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Alternative Use abilities

KaironBlackbard
KaironBlackbard
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Edit: Shut up about Oakensoul. These aren't about buff uptime. Sure oakensoul can give buff uptime, but it is not what this is about. It's those unique effects that most people overlook. It's also about helping the laggy people. Thread for that posted in a reply. Help those who can't play because of whatever the issue is. Don't degrade them. It's disrespectful.

I'd like an alternate usage of some abilities. Not through morph, but through other option. You could have both versions. Not slotted on the same bar, but still. Options.
Allow a toggleable version of some abilities, like buff skills, that have cost per second. Some may even be considered as channeled, and can be bashable. Not fully specified. I did mention at least one, but if the devs want to balance more as bashable then they'll do so. Stuff needs to be balanced after all.

Example:
Sorc's Storm Aura ability.
Allow them two versions. Version A is normal, version B is toggle. Only one can be slotted at a time because they are technically the same ability. They share level and morph.
Version A is cast and for a period of time have resolve and damage aura. Minor expedition for duration or major for 4 seconds depending on morph. Hurricane has the usual growing aura radius and damage until either recast or end.
Version B is toggle, costing every second or two, granting resolve and dealing damage each time the cost occurs. For hurricane, adds minor expedition, and it might be a ramping cost, as its aura radius and damage increases over time. For the other (Boundless Storm), it might have a high cost anyways for perpetual major expedition, unless it's only for the first 4 seconds of the toggle or something, in which it would have normal cps and either wouldn't grant expedition, or would have a high initial activation cost for the initial expedition, followed by a normal cps for the general effects. Whatever they decide.
Also for Hurricane, like Blood Frenzy it will have a cap on radius, damage, and cost.

Also, if toggle is slotted on one bar and normal is on the other, normal is deactivated (greyed out) while the toggle is active. Or if either is cast while the other is active it deactivates the previous effect and resets it with the latest cast one. As it does when recasting a normal ability, like Hurricane.

I could give more examples or hypothesis.

In general the cost per second would be determined by cost divided by duration (c/d). This could then be translated into per tick for certain abilities, or once every 2 seconds. In other cases, like Hurricane, it might start off with a discount, but end more costly. Hurricane: 2295 cost over 20 seconds = 114.75 (115) per second. For hurricane, it has 3 stages, so it could be more like:
90 cps in stage 1, 144 cps in stage 2, 255 cps in stage 3; Or cpt (once every 2 seconds), 180 in stage 1, 288 cpt stage 2, 510 cpt stage 3. Or however they decide to rebalance that.
Damage and cost should scale together is my point.

