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Which weapon skill line would you pick for a rework?

  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    Bow
    Elsonso wrote: »
    The role of Destruction Staff should be DPS with three elemental flavors. If ZOS wants a large stick that will taunt, they need to create one, like they did with Restoration Staff and healing. They can call it Big Threatening Staff.

    An Alteration staff would be a nice tanking staff
    [Lie] Of course! I don't even worship Daedra!
  • SilverBride
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    None of it means I'd have to redo my builds.
    PCNA
  • Orbital78
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    I'd like a lot of the weapons heavy attacks to feel a bit more "heavy". A channel style lock on like lightning would be fun for other element types too.
  • MindOfTheSwarm
    MindOfTheSwarm
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    Destruction Staff
    Ice Staff needs to be redone as a pure damage staff so it becomes a viable alternative to Flame and Lightning.
    You can then bring in a fourth staff type for tanking that has low damage e.g. Alteration/Force Staff.

    I don’t mind that Ice Staff has some tanking utility but I do think its viability as an offensive option needs expanding.
    For example: I would like to see the fully charged heavy attack shield be moved to one that activates while bracing and refreshes every 6 seconds or so.
    Meanwhile, the fully charged heavy attack could summon a snowstorm that swirls around the caster for 10-20 seconds. This would give it something offensive while still maintaining its defensive value.

    The problem is that an ice staff that is good for both DPS and tanking is almost guaranteed to be overpowered in PvP.

    Perhaps. But I think you could get around it by having morphs function as the split between DPS and tanking. Similar to what they did with Frost Reach. The damage shields scale with Max Health so I think it’s not too bad. A similar case could be made for sword and board which is very strong in PvP. Personally I think the solution is to add survivability additions to the other skill lines to balance it out.
  • Remathilis
    Remathilis
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    Destruction Staff
    I just want a decent 2h spammable that doesn't take a year to connect.
  • Luthivar
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    Bow
    Voted for Bow, but the whole system needs a rework. HA should always hit in an AOE and apply the off-balance debuff for resource generation. Bonus to dmg vs enemies set off-balance remain as they are. LA should gain an increase in attack speed for 2 seconds, renewing and stacking for a more fluent combat experience. That's generally, for all weapon skill lines.
    Meelee attacks should only hit within meelee range again, means 3m or less, definitely not 7m, getting hit by axes swung in the air just feels stupid. Would make Gothmau in IA and many other bosses way easier, they could be given a chare skill instead, but with a CD.

    Then we can talk about giving some unique passives for each weapon, which should actually feel significant:
    - Bow: Dmg-bonus in relation to distance (the larger, the higher); increased movement speed when hit by a meelee attack + unable to attack with bows for 1s; AOE of HA shown as a colourless and transparent shockwave
    - DW: Bonus to crit damage, bloodrage on kill or when yourself at low health (increased movement and attack speed), HA disabled, LA granting a percentage of HA's ressource generation, attack range and can set enemies off balance
    - 2h: Bonus to AOE damage, bonus to HA dmg, but malus to charging speed of HA
    - 1h+S: Portion of blocked dmg is reflected to the attacker, magicka generation through successful block, greatly increased block amount and costs, stamina generation through LA, increased stamina generation for HA
    - Resto: Increased ressource generation through HA (always adds to all 3 of them, relative to their base value); Dmg-shield while blocking, blocking costs both magicka and stamina, increased dmg to templar skills
    - Fire: Increased DOT damage and duration; HA triggers Chaos: suffers from fire dmg for 5s, but increases attack-speed with LA, that now can apply burn status effect
    - Shock: Increased direct dmg; Overcharge: HA deal more dmg, but drain health while overcharging
    - Frost: Increased dmg to slowed targets, increased block value + costs, block costs magicka, magicka generation through LA, increased magicka generation for HA

    Just some brainstorming on the topic. But I'm quite sure that's not going to happen, because the devs have their very own strange view on the combat system. It got overhauled already, but not really for the better. HA and LA builds should be possible for all weapons.

    Edited for typos.
    Edited by Luthivar on December 5, 2024 1:59PM
  • boi_anachronism_
    boi_anachronism_
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    Two-Handed
    Bow - It is imho most useless weapon skill line. It suffered too many nerfs due to PvP and is kinda a meme weapon.

    Destruction & Restoration staff - even after hybridization, both are still pretty much exclusive for magicka based builds & lack support in passives when it comes to stamina builds. Technically there is a Destruction staff scribing skill that only recently got a very weak option for stamina skill but it is "meh" at best. Restoration staff still lacks stamina based self-heal.

    I came here to say that. Supposedly it got a buff a while back but I can’t see a difference. Besides the only somewhat useful skills are poison injection and endless hail, and the dots for hail are weak.

