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Additional Weapon Skill Ideas

TheShadowScout
TheShadowScout
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Since this is another topic that keeps popping up and is dear to my ESO enjoyment ideals, I thought it might be a good idea to get my usual ramblings about these ideas into order and post a bit more fleshed out concept here for discussion and feedback... it is a very rough concept, I am sure there are many ideas in there that could use some refining and improvement, I just wanted to put it out there to show what I am talking about when I comment in those other threads...

Anyways, here are my ideas on the matter of what I would like to see added to ESO someday in terms of weapon skills, feel free to comment (please be nice! ;) )

Polearms
These extra-long shafted weapons (…things like: Pikes, Poleaxes, Tridents, Glaives, Monks Spades, War Scythes, Ranseur, Military Forks, Naginata, Hunting Spears, Halberds, Spetums, Pitchforks, etc.) should have 50% more range then normal weapons, but be awkward to use in very close quarters, so any attacks that are made against opponents at knife range suffer a 50% damage penalty (meaning, the weapons will do half damage from zero to 50% normal weapon range, and then full damage from 50% to 150% normal weapon range… for light/heavy attacks, as well as skill use…)
Skills:
• Impaling Jabs (Puncturing Jabs animation, triple attacks in one go)
- Morph1: Impaling Strikes (+ knockback on last strike)
- Morph2: Rending Jabs (+ bleeding DoT increased per hit)
• Circular Slash (Radial Sweep animation, AOE around wielder)
- Morph1: Circular Sweep (+ shield per enemy hit)
- Morph2: Crescent Slash (+ extra damage to enemies in front)
• Spear Charge (Focused Charge animation, gap closer & damage)
- Morph1: Impaling Charge (+ bleeding DoT)
- Morph2: Spear Rush (+ damage increased per distance charged)
• Braced Guard (auto-damage against anyone using a gap closer / duration)
- Morph1: Indomitable Guard (+CC immunity / duration)
- Morph2: Aggressive Guard (+ increased auto-damage and chance to disorient)
• Stalwart Defense (physical resistance buff, weapon damage buff)
- Morph1: Stalwart Resistance (+ spell resistance buff, CC resistance chance)
- Morph2: Indomitable Defense (+ heal over time, removes one DoT effect)
Passives:
• Piercing Pike: increases damage bonus for critical and damage against blocking targets
• Balanced Polearm: reduces the cost of polearm abilities
• Pike Wall: increases block against melee attacks
• Melee Training: reduces the half-damage range to 40%/25%
• Impale: gives chance to cause extra bleed DoT on any polearm strike/skill

Brawling
Uses either fists, or weapons like brass knuckles, punch daggers, spiked knuckles, cesti, sap-hardened bandages dipped in broken glass, etc. depending on racial style; doing half of dagger damage with those weapons, or 20% with fists - this skill line is not supposed to be competitive with "proper weapons" on its own, but might make an interesting addition to ESO nonetheless, possibly even because of this handicap (not like there aren't enough class/guild skills to make up for it in any case). Quick jab light attack, long wind-up haymaker punch as heavy attack.
Skills:
• Grapple Hold (immobilize, channeled, interruptible - much like the wolf)
- Morph1: Sleeper Hold (+ disorient after hold ends/broken)
- Morph2: Strangle Hold (+ low DoT while in hold)
• Stomp Kick (kick to the leg, minor damage & snare)
- Morph1: Boot to the Knee (+ immobilize for short duration, then long snare)
- Morph2: Leg Sweep (+ knockdown, then snare)
• Dirt Throw (grab dirt from pouch, throw in eyes, blind target/duration)
- Morph1: Salt Throw (+ interrupts spellcasting)
- Morph2: Dust Throw (+ miss chance/duration after blind ends)
• Knee Strike (knee below the belt, extra-short range, low damage & stun)
- Morph1: Low Kick (+normal range, disorient after stun)
- Morph2: Dirty Kick (+normal range, double stun duration if used against male characters)
• Bull Rush (gap closer, does minor damage and some pushback)
- Morph1: Lariat (knockdown instead of pushback)
- Morph2: Drop Kick (knockdown & pushback, but attacker knocked down as well)
Passives:
• Fighting Spirit: gain increased stamina regeneration if brawling ability is slotted
• Pugilist: reduces the cost of brawling abilities
• Heavy Handed: increase damage with brawling attacks/abilities
• Toughness: gain resistance chance against CC abilities
• Martial Artist: gain basic dodge chance against melee attacks only