Now for other ability hypothesis (FYI it took me hours to make this list. Also, if anyone uses the quote feature on this post, please reduce the content within the quote to mitigate repeats and mitigate seeing this original post in 90% of the thread. Thank you.)
  • Nightblade
    • Shadow Cloak
      • Base
        • Grants Major Prophecy and Savagery while slotted on either bar. Costs 1350 per second and makes the user invisible while toggled on. (cost = 4050 {base ability's cost} / 3 {seconds duration of base ability})
      • Morph 1: Shadowy Disguise
        • Grants Major Prophecy and Savagery while slotted on either bar. Costs 1260 per second and makes the user invisible while toggled on. (cost = 3780 {base ability's cost} / 3 {seconds duration of base ability}.) Also, while active it makes the user's next non-dot direct damage attack a guaranteed critical strike. The attack pulls them out of the ability of course. Or it just doesn't take the critical strike effect and only the reduced cost portion, forcing them to use the normal ability for critical strikes.
      • Morph 2: Dark Cloak
        • Base cost and duration is 4050 for 3 seconds, but Dark Veil applies to base version making it up to 5 seconds, therefore would reduce the cost of the toggled version.
        • 0/2 Dark Veil: Grants Minor Protection while slotted on either bar. Costs 1350 per second and heals the user for 853 per second, increasing by an additional 150% when not moving. (cost = 4050 {base ability's cost} / 3 {seconds duration of base ability})
        • 2/2 Dark Veil: Grants Minor Protection while slotted on either bar. Costs 810 per second and heals the user for 853 per second, increasing by an additional 150% when not moving. (cost = 4050 {base ability's cost} / 5 {seconds duration of base ability})
        • Note that this doesn't include other cost reduction buffs, which will apply to the base version, and then this will scale off the base version accordingly. Cost reduction effects DO NOT directly affect the cost of these toggles.
    • Blur
      • Base
        • Base cost is 3780 and duration is 20 seconds, but Dark Veil applies to base version making it up to 22 seconds, and therefore would reduce the cost of the toggled version.
        • 0/2 Dark Veil: Cost: 189 {per second} {3780/20}.
        • 2/2 Dark Veil: Cost: 171.81818181 (or 172) {Per second} {3780/22}.
        • While active, it provides Major Evasion, and taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
      • Morph 1: Mirage
        • 3510 base cost, at 20 base duration
        • 0/2 Dark Veil: 175.5 (or 176)
        • 2/2 Dark Veil: 159.5454 (or 160)
        • While active, it provides Major Evasion and Minor Resolve, and taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
      • Morph 2: Phantasmal Escape
        • 3780 base cost, for 20 seconds (22 Dark Veil)
        • 0/2 Dark Veil: Cost: 189 {per second} {3780/20}. Initial cost depends on balancing, and only scales off the original versions' base cost and not duration.
        • 2/2 Dark Veil: Cost: 171.81818181 (or 172) {Per second} {3780/22}. Initial cost depends on balancing, and only scales off the original versions' base cost and not duration.
        • It has a high initial cost while under the influence of snares and/or immobilizations, removing them and granting immunity to them for 4 seconds. While active, it provides Major Evasion, and taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
  • Dragonknight
    • Spiked Armor
      • Base
        • Cost of 2700 and duration of 20 seconds translates to 135 cps.
        • While active, grants Major Resolve and the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
      • Morph 1: Volatile Armor
        • Cost of 2700 and duration of 20 seconds translates to 135 cps.
        • Version 1: It has an initial cost to cause a spray of fiery spikes around you, causing nearby enemies to take Flame damage over 20 seconds. Duration of the effect may be reduced for balancing, especially if the initial cost is less than the base cost of the ability.
        • Version 2: Trades dps for a flame aura, same tick rate and damage as dps.
        • Either way: While active, grants Major Resolve and the armor returns Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
      • Morph 2: Hardened Armor
        • Cost of 2700 and duration of 20 seconds translates to 135 cps.
        • While active, grants Major Resolve and the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
        • Two possible versions
          • Has an initial cost that gives a 6 second damage shield.
          • Generates a damage shield over a 6 second duration, and refreshes it up to a certain amount per second. Let's say it gives a 6000 shield cap, same as base, it generates 1000 per second, and while the shield is below capacity, it generates up to 1000 shield per second, up to capacity.
    • Dragon Blood
      • Base
        • Base cost 4320 and duration 20 seconds. CPS 216
        • Heal for (33% over 20 seconds -->) 1.65% of your max health (missing would make this portion utterly useless) per second, and gain Major Fortitude while active.
      • Morph 1: Green Dragon Blood
        • Base cost 4320 and duration 20 seconds. CPS 216
        • Heal for (33% over 20 seconds -->) 1.65% of your max health (missing would make this portion utterly useless) per second, and gain Major Fortitude, Major Endurance, and Minor Vitality while active.
        • 3 versions for the extra healing per second
          • Version 1: Has a small initial cost to grant the 5 seconds of healing
          • Version 2: adds the healing per second to the whole effect
          • Version 3: adds a reduced version of the healing per second since it doesn't last the whole duration in the base version, although this would make it insanely weak.
      • Morph 2: Coagulating Dragon Blood
        • Base cost 4320 and duration 20 seconds. CPS 216
        • Heal for (base heal off offensive stats (we'll say 3000) over 20 seconds -->) 150 per second increasing by up to 50% based on your missing health, and gain Major Fortitude while active.
    • Protective Scale
      • Base
        • Base cost is 3780 and duration 6 seconds. CPS 630.
        • While active, reduces damage taken from projectiles by 50%.
      • Morph 1: Protective Plate Scale
        • Base cost is 3510 and duration 6 seconds. CPS 585.
        • While active, reduces damage taken from projectiles by 50% and makes you immune to snares and immobilizations.
      • Morph 2: Dragon Fire Scale
        • Base cost is 3780 and duration 6 seconds. CPS 630.
        • While active, reduces damage taken from projectiles by 50%. When you are hit by a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
    • Inferno
      • Base
        • Cost 2160 duration 15 seconds. Effect once every 5 seconds. Cost once every 5 seconds to pair with occurrence of effect. Cost every 5 seconds = 720 or 540, depending if it occurs 3 or 4 times per cast in base version.
        • While slotted on either bar, gain Major Savagery and Prophecy. While active you have an aura of flames, once every 5 seconds it will consume magicka to launch a fireball at a nearby enemy and deal flame damage.
      • Morph 1: Flames of Oblivion
        • Cost 2160 duration 15 seconds. Effect once every 5 seconds. Cost once every 5 seconds to pair with occurrence of effect. Cost every 5 seconds = 720 or 540, depending if it occurs 3 or 4 times per cast in base version.
        • While slotted on either bar, gain Major Savagery and Prophecy. While active you have an aura of flames, once every 5 seconds it will consume magicka to launch a fireball at 3 nearby enemies and deal flame damage.
      • Morph 2: Cauterize
        • Cost 2160 duration 15 seconds. Effect once every 5 seconds. Cost once every 5 seconds to pair with occurrence of effect. Cost every 5 seconds = 720 or 540, depending if it occurs 3 or 4 times per cast in base version.
        • While slotted on either bar, gain Major Savagery and Prophecy. While active you have an aura of flames, once every 5 seconds it will consume magicka to launch a fireball at a nearby ally and heal them.
    • Molten Weapons
      • Base
        • 4320 cost for 30 seconds -> 144 per second.
        • While active, you and nearby allies gain Major Brutality and Sorcery.
      • Morph 1: Igneous Weapons
        • 4320 cost for 60 seconds -> 72 per second.
        • While active, you and nearby allies gain Major Brutality and Sorcery.
      • Morph 2: Molten Armaments
        • 4320 cost for 30 seconds -> 144 per second.
        • While active, you and nearby allies gain Major Brutality and Sorcery. You also gain Empowered.
    • Obsidian Shield ???
      • Base
        • I doubt it will but might as well make a theory just in case.
        • Cost 4050 for 6.7 seconds of shield and 2.5 seconds of major mending. Difficult. One morph increases shield, the other increases the mending to equivalent duration as shield. Unless base and shield morph forgo mending in toggled variant, they'd all end up having constant mending... I'll theorize on the former.
        • Cost 4050 for 6.7 seconds. -> 604 per second.
        • Generates shield reaching capacity after 6.7 seconds. Maintains capacity while toggled on. Generates when under capacity.
      • Morph 1: Igneous Shield
        • Cost 4050 for 6.7 seconds. -> 604 per second.
        • Generates shield reaching capacity after 6.7 seconds. Maintains capacity while toggled on. Generates when under capacity. Self shield stronger than that it gives to allies.
      • Morph 2:
        • Cost 4050 for 6.7 seconds. -> 604 per second.
        • Generates shield reaching capacity after 6.7 seconds. Maintains capacity while toggled on. Generates when under capacity. Also gain Major Mending while active.
  • Templar
    • Solar Flare
      • Base
        • Cannot do
      • Morph 1: Dark Flare
        • Cannot do
      • Morph 2: Solar Barrage
        • Cost 2700 for 20 seconds. CPS -> 135. CPT (once every 2 seconds) 270.
        • While active, deals damage in an area around you once every 2 seconds, and you gain Sunfire (increasing the damage of your class abilities by 5%) and Empower.
    • Eclipse
      • Base
        • Cannot do
      • Morph 1: Unstable Core
        • Cannot do
      • Morph 2: Living Dark
        • Cost 4050 for 10 seconds -> CPS 405
        • While active, you are surrounded by the lightless sphere. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their Movement Speed by 40% for 3 seconds and healing you for 2066 Health. These effects can occur once every half second.
    • Sun Shield
      • I would say automatic recasting every 6 seconds while toggled on, but they probably wouldn't do that, so this ability is probably SOL.
    • Restoring Aura
      • Base
        • While slotted on either bar, you gain Minor Fortitude, Minor Endurance, and Minor Intellect. While active, allies in the radius gain the effects. The base ability has no cost.
      • Morph 1: Radiant Aura
        • While slotted on either bar, you gain Minor Fortitude, Minor Endurance, and Minor Intellect. While active, allies in the radius gain the effects. The base ability has no cost.
      • Morph 2: Repentance
        • SOL. No alternate form. Unless...
        • While slotted on either bar, you gain Minor Fortitude, Minor Endurance, and Minor Intellect. Upon activation, you consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Stamina to you for each corpse nearby. While active, each enemy that falls near you is consecrated, healing you and your allies for 3000 Health and restoring 3000 Stamina to you.
        • Basically turning it into an automatic effect while its toggled on, and letting its base effect occur on activation. Base ability has no cost.
  • Sorcerer
    • Gonna skip the ward. Similar boat to Sun shield in the automatic recast feature.
    • Bound Armor
      • Base
        • Cost 4050 for 3 seconds.
