
Kaboom!

Now you can decide what you have in your hands - a weapon of destruction magic or a mighty frost shield for allies that drains your magica as well. Just take this passive or not.

Just a bit standardization according to Charged dagger trait effect.

It's weapon for destruction after all.



Funny tank-oriented morph.

MORE. EQUALITY. IN. DESTRUCTION.






Kept burning advantage, but not with huge gap as before: on live burning can deal 8k+ damage at magdk parse 0_o. Also usefull and unic debuff for concussion status effect.
That was a main idea, to minimize overall difference to achieve more flexibility for every type of staff, but keep individuality in status effects ( also it keeps cools enchant visuals on the appropriate staff type :^) ).These changes seem to make all the staff types very similar.
Why not? 0.oThe idea about Wall of Storms dealing more damage to concussed enemies and Wall of Frost to chilled enemies is a good one, but don't limit this effect to one morph. Blockade should remain the long duration, large area option and Unstable the high maintenance, high single target damage option.
I have suggested that few month ago. But looking for ZoS, hard trying to make any content in difficult times of remote work, I came up with a simpler solution. They seem to have a hard time creating new types of buffs/maybe it affects the calculations somehow, which is why they haven't been able to introduce this in all these years. I'm just trying to help 0w0I think the intent is to make all 3 staves equally strong, but as you point out, Encratis and Engulfing would still mean Fire is best. This can really only be solved by adding skills or sets that make enemies vulnerable to other elements.
I foresaw it. All defence bonuses of frost staff could be moved to a separate passive skill and united with passive that spends your magica while blocking. It's very annoying for DD, but cool for tank. It's also one of the reason why stamina uses food with regen even in real content, not dummy. So sustain should be a big stop factor for dd who wants to sit on both chairs.There are also some balance concerns if you make Frost equal to Inferno for offense, while also having extra defensive bonuses.
Noooo pls. Let me just play my sorc anywhere with storm staff. Skills features are enough, keep passives out of that.The framework is already in place, Fire for single target bosses, Lightning for trash or adds, Frost for debuff/support DPS.
But today we dont even have a choice :,cMaking them more the same would just make it feel like there is even less of a choice.
Individual sets like Frostbite should suit all parties. ZoS makes tonns of useless sets every update. I belive that its possible to make 1 good for electromancers.And adding gear and skills that amplify frost or shock damage won't work because itemizing for a raid is about having as many of your bonuses applicable to as many people as possible, so no one will dual spec their raid to support both shock and fire when they could just support fire all the way.
Noooo pls. Let me just play my sorc anywhere with storm staff. Skills features are enough, keep passives out of that.
It's destruction staff, not support's staff, not tank's staff, not aoe-only staff. Every staff uses an one of the most destructive element In Tamriel, not only fire should be bis for single-target. Separation only makes it harder, almost impossible to balance.
DK already has this buff in passives. And it doesn't help.Give Dragonknight a passive that increases their Fire Damage by a % (maybe 5%?), so that they maintain the option to use an Inferno Staff even for AoE fights (approx equal to lightning in that scenario)
DK already has this buff in passives. And it doesn't help.Give Dragonknight a passive that increases their Fire Damage by a % (maybe 5%?), so that they maintain the option to use an Inferno Staff even for AoE fights (approx equal to lightning in that scenario)
I know what I talk about, I'm trying GS right now with other dk that uses storm staff on trash and I am always far behind him if I take fire staff, even using same skills.
I thought about this staff problem so much last weeks. I did not find another solution. Too much factors, they have to be reduced.
These changes would just more or less put us into the same boat since engulfing and encratis are a thing fire is always going tobe just better unless you add in similar buffs for ice or lightning dmg
I pretty much disagree. Major problem is that mele weapon skill lines already taked all possible individualies that could be balanced: crit chance, spd/wpd, crit damage and penetration. What does not prevent them from being reskins of each other. There is no difference between axe and dager, you can even change one skin to another.It's too much reduction though. You've solved a minor problem by creating a major one, basically one weapon type available in 3 colors.
All of the difference was in side effects. Lightining had faster bolts and drained magica. Frost slowed down enemies and drain their stamina. Fire had the lowest cast time, a bit more damage and you could ez break Wards with it.
emilyhyoyeon wrote: »All of the difference was in side effects. Lightining had faster bolts and drained magica. Frost slowed down enemies and drain their stamina. Fire had the lowest cast time, a bit more damage and you could ez break Wards with it.
yeah I've always been confused how people got the idea that ice destruction magic should be for tanking when, relative to fire and lightning, it has never been so in the history of TES.
I like the suggestions. At the very least, current ancient knowledge HAS to go and I like the simple ''destruction staff increases damage done'' idea