One Handed and Ranged
Uses a weapon in one hand and a throwing weapon in the other (offhand options for javelins, throwing knives, shuriken, throwing axes, throwing spikes, throwing irons, boomerangs, kunai, etc.), borrowing the first two skills from One-handed and Shield, then diverging in abilities; throwing attacks might be shorter ranged compared to bow or staff attacks, but could have an increased critical damage modifier…
Skills:
• Puncture (attack + taunt + reduce armor)
- Morph1: Ransack (+ increase own armor)
- Morph2: Pierce Armor (+ reduce spell resistance)
• Low Slash (attack + snare + reduce damage)
- Morph1: Deep Slash (+ hits additional targets)
- Morph2: Heroic Slash (+ generates ultimate)
• Piercing Throw (ranged attack with knockback)
- Morph1: Piercing Hurl (+additional damage / range from target)
- Morph2: Vicious Throw (+knockdown instead of knockback)
• Triple Volley (three throwing attacks at one or more targets, quick-channeled-ish)
- Morph1: Quintuple Volley (five attacks)
- Morph2: Triple Ripple (+ bleed DoT, increased duration if multiple hit same target)
• Crippling Throw (ranged attack with snare)
- Morph1: Crippling Volley (+ AoE cone)
- Morph2: Impaling Throw (+ bleed DoT)
Passives:
• Strong-arm: increase weapon damage and thrown attack range
• Swashbuckling: reduces the cost of one-handed and ranged abilities
• Bullseye: increases the critical chance of thrown attacks
• Coup de Grace: extra damage from 1H&R abilities to low health opponents
• Duelist: extra effect depending on main hand weapon (like for Dual Wield)

One Handed and Magic
Uses your usual average melee weapon in the main hand, and a destruction wand/runestone as offhand for a mix of magically charged melee strikes and elemental mid-range and AoE attacks or effects, all skills cost half-half stamina & magicka unless otherwise noted, and heavy attacks restore half-half stamina and magicka
Skills:
• Imbued Strike (charge weapon with magic, strike with weapon + extra elemental damage)
- Morph1: Imbued Slash (+ extra bleed DoT)
- Morph2: Empowered Strike (+ extra elemental effect, depending on type)
• Elemental Slash (weapon slash with extra magic short-range elemental cone AoE attack)
- Morph1: Elemental Wave (AoE increases to 180° front arc)
- Morph2: Elemental Burst (Cone doubles in range, but narrows in arc)
• Elemental Bolt (mid-range single target attack, damage & elemental effect, magicka only)
- Morph1: Elemental Blast (+ AoE damage explosion on hit)
- Morph2: Elemental Volley (fires up to three projectiles, like Reflective Light)
• Mystic Mark (reduced weapon damage, vulnerability to 1H&M attacks, prevents stealth)
- Morph1: Mystic Curse (+ elemental DoT, DoT duration reset for every new 1H&M hit)
- Morph2: Crippling Mark (+ snare, duration reset for every new 1H%M hit)
• Power Ward (damage shield, strength depending on total health, magicka only)
- Morph1: Elemental Ward (+ halve elemental shield type damage)
- Morph2: Power Shield (+ chance to reflect ranged attacks)
Passives:
• Close Combat: elemental effects gain bonus damage the lower the range
• Spellblade: reduces the cost of one-handed & magic abilities
• Magicka Handler: blocking a spell attack will restore magicka
• Battlemage: light & medium armor resource bonus changed to ¾/¼ and ½/½ stamina/magicka
• Warcaster: restores magicka and stamina on killing an enemy with a 1H&M ability

In addition to those new skill lines, there are also a few more weapons that would fit right in with existing skill lines in some way… like…

