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Visual and Mechanic Skill Design

dwolfgheist
I want to bring to you some topics that have been bothering me for quite a bit, this is not a rant about wanting fantastic looking skills, it's a critic based on what already exists in the game.
And please understand, that I do think that ESO has upheld quite well the test of times, but could be doing so much better if attention to certain details would be paid more attention:
The amount of skills in which the weapon simply disapears is way too high, you might think this is a minor detail, but it ruins the flow of movement, skills are what players see the most and all the time, class skills being the main offenders which is trully a pity. Having to see the weapon disappear into thin air each time just makes little sense. And if it was only old skills it would be one thing, but it's something that keeps happening like the schoola skill from the mage guild line.
I can give a full list of the skills in which this happens, but I would rather suggest to look at each skill individually with your design team (I mean you got the talent, I see it in the crown store) for this. And implement a new design for at least one of them every few months, this is quite the no brainer to both make the old community happy and new one too.

Of course then there is also the issue with weapon swapping, since your weapons just turn into the ones you have in the backbar with a weird motion in most cases. I have to say that using double staff is a saving grace in that regard as it looks like you flick your staff when swapping. Why am I touching in a mechanic that is here since the start of the game? Well you introduced multi-classing (not subclassing, that would have looked different, more to that later). So might as well give it a shot. The visual eazy solution here, since we are all basically mages to a bigger or lesser degree in this game, would be to give the weapons a visual effect when they vanish during the swap. This wouldn't move any waters, and would help new players understand what is happening in pvp better.
My take on this is more controversial however, I think if anything, Oakensoul proved to you that most players like it simple, don't get me wrong I actually enjoy having the 2 bars, it rewards the time mastering the game's system. But it shows that too much variables aren't always good, the ability of having 2 different kind of weapons must also have been a headache for the developers to balance for years, how are you supposed to, when the player can pick the best offensive and defensive option?
So the suggestion is to only be able to use one type of weapon, I read how you want classes to fulfill a certain role, but you would still have the issue mentioned above, besides class skills are used to enhance whatever the player wants to be or add what he lacks, meaning they are what enable the player to get a bit outside of his role in the first place, whatever that may be. Weapons are the ones defining a role, always has been. You have a shield? You block and protect. You got a staff? You either cast spells (debuff/damage/) or heal your allies, and I would differentiate dual wield for single target focusand movement vs the two-handed being more aoe and burst(but there is a healthy grey zone).

All classes got debuffs, heals, a burst combo, etc.. just some do one of them better than the others, and that was the problem before, more or less. The "class identity" discussion is a bit silly in that regard, since in the end what most are saying is: I want to know who heals the most, or who does the most damage or who can take the most damage, and maybe some might want to know who has the best cc or debuffs, but that's already rare.
I'm excluding the part of the discussion in which competitive players feel forced to pick another theme for their character to remain strong, that is the main argument for "class identity" and completly reasonable.

Players should be able to reach the highest numbers in at least one of the categories independently of the class they initially pick, that's why I don't oppose multi-classing, but I would rather have skills outside of class skills, defining the ultimate role the player wants to be, with revisitting weapon skills and adding new ones being my suggestion. You could also correct some issues like nightblades completly loosing to sorcs in regards to movement due to streak. When the class theme is a assassin, it feels that they should be able to at least get close to the sorc movement from streak, but there exists no skill that allows movement forward outside of streak. That's a good example on how multi-classing is both good and bad, since now the nightblade can also be a speedster, but it feels like the pure sorc got scammed of being the "speedster class", he could even remain stronger and just be a bad player, it's the perception that matters. If the sorc sees the nightblade using a weapon skill to kill him, he can't blame it on his class or the enemies multi class. Meaning even mechanical aspects like movement, shouldn't be mainly defined by class.


This also means that, until most pure classes simply crush multiclasses in both pvp and pve, there will still people angry about it.
Which further advocates that the most important skills in a bar shouldn't be class skills in the first place. There was also already the suggestion to either add another skill line to those who remain pure class, or only allow 1 skill line swap. I am against both due to what I explained previously, I consider it a good thing for the player being able to access all variables.
Instead I would give each class a schola skill that they can only use when they are pure class, you could even do a whole quest about the commitment to their beliefs or something like that, preferably a slightly long cast ultimate, so that it can be insanely strong but that also allows a eazy counter, if the player is careless, regarding perception this would make pure class players know for sure they have the best "skill" that is class bound while those that want to multi class know that outside of ultimate they can still compete against pure classes. Even if not an ultimate the skill should be at least a visual testament to the class.

P.S I would also change the visual of the DK ability that makes you invisible with only your heart showing, you allow so much style customization and then have an ability in which you can't see the player figure for the majority of the time, why? Same goes for the storm calling ability that gives you major resolve with the added injury of giving advantage in pvp since it's harder to track an almost invisible figure. And for Nekro I'll do a separate post entirely.
Edited by dwolfgheist on December 6, 2025 5:33PM
  • dwolfgheist
    I am excluding the vampire "mist" form here deliberately, since it forces you to be a vampire, and there's already enough things making you feel forced to be one to be competitive in pvp.
  • AcadianPaladin
    AcadianPaladin
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    I suspect resto staff healers and s&b tanks who use two bars would be quite unhappy losing the ability to run destro staff wall of elements on their back bar. That potential change would likely reduce the number of players willing to play healer or tank. Probably not a desirable outcome. :)
    PC NA(no Steam), PvE, mostly solo
  • dwolfgheist
    I suspect resto staff healers and s&b tanks who use two bars would be quite unhappy losing the ability to run destro staff wall of elements on their back bar. That potential change would likely reduce the number of players willing to play healer or tank. Probably not a desirable outcome. :)


    I would say that whatever the solution is, if they don't go with just adding "a visual effect" like I mentioned, it will require a major mechanic change, not necessarly a bad one, though.
    For instances if dual wield wasn't a thing, and instead it being a book (anything you can pick with one hand really) the swapping of weapons could go much smoother with broad and shield being the only weapon type requiring two hands at all times, the swap time could maybe remain the same that way and both weapons could be visually present too with the right animations and weapon positioning. Another option would be to make the swap take a bit longer, this would however be a major mechanic change to accomodate the more natural weapon swapping animations with both weapons being always visually present (with the exception of when you have the same type of weapon in 2 bars that would be also a major buff for going dual melee or dual ranged since you wouldn't need to do the swap animation).
    Edited by dwolfgheist on December 6, 2025 11:39PM
  • dwolfgheist
    The part regarding weapon swapping is not something I expect to be adressed anytime soon, but I think the team should have it in mind at least
    Edited by dwolfgheist on December 6, 2025 7:39PM
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