    You hardly see anyone running around with a bow on their character anymore.
    in pve
    old bow>>if you need speed(last passive or your class bad use vma greatsword(temp
    passive buff>>good for Tideborn Taleria HM >>bow/bow temp/sorc
    because her hitbox is ...big?

    My argument is that greatsword and destro staves and even dual wield have much better skills amd damage and bow should be buffed to match them.

    Hmmm. I use bows on builds for end game pve plently. Bow is meta is some fights, especially for templars. Bow builds are just a bit more complicated to run properly so i think they see less use. Also outside of arc, stam in general sees less use until you get to much harder content. As for pvp i cant speak to it too much. I retired from that ages ago.
  • BlueRaven
    BlueRaven
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    Bow
    Elsonso wrote: »
    The role of Destruction Staff should be DPS with three elemental flavors. If ZOS wants a large stick that will taunt, they need to create one, like they did with Restoration Staff and healing. They can call it Big Threatening Staff.

    An Alteration staff would be a nice tanking staff

    The whole idea of a “tanking staff” feels completely wrong.
  • MindOfTheSwarm
    MindOfTheSwarm
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    Destruction Staff
    BlueRaven wrote: »
    Elsonso wrote: »
    The role of Destruction Staff should be DPS with three elemental flavors. If ZOS wants a large stick that will taunt, they need to create one, like they did with Restoration Staff and healing. They can call it Big Threatening Staff.

    An Alteration staff would be a nice tanking staff

    The whole idea of a “tanking staff” feels completely wrong.

    I think it’s fine as long as it is implemented correctly.
  • Tandor
    Tandor
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    None of them.

    Every time weapon skills are tweaked or reworked, there's a chorus of complaints. Just leave them as they are.
  • MindOfTheSwarm
    MindOfTheSwarm
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    Destruction Staff
    Tandor wrote: »
    None of them.

    Every time weapon skills are tweaked or reworked, there's a chorus of complaints. Just leave them as they are.

    Respectfully disagree. There are some clear needs especially with Bow and Destro. Bow is underpowered and Destro needs a look at particularly Frost Destro.
  • Jaimeh
    Jaimeh
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    Restoration Staff
    Restoration staff, because I think some of the skills have become obsolete, like siphon, healing ward, and the ultimate, and also because healers use scribing nowadays, which can more easily give shields, buffs and healing at the press of a button. The ultimate in particular needs a rework because it's never used in PvE anymore, even in scenarios when healers slot something other than horn or barrier. For instance, it would be nice to have a healing version of the destruction staff ultimate, where one moprh would debuff enemies in the range, and one moprh would heal allies in range (with the caveat that it wouldn't be too overtuned for PvP), something that would make the skill viable and worth using.
  • Taril
    Taril
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    Destruction Staff
    Something I'd consider interesting would be to rework how weapons are picked and utilized in general.

    With less focus on Passives and more focus on picking a weapon because of:

    1) The skills it provides

    2) The way the weapon itself works

    3) Aesthetics

    So, less "As a Tank I use SnB + Ice Staff because it gives better block even though I use literally nothing from the weapon itself" or "I use DW because it passively gives me a ton of DPS stats"

    And more "I use the weapon because I want to use the weapon"

    So for each point that would mean:

    1) Enhancing and modifying the skills so that more of them become interesting and worth using.

    Making them compete with other skill lines/scribing skills. Using modern designs like "Highest/Lowest Max Resource" costs (If we want to further step into the hybridization and things like Mag characters being able to use non-staffs) and basically making it so that someone could run all 6 weapon skills on a bar and not feel utterly useless.

    2) This wouldn't be just "Martial weapons restore Stam on heavy attack while Staffs restore Mag" - Ideally this would be adjusted based on Max Resource (Again, for hybridization stuff)

    But more about providing each weapon type a baseline functionality difference (I.e. Not requiring passives. Just a function of the weapon itself) when using Light and Heavy attacks.

    For example;

    Two Handed weapons would have their cleave
    Sword and Shield would Bash on HA
    Restoration Staff would have its healing when dealing damage
    Lightning Staff would chain to additional targets
    Dual Wield could have faster attacks

    Inferno/Ice/Bow could also get something unique too (Not sure what. Ideally it would be a more utile bonus rather than just raw damage - Possibilities could be things like Inferno getting flamethrower HA's as a channelled cone attack or Bow could pierce in a line)

    3) In terms of providing more ability to have aesthetic options, it would simply be about tuning passives so they're less about providing a benefit from simply holding the weapons and more about providing bonuses to the actual skills. As well as normalizing enchants so that SnB/DW don't simply have weaker enchants than the 2 handed weapons.

    This would mean that unless someone is actively using a particular weapon for its skills, they'd have more freedom about which stat stick to use and thus more options to make aesthetic based decisions.
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