Crossbows - could be added as alternate weapon to the Bow skill line as is (Maybe rename that one a bit… "Marksmanship", anyone?) Possibly with some tweaks… like perhaps increased armor penetration compared to bows, but a "reload time" after each shot? Possibly also changing the bows poison effects to disease for a bit difference in flavor…

Slings - another possible addition to the Bow skill line, firing heavy lead bullets, perhaps a bit shorter in range, but with some added effect to balance… again, the bows poison effects could be switched to a fire DoT, due to enchanted sling bullets (clay bullets that break open releasing volatile alchemical ingredients? Something like that…)

Flails - could be an additional option for one-handed and two-handed weapons, though I am not so sure about how well they would animate I suppose… but if there were no technical difficulties, they could be done for an block-penetration effect, balanced by some drawback… possibly increased stamina costs (since it might take more strength to control such without hitting yourself) or maybe even a small chance to hit yourself on the backswing for each strike… this might include other "flexible" weapons such as Whips, Nunchakus, Urumi, etc.

Alternate Staves - we have fire, ice and shock as well as healing, but who here wouldn't want more? Cyan "coldfire" destruction staves (fire effect visuals in cyan, but ice effect status and damage), purple "warlock" destro staves (pure magic damage, shock effect status), green acid destro staves (fire status effects, poison damage), or red blood magic healing staves (less damage, but as lifedrain)

Spell Foci - I always felt vexed my casters have to have staves to cast their castyness, I want another option! My idea would be a "Spell Focus" as alternate destruction/restoration magic weapon, that used the exactly same stats, but had different visuals... it would be held in the left hand, with the right making mystic gestures above it for casting, and depending on racial style it could be stuff like holy symbols, ornate spellbooks, meditation crystals, gemmed skulls, shaman rattles, gilded scepters, etc. Naturally both in the classic flavors, and the alternate flavors I mentioned above... and these things would make -perfect- additions to a possible Jewelry crafting skill line... ;)

Subduing Weapons - a derivation of bare-knuckled brawling, if they ever make a "unarmed" combat system for non-lethal barroom brawls (which are a classic cliché in every fantasy setting) there could also be less then lethal weapons for other skill lines. A small truncheon for one-handed, or a larger club for two-handed skills, or an stun-staff for mages (sorry, no boxing glove arrows, for one that is DC copyright I would think, for another it is silly…).
These could also include “improvised” weapons of some sort… a frying pan, a broomstick, a coin purse, a candlestick, a chair leg, a belaying pin… might be interesting for some special "no weapon" areas quest thing - go in unarmed, find your improvised weapons there…
Edited by TheShadowScout on September 8, 2016 3:29PM
  • Thevampirenight
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    I agree with you they need to add all these things!
    Edited by Thevampirenight on April 10, 2016 12:11AM
    PC NA
    Please add Fangs to Vampires.
  • Brutusmax1mus
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    Options are gud
  • dodgehopper_ESO
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    @TheShadowScout I love all the ideas and have suggested some similar ones here and there in the past. I'd like to add though that I would also really like a Short Spear + Shield skill as well, even if it is just tacked on to the 1H+Shield skill line.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Lynx7386
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    Not sure we'll ever see more skill lines. It's more likely that weapons like the polearm and crossbow would be added to the 2h and bow lines respectively.

