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ESO could use an Element Mechanic?

CaptainVenom
CaptainVenom
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I mean, it's so weird to be able to damage a Flame Atronach with an Inferno Staff LA. I think an Element System could be amazing for PvE environment... now we have:
43yvdm28sj8y.png
Of course, we have Oblivion Damage, but let's put it aside for this, since it's fixed damage. So this is the idea:

u2qfm0ubp4nl.png
Disclaimer: this is just an example, just to ilustrate the concept.

Apart from the element strenghts and weakenessess, element-based enchantments could also change the element of a physical damage weapon as well as keep the elemental damage they do already. This means a Glyph of Flame will continue to deal X Fire Damage they way they do now, but would also change the element of a bow to Flame Damage for LA, HA and Physical Damage Bow abilities (but not for Poison Damage abilities such as Acid Spray).

This way, elemental damage and glyphs can make more sense lore/game-wise, while magicka DPS being able to change their staves according to the boss they are going to face or stamina DPS being able to easily change their element on the go and even separate their gear between PvE (heavy elemental change) and PvP (Glyph of Weapon Damage maybe?) while increasing their damage during dungeons and trials further.

EDIT: not meant for a big amount of damage gain or loss, just about 20% max. We know ESO combat mechanics could not handle big changes above that.

What do you think?
Edited by CaptainVenom on August 31, 2022 11:03PM
🌈 Ride with Pride 🌈Magicka/Damage Necromancer - PC - NA - DC
  • edward_frigidhands
    edward_frigidhands
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    I mean, it's so weird to be able to damage a Flame Atronach with an Inferno Staff LA. I think an Element System could be amazing for PvE environment... now we have:
    43yvdm28sj8y.png
    Of course, we have Oblivion Damage, but let's put it aside for this, since it's fixed damage. So this is the idea:

    u2qfm0ubp4nl.png
    Disclaimer: this is just an example, just to ilustrate the concept.

    Apart from the element strenghts and weakenessess, element-based enchantments could also change the element of a physical damage weapon as well as keep the elemental damage they do already. This means a Glyph of Flame will continue to deal X Fire Damage they way they do now, but would also change the element of a bow to Flame Damage for LA, HA and Physical Damage Bow abilities (but not for Poison Damage abilities such as Acid Spray).

    This way, elemental damage and glyphs can make more sense lore/game-wise, while magicka DPS being able to change their staves according to the boss they are going to face or stamina DPS being able to easily change their element on the go and even separate their gear between PvE (heavy elemental change) and PvP (Glyph of Weapon Damage maybe?) while increasing their damage during dungeons and trials further.

    EDIT: not meant for a big amount of damage gain or loss, just about 20% max. We know ESO combat mechanics could not handle big changes above that.

    What do you think?

    This sounds very cool.

    I definitely don't think we should be able to harm a being made of flame adequately with a flame staff or flame abilities.
  • Artim_X
    Artim_X
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    Sometimes allowing for more player freedom trumps the need for a more logic based combat system.

