I like the idea of unarmed combat but it needs to be more different to the current melee skill liens, the abilities you have come up with are too similar to other skill line abilities.
Needless to say, I'm all for an Unarmed skill tree being added.I'm having a lot of fun with Olaf the Mad Pugilist (my Nord DK that hasn't ever used a weapon), but it kind of sucks that there's nothing but light/heavy attacks that do piddly damage (even though certain DK abilities increase the damage, it's still very much less than with a weapon).
Having an Unarmed Skill tree would make things so much easier, even more fun, and perhaps even viable at later levels!
Here's what such an Unarmed skill tree could look like:
Active Abilities
A2: Kick. A kick attack doing X physical damage
A4: Flurry. A flurry of six punches doing X physical damage
A14: Sweep. You sweep the legs of your opponent, knocking them down for X seconds
A20: Flying kick. You jump to and kick an enemy up to 22 m away
A38: Focus. Your unarmed attacks do X/Y more damage for Z seconds
Passive Abilities
P5: Fists of Steel. Increases damage when unarmed by X/Y
P10: Rigourous Training. Reduces the cost of unarmed abilities by X/Y
P17: Lightning Reflexes. Increases dodge chance when unarmed by X/Y
P30: Conditioning. Decreases damage taken by X/Y
P41: Deflect Arrows. Blocks X/Y damage from projectiles
As for missing out on weapon enchants I see two possible solutions:
1. Either make the unarmed abilities inherently better than weapon attacks to make up the difference,
2. or (preferably) have unarmed "weapons" e.g. hand wraps that you can enchant.
Wrote this up in another thread about an Unarmed skill tree:
Needless to say, I'm all for an Unarmed skill tree being added.
Tricky15_66b16_ESO wrote: »Well, the armor breaking and skeletons of different races are nice ideas, but... It's just some nice shiny thing that don't really affect on how the game works. I mean, I'm a rol player myself and I would love to see things like this, but the game, right now, needs to improve other things. Add more content, etc. So focus just in a couple of shiny things is, right now, a mistake. Maybe in the future it can be a cool thing to add. Just not right now.
Unarmed combat... No. Just no. Maybe some kind of brawling, like a duel, or as a minigame in taverns, but as a skill line? How many people fighting against deaedras, dwemer constructs or dragons with their fists? It breaks the atmosphere. It's too much. Before unarmed, I want necromancy, real magic (Conjuration, Illusion, real fire and ice magic) spears or throwing weapons...
Psychobunni wrote: »I like most of your improvement ideas(all 600 threads lol), but quite a bit of them are long list ideas if you know what I mean.
I had actually hoped with the title that someone else was pointing out that the living dead skeletons in the game snort and hiss like a ticked off cat....not that I know exactly what one should sound like, but cat fight isn't it
MercyKilling wrote: »I said it before, it's all well and good that you care enough to want to see "improvements" to the game, but there is so much else that is wrong that needs to be addressed BEFORE anything like what you've been suggesting should happen.
Once those things have been dealt with, then sure....have at it with these kind of things. Until then? Nope.
Another list of great ideas @Heromofo!
@MercyKilling, My thought is that us letting ZOS know how we would like to see ESO develop will help them make the game that we would like to spend time in and play. For me, things like racial skeletons, sitting in chairs, Secunda not having a reflection are all very small things that add up to a larger issue and some issues, like racial skeletons, can be fixed in future DLC then retroactively fixed later in existing zones.
In fact, back on Feb 18th, I started a thread asking that certain features be added to new DLC... and then be added to existing zones later. The more content they add without things like racial skeletons and functional ladders, the large the job will be to fix them and the less likely it will be that ZOS ever actually fixes these issues.
http://forums.elderscrollsonline.com/en/discussion/152453/environmental-immersion-features-that-should-be-added-to-future-zones
Personally, I think ZOS is going to be surprised at how many console players are going to complain about these exact same things. Of course, I'm going to play the console version of ESO more like Baldur's Gate Dark Alliance, so the omission of immersive contextual interaction will be less irksome during those playthroughs. heheh.
Honestly, @NovaMarx, it's not that racial skeletons would ADD to immersion, it's that there not being racial skeletons is distracting from immersion, especially when there are quests that reference very specific skeletons, humanoid skeletons, and they are referenced as Argonian Skeletons.
It's makes a player wonder why they didn't notice that? Are they just not paying attention? If they ARE paying attention and this was noticed... do they just not care that it doesn't match? Why not? If they don't care about such an insignificant detail, what other details have been ignored? Not having racial skeletons just seems like lazy execution, and that's never something a player should feel while playing a game.
Honestly, @NovaMarx, it's not that racial skeletons would ADD to immersion, it's that there not being racial skeletons is distracting from immersion, especially when there are quests that reference very specific skeletons, humanoid skeletons, and they are referenced as Argonian Skeletons.
It's makes a player wonder why they didn't notice that? Are they just not paying attention? If they ARE paying attention and this was noticed... do they just not care that it doesn't match? Why not? If they don't care about such an insignificant detail, what other details have been ignored? Not having racial skeletons just seems like lazy execution, and that's never something a player should feel while playing a game.