        • While slotted on either ability bar, your Max Magicka is increased by 8% and you gain Minor Protection, reducing your damage taken by 5%.
        • While active, CPS 1350, your block mitigation is increased by 33%.
      • Morph 1: Bound Aegis
        • Cost 4050 for 5 seconds.
        • While slotted on either ability bar, your Max Magicka is increased by 8% and you gain Minor Protection, reducing your damage taken by 5%. Also gain Minor Resolve while slotted.
        • While active, CPS 810, your block mitigation is increased by 33%.
      • Morph 2: Bound Armaments
        • Cost 1377 stamina per arming.
        • While slotted on either ability bar, your Light and Heavy Attacks summon a Bound weapon for 10 seconds, up to 4 times. Fully-charged Heavy Attacks grant two stacks. While active the weapons will be armed, causing them to strike your target for 863 Physical Damage every 0.3 seconds. While slotted, your Max Stamina is increased by 8%.
        • Pretty much just changing from they wait for cast to arm to they'll still do that but can also be automatically armed on summon.
        • As with normal, cheaper to amass them before arming them so it's one arming cost for 4, but the automatic does 1 or 2 at a time depending on light attack or fully charged heavy attack.
    • Crystal Shard and Crystal Fragments SOL, but Crystal Weapon:
      • Costs 2295 for 2 blows over 6 seconds, the first dealing moderate-low damage and the second dealing negligible damage, both strikes applying a unique 1000 armor reduction debuff. After casting the next non-ultimate ability used in 3 seconds cost 10% less.
      • Toggleable variant: Light and heavy attacks cost 1500-2000 stamina to deal damage equivalent to the first hit, on top of other bonuses, and apply the unique debuff to the target. Also causes the next ability to cost less, including this effect. Cost slightly reduced due to not having the second hit.
    • Lightning Form
      • Base
        • 2700 for 20 seconds -> CPS 135
        • Grants Major Resolve while active, and grants the damage aura.
      • Morph 1: Boundless Storm
        • 2700 for 30 seconds -> CPS 90
        • While active grants Major Resolve and the damage aura. Has a greater initial cost, (900 probably, maybe more), that grants Major Expedition for 4 seconds after activation.
      • Morph 2: Hurricane
        • 2295 for 20 seconds -> CPS 114.75 (115) average.
        • Due to its 3 stages, it has 3 costs depending on stage. The final form is achieved as normal, and the cost after 20 seconds matches the cost of the base version, but due to the ramped cost the following 20 seconds are thus more costly, but maintain the final stage damage and radius.
        • While active, you manifest yourself as pure air, buffeting nearby enemies with wind dealing 478 Physical Damage every 2 seconds for 20 seconds. The winds grow in damage and size, increasing up to 120% more damage and up to 9 meters in size, and increasing in cost by up to 120% (to match the damage scaling). While in this form you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by 5948 and your Movement Speed by 15%.
    • Surge
      • Base
        • Base ability is 4050 cost for 33 seconds of effect, therefore CPS is 122.72... (128).
        • Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 33 seconds. While active, dealing Critical Damage heals you for 2550 Health. This effect can occur once every 1 second.
        • Translated into toggled: While active, gain Major Brutality and Sorcery, and dealing Critical Damage heals you for 2550 health once per second.
      • Morph 1: Critical Surge
        • Base ability is 4050 cost for 33 seconds of effect, therefore CPS is 122.72... (128).
        • Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 33 seconds. While active, dealing Critical Damage heals you for 3300 Health. This effect can occur once every 1 second.
        • Translated into toggled: While active, gain Major Brutality and Sorcery, and dealing Critical Damage heals you for 3300 health once per second.
      • Morph 2: Power Surge
        • Base ability is 4050 cost for 33 seconds of effect, therefore CPS is 122.72... (128).
        • Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 33 seconds. While active, activating a Critical heal causes the ability to heal you and your allies around you for 2550 Health once every 3 seconds.
        • Translated into toggled: While active, gain Major Brutality and Sorcery, and activating a Critical heal causes the ability to heal you and your allies around you for 2550 Health once every 3 seconds.
  • Warden {WIP}
    • Betty Netch
      • Has no cost. Toggle form pretty much makes it perpetually follow while toggled on. Blue vs Bull morph just grant a perpetual resource restore while active, magicka for blue and stamina for bull.
    • Falcon's Swiftness
      • Base
        • While active, grants Major Expedition and immunity to snares and immobilizations.
        • Base cost 3240, 6 seconds, 4 for immunity, CPS 540 to 810 depending it based off the expedition or immunity.
      • Morph 1: Bird of Prey
        • While slotted, grants Minor Berserk. While active, grants Major Expedition and immunity to snares and immobilizations.
        • Base cost 2700, 6 seconds, 4 for immunity, CPS 450 to 675 depending it based off the expedition or immunity.
      • Morph 2: Deceptive Predator
        • While slotted, grants Minor Evasion. While active, grants Major Expedition and immunity to snares and immobilizations.
        • Base cost 2700, 6 seconds, 4 for immunity, CPS 450 to 675 depending it based off the expedition or immunity.
    • Unless Crystalized Shield's toggle version does something like while active consumes magicka to absorb up to amount of damage from a projectile and generate ultimate for each absorbed projectile, probably SOL there too.
  • Necromancer
    • Spirit Mender
      • Base
        • Cost 4320 for 16 seconds duration -> CPS 270
        • While active, it heals you or the lowest health ally around you once every 2 seconds, CPT 540 once every 2 seconds to match. When it's killed, ability deactivates, and you must reactivate to summon a new one. Will not summon corpses on desummon, even if in combat, as that might get abused worse than blastbones.
        • Bounty for being witnessed with it will be acquired at a rate of trespassing while it's active, but for the same value as casting.
      • Morph 1: Spirit Guardian
        • Cost 4320 for 16 seconds duration -> CPS 270
        • While active, 10% of the damage you take is redirected towards the Spirit Mender, and it heals you or the lowest health ally around you once every 2 seconds, CPT 540 once every 2 seconds to match. When it's killed, ability deactivates, and you must reactivate to summon a new one. Will not summon corpses on desummon, even if in combat, as that might get abused worse than blastbones.
        • Bounty for being witnessed with it will be acquired at a rate of trespassing while it's active, but for the same value as casting.
      • Morph 2: Intensive Mender
        • Cost 2160 for 8 seconds duration -> CPS 270
        • While active, it heals you or the lowest health ally around you once every 2 seconds and 2 additional targets near the target, CPT 540 once every 2 seconds to match. When it's killed, ability deactivates, and you must reactivate to summon a new one. Will not summon corpses on desummon, even if in combat, as that might get abused worse than blastbones.
        • Bounty for being witnessed with it will be acquired at a rate of trespassing while it's active, but for the same value as casting.
    • Skeletal Mage
      • Base
        • Cost 2970 for 20 seconds -> CPS 148.5 (149)
        • Similar to Mender, makes it perpetual and denies corpse on ability cancelling, accrues bounty from witnesses akin to the rate they charge trespass, but for the same value as casting the ability.
      • Morph 1: Skeletal Arcanist
        • Cost 2970 for 20 seconds -> CPS 148.5 (149)
        • Similar to Mender, makes it perpetual and denies corpse on ability cancelling, accrues bounty from witnesses akin to the rate they charge trespass, but for the same value as casting the ability.
      • Morph 2: Skeletal Archer
        • Cost 2525 for 20 seconds -> CPS 126.25 (127)
        • Similar to Mender, makes it perpetual and denies corpse on ability cancelling, accrues bounty from witnesses akin to the rate they charge trespass, but for the same value as casting the ability.
        • It has ramping damage, therefore the cost might ramp as well. It attacks once every 2 seconds over 20 seconds therefore attacking 10 times, therefore max stacks would be 10 and then the Skeletal Archer's damage no longer increases, nor does cost likewise.
    • Bone Armor
      • Base
        • Cost 2700 for 20 seconds -> CPS 135
        • While active it grants Major Resolve and Minor Resolve. After 20 seconds it creates a corpse, then resets the counter.
      • Morph 1: Beckoning Armor
        • Cost 2430 for 20 seconds -> CPS 121.5 (122)
        • While active it grants Major Resolve and Minor Resolve. After 20 seconds it creates a corpse, then resets the counter. While active, enemies that strike you with ranged attacks will be pulled toward you once every 2 seconds and become taunted for 15 seconds if they are not already taunted.
      • Morph 2: Summoner's Armor
        • Cost 2700 for 30 seconds -> CPS 90
        • While active it grants Major Resolve and Minor Resolve and reduces the cost of blastbones, spirit mender, skeletal mage, and their morphs, by 15%.
  • Arcanist
    • Tome Bearer's Inspiration
      • Base
        • Cost 4455 for 30 seconds -> CPS 148.5 (149) - effect occurs once every 5 seconds to CPT will match that at 742.5 to 745 once every 5 seconds.
        • While slotted on either bar, gain Major Brutality and Major Sorcery. While active, your weapon pulses with power once every 5 seconds, granting bonus damage to your next class ability used and generating crux if you have none upon making the strike.
      • Morph 1: Inspired Scholarship
        • Cost 4455 for 30 seconds, intervals of 3 seconds, CPT 445.5 (446)
        • While slotted on either bar, gain Major Brutality and Major Sorcery. While active, your weapon pulses with power once every 3 seconds, granting bonus damage to your next class ability used and generating crux if you have none upon making the strike.
      • Morph 2: Recuperative Treatise
        • Cost 4455 for 30 seconds, intervals of 5 seconds, CPT 742.5 to 745
        • While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%. While active, your weapon pulses with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage, restores 600 Magicka and Stamina, and generates Crux if you have none.
    • Fatewoven Armor
      • Base
        • Cost 2700 for 20 seconds -> CPS 135
        • While active, you gain Major Resolve, and taking damage applies Minor Breach to your attacker.
      • Morph 1: Cruxweaver Armor
        • Cost 2700 for 30 seconds -> CPS 90
        • While active, you gain Major Resolve, and taking damage applies Minor Breach to your attacker. Blows against your armor also generate Crux, up to once every 5 seconds.
      • Morph 2: Unbreakable Fate
        • Cost 2430 for 20 seconds -> CPS 121.5 (122)
        • While active, you gain Major Resolve, and taking damage applies Minor Breach to your attacker. You also gain 5% additional block mitigation. While you have crux, blocking an attack consumes crux to increase your block mitigation by an additional 5% per crux consumed. This effect lasts 20 seconds and stacks once per crux consumed up to 3 times. At 3 stacks the effect cannot be refreshed and must expire before it will renew.
    • Runic Defense
      • Base
        • Cost 3510 for 20 seconds -> CPS 175.5 (176)