    For instance, a pyromancer build queues for a random dungeon and gets city of ash 2... are they to be penealized for not having another setup on hand? ZOS says that they want to raise the floor, but implementing your suggestion would cave it in, especially for those who only want to play a certain way (ice, fire, lightning, magic, etc.).
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Burn/Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Inferno/Lightning Staff (infused/shock enchant), and Rage of the Ursauk jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Twilight Tormentor (Twilight Matriarch for solo roleplay variant of build), and Power Overload.
    • Ability-Bar 2: Crushing Shock/Storm Pulsar, Streak, Flame/Shock Reach, Unstable Wall of Fire/Storms, Twilight Tormentor (Twilight Matriarch for solo roleplay variant of build) and Fiery/Thunderous Rage.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Mother Ciannait's (1 light and 1 medium. Divines and Max Mag Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), CP restoration staff (Infused with hardening enchant), and CP ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact for regular and NoCP build/Oblivion's Foe for dot build (medium chest and body pieces light. All Impenetrable. Max Mag Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Max Mag Enchants). Knight Slayer/Pariah jewelry/Plaguebreak for dot build (bloodthirsty with spell damage enchant)/lightning staff (infused with oblivion enchant for regular and noCP build/absorb magicka enchant and Sharpened for dot build. Sharpened for dot build)/restoration staff (infused with oblivion enchant regular and noCP build/absorb magicka enchant and Sharpened for dot build).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Empowered Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that only utilizes Aedric Spear abilities.
    • Gear: 5 Infallible Aether (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (Infused/shock enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on head and everything else Magicka Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Max Health Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant/Stealth-Draining Poison IX), and Knight Slayer jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with Spell Damage Enchant).
    • Ability-Bar 1:Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver (Shatter Soul).
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Lover for penetration when playing a sorc or temp.
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Biting Aura, Thaumaturge, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvE Temp: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Fighting Finesse, Master-at-Arms, Weapons Expert, Biting Aura, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • EldritchSun
    EldritchSun
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    I can imagine magDks having fun in Rockgrove or the Cauldron.
  • HelixUnited
    HelixUnited
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    I think this wouldn't balance very well, magic DK for instance would be doing less damage to say iron atro's than a sorc/warden or stam DKs
    And then say magic sorcs doing less damage to storm atros so how many sorcs are gonna get kicked from score runs of VAA for instance?
    i get what your saying and always had a laugh with my guild mates about how a flame ability kills a flame atro but it would cause a lot of balance issues and i think that might be the reason why ZOS stayed away from this kind of thing
  • Dagoth_Rac
    Dagoth_Rac
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    You used to get bonuses for certain element/damage types against certain mobs. Like spriggans would get burst damage if you set them on fire and stone atronachs were immune to bleed damage. But ZOS removed it because of balance issues. Certain classes and builds became de facto unwelcome in certain content. Which added some strategic depth in theory but in practice aggravated players who felt permanently left behind with favorite characters.
  • Amottica
    Amottica
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    A simpler way to do this is the target not being susceptible to the debuff the "element" provides. A flame atro would not be susceptible to the burning debuff. Each of the magika-based elements provides a debuff, and I expect some of the stamina sources of damage do similar.

    While it would have less of an effect, I suggest something like this as it would be easier to implement, and I understand some of it is already the case. As I have been told, the first boss in AA is not susceptible to concussion from lightning staves. At least I have been told that, but I could be wrong.
  • Dawnblade
    Dawnblade
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    No thanks - had enough 'fun' trying to kill fire-resistant enemies on a fire mage back in WoW.


  • Paralyse
    Paralyse
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    First -- before anything else -- that is a very well done chart and I can tell you put quite a bit of thought and time into making it.

    That being said.

    I have 5-6 main sets each for my two DPS toons.

    I have twice as many or more for my tank and healer.

    The very, very last thing I want is to not only have to deal with the already-high workload of set management and set swapping, but to then have to add analysis of what an enemy's resistances/weaknesses are on top of that workload in order to achieve optimal performance. It would also complicate the already ridiculously complicated buffs/debuffs need to bring to each dungeon/trial/PvP encounter.

    There's a reason other MMO's got rid of resistances. Old school WoW players, for instance, might remember being required to stack flame resistance or nature damage resistance gear just to beat some raid encounters, requiring entirely separate gear sets with entirely separate enchants on a per-encounter basis. Let's not go back to that sort of thing in ESO.

    I don't mind if the game makes its own minor adjustments in the combat system to account for, say, a fire staff vs a frost atronach, but those adjustments should not make a meaningful difference in gameplay.
    Paralyse, Sanguine's Tester - Enjoying ESO since beta. Trial clears: vSS HM, Crag HM's, vRG Oax HM, vMoL DD, vKA HM, vCR+1, vAS IR, vDSR, vSE
  • FluffyReachWitch
    FluffyReachWitch
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    There used to be a weakness and resistance system. I remember when the daedra around the Aldmeri sewer base had a weakness to shock magic, but not the spider daedra further on. I kind of miss that.
  • Vevvev
    Vevvev
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    It used to exist but was removed for the obvious reason of certain classes preferring a single, or small group, of elements. This meant that certain classes were inadequate for certain forms of content, and implementing such a system would require a rebalancing of just about every single class.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
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