Not how enchantments worked in the previous games as a steel sword is still a steel sword, and just cause you have an enchantment doesn't mean it'll hurt that ghost. Now the enchantment will hurt the ghost, but it'd be more effective to stick said enchantment on a silver sword.
WrathOfInnos wrote: »Not how enchantments worked in the previous games as a steel sword is still a steel sword, and just cause you have an enchantment doesn't mean it'll hurt that ghost. Now the enchantment will hurt the ghost, but it'd be more effective to stick said enchantment on a silver sword.
In Oblivion, an enchanted steel sword would damage ghosts even if the enchant was drained. Not sure about Morrowind or before.
I like the idea for melee weapons and bows (both visually glow with the enchant element), but I'm not sure how it would work with staves. A lightning staff with a frost enchant would show lightning animations but not deal shock damage? Seems strange.
YandereGirlfriend wrote: »There is a kernel of a good idea here but it needs some more fleshing-out.
Also, we need a Bleed enchant.
Jabbs_Giggity wrote: »Honestly, with the way traits and glyphs work this would only benefit from a third option = runes
Enchantment Glyphs are supplemental
Traits are stat based enhancements
Runes would work as an ability to alter the core of the weapon/armor
1. Armor runes would work to change the weight of an armor.
2. Weapon runes would work to change the base damage type of a weapon/shield
For example,
Sword > Infused > Fire Glyph > Fire Rune
Sword becomes Fire based damage at base, with added Fire damage from Glyph, multiplied by Infused Trait.
-OR-
Shield > Infused > Poison damage Glyph > Magic Rune
Shield becomes Magic damage absorption and returns Poison damage to attacker when blocked, multiplied by Infused Trait
WrathOfInnos wrote: »YandereGirlfriend wrote: »There is a kernel of a good idea here but it needs some more fleshing-out.
Also, we need a Bleed enchant.
Agreed, some details to work out. Could be:
Absorb Health = Bleed Damage
Absorb Stamina = Physical Damage
Absorb Magicka = Magic Damage
Not sure how to handle tri weapon glyph damage type.
Jabbs_Giggity wrote: »Honestly, with the way traits and glyphs work this would only benefit from a third option = runes
Enchantment Glyphs are supplemental
Traits are stat based enhancements
Runes would work as an ability to alter the core of the weapon/armor
1. Armor runes would work to change the weight of an armor.
2. Weapon runes would work to change the base damage type of a weapon/shield
For example,
Sword > Infused > Fire Glyph > Fire Rune
Sword becomes Fire based damage at base, with added Fire damage from Glyph, multiplied by Infused Trait.
-OR-
Shield > Infused > Poison damage Glyph > Magic Rune
Shield becomes Magic damage absorption and returns Poison damage to attacker when blocked, multiplied by Infused Trait
Zodiarkslayer wrote: »WrathOfInnos wrote: »YandereGirlfriend wrote: »There is a kernel of a good idea here but it needs some more fleshing-out.
Also, we need a Bleed enchant.
Agreed, some details to work out. Could be:
Absorb Health = Bleed Damage
Absorb Stamina = Physical Damage
Absorb Magicka = Magic Damage
Not sure how to handle tri weapon glyph damage type.
Exactly. You only need to go through the list of glyphs and attach one damage type per glyph. As long as every damage type is covered at least once the system makes sense.
Concerning Staffs I will say something heretic: We do not need three different destrustion staves. This would be the chance to overhaul the skill tree and take a hard look at the passives.
The fact that every elemental type is pigeonholed into a fixed role, has always irked me personally.
And maybe, just maybe, this would be the chance to introduce more staff types based on school. Like Alteration, Conjuration and Illusion.
One can dream... ☺️