        • While active, yourself and nearby group members gain Minor Resolve. You also gain Minor Protection. When you fall below 50% HP the minor protection is consumed to heal you. The minor protection regenerates after 5-10 seconds.
      • Morph 1: Runeguard of Freedom
        • Cost 3510 for 20 seconds -> CPS 175.5 (176)
        • While active, yourself and nearby group members gain Minor Resolve. You also gain Minor Protection. When you fall below 50% HP the minor protection is consumed to heal you and grant you CCI for 6 seconds. The minor protection regenerates after 10 seconds.
      • Morph 2: Runeguard of Still Waters
        • Cost 3510 for 20 seconds -> CPS 175.5 (176)
        • While active, yourself and nearby group members gain Minor Resolve. You also gain Minor Protection. When you fall below 50% HP the minor protection is consumed to heal you. The minor protection regenerates after 5-10 seconds. After 1 second, then once every 10 seconds thereafter, the spellweave immobilizes enemies within 7 meters for 3 seconds.
  • Guild
    • Mages Guild
      • Magelight
        • Base
          • Cost 5130 for 5 seconds -> CPS 1026
          • While slotted, grants Major Savagery and Prophecy. While active, enemies in the area are revealed and cannot return to stealth for 4 seconds.
        • Morph 1: Radiant Magelight
          • Cost 4860 for 5 seconds -> CPS 972
          • While slotted, grants you Major Savagery and Prophecy, and grants you and nearby allies immunity to the stun from sneak attacks.
        • Morph 2: Inner Light
          • Cost 5130 for 5 seconds -> CPS 1026
          • While slotted, grants Major Savagery and Prophecy, and increases your Max Magicka by 5%. While active, enemies in the area are revealed and cannot return to stealth for 4 seconds.
    • Fighters Guild
      • Expert Hunter
        • Base
          • Cost 5130 for 5 seconds -> CPS 1026
          • While slotted, grants Major Savagery and Prophecy. While active, enemies in the area are revealed and cannot return to stealth for 4 seconds.
        • Morph 1: Camouflaged Hunter
          • Cost 5130 for 5 seconds -> CPS 1026
          • While slotted, grants Major Savagery and Prophecy. While slotted, dealing damage from the flank of an enemy grants you Minor Berserk. While active, enemies in the area are revealed and cannot return to stealth for 4 seconds.
        • Morph 2: Evil Hunter
          • Cost 5130 for 5 seconds -> CPS 1026
          • While slotted, grants Major Savagery and Prophecy. While active, enemies in the area are revealed and cannot return to stealth for 4 seconds and increases the damage of your stamina costing fighters guild abilities by 25%.
    • Psijic Order
      • Imbue Weapon
        • Base
          • While active, light attacks cost 2700 stamina to deal additional physical damage. May have a cooldown, like once every 1-2 seconds. I don't have to mention it procs the Spell Orb passive each time the effect procs, right? Same goes for the morphs.
        • Morph 1: Elemental Weapon
          • While active, light attacks cost 2700 Magicka to deal additional magic damage and apply elemental status effects. May have a cooldown, like once every 1-2 seconds.
        • Morph 2: Crushing Weapon
          • While active, light attacks cost 2700 Stamina to deal additional physical damage and apply Major Breach. May have a cooldown, like once every 1-2 seconds.
      • Accelerate
        • Base
          • Cost 3780 for 4 seconds of expedition and 20 seconds of force. Gonna use the expedition for balancing. CPS 945.
          • While active, grants Major Expedition and Minor Force.
        • Morph 1: Channeled Acceleration
          • After a 1.3 second cast time, Cost 3510 for 12 Seconds of Major Expedition and 60 seconds or Minor Force. Like before, basing off expedition, CPS 292.5 (293)
          • Activation has a 1.3 second cast time, then while active grants Major Expedition and Minor Force.
          • Alternatively, it becomes instant activation (or still cast time), but counts as channeled, and can be bashed. As such, it would grant Major Expedition while active, and increase the duration of Minor Force by 5 seconds per second, up to a cap of 60 seconds duration of Minor Force. Like the old version of Mist Form, cannot attack without disabling the effect of the spell. That's why it saves up force duration instead of using it during the channel.
        • Morph 2: Race Against Time
          • Cost 3780 for 4 seconds of expedition and 20 seconds of force. Gonna use the expedition for balancing. CPS 945.
          • While active, grants Major Expedition and Minor Force. Either activating has an initial cost that makes removes and makes you immune to snares and immobilizations for 4 seconds, or grants such immunity while active.
    • Undaunted
      • Bone Shield
        • Base
          • Cost 3672 over 6 seconds -> CPS 672
          • While active, you generate a damage shield over 6 seconds and maintain it, restoring damage dealt to the damage shield over time. While the shield persists, once every 6 seconds (or other cooldown) allies can cast the Spinal Surge synergy.
        • Morph 1: Spiked Bone Shield
          • Cost 3672 over 6 seconds -> CPS 672
          • While active, you generate a damage shield over 6 seconds and maintain it, restoring damage dealt to the damage shield over time. You also deal 100% of the damage absorbed by the shield back to the attacker. (Note that means it caps at the shield's strength). While the shield persists, once every 6 seconds (or other cooldown) allies can cast the Bone Wall synergy.
        • Morph 2: Bune Surge
          • Cost 3672 over 6 seconds -> CPS 672
          • While active, you generate a damage shield over 6 seconds and maintain it, restoring damage dealt to the damage shield over time. While the shield persists, once every 6 seconds (or other cooldown) allies can cast the Spinal Surge mk2 synergy, which now also provides Major Vitality.
          • I think there's a typo on ESO hub, or if that's exactly how it is in game then that might be the typo. To reduce confusion I added mk2 to the end of this one, but I actually think the synergy name is inverted between morph 1 and morph 2.
  • Weapons and Armor {WIP}
    • Armor: Reminder: Requires at least 5 pieces of the armor type equipped in order to use the skill, because that's how the normal ability functions.
      • Light
        • Annulment
          • Base
            • Cost 4590 for 6 seconds -> 765
            • While active, generates a damage shield over 6 seconds, capacity of the damage shield ability or 50% of your max health, whatever comes first. 3718 capacity at 620 per second.
          • Morph 1: Harness Magicka
            • Cost 4590 for 6 seconds -> 765
            • While active, generates a damage shield over 6 seconds, capacity of the damage shield ability or 50% of your max health, whatever comes first. 3718 capacity at 620 per second. Whenever the shield absorbs damage, you restore magicka, which is increased in value by 33% per piece of light armor worn. This effect can occur once every 2 seconds.
          • Morph 2: Dampen Magic
            • Cost 4590 for 6 seconds -> 765
            • While active, generates a damage shield over 6 seconds, capacity of the damage shield ability or 60% of your max health, whatever comes first. 3718 capacity at 620 per second. Each piece of Light Armor worn increases the amount of damage the shield can absorb by 6%. (For this that probably also means greater shield generation per second.)
      • Medium
        • Evasion
          • Base
            • Cost 3213 for 20 seconds -> CPS 160.65 (161)
            • While active, grants Major Evasion.
          • Morph 1: Elude
            • Cost 3213 for 20 seconds -> CPS 160.65 (161)
            • While active, grants Major Evasion. While active, when you take area damage, you gain Major Expedition for a duration based on the number of medium armor pieces equipped.
          • Morph 2: Shuffle
            • Cost 2943 for 20 seconds -> CPS 147.12 (148)
            • While active, grants Major Evasion. On activation, has a higher initial cost that removes and grants immunity to snares and immobilizations for a period of time based on the number of medium armor pieces equipped.
      • Heavy
        • Unstoppable
          • Base
            • 3213 cost for 20 seconds -> 160.65 (161)
            • Version 1: Has a higher initial cost that grants immunity to snares and immobilizations for 6 seconds but reduces your movement speed by 65% for the duration and grants you Major Resolve. While active it grants you Major Resolve.
            • Version 2: While active it grants Major Resolve, and grants immunity to snares and immobilizations, but also reduces your movement speed by 65%.
          • Morph 1: Unstoppable Brute
            • 2943 cost for 20 seconds -> CPS 147.15 (148)
            • Version 1: Has a higher initial cost that grants immunity to snares and immobilizations for 6 seconds but reduces your movement speed by 65% for the duration and grants you Major Resolve. While active it grants you Major Resolve and reduces the cost of roll dodge by 5% per piece of heavy armor worn.
            • Version 2: While active it grants Major Resolve, and grants immunity to snares and immobilizations, but also reduces your movement speed by 65% and reduces the cost of roll dodge by 5% per piece of heavy armor worn.
          • Morph 2: Immovable
            • 3213 cost for 23 seconds -> 139.6956... (140)
            • Version 1: Has a higher initial cost that grants immunity to snares and immobilizations for 6 seconds but reduces your movement speed by 65% for the duration and grants you Major Resolve. While active it grants you Major Resolve. Also increases the amount of damage you can block and the potency of the snare by 5% per piece of heavy armor worn while you are immune to snares.
            • Version 2: While active it grants Major Resolve, and grants immunity to snares and immobilizations, but also reduces your movement speed by 65%. While active, increases the damage you can block by 5% per piece of heavy armor worn, but increases the snare by 5% per piece of heavy armor worn while bracing under this effect. (Reminder, 7 pieces is 100% snare. If the snare is always active, then the block portion should only slow while bracing so that they can still move.)
    • Weapon
      • Dual Wield
        • Blade Cloak
          • Base
            • 3780 for 20 seconds, with a damage pulse every 2 seconds. CPS 189. CPT 378. Will it be cost per second or cost per tick? They'll decide if they add, but I would like to know the consensus.
            • While active, grants Major Evasion, and damages nearby enemies once every 2 seconds.
          • Morph 1: Quick Cloak
            • 3780 for 30 seconds, but also 4 seconds of expedition. 945 CPS for expedition, or 126 CPS for Evasion? Perhaps both could be cheaper, such as 800 for 4 seconds followed by 100 for 26 seconds? Oof, 5800. Too high. 500 for 4 then 75 for 26 totals 3950. That might be a good balance. Right, 2 second pulses, 1000 twice then 150 every 2 seconds afterward. Or perhaps the expedition duration's cost is initial, like 2000, and then the 126 to maintain the dps area and evasion.
            • While Active, grants Major expedition for the first 4 seconds and then loses it. While active it grants Major Evasion and deals damage around you every 2 seconds.
            • Version 2: While active grants Major Expedition and Major Evasion, and deals damage around you once every 2 seconds, but at a high cost.
            • ...
            • Why does Expedition have such a high cost anyways? Especially since I never really see its effect. I have a redguard nightblade with concealed weapon in medium armor who casts Retreating Maneuver a lot and he hardly goes any faster when he casts is. If it effects mounts it's definitely not noticed there. I mostly use it for the flank damage from all the NPCs I run past and ignore.
