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Bow Skill Line – Proposal for Venom & Disease Synergy Mechanics and DoT Interaction Design

AlleWk
AlleWk
Soul Shriven
Hello dev team and fellow players,

post is a design proposal for potential improvements to the Bow skill line, focusing on expanding its identity as a DoT-oriented weapon line with stronger synergy between Poison, Disease, and Bleed effects.

The primary goal of this concept is to explore possible directions for the Bow skill
explore possible mechanics that could improve build diversity and deepen gameplay interaction for damage-over-time focused playstyles.

Key ideas include:

Increasing synergy between different types of DoT effects (Poison, Disease, Bleed)
Creating mechanics where applying one type of DoT can enhance or amplify others
Giving Bow skills a stronger role in preparing targets for sustained damage
Encouraging tactical gameplay based on pressure, debuffs, and execution timing
Supporting build diversity for players who specialize in venom/disease-based setups

The numbers, scaling values, durations, and percentages presented here are placeholders and should not be interpreted as exact balance recommendations.
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Balance Notes

This Ultimate is likely the most challenging part of the entire Bow rework proposal.

It needs to:

Feel impactful enough to justify Ultimate cost.Compete with existing ESO Ultimates.Offer meaningful counterplay.Support Bow's new identity as a tactical, poison-oriented weapon line.Avoid becoming a mandatory choice or a one-shot mechanic.

Because of this, Death Mark would likely require the most iteration, testing, and developer feedback of any ability in the proposal.

I put together the ideas and then asked for this layout to be generated. Certainly, if applied, it would require a lot of balancing. But it's a way to try and contribute to a brainstorming session on the weapon's identity.

  • AlleWk
    AlleWk
    Soul Shriven
    Here would be the more detailed text, so that it is explained more clearly.

    ☠️ CORE PASSIVE – TOXIC WEAKENING SYSTEM

    While a Bow is equipped:

    💀 Toxic Weakening

    Rather than simply increasing Bow damage, Toxic Weakening reinforces a specific combat niche.

    The Bow becomes the natural weapon choice for players who specialize in Poison and Disease effects, similar to how other weapon lines support specific offensive archetypes.

    While a Bow is equipped, increase your Poison and Disease Damage by x.%

    Applying Poison or Disease inflicts Toxic Weakened on the target.

    🔥 Toxic Weakened effect:Increases damage taken from ALL character martial DoTs:PoisonDiseaseBleedor venon sets etc.



    Giant Killer

    Increases the damage of all Bow skills by x% for every 1,500 Max HP the target has above yours.Additionally, gains Offensive Penetration based on the same HP difference (maximum x000 Penetration).The idea behind the passive is to strengthen bow damage, which is quite low, but doesn't become absurd damage against players who aren't absolute tanks. It would deal more damage against tanks and reward low HP for the damage.It would be the glass cannon.You lose safety in exchange for damage.👉 Design goal:Venom becomes a setup tool that enhances all damage-over-time builds,

    CORE ACTIVE SKILL CONCEPTS🏹 Focused Aim (Rework)Builds up to 3 stacks over timeConsumed on next shot for scaling damage.And the animation time is shorter. The idea is that every x seconds you gain 1 stack, a maximum of 2 or 3, which increases the percentage of total damage or another status. It removes sniper spam and gives you a reward for not spamming. It would keep the defense debuffs and would be poison damage to maintain the theme.

    🏹Poison Injection: Increases base damage and strengthens the execution (deals more damage with low health).

    Toxic Detonation: If purified early, the remaining poison detonates. The explosion is stronger the sooner it is purified.

    The intention is not to punish purge itself, but to encourage timing-based counterplay rather than immediate or automatic cleansing.

    Instead of making purge strictly negative, the damage could scale depending on when it is used during the DoT duration:

    Early purge: high burst damageMid-duration purge: moderate damageLate purge: low damage

    This creates a decision space where players can choose between:

    Fully absorbing the DoTMitigating it through shields or healing-over-time effectsPurging immediately and accepting a calculated risk

    The goal is to turn cleanse timing into a strategic choice, rather than a default reaction.

    Existing defensive tools such as shields and strong healing-over-time effects would remain valid counterplay options, ensuring the mechanic is interactive without being oppressive.

    🏹🪖 Garrison Archer (Rework de Volley)🏹 Overview

    The Garrison Archer is a persistent tactical companion unit that follows the player and provides sustained battlefield pressure and siege support.