    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • TheShadowScout
    TheShadowScout
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    Lynx7386 wrote: »
    Not sure we'll ever see more skill lines. It's more likely that weapons like the polearm and crossbow would be added to the 2h and bow lines respectively.
    Not sure myself, but... more skill lines would be a -good- thing, as it would offer people who have gotten somewhat bored with their characters due to "dunnitall" the opportunity to have something new to strive for - maxing a additional skill line, and all the questing they need to go on for that.
  • Eirikir
    Eirikir
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    Brawling
    Uses either fists, or weapons like brass knuckles, punch daggers, spiked knuckles, cesti, sap-hardened bandages dipped in broken glass, etc. depending on racial style; doing half of dagger damage with those weapons, or 20% with fists - this skill line is not supposed to be competitive with "proper weapons" on its own, but might make an interesting addition to ESO nonetheless, possibly even because of this handicap (not like there aren't enough class/guild skills to make up for it in any case). Quick jab light attack, long wind-up haymaker punch as heavy attack.
    Skills:
    • Grapple Hold (immobilize, channeled, interruptible - much like the wolf)
    - Morph1: Sleeper Hold (+ disorient after hold ends/broken)
    - Morph2: Strangle Hold (+ low DoT while in hold)
    • Stomp Kick (kick to the leg, minor damage & snare)
    - Morph1: Boot to the Knee (+ immobilize for short duration, then long snare)
    - Morph2: Leg Sweep (+ knockdown, then snare)
    • Dirt Throw (grab dirt from pouch, throw in eyes, blind target/duration)
    - Morph1: Salt Throw (+ interrupts spellcasting)
    - Morph2: Dust Throw (+ miss chance/duration after blind ends)
    • Knee Strike (knee below the belt, extra-short range, low damage & stun)
    - Morph1: Low Kick (+normal range, disorient after stun)
    - Morph2: Dirty Kick (+normal range, double stun duration if used against male characters)
    • Bull Rush (gap closer, does minor damage and some pushback)
    - Morph1: Lariat (knockdown instead of pushback)
    - Morph2: Drop Kick (knockdown & pushback, but attacker knocked down as well)
    Passives:
    • Fighting Spirit: gain increased stamina regeneration if brawling ability is slotted
    • Pugilist: reduces the cost of brawling abilities
    • Heavy Handed: increase damage with brawling attacks/abilities
    • Toughness: gain resistance chance against CC abilities
    • Martial Artist: gain basic dodge chance against melee attacks only

    I would love to drop my sword and shield and grapple enemies instead of the bow I use to alternate now.

    db6.png

    Edited by Eirikir on April 10, 2016 12:44AM
    Server: PS4-NA
    PSN: Eirikir
    Name: Eirikir "Erik" Kololf
    Alliance: Ebonheart Pact
    Race: Nord (Lycanthrope)
    Class: Dragonknight (Range DPS)
    Playstyle: Crafter, PVE, PVP, Roleplayer
  • TheShadowScout
    TheShadowScout
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    Eirikir wrote: »
    I would love to drop my sword and shield and grapple enemies instead of the bow I use to alternate now.
    Indeed, and mixing it with DK Earthen Heart class skills you can very well get that... "Strong Arm Alchemist" feeling ;)
  • Lynx7386
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    I've been around asking for polearms to be added since beta =P

    I really think they'd fit in with the 2handed line just fine (as the equivalent to daggers, giving +critical rating with the heavy weapons passive), but the real issue is that ZOS doesnt want to invest the time to give different attack animations based on weapon type. It's been a testament to their lazy development work since before launch: having every weapon within a skill set use the exact same animations. Stabbing furiously with the blunt end of a mace while dual wielding, anyone?

    Right now, polearms would look pretty ridiculous with the stances and animations of the 2handed line, and until zenimax decides to start working for the benefit of the game and not just their wallets, nothing is going to change.

    And you can be abso-friggin-lutely certain that if they ever do decide to add new weapons, it wont be an 'update', it will be a crown store purchase, and probably a half-arsed copy pasta job at that.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Khamira
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    Really nice ideas :blush:

    And about polearms - they could recycle Templars Spear animations - less to do, more likely to happen.

    And yeah, I was once angry about my mage being forced to have a stick to cast. In Skyrim your character was so awesome that he could just throw fire out of his hands.
    Kha'jira's Scribbles - Such Blog, Many Thingies, Very Wow!
  • Mojmir
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    a nice pair of sai's or swordbreakers would be cool, good chance to snap or break opponents weapon. not really but it could force them to be disarmed and have to re arm. oh the hate tells!!
  • khele23eb17_ESO
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    What Id like to see: 1h+spell, tomes of magic/grimoires, crossbows or thrown weapons, polearms.

