Impaling Shards
Winter’s Revenge (morph): This morph now deals 30% more damage if you cast it with a Destruction Staff equipped, to help Magicka focused Wardens get some extra sustained damage.
Now with all of that rant out of the way, the idea of altering Skills based on your class/weapon combo.
That would be really cool, I just don't think that either Zos or Eso are capable of that level of skill manipulation.
MashmalloMan wrote: »Now with all of that rant out of the way, the idea of altering Skills based on your class/weapon combo.
That would be really cool, I just don't think that either Zos or Eso are capable of that level of skill manipulation.
Exactly.. also, if the bonuses only applied to 1 weapon, then it would just do the same thing as Winter's Revenge now.
The only ideal way for that to work would be having each weapon give something unique, do we expect them to make 6 unique effects? Probably not..
Or for a spammable for instance.. "If using a ranged weapon do X, if using a melee weapon do Y"
There is a ton of different ways to do it, but the current way is just wrong on so many levels. All warden's are forced to use Destro back bar now.
Explicitly binding the efficacy of a CLASS skill to WEAPON type is so far out of the bounds of game philosophy that I don't even know where to begin. Another random thought that made its way into patch notes, despite there being hundreds of concrete improvements to skills/classes/passives/animations that could be made in its stead. What a ridiculous waste of time and resources.
Current live patch has so much going well for it, and just needs tweaks, I am heartbroken at the jumbled mess we are being served in the next patch.
MashmalloMan wrote: »Now with all of that rant out of the way, the idea of altering Skills based on your class/weapon combo.
That would be really cool, I just don't think that either Zos or Eso are capable of that level of skill manipulation.
Exactly.. also, if the bonuses only applied to 1 weapon, then it would just do the same thing as Winter's Revenge now.
The only ideal way for that to work would be having each weapon give something unique, do we expect them to make 6 unique effects? Probably not..
Or for a spammable for instance.. "If using a ranged weapon do X, if using a melee weapon do Y"
There is a ton of different ways to do it, but the current way is just wrong on so many levels. All warden's are forced to use Destro back bar now.
Yeah for example in Ashes of Creation you can Multiclass. The Mage class has spell infusions that it can apply to the abilities of the new class, so like with Archer, instead of shooting a regular Arrow Ability, it can now be a Frost, Lightning, Fire, or Gravity(don't know what that'll do but sounds awesome) Arrow/Bolt.
I don't think Zos is capable of this level of Customization when it comes to Player Choice. It's hard enough to get them to let Lightning and Frost be viable in any sense of the word.
WrathOfInnos wrote: »As someone who prefers magden with a destruction staff, I like the outcome for gameplay, but I dislike the implementation. It goes against everything we just got from the hybridization effort. Limiting a class skill to one weapon type is worse than just returning it to scale with Spell Damage/Magicka (and not Weapon Damage/Stamina).
A much better solution would have been to make Winter's Revenge slightly underpowered (10-15%) then give destruction staff a passive that increases elemental AoE DoT damage by 10-15%. This would encourage the use of a Destruction Staff on Magden with Winter's Revenge (along with Sorcerer with Lightning Splash, Necro with Boneyard and DK with Eruption), without removing the option for stamina builds or magicka builds with daggers, bow or greatsword to use the skill.