emilyhyoyeon wrote: »All of the difference was in side effects. Lightining had faster bolts and drained magica. Frost slowed down enemies and drain their stamina. Fire had the lowest cast time, a bit more damage and you could ez break Wards with it.
yeah I've always been confused how people got the idea that ice destruction magic should be for tanking when, relative to fire and lightning, it has never been so in the history of TES.
I like the suggestions. At the very least, current ancient knowledge HAS to go and I like the simple ''destruction staff increases damage done'' idea
WrathOfInnos wrote: »emilyhyoyeon wrote: »All of the difference was in side effects. Lightining had faster bolts and drained magica. Frost slowed down enemies and drain their stamina. Fire had the lowest cast time, a bit more damage and you could ez break Wards with it.
yeah I've always been confused how people got the idea that ice destruction magic should be for tanking when, relative to fire and lightning, it has never been so in the history of TES.
I like the suggestions. At the very least, current ancient knowledge HAS to go and I like the simple ''destruction staff increases damage done'' idea
Agree. All 3 elements should be for damage dealers, and there could be an Alteration Staff for tanking. Skills would include:
- Armor buff/Resist Magic (oakflesh, ironflesh, ebonyflesh)
- Crowd Control (Paralyze)
- Spell Absorb or Elemental Shield
- Telekinesis (pull enemy)
- A taunt (maybe frenzy, although technically an illusion spell)
And I would personally love a passive "Feather" that increases carrying capacity by 10/20 as a reward for leveling the skill line, even when not using that weapon. It could deal either magic or physical damage on light and heavy attacks. Alteration staff would require no new artwork since staves all share the same models, just some casting animations and spell visual effects.
emilyhyoyeon wrote: »WrathOfInnos wrote: »emilyhyoyeon wrote: »All of the difference was in side effects. Lightining had faster bolts and drained magica. Frost slowed down enemies and drain their stamina. Fire had the lowest cast time, a bit more damage and you could ez break Wards with it.
yeah I've always been confused how people got the idea that ice destruction magic should be for tanking when, relative to fire and lightning, it has never been so in the history of TES.
I like the suggestions. At the very least, current ancient knowledge HAS to go and I like the simple ''destruction staff increases damage done'' idea
Agree. All 3 elements should be for damage dealers, and there could be an Alteration Staff for tanking. Skills would include:
- Armor buff/Resist Magic (oakflesh, ironflesh, ebonyflesh)
- Crowd Control (Paralyze)
- Spell Absorb or Elemental Shield
- Telekinesis (pull enemy)
- A taunt (maybe frenzy, although technically an illusion spell)
And I would personally love a passive "Feather" that increases carrying capacity by 10/20 as a reward for leveling the skill line, even when not using that weapon. It could deal either magic or physical damage on light and heavy attacks. Alteration staff would require no new artwork since staves all share the same models, just some casting animations and spell visual effects.
Alteration has so many good spells for tanking, it's almost too perfect. I don't think the taunt being illusion-based is too big of a deal since the magic schools overlap sometimes and categories of things change (ex. telekinese being mysticism and alteration depending on which magic schools the devs put in the games)
On another note I noticed the OP doesn't include changes to elemental storm. I think the rage morph has good potential for change.
Currently:
Increases the damage and gains a new effect depending on your staff type.
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing [2900 / 2932 / 2964 / 2995] Magic Damage every 1 second for 7 seconds. Fiery Rage increases the damage by 15%. Icy Rage immobilizes enemies hit for 3 seconds. Thunderous Rage increases the duration by 2 seconds.
The immobilize on ice is actually annoying to have. The fire version has an unnecessary damage buff. I think all 3 would be better off changed. At least, the morph could be simplified to just an increase in damage with no extra effect; or, the fire one fears enemies instead of does 15% more damage.
Ancient Knowledge should be applied by the staff it's cast from, not the staff you're holding.
Lightning staff implies it buffs AOE's however since ground target aoe damage is assessed each tick, unless you're holding a lightning staff you don't get the bonus damage.
So the best aoe build is lightning staff on the front with an inferno on the back because firewall is just better in every way than lightning wall.
emilyhyoyeon wrote: »WrathOfInnos wrote: »emilyhyoyeon wrote: »All of the difference was in side effects. Lightining had faster bolts and drained magica. Frost slowed down enemies and drain their stamina. Fire had the lowest cast time, a bit more damage and you could ez break Wards with it.
yeah I've always been confused how people got the idea that ice destruction magic should be for tanking when, relative to fire and lightning, it has never been so in the history of TES.
I like the suggestions. At the very least, current ancient knowledge HAS to go and I like the simple ''destruction staff increases damage done'' idea
Agree. All 3 elements should be for damage dealers, and there could be an Alteration Staff for tanking. Skills would include:
- Armor buff/Resist Magic (oakflesh, ironflesh, ebonyflesh)
- Crowd Control (Paralyze)
- Spell Absorb or Elemental Shield
- Telekinesis (pull enemy)
- A taunt (maybe frenzy, although technically an illusion spell)
And I would personally love a passive "Feather" that increases carrying capacity by 10/20 as a reward for leveling the skill line, even when not using that weapon. It could deal either magic or physical damage on light and heavy attacks. Alteration staff would require no new artwork since staves all share the same models, just some casting animations and spell visual effects.