    Problem is... if they put the new skill lines in the cash shop or make them part of a dlc itll be p2w. But if they cant monetize them they wont make them at all. Thus, they wont make them at all.
    Edited by khele23eb17_ESO on April 10, 2016 8:46AM
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • altemriel
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    when i wear clever alchemyst set i feel like a clever alchemyst :smiley::smiley:
  • ryanborror
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    I like the idea of crossbows, but why not illusion, conjugation, alteration, and mysticism staves?there are a lot of npc skills that would've cool to have. Like the hagraven bat teleport thing or raising the dead or the scamp fire rain or the arcanist teleport to you and blow up or the cryomancer ice wall. I think the illusion tree could have that fearkyn annoying fear ability.
    dooderrr
    templars, nightblades
    PC/XB1 NA
  • TheShadowScout
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    ryanborror wrote: »
    I like the idea of crossbows, but why not illusion, conjugation, alteration, and mysticism staves?there are a lot of npc skills that would've cool to have. Like the hagraven bat teleport thing or raising the dead or the scamp fire rain or the arcanist teleport to you and blow up or the cryomancer ice wall. I think the illusion tree could have that fearkyn annoying fear ability.
    If you want to know why not every ability is mentioned for weapons here... just check out my class morph idea, you might find some interesting ones there ;)http://forums.elderscrollsonline.com/en/discussion/240186/class-morph-idea/p1
  • Solariken
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    Cool concepts, OP. You might also consider adding quarterstaff (a la Donatello, Ninja Turtle). :)
  • dodgehopper_ESO
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    ryanborror wrote: »
    I like the idea of crossbows, but why not illusion, conjugation, alteration, and mysticism staves?there are a lot of npc skills that would've cool to have. Like the hagraven bat teleport thing or raising the dead or the scamp fire rain or the arcanist teleport to you and blow up or the cryomancer ice wall. I think the illusion tree could have that fearkyn annoying fear ability.

    I want CONJUGATION! Lets turn that Gerund into a Past Participle! :P

    IN all seriousness yeah it would be cool.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • TheShadowScout
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    Solariken wrote: »
    Cool concepts, OP. You might also consider adding quarterstaff (a la Donatello, Ninja Turtle). :)
    That one would be the "subduing weapon" for polearms I would think... ;)
  • Thevampirenight
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    I would like to see them change some things around, In order for them to balance everything they have got to change the attributes system.
    Intelligence would only add to magicka pool plus magicka regen.
    Agility would increase stamina pool and stamina regen
    Willpower would determine Magicka damage and magicka crit damage.
    Strength would determine weapons damage and stamina abilties damage.
    Health would just increase health pool and regen.

    So they need to change it to a five attributes system its the only way they are going to be able to balance the game.
    So basically each level starting from level one you get two attributes, each level. This would help with the changes they put in to separate everything. The way it is now, just makes it, harder for us and them because they can't do anything to balance out hte game.
    Main reason why they can't balance the game, For one, people have to max either stamina or magicka in order to do good dps, or have good regen. They do it for both, and if they would seperate it into five attributes then it would basically balance out everything because players would have to use attributes in order to get good dps. Not only would they have to worry about just one attribute they would have to then choose different attributes. This would allow for more options possibly making hybrid builds good enough to do content with.
    If they changed it then they could really bring balance into the game, we need five attributes to be able to spend on.

    Then when they finally balance out the game, making any build viable then people would not have to use the same builds as every other person in like pvp guilds and pve guilds.


    P.S
    Changing the attributes system is what they have to do in order to balance out the game.
    It would help balance out both pve and pvp as well.
    People would be able to choose many different build options. Stamina builds and magicka builds would be balanced out and they would be able to work on other things.
    Edited by Thevampirenight on April 11, 2016 4:31AM
    PC NA
    Please add Fangs to Vampires.
  • FeaR Turbo
    FeaR Turbo
    Class Representative
    how about just 1 sword? like a Katana sword fighting style. Could be based around fast attacks. I always wondered why equipping 1 sword made you a tank (:
  • TheShadowScout
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    I would like to see them change some things around, In order for them to balance everything they have got to change the attributes system...
    Not really realistic at this point - they are unlikely to completely rewrite their whole game system (as much as I too would enjoy a more detailed attribute system like your idea). Still... if they did it... I'd rejoice! ;)
    FeaR Turbo wrote: »
    how about just 1 sword? like a Katana sword fighting style. Could be based around fast attacks. I always wondered why equipping 1 sword made you a tank (:
    Katanas are generally either used with two hands, even though their blade is more comparable to an european one handed sword... or dual-wielding them together with the wakizashi. Not to mention, Samurai originally were master horse archers, not swordsmen... the whole "ooo, katana" mythos only came into being after western firearms has more or less made all their archery obsolete... (its... a male pride thing, methinks, they needed something to salve the embarrassment over their lost... battlefield potence)

