DeadlyRecluse wrote: »This is very cool idea. Might be tricky to balance the different forms of increased damage (crit chance, crit damage, pen, etc) but would add some interesting diversity. The biggest problem would really be that most of these options (with the exception of "higher damage on shields") heavily privilege shield users.
I like the idea of skills giving you regens/ultimate on kills or hits, too, as it makes the execute less of a true execute and more of a skillshot with a reward attached.
DeadlyRecluse wrote: »This is very cool idea. Might be tricky to balance the different forms of increased damage (crit chance, crit damage, pen, etc) but would add some interesting diversity. The biggest problem would really be that most of these options (with the exception of "higher damage on shields") heavily privilege shield users.
I like the idea of skills giving you regens/ultimate on kills or hits, too, as it makes the execute less of a true execute and more of a skillshot with a reward attached.
Correct me if I'm wrong but executes currently work best against shield users since healing ward does not immediately take them out of execute range unlike actual heals. No need to change current executes. They all work fine and fit their builds. With maybe the exception of radiant, but I've never tried it since the patch.
@HeroOfNone Most executes already behave very differently. I'm assuming you are addressing the classes that lack executes, namely DK and Warden. The magden needs a real identity before an execute can be discussed. mDK could use some love in that department, but I don't think damage modifiers would be the way to go. At that point it's no different than percentages really.
Utility would be a better, albeit more difficult approach. Increased DoT damage is always discussed. But thinking outside the box, like having all DoTs refresh on a target in execute could also work. It would allow mDKs to focus on heavier hitting direct damage skills.
tl;dr:
any form of damage bonus can be broken down into percentages. While your suggestions increase diversity if applied, they limit versatility among currently existing executes.. You need to think mechanics/utility and how the ease/versatility of the execute scales with damage
DeadlyRecluse wrote: »This is very cool idea. Might be tricky to balance the different forms of increased damage (crit chance, crit damage, pen, etc) but would add some interesting diversity. The biggest problem would really be that most of these options (with the exception of "higher damage on shields") heavily privilege shield users.
I like the idea of skills giving you regens/ultimate on kills or hits, too, as it makes the execute less of a true execute and more of a skillshot with a reward attached.
Correct me if I'm wrong but executes currently work best against shield users since healing ward does not immediately take them out of execute range unlike actual heals. No need to change current executes. They all work fine and fit their builds. With maybe the exception of radiant, but I've never tried it since the patch.
HeroOfNone wrote: »
Dragon Knights (stam/magic), Wardens(stam/magic), and stamina templars, which lack a class execute would one spot to add these in. But given the diversity of side abilities here we could also adjust other current executes, depending on what the balance called for.
The magicka warden issue I sort of view as a destruction staff issue, as cold damage is their top synergy but ZOS made its heavy attacks work like a taunt. Solve the destro staff issue, solve mage wardens IMO.
I like the idea of refreshing dots on DKs, but also think ultimate boosting or regens might also help. Where DKs really hurt thsee last few patches is resource generation, which forces the heavy attack meta a lot. More resources returned by regens or by spamming ultimates the more damage increases. Still iffy how that plays out in PVP though.
And yeah, pentration & crit chance would impact damage, however given the setup for many groups now I feel it would have a rounded approach.
Crit % - most will try to keep around 50%, as high crit chance seems to drop down exponentially as it gets too high. So a high damage build class like a warden/DK might take more benefit than a nightblade.
Penetration - something like this would benefit most in 4 man dungeons and PVP, but less in trials where most plan for 100% penetration against most mobs. Maybe players would opt to skip spiggans/spinner for other sets with this as an alternative, or maybe it will only have limited application.
So I've thought about it somewhat, but it does require some balance that ZOS will need to figure out. Still, it gives some more options other than the standard execute with added damage that so many seem to shout about.