I know a new ability to make your own character or an enemy player a walking bomb (Magicka Detonation) is already included in 1.6 as a way to discourage zerging, yet I wanted to share this anyway to get feedback as something else that might be fun/helpful. I use 1.6 scaled numbers.
TL;DR Version
Ability that infects players near target who then spread it others near them who spread it and so on, with damage based on number of players infected.
Tooltip
Cast Time: Instant
Target: Enemy
Range: 28 meters
Generates a massive electrical charge in a single target which leaps to other enemy players within 6 meters after .5 seconds for 3000 damage while also causing 1500 damage to original target per other player hit. Those players become charged and will also spark and charge nearby unaffected allies within .5 seconds. All affected players including the original target can be re-charged if they remain within range of those affected by the chain reaction.
Examples
Example One:
Player A is hit with Chained Lightning. Players B, C, and D are within 6 meters of player A. They don't move. After .5 seconds, a sparking animation plays while the ability deals 3000 damage to Players B, C, and D and 4500 damage to Player A. Players, B, C, and D are now charged. No one moves. Because they were charged at the same time, when B, C and D "spark" only A is unaffected, so she is "re-charged" and hit with 9000 damage while and B, C, and D take 1500 damage each. No one moves. After .5 seconds, Player A sparks again charging Players B, C, and D, taking 4500 damage while dealing 3000 damage to the others. If they all stay within 6 meters of each other this goes on forever.
Example Two:
Player A is hit with Chained Lightining, and there are 12 other players within 6 meters because they are stacked. None of them move. After .5 seconds, Player A takes 18000 damage and the other 12 take 3000 damage each. If none still move, the cycle repeats as per above.
Discussion
These are simplistic examples to illustrate a concept. If players are moving around or if multiple Chained Lightning is cast then the results can be much more unpredictable. There are probably ways to improve this which could be used on the base ability or as morphs, but this is just off the top of my head. Build up time to sparking, damage, etc were numbers thrown together to demonstrate the concept not carefully thought out for balance purposes. It would probably be best with a high (Magicka) cost. I personally see it more as a medium cost Ultimate ability if there were skill line that could use one.
Possible morphs...
Chain Reaction: Those hit by a sparking player take 3500 damage and have their spell resistance to elemental damage reduced by 25% for 8 seconds.
Bottled Lightning: Sparking players take 2000 damage per target affected and radius of affect is increased to 8 meters.
Edited by tinythinker on February 16, 2015 1:33PM ❤Experienced, new, returner?
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