    The point is, in medieval times, a person fighting with merely a sword was more of a sign someone was unprepared for combat (like, say, a noble who just rode out to survey his lands and did not expect to be attacked, or a king in ceremonial getup), since pretty much noone who had the choice would just forego the advantage of doing -something- with their offhand, be it extra defense (1H&Shield) or extra offense (Dual Wield) or extra striking power (2Handed), or some spoiling attacks (1H&Ranged). Only archers caught with their pants down so to speak were likely to fight with only one backup shortsword, and even they would grab a dagger in their offhand if they had one. Cavalry as well - they had their shield strapped to their offhand to keep the hand free enough to manage the reins and have their mainhand for lance, sword or whatever.

    The the "one-handed" thing was pretty much exclusive to honor duels in the times of the musketeers... and even then the duellist-type fighters liked to pick up something in their offhand if they had to fight outside of a formal duel - main gauche for example, or in a pinch, even just their cloak wrapped around their offhand and used as makeshift shield... and having one bladed weapoon became even more of a thing in the piratical times - since then you wanted your offhand to grab one of those flintlocks to blast your first opponent, and maybe a second or more depending on how many you had with you. Same for later cavalry, they had their sabers... so they had the other hand free to grab a pistol.

    And later on, as firearms got better and better, the sword was more and more relegated to ceremonial and status symbol use, and thus the one-handed...

    But ESO is medieval-ish, so one-sword style in actual battle would be rather unusual here...
  • Gidorick
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    I'm so glad you made this thread @TheShadowScout ! This is a topic I've long wanted to see on the forums. The few times I've started a writeup on the topic I get stuck at a the many MANY "well what about..." issues that arise.

    Usually, my thoughts end up going to ZOS changing existing skills to accommodate a wider variety of weapons. Like... the weapon system should have different skill lines than they have now.

    My last attempt ended with something like:
    Melee Skills
    • Two handed for melee (two handed swords/axes/hammers/polearms)
    • One handed melee (one handed swords/axes/daggers)
    • Dual wield melee (two one handed melee weapons equipped)

    Magical Skills
    • Two handed magical (staves, spell books, large artifacts)
    • One handed magical (wands, small artifacts, memorized handcasted spells)
    • Dual wield magical (two one handed magical weapons equipped)

    Ranged Skills
    • Bow (Bows, Longbows, Crossbows)
    • Two handed Throwing Weapons (Spears)
    • One handed Throwing Weapons (Throwing knives, Throwing Sticks)

    Unarmed
    • Brawling (includes basic fists and kicks)
    • (1st racial unarmed style)
    • (2nd racial unarmed style)

    And there would be Shield skill line that would be independent of weapons.

    Unarmed would be dependent on players race. Khajiit would have claw attacks, Argonians would have tail swipes, Nords would have fighting styles that was VERY heavy on punching and bashing. This would make my Mixed Race Hybrid offspring character concept even more interesting since a player would choose two unarmed styles out of a possible four. But then that would require ZOS to make a whopping 20 different martial art skill lines. whew.

    All the weapon flair would be dependent on the weapons used. Like two handed swords, hammers, and polearms all have completely different handling styles.

    Additionally, players could mix and match one armed weapons... dual wielding the same type of weapon would afford the player some bonuses that they wouldn't receive if they mixed and matched weapon styles. Like... dual wielding handcasted spells could allow for kame-kame-ka style charge-ups.

    As you can see, this would require a complete overhaul of the weapon systems... so I never posted. I don't like to suggest changes, but additions. Your ideas do a pretty good job of covering all the bases.

    I especially like your idea of adding new weapons to existing skill lines... I really don't see why that would be a problem.

    I do think one-handed and magic and one handed and ranged might be redundant. Like... what if I wanted to have a shield and a throwing weapon, or a shield and a relic? Would that fit into any of the "existing" skill lines? While also considering your suggestions of course.

