Maintenance for the week of February 16:
• PC/Mac: No maintenance – February 16

Scribing should let us change dmg types

SneaK
SneaK
✭✭✭✭✭
There, we should be able to run a Frost 2H with Frost Dmg Dizzys. Thanks

"IMO"
Aldmeri Dominion
1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Sluggy
    Sluggy
    ✭✭✭✭✭
    Yeah? Maybe? I dunno. I don't care for how samey most of the weapon attacks feel as it is and I don't think that will make much of a difference. The difference between a fireball and a frozen orb shouldn't just be that one is red and the other is blue, maybe with some invisible stat changes on the character sheet as a bonus. Fundamentally, I feel like different elements should perform unique abilities that enable different styles of play altogether.

    I think it's a good start of an idea, but it could use a lot of fleshing out too.
    Edited by Sluggy on February 8, 2026 10:21PM
  • Faltasë
    Faltasë
    ✭✭✭✭
    Skinnycheeks had a bunch of people suggest this very thing. The fact that you can't just change damage types on weapon skills and ability skills already is kind of a bummer.

    XBOX 2015-2019
    PC-NA 2019-2022, 2025-present

    ESO still needs a better combat dev team. They're bad at their jobs.

    Auri-El is the one true God.
  • SneaK
    SneaK
    ✭✭✭✭✭
    Sluggy wrote: »
    Yeah? Maybe? I dunno. I don't care for how samey most of the weapon attacks feel as it is and I don't think that will make much of a difference. The difference between a fireball and a frozen orb shouldn't just be that one is red and the other is blue, maybe with some invisible stat changes on the character sheet as a bonus. Fundamentally, I feel like different elements should perform unique abilities that enable different styles of play altogether.

    I think it's a good start of an idea, but it could use a lot of fleshing out too.

    Well there are passives in game that apply %’s to dmg types that could benefit from this, like Winters Embrace or Storm Calling. They also already have skill styles that apply different effects like frost stampede. Opening up Scribing to assign dmg types would also bring more armor sets into play without restricting things to specific weapon types. It would be a large change to the overall combat system but I think it would be a net positive in terms of creating more playstyles and making thematic builds more competitive.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    Sluggy wrote: »
    Yeah? Maybe? I dunno. I don't care for how samey most of the weapon attacks feel as it is and I don't think that will make much of a difference. The difference between a fireball and a frozen orb shouldn't just be that one is red and the other is blue, maybe with some invisible stat changes on the character sheet as a bonus. Fundamentally, I feel like different elements should perform unique abilities that enable different styles of play altogether.

    I think it's a good start of an idea, but it could use a lot of fleshing out too.

    There are massive differences, just not big flashy on screen one - Status Effects.

    Having scribed weapon skills apply a different damage type could be an interesting mechanic, and would offset some of the constraints of class skills being only one or two damage types, which appear to be further concentrated in the class refresh.

    Having a generic Weapon Skill grimoire for all the weapon types that would sit on the bar and alters the weapon skills on that bar when cast, would allow for player choice without any meaningful alteration of balance.

    Also, not for nothing, but with regards Frost in particular ZOS have said they are looking at making it a more impactful damage type for DDs.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Finedaible
    Finedaible
    ✭✭✭✭✭
    ✭✭
    I've been liking Scribing for PvP but I still remain somewhat disappointed in that we cannot fully choose the damage type or separately choose which resource the skills will cost. These limitations still clash with thematic building and it's kind of frustrating that the one element you want to use won't fit the build because you cannot sustain it.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    I would rather see Enchantments play a bigger role in damage types, than have overarching damage type settings to Scribing.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • SneaK
    SneaK
    ✭✭✭✭✭
    Radiate77 wrote: »
    I would rather see Enchantments play a bigger role in damage types, than have overarching damage type settings to Scribing.

    I wouldn’t object to that, but I also feel like enchants would be harder to change into something like this, and they’ve built things in game around the DMG enchants stuff like infused/Torugs etc. They already at least have a system with scribing to change skill types. Be cool to add a scribing passive to each weapon line that simply changes dmg types, imo.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Sluggy
    Sluggy
    ✭✭✭✭✭
    Gabriel_H wrote: »
    Sluggy wrote: »
    Yeah? Maybe? I dunno. I don't care for how samey most of the weapon attacks feel as it is and I don't think that will make much of a difference. The difference between a fireball and a frozen orb shouldn't just be that one is red and the other is blue, maybe with some invisible stat changes on the character sheet as a bonus. Fundamentally, I feel like different elements should perform unique abilities that enable different styles of play altogether.

    I think it's a good start of an idea, but it could use a lot of fleshing out too.

    There are massive differences, just not big flashy on screen one - Status Effects.

    Having scribed weapon skills apply a different damage type could be an interesting mechanic, and would offset some of the constraints of class skills being only one or two damage types, which appear to be further concentrated in the class refresh.

    Having a generic Weapon Skill grimoire for all the weapon types that would sit on the bar and alters the weapon skills on that bar when cast, would allow for player choice without any meaningful alteration of balance.

    Also, not for nothing, but with regards Frost in particular ZOS have said they are looking at making it a more impactful damage type for DDs.

    Your definition of 'massive difference' is massively different from mine, I think ;)

    Like I said, it's not a bad start to an idea. But unless ZoS really wants to rework the whole element damage type thing then it still just ends up being another case of just-chose-the-obvious-best-choice for any given setup or loadout you have. If I do frost damage with a dswing I don't just want to get some extra passive damage from a class passive and maybe an armor set. Even if it applies chilled... how does that change my combo or spamming of dswing? I want it to fundamentally change the way I play the game from how I would if I had chosen my dswing to deal flame damage. But that's on ZoS for not leaning more into that from the getgo. Missed golden opportunity if you ask me.
Sign In or Register to comment.