Grianasteri wrote: »The dot is still very effective, or can be in the right build. Both morphs.
But it would be nice to have the skill line revamped and fleshed out. I think when doing so, thought should be given to synergy with Necromancy and Vampirism. Not overtly, but the skills should compliment one another, kind of like Nightblade and Vampirism do already.
I used to love the ultimate, there was something really fun about it. But they nerfed it
Red_Feather wrote: »Yes please!
It could be a big skill tree that gets a new skill or passive with each chapter (if you own the chapter).
Kittytravel wrote: »No offense but it would be kind of be nice if instead of "conceptual" advice that's literally the same lineup that devs have been using for years you gave real suggestions. Maybe some actual skill suggestions? A unique mechanic to the skill line?
Using vampire as a basis isn't the best move in my opinion as Vampire was reworked into having the same exact issue that's plagued it for years; a complete lack of a core mechanic defining the skill line and getting cherry picked for 1-2 parts of it with zero incentive to remain at stage four.
As for actual suggestions so I'm not a hypocrite, I'd say make the entire skill lines damage abilities unable to be used on other players. A PvE focused skill line since it'd make sense (to me at least) that soul magic doesn't work on someone who has an altered soul. We can all pretty much agree that the fact (spoilers to main story)we have our soul back after the main story line but still cannot die like normal people means we have some sort of alteration to our souls being that we have become tied to aetherius. To me that feels like normal soul magic wouldn't affect us anymore.
If it's a skill line for PvE focused with that change then the damage type on all soul magic can be made into "Oblivion" damage which again makes sense if you are striking at someones very soul. Since CP or passives won't affect that type of damage it's easier to balance while also offering a unique line to part of the game.
Kittytravel wrote: »No offense but it would be kind of be nice if instead of "conceptual" advice that's literally the same lineup that devs have been using for years you gave real suggestions. Maybe some actual skill suggestions? A unique mechanic to the skill line?
Using vampire as a basis isn't the best move in my opinion as Vampire was reworked into having the same exact issue that's plagued it for years; a complete lack of a core mechanic defining the skill line and getting cherry picked for 1-2 parts of it with zero incentive to remain at stage four.
As for actual suggestions so I'm not a hypocrite, I'd say make the entire skill lines damage abilities unable to be used on other players. A PvE focused skill line since it'd make sense (to me at least) that soul magic doesn't work on someone who has an altered soul. We can all pretty much agree that the fact (spoilers to main story)we have our soul back after the main story line but still cannot die like normal people means we have some sort of alteration to our souls being that we have become tied to aetherius. To me that feels like normal soul magic wouldn't affect us anymore.
If it's a skill line for PvE focused with that change then the damage type on all soul magic can be made into "Oblivion" damage which again makes sense if you are striking at someones very soul. Since CP or passives won't affect that type of damage it's easier to balance while also offering a unique line to part of the game.
No offense but being critized for not offering suggestions to a company that doesn't generally listen to said suggestions, including for the horrid creation that is the Vampire skill line, is beyond silly. Even the simple fact that they themselves don't establish a more cohesive style since it remaking emphasizes that thought process even more so. If people choose to offer suggestions for active skills and the like is on them. In most cases, it is a pointless aim that shouldn't be "forced" upon anyone considering the chances of specific suggestions being taken into consideration is abysmal. At the bare minimum, bringing forth the very idea of remaking a skill line for the purposes of fleshing it out and giving players more options to the company is practically more than enough.
As for your suggestion, even just on the premise of locking away practically a whole skill line from one side of the game is grounds to be questionable. I can't say I understand 100% why the skill line shouldn't affect players. Soul Gems were, if I'm not mistaken, given the facet to resurrect players, all of whom have altered souls. And since they can actually die while requiring said resurrection to be brought back to life, I'm not seeing the reason why that should grant immunity to Soul Magic.
I will say it is a really interesting idea to make a whole skill line solely deal Oblivion Damage but with your suggestion to lock it away to PvE, which is where Oblivion Damage generally isnt really used as much compared to PvP, would probably make it have a more niche use. Not to say that's necessarily a bad thing but at the very least, restricting it to PvE isn't ideal. Overall, still a bit iffy in some respects I'd think.
Personally though, I'm honestly more of a fan of them expanding on Soul Trap's ability to deal Magic or Physical Damage for all its potential active skills. I'm partial to this idea given it could be the only one that gives options to either stam or mag dps without having any one skill shoehorned into only one spec being able to utilize it. Still satisfies being a unique line for the game as well, which I'm certainly in favor of.