          • Morph 2: Deadly Cloak
            • 3780 for 20 seconds, with a damage pulse every 2 seconds. CPS 189. CPT 378. Will it be cost per second or cost per tick? They'll decide if they add, but I would like to know the consensus.
            • While active, grants Major Evasion, and damages nearby enemies once every 2 seconds.
            • It deals more damage, but I didn't write the damage numbers. It's the same as the base (aka normal) ability.
      • Two Handed
        • Momentum
          • Base
            • 3780 for 20 seconds -> CPS 189.
            • While active, grants Major Brutality and Major Sorcery and Minor Endurance.
          • Morph 1: Forward Momentum
            • 3240 for 40 seconds -> CPS 81
            • While active it grants Major Brutality and Major Sorcery and Minor Endurance, and grants you the effect to cleanse yourself of all snares and immobilizations while under their influence by roll dodging, granting you 4 seconds of immunity to them.
          • Morph 2: Rally
            • 3780 for 20 seconds -> CPS 189.
            • While active, grants Major Brutality and Major Sorcery and Minor Endurance. You heal when you toggle Rally off, increasing by 15% every second up to a maximum of 300%.
      • Shield
        • Defensive Posture
          • Base
            • 4320 cost for 6 seconds -> CPS 720
            • 5000 point damage shield for 6 seconds and reflect the next projectile... Ok, ... Probably a couple versions...
            • Version 1: Generate a damage shield over time up to capacity stated in base ability, and reflect a projectile once every 6 seconds.
            • Version 2: Generate a damage shield over time up to capacity stated in base ability, and while the shield persists it reflects projectiles, but has a cost each time it reflects, and fails to reflect if you don't have the resource (stamina) to spend on the reflection.
          • Morph 1: Defensive Stance
            • While slotted with a shield equipped, increase the amount of damage you can block by 10%, and decrease the cost of block by 10%.
            • 4320 cost for 6 seconds -> CPS 720
            • 5000 point damage shield for 6 seconds and reflect the next projectile... Ok, ... Probably a couple versions...
            • Version 1: Generate a damage shield over time up to capacity stated in base ability, and reflect a projectile once every 6 seconds.
            • Version 2: Generate a damage shield over time up to capacity stated in base ability, and while the shield persists it reflects projectiles, but has a cost each time it reflects, and fails to reflect if you don't have the resource (stamina) to spend on the reflection.
            • Reminder: cannot be slotted with normal defensive stance because they are the same ability in 2-3 different forms, but they share the same skill points, levels, and morphs. Share the same name too, probably.
          • Morph 2: Absorb Missile
            • 4320 cost for 6 seconds -> CPS 720
            • 5000 point damage shield for 6 seconds and reflect the next projectile... Ok, ... Probably a couple versions...
            • Version 1: Generate a damage shield over time up to capacity stated in base ability, and absorb a projectile to heal yourself once every 6 seconds.
            • Version 2: Generate a damage shield over time up to capacity stated in base ability, and while the shield persists it heals you when you are hit by projectiles, but has a cost each time it does so, and fails to absorb and heal if you don't have the resource (stamina) to spend on the absorption.
      • Restoration Staff
        • Blessing of Protection
          • Base
            • Cost 4860 for 10 seconds -> CPS 486
            • While active, you and nearby allies gain Minor Resolve. Also one of the 2 versions as well.
            • Version 1: While active, once every 10 seconds a wave is sent forth from you healing yourself and allies for 2613 (eso-hub).
            • Version 2: While active, you pulse every 1-2 seconds, sending forth a wave that heals you and your allies for 262.3(263){2613/10} or 522.6(523){2613/5} depending on interval.
          • Morph 1: Combat Prayer
            • Cost 4590 for 10 seconds -> CPS 459
            • While active, you and nearby allies gain Minor Resolve and Minor Berserk. Also one of the 2 versions as well.
            • Version 1: While active, once every 10 seconds a wave is sent forth from you healing yourself and allies for 2614 (eso-hub).
            • Version 2: While active, you pulse every 1-2 seconds, sending forth a wave that heals you and your allies for 262.4(263){2614/10} or 522.8(523){2614/5} depending on interval.
          • Morph 2: Blessing of Restoration
            • Cost 4860 for 10 seconds -> CPS 486
            • While active, you and nearby allies gain Minor Resolve. Also one of the 2 versions as well.
            • Version 1: While active, once every 10 seconds a wave is sent forth from you healing yourself and allies for 2970 (eso-hub).
            • Version 2: While active, you pulse every 1-2 seconds, sending forth a wave that heals you and your allies for 297{2970/10} or 594{2970/5} depending on interval.
        • Steadfast Ward
          • Base
            • 4590 cost for 6 seconds -> 765 CPS
            • Base is 2323 increasing by up to 100% in severity of the target's wounds.
            • This one will be: While active, once every second grants an ally or increases their steadfast ward damage shield by 388, increasing by up to 100% in severity to their wounds.
            • Or it could do it for everyone around since it's weak and all.
          • Morph 1: Healing Ward
            • 4590 cost for 6 seconds -> 765 CPS
            • Base is 2399 increasing by up to 100% in severity of the target's wounds.
            • This one will be: While active, once every second grants an ally or increases their steadfast ward damage shield by 400, increasing by up to 100% in severity to their wounds. While the shield persists, the target is healed for 33% of the shield's remaining strength every second.
            • Or it could do it for everyone around since it's weak and all.
          • Morph 2: Ward Ally
            • 4320 cost for 6 seconds -> 720 CPS
            • Base is 2323 increasing by up to 100% in severity of the target's wounds.
            • This one will be: While active, once every second grants yourself and an ally a Ward Ally damage shield or increases their ward ally damage shield. The value is 388, increasing by up to 100% in severity to their wounds. Shield caps at 2323, increasing by up to 100% in severity to the target's wounds.
            • Or it could do it for everyone around since it's weak and all, with a boost in the shield generation, capacity unaffected. 776 shield per second if it takes.
      • Destruction Staff: No skills usable as toggle
      • Bow: No skills usable as toggle, unless ultimate? Doubtful ultimates will ever be that, save for overload which already is.
  • Alliance War Skills
    • Assault
      • Rapid Maneuver
        • Base
          • Cost 6426 for 8 seconds -> CPS 803.25 (804)
          • While active, grants you and nearby group members Major Expedition. Can be used from horseback.
        • Morph 1: Charging Maneuver
          • Cost 6156 for 8 seconds -> CPS 769.5 (770)
          • While active, grants you and nearby group members Major Expedition and Minor Expedition. Can be used from horseback.
        • Morph 2: Retreating Maneuver
          • Cost 6426 for 8 seconds -> CPS 803.25 (804)
          • While active, grants you and nearby group members Major Expedition and reduces damage taken from the flank by 15%. Can be used from horseback.
      • Vigor
        • Base
          • Cost 2984 for 10 seconds -> CPS 298.4 (295)
          • While active, you and nearby allies heal 348 per second. (based off the 3480 over 10 seconds on eso-hub)
          • 8m radius
        • Morph 1: Echoing Vigor
          • Cost 2984 for 16 seconds -> CPS 186.5 (187)
          • While active, you and nearby allies heal (3480/16=217.5) 218 per second. Has a larger radius.
          • 15m radius
          • decreases cost as the ability ranks up due to the improvement in duration. If that cuts the healing then oh wells. Sadness. One would think it would improve instead, or at least remain steady, as it ranks up.
        • Morph 2: Resolving Vigor
          • Cost 2984 for 5 seconds healing and 20 seconds resolve. This could wind up with 2 versions of toggleable. CPS 5sec -> 596.8 (597). CPS 20sec 149.2 (149/150).
          • Version 1: Has the high CPS and healing for 5 seconds then loses the healing and does the resolve at the low CPS.
          • Version 2: Has the high CPS constantly and maintains the healing the entire time.
          • Heal 5388 over 5 seconds -> 1077.6 (1078) healing per second.
    • Support: none available. Unless Siege Shield? But that's an area not a buff. Purge is instant. Guard is already a toggle. Flare is an area. Barrier's an Ultimate.
  • World Skills
    • Vampire
      • First, rename current Mist Form to Bats, if the following is added:
      • Mist Form
        • Base
          • Turn into mist, allowing yourself to regenerate regardless of stage.
          • You may also become immune to most damage, or recieve a Dragonknight-armor type resistance.
          • Class: Ultimate
          • Type: Toggle or Cast, could have both forms.
          • As toggle, it would drain ultimate while channeled.
          • As normal, it would be like dragonknight armor.
          • Regardless, the caster cannot fight while as mist, unlike dragonknight armor.
        • Morph 1: Evasive Mist
          • Upgrades to turn the caster completely invisible, regardless of revealing effects, for at least 3 seconds, if not the whole duration, to give them the opportunity to escape. In case of abuse, they cannot capture flags while invisible, just like they cannot capture flags while crouching.
        • Morph 2: Restorative Mist
          • Not only is regeneration restored in mist form, it also heals the caster and restores their resources while it persists.
    • Werewolf
      • I had an idea for a rework involving granting them 2 bars and a couple more skills, and splitting the slice from pounce, which is in another thread. This will just be off current.
      • Hircine's Bounty
        • Base
          • Instant. Cannot be toggle.
        • Morph 1: Hircine's Fortitude
          • Has the initial cost, but can be left toggled on. Leaving it toggled on will allow the Minor endurance and Minor Fortitude to remain active after the 20 second period, but will have a 575 cost per second to remain active.
          • Most people would probably use the base version instead so they can access their heal.
          • Perhaps the toggle just changes it into a perpetual heal over time that grants minor endurance and minor fortitude while active? Even I'd probably still use normal version because of 10k heal in a couple casts vs toggle only healing about 500 per second.
        • Morph 2: Hircine's Rage
          • Instant cast. Cannot be toggle.
      • Roar
        • Base
          • Has no durational buffs.
        • Morph 1: Deafening Roar
          • Has no durational buffs.
        • Morph 2: Ferocious Roar
          • On activation, casts the normal version, and suffers no cost for 10 seconds, after which it suffers the cost to keep the Ferocious Roar buff active on self.
          • Cost 4303, buff duration 10 seconds, CPS 430.
          • Activate: casts Ferocious Roar for 4303 stamina, stunning and terrifying as normal, and granting buff for 10 seconds with no per second cost. After the 10 seconds the buff remains active as long as the toggle remains active, or as long as the caster has the stamina to maintain it, with the cost per second to maintain the buff.
    Code snippet for quick ability with morphs insert
      • Base
      • Morph 1:
      • Morph 2:

    yep
Edited by KaironBlackbard on September 27, 2024 12:37AM
  • Heren
    Heren
    ✭✭✭
    So, basically, what you're suggesting is to add a togglable version of every buff in the game ( with some adjustements eg for resolving vigor ) ?

    I'm sorry but I find the idea horrible : ESO combat is a lot about managing buff/debuff and spaming the one shiniest ability you have, if you take out the managing buff ( and eventually debuff ) thing, there's really not much left on an already rather shallow gameplay.

  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    Heren wrote: »
    So, basically, what you're suggesting is to add a togglable version of every buff in the game ( with some adjustements eg for resolving vigor ) ?

    I'm sorry but I find the idea horrible : ESO combat is a lot about managing buff/debuff and spaming the one shiniest ability you have, if you take out the managing buff ( and eventually debuff ) thing, there's really not much left on an already rather shallow gameplay.

    With the status of the game right now, it's impossible to manage buffs and debuffs. See this thread for more details:
    https://forums.elderscrollsonline.com/en/discussion/comment/8194848#Comment_8194848

    This would make it easier to manage in this time of need.

    Also, for most of them getting silenced would kill the buff because it's toggled. In some cases it would still be better to run the normal version instead of the toggled version.
  • BananaBender
    BananaBender
    ✭✭✭
    Heren wrote: »
    So, basically, what you're suggesting is to add a togglable version of every buff in the game ( with some adjustements eg for resolving vigor ) ?

    I'm sorry but I find the idea horrible : ESO combat is a lot about managing buff/debuff and spaming the one shiniest ability you have, if you take out the managing buff ( and eventually debuff ) thing, there's really not much left on an already rather shallow gameplay.

    With the status of the game right now, it's impossible to manage buffs and debuffs. See this thread for more details:
    https://forums.elderscrollsonline.com/en/discussion/comment/8194848#Comment_8194848

    This would make it easier to manage in this time of need.

    Also, for most of them getting silenced would kill the buff because it's toggled. In some cases it would still be better to run the normal version instead of the toggled version.

    How is it impossible to manage buffs and debuffs? Managing your uptimes is the core of this game's combat mechanics and the only thing that has any sort of skill expression, so no thank you on removing majority of that.
    (I'm not gonna read through 57 pages of comments about lag)
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    Heren wrote: »
    So, basically, what you're suggesting is to add a togglable version of every buff in the game ( with some adjustements eg for resolving vigor ) ?

    I'm sorry but I find the idea horrible : ESO combat is a lot about managing buff/debuff and spaming the one shiniest ability you have, if you take out the managing buff ( and eventually debuff ) thing, there's really not much left on an already rather shallow gameplay.

    With the status of the game right now, it's impossible to manage buffs and debuffs. See this thread for more details:
    https://forums.elderscrollsonline.com/en/discussion/comment/8194848#Comment_8194848

    This would make it easier to manage in this time of need.

    Also, for most of them getting silenced would kill the buff because it's toggled. In some cases it would still be better to run the normal version instead of the toggled version.

    How is it impossible to manage buffs and debuffs? Managing your uptimes is the core of this game's combat mechanics and the only thing that has any sort of skill expression, so no thank you on removing majority of that.
    (I'm not gonna read through 57 pages of comments about lag)

    Most of the populace is complaining about lag and constantly getting booted. I'm feeling that lag too. You can't manage a 5 second buff when you get 15 second lag spikes and only 2 seconds of playtime between lag spikes.
  • BananaBender
    BananaBender
    ✭✭✭
    Heren wrote: »
    So, basically, what you're suggesting is to add a togglable version of every buff in the game ( with some adjustements eg for resolving vigor ) ?

    I'm sorry but I find the idea horrible : ESO combat is a lot about managing buff/debuff and spaming the one shiniest ability you have, if you take out the managing buff ( and eventually debuff ) thing, there's really not much left on an already rather shallow gameplay.

    With the status of the game right now, it's impossible to manage buffs and debuffs. See this thread for more details:
    https://forums.elderscrollsonline.com/en/discussion/comment/8194848#Comment_8194848

    This would make it easier to manage in this time of need.

    Also, for most of them getting silenced would kill the buff because it's toggled. In some cases it would still be better to run the normal version instead of the toggled version.

    How is it impossible to manage buffs and debuffs? Managing your uptimes is the core of this game's combat mechanics and the only thing that has any sort of skill expression, so no thank you on removing majority of that.
    (I'm not gonna read through 57 pages of comments about lag)

    Most of the populace is complaining about lag and constantly getting booted. I'm feeling that lag too. You can't manage a 5 second buff when you get 15 second lag spikes and only 2 seconds of playtime between lag spikes.

    I think the solution to that is fixing the lag instead of reworking the entire combat system to better fit around 15 second lag spikes.
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    Just another note: not only might some be bashable, and most be silenced, they might even prevent resource recovery while being channeled / toggled on.

    All the costs there are their actual costs, although in most casts a little more expensive due to always rounding up, just divided into per second rather than one hit for a long duration.
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    Heren wrote: »
    So, basically, what you're suggesting is to add a togglable version of every buff in the game ( with some adjustements eg for resolving vigor ) ?

    I'm sorry but I find the idea horrible : ESO combat is a lot about managing buff/debuff and spaming the one shiniest ability you have, if you take out the managing buff ( and eventually debuff ) thing, there's really not much left on an already rather shallow gameplay.

    With the status of the game right now, it's impossible to manage buffs and debuffs. See this thread for more details:
    https://forums.elderscrollsonline.com/en/discussion/comment/8194848#Comment_8194848

    This would make it easier to manage in this time of need.