    Edited by Gidorick on April 11, 2016 4:29PM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • dodgehopper_ESO
    dodgehopper_ESO
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    I'd be pretty happy If they just added Short Spears to the One Hand and Shield skill line. The only problem I foresee (like some of the other weapons) is the oddity of how some of the animations would look, but that's no different than stabbing with an axe or mace I suppose, only in this instance it would be the slashing motions that would look bizarre.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • TheShadowScout
    TheShadowScout
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    Gidorick wrote: »
    I do think one-handed and magic and one handed and ranged might be redundant. Like... what if I wanted to have a shield and a throwing weapon, or a shield and a relic? Would that fit into any of the "existing" skill lines? While also considering your suggestions of course.
    Well, the ranged weapons and magic wands/runes might be offhand items just like shields... the "shield and ranged/magic" thing would have to be a completely new skill line, and one that is sooo unusual that I neglected to consider it. I mean... take ALL the heroes from myth and movies. Show me the one who is using a shield and a magic wand. Or a shield and throwing daggers. The only ones coming close are roman legionaries, but for them the javelin was not a main combat weapon, but an opening-one-shot. They threw them for a nasty welcoming volley, and then drew their gladius shortswords to stabstabstab their way to victory around their big shields... sounds like a weapon swap to me ;)

    Of course, theortically it would be possible to make those weapon lines as well. Magic-and-shield. Ranged-and-shield- Dual-ranged. Dual-magic. Simply by mixing and matching skills... I did a little with my 1H&R using two 1H&S skills... remove those and replace them with two shield-ish skills from that line instead and you'd have R&S. Replace them with two skills borrowed from dual-wield and you get D-R. Replace the first two "enhanced strike" skills from 1H&M with those shield skills and you get M&S. Replace them with two skills borrowed from destruction, and you could have D-M. Mix up the passives a little as well... It -would- be a cheap way to make four more skill lines, so... maybe not such a bad idea... (Just... keep a wet towel handy to slap those who'd demand duel-wielding shields, right? :tongue: )
  • Tryxus
    Tryxus
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    My Illusion Staff idea :p
    Illusion Staff... The first thing to know about an Illusion Staff is that besides the Light and Heavy attacks, NONE OF ITS SKILLS DO ANY DAMAGE. Illusion is simple mind trickery, it can't hurt anyone directly so its skills shouldn't do any damage. However, the Skill Effects are increased by Spell Damage and the Light/Heavy Attacks do damage to an enemy so that weaving is still possible and the staff remains its usefulness from lvl1 to v16

    Skills:

    Calm: Inflict an enemy with Minor Maim, reducing the target's damage output by 15% for 20 secs
    - Morph 1 -> Harmony: Inflicts up to 3 enemies
    - Morph 2 -> Enchanted Minds: Also grants the caster Minor Protection, decreasing damage taken by 8%

    Starlight: Create a powerful ray of light that blinds enemies, making Physical Attacks unable to hurt you for 8 secs
    - Morph 1 -> Celestial Light: Increases duration to 12 secs
    - Morhp 2 -> Light Within: Also grants Minor Prophecy, increasing Spell Crit by 3%

    Rage: Boost an enemy with both Minor Brutality and Minor Sorcery, increasing their Weapon and Spell Damage by 5%, but inflicting them with Minor Mangle, reducing their Max Health by 5% for 20 secs
    - Morph 1 -> Fury: Gives the caster Minor Brutality and Minor Sorcery instead
    - Morph 2 -> Berserker Rage: Also inflicts the enemy with Major Defile, reducing their healing taken by 30%

    Silence: Silences an enemy, preventing them from using any skills for 5 secs
    - Morph 1 -> Muffle: Increases duration to 8 secs
    - Morph 2 -> Night's Silence: Increases caster's Spell Crit by 10% for 5 secs

    Courage: Grants all allies Minor Heroism, increasing Ultimate gain by 1 for 15 secs
    - Morph 1 -> Courageous Heart: Also grants Major Empower, increasing damage on the next attack by 20%
    - Morph 2 -> Call to Arms: Grants immunity to knockback and disabling effects for 5 secs as well


