Maintenance for the week of December 22:
• [COMPLETE] NA megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)
• [COMPLETE] EU megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)

If you could create a new buff or debuff or synergy in the game then what would it do?

  • Runs
    Runs
    ✭✭✭✭✭
    ✭✭✭
    Synergy all cast times are 2 seconds shorter for the next 60 seconds.
    Runs| Orc NightbladeChim-el Adabal| Dunmer TemplarM'air the Honest| Khajiit Templar
    Oddity| Altmer SorcerorDrizlo| Orc DragonKnightLady Ra Gada| Redguard Sorceror
    Taste-of-Hist-Sap| Argonian NightbladeWar'den Peace| Khajiit WardenLittle Warden Annie Altmer Warden
    Ports with Blood| Breton TemplarDirty-Old-Man| Dunmer DragonKnightEyes-of-the-Sun| Argonian DragonKnight
    Bleak Mystique| Nord WardenPolychronopolous| Imperial SorcerorBullcrit| Khajiit Nightblade
    PC NA CP 1250+ and still a noob
    At Writs End - A place to complete master writs
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    max_only wrote: »
    Tasear wrote: »
    It would be neat if vampires and werewolves could each bring a unique group buff to raids like the classes can.

    Werewolves have one.

    Do people tolerate ww in their dungeons these days? If someone can wolf out without fearing my neat little stack of adds I just leashed in then I guess that’s fine

    After wolf Hunter update they become quite popular and more common to see.
  • max_only
    max_only
    ✭✭✭✭✭
    ✭✭✭✭✭
    Tasear wrote: »
    max_only wrote: »
    Tasear wrote: »
    It would be neat if vampires and werewolves could each bring a unique group buff to raids like the classes can.

    Werewolves have one.

    Do people tolerate ww in their dungeons these days? If someone can wolf out without fearing my neat little stack of adds I just leashed in then I guess that’s fine

    After wolf Hunter update they become quite popular and more common to see.

    But I thought the werewolf resistance passive was bugged and they were super squishy? It must have been fixed and I didn’t hear about it.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • tanabata
    tanabata
    Soul Shriven
    Nice thread! I don't think that we have enough ways for teamplay in game current state (posted quite a long feedback about role of healers in 4-man content few days ago with thoughts about it).

    It would be nice, for example, to put some synergy to undaunted skillline (which can be available for all classes), that can reduce the target phys/spell resistance like Alkosh, by unique debuff(not like the minor/major breach). It will create some sets diversity for tanks, for example, and will encourage people to carefully watch for synergies.
    Also maybe we can put some synergy to restoration staff skillline, like minor courage or ultimate-regeneration synergy, or a small percent-based sustain synergy (like first undaunted passive or old blue orb's morph). This would be a small buff for healers in dungeons and arenas.

    Blue morph of orbs could get some love, for example. After morrowind i know nobody who using this skill for damage, lol.
    Edited by tanabata on September 25, 2018 7:30PM
  • tanabata
    tanabata
    Soul Shriven
    Or maaaaaybe minor stamina-steal synergy to s/b or restro skilllines? That will be a huge help for everyone: for non-dk tanks to restore their stam, for magicka users (they need stamina to avoid the mechanics, escpecially after damage shield changes) and for stamina guys, ofc.
  • Hateanthem
    Hateanthem
    ✭✭✭✭
    Vote Debuff Lethal Arrow 2020!
  • PeterUnlustig
    PeterUnlustig
    ✭✭✭✭
    Before you add any new synergies can you please fix synergies in PvP?
    In group fights where synergies are obviously only used, the synergy grab only appears for 1-2 seconds with lag an a chaotic situation it's way way to short of a time. Make synergies be active all the time and only get overlayed with new synergies popping up. As of rn only Ballgroups with called synergies or spam can reliably use them. In Pve you can handle synergies way easier but it wouldn't hurt to make them available better. A good way to do that if you make red circles for dmg yellow for heals and maybe blue for areas where a synergies is waiting to be grabbed.
  • PeterUnlustig
    PeterUnlustig
    ✭✭✭✭
    Also nerf defile, other then that I think summerset was really balanced in solo and smallscale pvp ( aka. the only pvp that matters)
  • GreenHere
    GreenHere
    ✭✭✭✭✭
    ✭✭
    I'd like to see the Orbs from Undaunted get a synergy rework. Take them off the Shard cooldown, but give them an alternate resource return mechanism. Maybe like the same amount of resources as Luminous Shards (or a bit more), but over 10 seconds instead of burst. Or perhaps just a flat recover bonus to all three stats; NOT Minor/Major buffs, since we have plenty of access to those for Health/Mag/Stam already.

    Something like Minor Staminasteal should be in the game too, imo. Also preferably in the Undaunted line, so everyone has access. Tanks in particular should have a reliable way to ease stam management without relying on gimmicky skills like Bull Netch, for instance. I hate that my ice tank has to have a little green booger floating around him to get that benefit currently.