    Also, for most of them getting silenced would kill the buff because it's toggled. In some cases it would still be better to run the normal version instead of the toggled version.

    How is it impossible to manage buffs and debuffs? Managing your uptimes is the core of this game's combat mechanics and the only thing that has any sort of skill expression, so no thank you on removing majority of that.
    (I'm not gonna read through 57 pages of comments about lag)

    Most of the populace is complaining about lag and constantly getting booted. I'm feeling that lag too. You can't manage a 5 second buff when you get 15 second lag spikes and only 2 seconds of playtime between lag spikes.

    I think the solution to that is fixing the lag instead of reworking the entire combat system to better fit around 15 second lag spikes.

    It's been 6 months. And no, it's not rework, it's options. Can you not read? These options are based off the normal abilities. Cost reduction effects reduce the cost of the base ability, and not the toggle ability. The toggle ability pulls its cost from the base ability, and is itself unaffected by cost reduction effects, but the base ability is and that therefore reduces the cost of the toggle, which seems minute in effect but in the grand scheme it's because it's still the same cost over the duration of the ability.
    I hope that makes sense.

    These toggles share the same skill points, levels, and morph as the normal version, and actually are not manually purchased or unlocked. They contribute to the normal version's level and cannot be slotted on the same bar as they are essentially the same skill, just in two different formats. In some cases multiple formats.

    It's mostly for playstyle options. It doesn't change or remove any abilities.

    And, a single negate magic you lose all your magic based buffs because you are silenced and cannot cast magic abilities.

    Some stamina abilities might also be silenceable. I've noticed Inner Beast cannot be cast while I'm silenced, even though it's stamina.
    It's not a buff ability though so I don't know about others, like Momentum. I don't have that yet on any toon. I mostly do tanks and healers, not damage dealers. Mostly because I have 3 times the ping of anyone in normal conditions, and therefore they hit me 5 times per second and I keep wiffing, because I'm practically a statue - and therefore an easy target - to them, while they are long gone by the time I swing at their shadow, which appears to me as a perfectly valid hit, but it does nothing.
    In ESO that means I cannot do rotationals except for alternating between ice staff bracing and shield bracing. The moment I release brace to cast a skill, instantly dead - pvp. That's why I dropped lotus fan. I try to do that but die before it finishes casting, even on my tanks.
    Not the point.

    Point is it's options. The more options the better.

    You might like having to recast abilities left right and sideways, but I'd prefer to activate them and try to keep my resources up to keep them up, risking being silenced. BTW: Half the guard types in cyrodiil and a couple "tough" Daedra (Banelord and a mage type), as well as Player Sorcerers, can all cast Negate Magic. When I'm trying to solo battle flags or those couple "tough" daedra, I spend half the time stuck in a negate magic. Thus majority of those buffs would be disabled if I try to use the toggle version.

    Are you sure it would break the system? I think it'd be pretty balanced. Especially since you'd have better uptime with the normal version anyways. Especially in cases where negate magic comes into play.
    Edited by KaironBlackbard on September 26, 2024 3:01PM
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    Heren wrote: »
    So, basically, what you're suggesting is to add a togglable version of every buff in the game ( with some adjustements eg for resolving vigor ) ?

    I'm sorry but I find the idea horrible : ESO combat is a lot about managing buff/debuff and spaming the one shiniest ability you have, if you take out the managing buff ( and eventually debuff ) thing, there's really not much left on an already rather shallow gameplay.

    agree with this

    if you dont want to manage buffs, use oakensoul, that gives you almost every buff with 100% uptime, and look it even removed that pesky bar swapping for you too
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • valenwood_vegan
    valenwood_vegan
    ✭✭✭✭✭
    ✭✭
    I second the suggestion of trying an oakensoul build.

    Waiting for them to redesign the whole combat system with all the suggested toggled abilities is gonna be a long wait, even if they did decide to do it.
  • KaironBlackbard
    KaironBlackbard
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    Heren wrote: »
    So, basically, what you're suggesting is to add a togglable version of every buff in the game ( with some adjustements eg for resolving vigor ) ?

    I'm sorry but I find the idea horrible : ESO combat is a lot about managing buff/debuff and spaming the one shiniest ability you have, if you take out the managing buff ( and eventually debuff ) thing, there's really not much left on an already rather shallow gameplay.

    agree with this

    if you dont want to manage buffs, use oakensoul, that gives you almost every buff with 100% uptime, and look it even removed that pesky bar swapping for you too

    It's not about buff uptime. It's ability uptime. Oakensouls doesn't give you damage auras. Oakensoul doesn't give you sunfire. Oakensoul doesn't let your skeletal mage and skeletal mender pretty much remain perpetually active.
    Did you not read it all?
  • Necrotech_Master
    Necrotech_Master
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    Heren wrote: »
    So, basically, what you're suggesting is to add a togglable version of every buff in the game ( with some adjustements eg for resolving vigor ) ?

    I'm sorry but I find the idea horrible : ESO combat is a lot about managing buff/debuff and spaming the one shiniest ability you have, if you take out the managing buff ( and eventually debuff ) thing, there's really not much left on an already rather shallow gameplay.

    agree with this

    if you dont want to manage buffs, use oakensoul, that gives you almost every buff with 100% uptime, and look it even removed that pesky bar swapping for you too

    It's not about buff uptime. It's ability uptime. Oakensouls doesn't give you damage auras. Oakensoul doesn't give you sunfire. Oakensoul doesn't let your skeletal mage and skeletal mender pretty much remain perpetually active.
    Did you not read it all?

    none of those thing will ever likely be made into toggles, they likely dont want you toggling on a bunch of free dmg and just afking in a mob passively killing stuff

    why not just make every dot last 1 million seconds so you never have to recast it and just sit there using a 1 button spammable for a 5 minute fight

    your basically asking the game to play for you
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • KaironBlackbard
    KaironBlackbard
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    Heren wrote: »
    So, basically, what you're suggesting is to add a togglable version of every buff in the game ( with some adjustements eg for resolving vigor ) ?

    I'm sorry but I find the idea horrible : ESO combat is a lot about managing buff/debuff and spaming the one shiniest ability you have, if you take out the managing buff ( and eventually debuff ) thing, there's really not much left on an already rather shallow gameplay.

    agree with this

    if you dont want to manage buffs, use oakensoul, that gives you almost every buff with 100% uptime, and look it even removed that pesky bar swapping for you too

    It's not about buff uptime. It's ability uptime. Oakensouls doesn't give you damage auras. Oakensoul doesn't give you sunfire. Oakensoul doesn't let your skeletal mage and skeletal mender pretty much remain perpetually active.
    Did you not read it all?

    none of those thing will ever likely be made into toggles, they likely dont want you toggling on a bunch of free dmg and just afking in a mob passively killing stuff

    why not just make every dot last 1 million seconds so you never have to recast it and just sit there using a 1 button spammable for a 5 minute fight

    your basically asking the game to play for you

    You can't afk it. You will run out of resources. Especially if they disable regen like the old version of mist form did.
  • Necrotech_Master
    Necrotech_Master
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    Heren wrote: »
    So, basically, what you're suggesting is to add a togglable version of every buff in the game ( with some adjustements eg for resolving vigor ) ?

    I'm sorry but I find the idea horrible : ESO combat is a lot about managing buff/debuff and spaming the one shiniest ability you have, if you take out the managing buff ( and eventually debuff ) thing, there's really not much left on an already rather shallow gameplay.

    agree with this

    if you dont want to manage buffs, use oakensoul, that gives you almost every buff with 100% uptime, and look it even removed that pesky bar swapping for you too

    It's not about buff uptime. It's ability uptime. Oakensouls doesn't give you damage auras. Oakensoul doesn't give you sunfire. Oakensoul doesn't let your skeletal mage and skeletal mender pretty much remain perpetually active.
    Did you not read it all?

    none of those thing will ever likely be made into toggles, they likely dont want you toggling on a bunch of free dmg and just afking in a mob passively killing stuff

    why not just make every dot last 1 million seconds so you never have to recast it and just sit there using a 1 button spammable for a 5 minute fight

    your basically asking the game to play for you

    You can't afk it. You will run out of resources. Especially if they disable regen like the old version of mist form did.

    its still incredibly lazy gameplay to make everything a toggle, not to mention if they did they would probably nerf the dmg into even less usefulness (especially for the necro pets)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    Heren wrote: »
    So, basically, what you're suggesting is to add a togglable version of every buff in the game ( with some adjustements eg for resolving vigor ) ?

