Two handed weapons already move slower but I agree that daggers should move quicker than swords and do less damage. Right now swords and daggers do the same damage. There actually should be different damage types too and different armor should be able to handle that differently. Like piercing and slashing damage for instance.I've been playing casually since the early beta weekends and have tried out almost every weapon combination between my Sorcerer and Nightblade. I'm not sure if adding depth to weapons will tip the scales in a direction away from magic staff, but I think it sure would add some nice complexities to the game in general. I've listed my top three ideas. What do you all think?
1) Introduce weapon speed. Daggers should be faster than maces, with swords and axes in the middle. Two handed swords, mauls, battle axes, (and hopefully Pole arms someday) should have different speeds. It would make traits like Charged or Powered more meaningful than saving soul gems
This is an interesting idea.2) Quivers for bow, scabbards for 2 handed melee weapons, and charms for magic staff should be added to the game. These would be equipped in the off hand slot while these weapons are equipped, allowing us to have the same combination of set bonuses that a dual wield, or sword and board player has. I personal run a 5 piece Night's Silence with a 4piece Twilight's Embrace as a dual wielder.
That sort of contradicts the way TES games have always been played. It would be nice if there was more stamina conserving passives. I find that I don't really have a problem on my Nightblade with stamina as a primary pool for damage and defense anymore. He is equipped with medium armor.3) Add a third resource pool. Dodging, blocking, and sprinting should NOT use the same resource pool as our our weapon abilities. I think this is one of the biggest contributors as to why magic based characters are more powerful. They can focus entirely on one resource pool and still have all the dodge and block they want, where the Stamina weapon users have to balance that out.. block one too many times and oops, you can't toss out a Steel Tornado
I've been playing casually since the early beta weekends and have tried out almost every weapon combination between my Sorcerer and Nightblade. I'm not sure if adding depth to weapons will tip the scales in a direction away from magic staff, but I think it sure would add some nice complexities to the game in general. I've listed my top three ideas. What do you all think?
1) Introduce weapon speed. Daggers should be faster than maces, with swords and axes in the middle. Two handed swords, mauls, battle axes, (and hopefully Pole arms someday) should have different speeds. It would make traits like Charged or Powered more meaningful than saving soul gems
2) Quivers for bow, scabbards for 2 handed melee weapons, and charms for magic staff should be added to the game. These would be equipped in the off hand slot while these weapons are equipped, allowing us to have the same combination of set bonuses that a dual wield, or sword and board player has. I personaly run a 5 piece Night's Silence with a 4piece Twilight's Embrace as a dual wielder.
3) Add a third resource pool. Dodging, blocking, and sprinting should NOT use the same resource pool as our our weapon abilities. I think this is one of the biggest contributors as to why magic based characters are more powerful. They can focus entirely on one resource pool and still have all the dodge and block they want, where the Stamina weapon users have to balance that out.. block one too many times and oops, you can't toss out a Steel Tornado
I completely agree. And the maul should be able to damage through plate armor and do blunt damage but plate armor should have more protection from slashing damage.@Eventide03b14a_ESO - I understand, but it I'd thin that a two handed sword would be a bit faster and more agile than two handed Maul.
@khele23eb17_eso - Animation cancelling works currently but I don't think that it should be a factor when considering variable weapon speeds. If anything animation canceling should be eliminated, or the animations should changed to a single animation that can't be clipped until the global cool down has expired.
@khele23eb17_eso - Animation cancelling works currently but I don't think that it should be a factor when considering variable weapon speeds. If anything animation canceling should be eliminated, or the animations should be changed to a single animation that can't be clipped and fits within the time frame of a global cool down.