    Minor Mangle should have more than one source; though I'm not sure where else it could be worked in safely. It's currently tied exclusively to a very under-used skill. But it's a good debuff. Maybe rework the other nearly-useless Caltrops morph to do less damage, cost more, and/or reduce the range (or a cast time? :trollface: ) and give Mangle? Might make a neat skill for tanks and PvP, and would be a good DoT to proc Stamsteal.
    Edited by GreenHere on September 25, 2018 8:24PM
  • nemvar
    nemvar
    ✭✭✭✭✭
    Minor courage and I would put it on wardens as a unique buff. There was no need for ZOS to nerf warhorn.
  • SugaComa
    SugaComa
    ✭✭✭✭✭
    Black hole / gravity well ...

    Synergy on Templar nova

    When synergy is used enemies in a 5m radious are pulled into the center, those at 10m are slowed to 70% movement speed
  • AcadianPaladin
    AcadianPaladin
    ✭✭✭✭✭
    ✭✭✭✭✭
    My magplar healer has at least 13 skills she'd love to put in her 10 slots so introducing more 'good' skills (like the Psijic line) is pretty worthless. So the first thing I want is to expand having one skill do multiple things. Elemental Drain, Purifying Light and Extended Ritual are good examples of this. I very much want to see 'stamina steal' as a companion to magicka steal but only if it is added to an existing skill like Elemental Drain.
    PC NA(no Steam), PvE, mostly solo
  • Altercator
    Altercator
    ✭✭✭
    T-bagging dead opposing players grants 20% ultimate gain for 10 seconds.
  • frostz417
    frostz417
    ✭✭✭✭✭
    ✭✭
    Minor/major crying.
    Increases the amount of crying sorc main tears/tantrums by 10-25%
  • Liferefugee
    Liferefugee
    ✭✭
    How about a synergy that steals Heath from the rest of the group and heals the tank for an equal amount? Say 3k dmg/heal per group member.
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    I would like to be able to target a group member with something so that they dodge roll out of the red. It could even cost me magicka to cast and use my stamina to pay for the dodge roll. Having to say don't stand in front of the boss over and over again in discord gets tiresome quick.
    and then the parrot said, "must be the water mines green too."
  • joaaocaampos
    joaaocaampos
    ✭✭✭✭✭
    Support buff, like Minor/Major Courage.
    • Acuity/Accuracy: Increases your Physical and Spell Penetration by 3000 for X seconds.
    Edited by joaaocaampos on September 25, 2018 11:53PM
  • rafaelcsmaia
    rafaelcsmaia
    ✭✭✭✭✭
    Major BALANCE for God's sake!!!
  • danno8
    danno8
    ✭✭✭✭✭
    ✭✭✭✭✭
    Just a couple ideas:

    Stamina version of Silence
    Buff removal
  • DanteYoda
    DanteYoda
    ✭✭✭✭✭
    ✭✭
    Remove taunt from Ice staves and add a taunt to warden flies and its morphs and a Aoe taunt to Arctic blast while re-adding the damage back..

  • Iki
    Iki
    ✭✭✭
    Buff: Minor courage - x amount of wep/spell dmg, should add this to some useable warden ability. Wardens should be able to buff dps of their allies like other classes.

    Synergy: Minor/Major terror - root x amount of nearby enemies and increase their dmg-taken 5/10% for x amount of time. Synergy that would root targets could help tanks with less cc-capabilities. This would work like dk talons or wardens gripping shard, but apply dmg-taken debuff instead of directly dealing dmg. Could be helpful for nb/templar-tanks.

    Debuff: Major injustice - when dealing damage to sorcerer add 5 seconds cast-time to targets next ability and increase its cost 500%. Because why not.
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    max_only wrote: »
    Tasear wrote: »
    max_only wrote: »
    Tasear wrote: »
    It would be neat if vampires and werewolves could each bring a unique group buff to raids like the classes can.

    Werewolves have one.

    Do people tolerate ww in their dungeons these days? If someone can wolf out without fearing my neat little stack of adds I just leashed in then I guess that’s fine

    After wolf Hunter update they become quite popular and more common to see.

    But I thought the werewolf resistance passive was bugged and they were super squishy? It must have been fixed and I didn’t hear about it.

    In pve they are fine >.>. But I brought up personally the werewolf resistance issue. Crosses fingers so I hope the issue gets taken care of.
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Something that reduces crit-resistance by X%

  • joaaocaampos
    joaaocaampos
    ✭✭✭✭✭
    Qbiken wrote: »
    Something that reduces crit-resistance by X%

    Critical Penetration? :joy::sweat_smile:
  • drkfrontiers
    drkfrontiers
    ✭✭✭✭✭
    Here's a fun one

    ~ Unholy alliance ~

    When a player dies upon resurrection they are transformed into a Flesh Astronach for 45 secs (not sure about their strength maybe AoE smash?). After timer they return to their normal self.

    Edited by drkfrontiers on September 26, 2018 8:16PM
    "One must still have chaos in oneself to be able to give birth to a dancing star."
    ~ Friedrich Nietzsche
Sign In or Register to comment.