    I'm sorry but I find the idea horrible : ESO combat is a lot about managing buff/debuff and spaming the one shiniest ability you have, if you take out the managing buff ( and eventually debuff ) thing, there's really not much left on an already rather shallow gameplay.

    agree with this

    if you dont want to manage buffs, use oakensoul, that gives you almost every buff with 100% uptime, and look it even removed that pesky bar swapping for you too

    It's not about buff uptime. It's ability uptime. Oakensouls doesn't give you damage auras. Oakensoul doesn't give you sunfire. Oakensoul doesn't let your skeletal mage and skeletal mender pretty much remain perpetually active.
    Did you not read it all?

    none of those thing will ever likely be made into toggles, they likely dont want you toggling on a bunch of free dmg and just afking in a mob passively killing stuff

    why not just make every dot last 1 million seconds so you never have to recast it and just sit there using a 1 button spammable for a 5 minute fight

    your basically asking the game to play for you

    You can't afk it. You will run out of resources. Especially if they disable regen like the old version of mist form did.

    its still incredibly lazy gameplay to make everything a toggle, not to mention if they did they would probably nerf the dmg into even less usefulness (especially for the necro pets)

    Not with how I have it balanced.
  • Necrotech_Master
    Necrotech_Master
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    i think im just gonna leave it with the other posters and say that im not in favor of a complete game overhaul

    toggles are a terrible idea if it both costs resources and removes resource regen, especially if almost all skills were like that, you would never have any resources and everyone would just invest in HA builds and reduced cost to keep them active all the time

    which goes back to my suggestion, of just use an oakensoul build
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • KaironBlackbard
    KaironBlackbard
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    i think im just gonna leave it with the other posters and say that im not in favor of a complete game overhaul

    toggles are a terrible idea if it both costs resources and removes resource regen, especially if almost all skills were like that, you would never have any resources and everyone would just invest in HA builds and reduced cost to keep them active all the time

    which goes back to my suggestion, of just use an oakensoul build

    You may not like toggles, but I do. I loved the old version of mist form, and was heartbroken it was removed. I wish more abilities could be cast similarly.
    Not changed.
    Not overhauled.
    Just another cast type.

    Each of the skill trees would grow because of the multiple cast types of an ability, and these cast types are all balanced off the base (or "normal") ability.

    Dark Cloak would still exist, but you could alternatively use the toggle cast type.
    Blade cloak, evade, etc.

    For ones that could have multiple versions, it would give the player the option, OPTION the keyword, not a change, and option, of how they want to use the ability.

    It changes nothing.
    It adds options.

    Oakensoul has none of what I'm looking for or aiming for, so quit saying it.
    I've tried it, it's not what I'm looking for.

    Pretty much every ability affected is in my list.
    If a class ability isn't in my list, it probably isn't of a similar type to what I am looking for.

    And as for mender and mage (and perhaps base version of NB shade and dark shade, but excluding bow shade), they are already as weak as if not weaker than Sorc's pets, and yet they have permanence. Why can't the necro have that as well? As a toggle, it's still worse than sorc's, but it's more like a necromancer.
    I still hate they called it a necromancer. It can't raise minions. Sorc is more necromancer than the necromancer, although it's daedra instead of undead. Minions that expire aren't minions.

    I'd love for them to bring back Mist Form as well. I doubt they will though. It was fun while it lasted. Current mist form is ok. Primary function is useless though. Blood Mist is the only thing that works.
    Back in the previous, I'd use evasive mist to escape everyone who somehow still ran faster than me, even though I was full swift gear, medium armor, concealed weapon, and evasive mist, and they were normally elves.
    Blood mist at that time... the cost outweighed its utility in my eyes. 200 dps that was instantly healed, while you can't do anything else and are spending 800 per second or more. I forget what the cost was but it was absurd. First it was OP, then got nerfed, then only defended against players making it completely useless in PvE, which was the only place blood mist had any effect with its dps, and eventually nuked into a dash ability. Dash should be bats, not mist form.
    Although, I didn't see it as that OP, I wasn't unkillable. To the contrary my vamp tank kept getting nuked. It was only in Mist Form that he actually felt like a tank. First was 50% less damage from everything, I forget the second, third was only 75% less damage taken from players and thus useless in PvE, and now dash.
    Toggle: blood useless, evasive ok but more expensive than mobility abilities. Ended up using refreshing path more often in PvE once it only reduced damage from players.
    Current (Dash): Evasive useless, Blood OP. Pair with swarming scion and everything gets anihilated, at about 1.5k dps (mostly from swarming, but the minute extra dps from blood mist helps, especially if they are just barely outhealing swarming by itself)
    Anyways....

    Hmm... I forgot to add World skills to it... I'm gonna make that edit now.
    Edited by KaironBlackbard on September 27, 2024 12:52AM
  • KaironBlackbard
    KaironBlackbard
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    Ok. Made the edit.
  • KaironBlackbard
    KaironBlackbard
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    I feel like this post just kind of... died... after the last parts.
    Had to go to page 4 on my notifications just to find this again.
    Makes it feel like forever ago.
    Then I look at the date, it's only been 3 days.
  • Elyu
    Elyu
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    Pretty much what everyone else is saying here:

    Having EVERY ability have an active/toggle version would be awful. Even though Oakensoul provides slightly easier gameplay to people who (for various IRL reasons) find mashing buttons to be physically difficult - which is a good thing, it also encourages lazy players to never progress past mediocre skill level, thus making PUG content that much worse for everyone else, this combat overhaul would make this problem even worse.

    However - changing some abilities to have a toggle-morph would be good, introducing some desperately-needed skill variety into the game. So choosing between passive skills, buff skills, toggle skills (either one-bar or two-bar variants) and active skills would make the game more interesting, as each skill type would (should) have a trade-off for the power you gain from slotting it.
    For toggle-skills, the trade-off is obvious - they do less than a comparable active skill.
  • KaironBlackbard
    KaironBlackbard
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    Elyu wrote: »
    Pretty much what everyone else is saying here:

    Having EVERY ability have an active/toggle version would be awful. Even though Oakensoul provides slightly easier gameplay to people who (for various IRL reasons) find mashing buttons to be physically difficult - which is a good thing, it also encourages lazy players to never progress past mediocre skill level, thus making PUG content that much worse for everyone else, this combat overhaul would make this problem even worse.

    However - changing some abilities to have a toggle-morph would be good, introducing some desperately-needed skill variety into the game. So choosing between passive skills, buff skills, toggle skills (either one-bar or two-bar variants) and active skills would make the game more interesting, as each skill type would (should) have a trade-off for the power you gain from slotting it.
    For toggle-skills, the trade-off is obvious - they do less than a comparable active skill.

    No, they do the same, but with a relatively higher per second cost as it's always rounded up.
    Instead of a 3000 cost, rounding the up could make the total cost over 25 seconds 3250 or more.
    Although, some would yes do less, like vigor, and some others that have a short effect with a long effect, in most cases short effect is negated and only the long effect sustains, or it takes an insane cost to also grant the short effect.

    And it's not lazy, it's strategy. It's also helping the 50% of players who keep lagging and getting DCd (see the other thread), as they are unable to cast abilities every 15 seconds, let alone 7 abilities within 5 seconds every 15 seconds.

    Also, it's NOT ALL abilities. It's abilities with a self duration, mostly target self. Target enemy and target ground cannot be done. Target area with duration is similar, like Vigor, because it's a self buff that buffs allies as well in most cases.

    Healing ones tend to have reduced effects, especially if they follow a low cost version.

    Morphs is a bad idea. These abilities already have their morphs set out. We aren't changing that.

    If I didn't write it in my list, it is not capable of being converted to the system I've designed.

    These abilities are tied to their base abilities, sharing level, skill points, and morphs. Their cost is derived from the base cost and the duration of the ability. Likewise because of that, cost reduction effects do not directly apply to the toggle version, otherwise the toggles would become way overpowered because of cost reduction enchantments.
    Again, that itself is another reason morphs would be bad, as it wouldn't have a base cost and duration to base off, and cost reduction enchantments would nullify its cost directly, making it way overpowered.
  • Silvains_Demon
    Your idea is interesting but to add another system like this may make things harder than thought. That's a constant resource drain and another management type all together. I do think they look cool, but some of these just are too much if you put multiple of them on... Depending on the skill of the player (and the role they play be it DPS, Tank, or Healer), it'd be a lot more heavy weaving.
    Edited by Silvains_Demon on October 2, 2024 3:37PM
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