Alteration has so many good spells for tanking, it's almost too perfect. I don't think the taunt being illusion-based is too big of a deal since the magic schools overlap sometimes and categories of things change (ex. telekinese being mysticism and alteration depending on which magic schools the devs put in the games)
On another note I noticed the OP doesn't include changes to elemental storm. I think the rage morph has good potential for change.
Currently:
Increases the damage and gains a new effect depending on your staff type.
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing [2900 / 2932 / 2964 / 2995] Magic Damage every 1 second for 7 seconds. Fiery Rage increases the damage by 15%. Icy Rage immobilizes enemies hit for 3 seconds. Thunderous Rage increases the duration by 2 seconds.
The immobilize on ice is actually annoying to have. The fire version has an unnecessary damage buff. I think all 3 would be better off changed. At least, the morph could be simplified to just an increase in damage with no extra effect; or, the fire one fears enemies instead of does 15% more damage.
Thanks! Always forgeting about this ult, my bad.On another note I noticed the OP doesn't include changes to elemental storm.
Thanks! Always forgeting about this ult, my bad.On another note I noticed the OP doesn't include changes to elemental storm.
You know, I just thought that Ice rage might be a great candidate for a Major Brittle applicator imaao, and ZoS can find a better use for Nunatak :^D
Or return it lesser cost, as Faulgor reminded.
it should either be returned to that, or be given major brittle to be used in-between horns.emilyhyoyeon wrote: »WrathOfInnos wrote: »emilyhyoyeon wrote: »All of the difference was in side effects. Lightining had faster bolts and drained magica. Frost slowed down enemies and drain their stamina. Fire had the lowest cast time, a bit more damage and you could ez break Wards with it.
yeah I've always been confused how people got the idea that ice destruction magic should be for tanking when, relative to fire and lightning, it has never been so in the history of TES.
I like the suggestions. At the very least, current ancient knowledge HAS to go and I like the simple ''destruction staff increases damage done'' idea
Agree. All 3 elements should be for damage dealers, and there could be an Alteration Staff for tanking. Skills would include:
- Armor buff/Resist Magic (oakflesh, ironflesh, ebonyflesh)
- Crowd Control (Paralyze)
- Spell Absorb or Elemental Shield
- Telekinesis (pull enemy)
- A taunt (maybe frenzy, although technically an illusion spell)
And I would personally love a passive "Feather" that increases carrying capacity by 10/20 as a reward for leveling the skill line, even when not using that weapon. It could deal either magic or physical damage on light and heavy attacks. Alteration staff would require no new artwork since staves all share the same models, just some casting animations and spell visual effects.
Alteration has so many good spells for tanking, it's almost too perfect. I don't think the taunt being illusion-based is too big of a deal since the magic schools overlap sometimes and categories of things change (ex. telekinese being mysticism and alteration depending on which magic schools the devs put in the games)
On another note I noticed the OP doesn't include changes to elemental storm. I think the rage morph has good potential for change.
Currently:
Increases the damage and gains a new effect depending on your staff type.
Create a cataclysmic storm at the target location that builds for 2 seconds then lays waste to all enemies in the area, dealing [2900 / 2932 / 2964 / 2995] Magic Damage every 1 second for 7 seconds. Fiery Rage increases the damage by 15%. Icy Rage immobilizes enemies hit for 3 seconds. Thunderous Rage increases the duration by 2 seconds.
The immobilize on ice is actually annoying to have. The fire version has an unnecessary damage buff. I think all 3 would be better off changed. At least, the morph could be simplified to just an increase in damage with no extra effect; or, the fire one fears enemies instead of does 15% more damage.
In days of old, the frost ultimate had a reduced cost. That wasn't too bad.
If I understand correctly, It seems part of the Flame/Shock problem is that Single Target Damage and Area of Effect Damage boosts are too situational, and in many cases Flame's Single Target Damage wins out.
Would a better distinction between the two perhaps be Flame providing a boost to Damage over Time and Shock providing a boost to Direct Damage? I don't know if it would be a perfect solution, but initial thought is it would line the elements up more with DKs and Sorcerers.
yeah, inferno is just straight up better.
look at wall of elements.
not only is burning one of the strongest status effects in the game because every player can proc it and increase their damage, but from memory wall of elements damage is buffed by a crazy 20% when the target is burning. so even if they have the same tool tip damage, wall of lightning is doing significantly less damage when burning procs. this is ignoring any benefits from other buffs like engulfing or encratis.
additionally the lightning status debuff is group wide, minor vulnerability or off balance which means the more people are using it the less benefit you're getting from it. it doesn't stack like burning does.
finally on top of all that, if you run lightning on the back and inferno on the front, the staff aoe damage increase only applies when you're on the back bar.
basically if you're running a lighting staff on the back bar, you're doing it wrong.
that's not an opinion, that's just maths.