    Passives:
    Mind Trickery: Gives normal Light and Heavy attacks a 5/10 % chance to inflict Fear
    Hidden Magicks: Increase Spell Critical by 8/16 % while wielding an Illusion Staff
    Phantasm: Activating an Illusion Staff Skill has a 10/20 % to grant you Minor Evasion, increasing dodge chance by 5%
    Mindscan: Increase Magicka Recovery by 6/12 % while wielding an Illusion Staff
    Master of the Mind: Increases your damage by 5/10 % on an enemy that is inflicted by any Illusion Staff Skill
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • Gidorick
    Gidorick
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    Gidorick wrote: »
    I do think one-handed and magic and one handed and ranged might be redundant. Like... what if I wanted to have a shield and a throwing weapon, or a shield and a relic? Would that fit into any of the "existing" skill lines? While also considering your suggestions of course.
    Well, the ranged weapons and magic wands/runes might be offhand items just like shields... the "shield and ranged/magic" thing would have to be a completely new skill line, and one that is sooo unusual that I neglected to consider it. I mean... take ALL the heroes from myth and movies. Show me the one who is using a shield and a magic wand. Or a shield and throwing daggers. The only ones coming close are roman legionaries, but for them the javelin was not a main combat weapon, but an opening-one-shot. They threw them for a nasty welcoming volley, and then drew their gladius shortswords to stabstabstab their way to victory around their big shields... sounds like a weapon swap to me ;)

    Of course, theortically it would be possible to make those weapon lines as well. Magic-and-shield. Ranged-and-shield- Dual-ranged. Dual-magic. Simply by mixing and matching skills... I did a little with my 1H&R using two 1H&S skills... remove those and replace them with two shield-ish skills from that line instead and you'd have R&S. Replace them with two skills borrowed from dual-wield and you get D-R. Replace the first two "enhanced strike" skills from 1H&M with those shield skills and you get M&S. Replace them with two skills borrowed from destruction, and you could have D-M. Mix up the passives a little as well... It -would- be a cheap way to make four more skill lines, so... maybe not such a bad idea... (Just... keep a wet towel handy to slap those who'd demand duel-wielding shields, right? :tongue: )

    This kind of mix and match is why I personally wish ZOS would make the Sword and Shield line just shield. and it can be used as an "additive" skill line. But that really is my only concern. In the end, we really do need crossbows, polearms and more added to the game... at some point.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • TheShadowScout
    TheShadowScout
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    Gidorick wrote: »
    This kind of mix and match is why I personally wish ZOS would make the Sword and Shield line just shield. and it can be used as an "additive" skill line...
    I see what you are thinking, and agree, it -would- have been great if they had made "weapon type" skill lines and let people mix and match the actual skills depending on free weapon selection. Sadly... not the way they went. But if they ever were to redesign the system... I totally would vote for something like that!
  • Aquanova
    Aquanova
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    Scepter's so we have a magicka dual wield option and take that spell damage buff from dw swords and put it in this skill line.
    Edited by Aquanova on April 12, 2016 2:08AM
    NA/PC
  • Necrelios
    Necrelios
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    Well we have the emote for a Dwemer Control Rod, so this got me thinking of the possibilities. Nothing concrete yet, mind you, I'm still thinking about it. Something along the lines of a Dwemer Technician or Engineer who uses their knowledge of Dwemer tech in battle, after delving in all those Dwemer ruins we must be experts with that kind of stuff by now.
    Edited by Necrelios on April 12, 2016 11:34AM
    Terms & Conditions ["We revoke permission to fictional legal constructs or private/public persons for selling of any private data, censorship, surveillance, personage or conversion as a trespass of law. We prohibit the practice of "procedural law" or corporate statues in place of divine law."]
  • Grayphilosophy
    Grayphilosophy
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    Yes to everything! Options damnit, options!
  • Bearded_Gorilla
    I agree ESO needs more variety in weapons and skills to diversify the battle field and possibly appeal to players who have left and new ones.
    - Level 36 - Nord - Nightblade - Ebonheart Pact - EU -
    - Wood worker/ Clothier - Archer/2H -
    - Unattired Elven Dancers -
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