:
1. It under-performs in the general DPS role compared to bow. While bow is very good this is more due to the failings of Destruction Staff than how good bow is.
2. It does not feel satisfying to play and does not embody destruction magic at all. Too many close ranged moves, a lackluster force shock, and the need to go out of your way to debuff to get the most out of your damage make it have a very disjointed feel as well as being in many ways opposite of destruction magic.
3. The presence of a dedicated and powerful elemental resistance debuff in the set makes it necessary for every other skill in the set to be weaker for balance reasons. Additionally gameplay emphasizing debuffing and then attacking is a flawed DPS idea, debuffing should happen as part of your attacks if it is included to keep the destructive feel present.
My personal ideas on what is needed to fix this set:
New Passive Staff characteristic: 5% baseline chance to apply status effects on a heavy attack, Elemental force would apply to this chance for a grand total of 20%.
Destructive Touch: Extend range to 10m baseline.
Wall of Elements: 20% chance to cause elemental status effect on every pulse. This would be increased by elemental force. Ice Wall: If an enemy is chilled they are frozen. Fire Wall: If an enemy is burning the damage bonus for fire increases from 10% to 20%.
Force Shock: Complete redesign.
New ability: Elemental Bolt: Does moderate damage of the equipped staff's damage type. 20% chance to cause elemental status effects. This would be increased by elemental force.
Morph 1: Concussive Bolt: Stuns and unbalances casting targets for 3 seconds
Morph 2: Explosive Bolt: Deals damage to up to 2 enemies near the target, but now deals 25% less damage. Chance to apply status effects applies to all targets.
Names for each Bolt: Fire Bolt, Ice Shard, Lightning Bolt.
Morph 1 names: Concussive Fire Bolt, Concussive Ice Shard, Concussive Lightning Bolt.
Morph 2 names: Fireball, Explosive Ice, Chain Lightning.
Weakness to Elements: Completely removed
Replaced with:
Elemental Storm: Ranged AOE damage that pulses similar to volley only with destructive flavor. Range: 25, radius 5. Deals damage every 0.5 seconds for 3 seconds. 5% chance to apply elemental effects per tick.
Morph 1: Lasting Storm: Duration is increased to 5 seconds.
Morph 2: Intense Storm: Chance to inflict elemental effects is raised to 30%
Impulse: Left as is.
I'd like to stress that while this aims to improve the efficacy of destruction staff at dealing damage instead of just being good at AOE farming trash, it's also aimed at making it FEEL way more satisfying to play.
Explanation of changes:- The range increase to Destructive touch make it feel less melee and less limiting.
- The chance to cause status elements has been sprinkled throughout to increase the feel of actually using those elements.
- Elemental Wall feels more impactful on it's own.
- Force Shock felt very lacking, the redesign to force bolt will make it feel much more like destruction magic, and provide a reliable ranged AOE option for those that morph it that way.
- Weakness to Elements removal: This was holding back the set
- Elemental Storm: Ranged AOE damage without needing a morph. Wohoo! Didn't want to include this one because it requires alot more work, but I feel to achieve parity with bow it is needed.