Kittytravel wrote: »Kittytravel wrote: »No offense but it would be kind of be nice if instead of "conceptual" advice that's literally the same lineup that devs have been using for years you gave real suggestions. Maybe some actual skill suggestions? A unique mechanic to the skill line?
Using vampire as a basis isn't the best move in my opinion as Vampire was reworked into having the same exact issue that's plagued it for years; a complete lack of a core mechanic defining the skill line and getting cherry picked for 1-2 parts of it with zero incentive to remain at stage four.
As for actual suggestions so I'm not a hypocrite, I'd say make the entire skill lines damage abilities unable to be used on other players. A PvE focused skill line since it'd make sense (to me at least) that soul magic doesn't work on someone who has an altered soul. We can all pretty much agree that the fact (spoilers to main story)we have our soul back after the main story line but still cannot die like normal people means we have some sort of alteration to our souls being that we have become tied to aetherius. To me that feels like normal soul magic wouldn't affect us anymore.
If it's a skill line for PvE focused with that change then the damage type on all soul magic can be made into "Oblivion" damage which again makes sense if you are striking at someones very soul. Since CP or passives won't affect that type of damage it's easier to balance while also offering a unique line to part of the game.
No offense but being critized for not offering suggestions to a company that doesn't generally listen to said suggestions, including for the horrid creation that is the Vampire skill line, is beyond silly. Even the simple fact that they themselves don't establish a more cohesive style since it remaking emphasizes that thought process even more so. If people choose to offer suggestions for active skills and the like is on them. In most cases, it is a pointless aim that shouldn't be "forced" upon anyone considering the chances of specific suggestions being taken into consideration is abysmal. At the bare minimum, bringing forth the very idea of remaking a skill line for the purposes of fleshing it out and giving players more options to the company is practically more than enough.
As for your suggestion, even just on the premise of locking away practically a whole skill line from one side of the game is grounds to be questionable. I can't say I understand 100% why the skill line shouldn't affect players. Soul Gems were, if I'm not mistaken, given the facet to resurrect players, all of whom have altered souls. And since they can actually die while requiring said resurrection to be brought back to life, I'm not seeing the reason why that should grant immunity to Soul Magic.
I will say it is a really interesting idea to make a whole skill line solely deal Oblivion Damage but with your suggestion to lock it away to PvE, which is where Oblivion Damage generally isnt really used as much compared to PvP, would probably make it have a more niche use. Not to say that's necessarily a bad thing but at the very least, restricting it to PvE isn't ideal. Overall, still a bit iffy in some respects I'd think.
Personally though, I'm honestly more of a fan of them expanding on Soul Trap's ability to deal Magic or Physical Damage for all its potential active skills. I'm partial to this idea given it could be the only one that gives options to either stam or mag dps without having any one skill shoehorned into only one spec being able to utilize it. Still satisfies being a unique line for the game as well, which I'm certainly in favor of.
Prefacing a post with "New Soul Magic Skill Line" generally has the inflection that it will contain, at the minimum, a core identity for the skill line if not new passives or mechanics. The OP's general addition (with the exception of no synergies and instead a mechanic that drops soul shards onto the ground as a different kind of synergy which I admit I missed at first but now sounds really interesting) are all the basic rules of creating a skill line which ZoS has been doing for years. Which is to say; not really all that "New" to the game. It'd fit much better if the title of the thread was "ZOS Can You Please Redesign The Soul Magic Skill Line?" because seemingly that is what he is asking for.
Mind you just because the company doesn't seem to take suggestions from the community doesn't necessarily mean they never have; who knows how many changes they've made referencing a post from Reddit or their own forums. They don't link anything so it's hard to really validate your point there. After all many housing changes have been at the behest of the community asking for specific features.
Arguably oblivion damage would be used more if it didn't need to be balanced around PvP where it ignores mitigation. Thus the suggestion to not allow it to target players. Anytime Oblivion damage is introduced in the game it has to be purely balanced around PvP because of the mitigation factors any single source of 'Too-strong' oblivion damage immediately gets wiped out of existence because it would be in the PvP Meta forever. There are already skills/passives that are PvP exclusive (Combat Frenzy, Reach, Continuous Attack, Combat Medic, Battle Resurrection, Revealing Flare, Siege Shield) so locking the damaging type abilities from the Soul Magic line to PvE only wouldn't really be that unheard of. The passives/supportive abilities in the line would still be able to be used just fine and this would allow them to freely adjust the damage values of those abilities without any outside calculations (Oblivion damage isn't affected by anything to my knowledge.) The morphs can just cost stamina or magicka and have extra effects tied to it.