    It functions similarly to a summoned archer unit, but with direct command-based control and synchronized attack behavior, making it closer to a controllable battlefield asset than a traditional pet.

    Its overall power is balanced at approximately 60% scaling of player effectiveness.The main problem with volley in PvP is that it marks the spot, but if someone moves, it's not very useful. In this case, marking would be telling the where to focus in stationary mode.

    📊 CORE SCALING & BEHAVIORScales with:Weapon DamageCritical ChancePenetrationTotal effectiveness capped at x% of player outputUses abilities from the Bow skill line in a simplified AI versionSame mechanicsReduced complexity and scaling🎯 CORE FUNCTION

    The Garrison Archer’s role is:Sustained pressure + siege assistance + tactical target controlWhile active, activates the Garrison Commander passive.It is not a burst summon.It is a continuous battlefield support unit.

    🧭 COMMAND SYSTEM (3 MODES)

    Once summoned, the player gains 3 command states:

    🏃 1. FOLLOW MODEGarrison Archer follows the playerMaintains optimal combat distanceAttacks automatically based on AI priorityBehavior:Targets enemies engaged with playerApplies sustained pressure DoTsMaintains consistent support during movement🧱 2. STATIONARY MODEGarrison Archer remains fixed in positionDoes not follow player movementActs as a zone control unitBehavior:Controls chokepoints or key areasMaintains pressure on enemies entering its zoneIdeal for siege defense or objective holding🎯 3. FOCUS MODE (SINGLE TARGET CONTROL)Player selects a specific targetGarrison Archer locks onto that targetUnique mechanic:The Garrison Archer does not perform its first attack until the player attacks firstAfter synchronization, it mirrors pressure on the same targetAdditional behavior:Prioritizes only the selected enemyEnhances coordinated focus fire between player and summon

    👉 Design intent:Creates synchronized execution gameplay between player and unit

    🏹 ABILITY USAGE SYSTEM

    The Garrison Archer uses Bow skill line abilities in a simplified form:

    Same core mechanics as player skillsReduced complexity AI executionLower scaling (60%)No full burst optimization (prevents DPS replacement)

    👉 Role:sustained pressure, not peak damage

    🏰 SIEGE INTERACTION⚙️ Ballista Support System

    The Garrison Archer can interact with siege weapons:

    When a Ballista is marked by the player:The Archer assists in its operationProvides reload speed bonusMaintains defensive pressure around siege equipmentDesign intent:

    Transforms Bow into a siege-support weapon line, improving battlefield utility beyond direct combat.

    🧠 DESIGN INTENT SUMMARY

    The Garrison Archer is designed as:

    🪖 A commandable battlefield unit that extends player control into positioning, focus fire, and siege support.The idea is that since those who use bows usually play defensively, this would strengthen the identity of ballistic command. Therefore, the bow ceases to be just a sub-weapon.Key design pillars:

    Tactical control (3 command modes)Sustained pressure (not burst DPS)Player-synchronized execution (focus mode)Siege utility (ballista support)Simplified AI usage of player skills⚖️ BALANCE INTENTStrengths:Strong battlefield presenceExcellent in prolonged fightsHigh synergy with DoT buildsUnique siege utilityEnhances coordinated focus damageWeaknesses:Lower burst compared to direct player skillsRequires command usage for full efficiencyPositioning dependent in stationary mode🧠 FINAL CONCEPT

    The Garrison Archer is not a pet.

    A tactical battlefield unit that allows the player to command space, focus targets, and enhance siege warfare through coordinated pressure.



    Tactical Retreat (Bow Skill Line Rework)

    Role: Mobility, disengagement, and battlefield control.

    Tactical Retreat replaces Arrow Spray with a more tactical and defensive tool that rewards positioning and intelligent play.

    When activated, the archer fires a specialized shot that strikes the target and pushes them back approximately 5 meters while simultaneously leaping backward up to 8 meters.

    The ability is designed to create space between the archer and aggressive opponents without functioning as a hard escape tool.

    After the leap, the ability leaves behind a trail of traps and obstacles along the retreat path.

    Enemies who move through the affected area suffer:

    Reduced Movement Speed (40% Snare)A Bleed Damage over Time effectIncreased difficulty maintaining pursuit

    The goal is to give Bow users a true kiting tool that fits the fantasy of a tactical archer rather than a simple knockback ability.

    Design GoalsImprove survivability for ranged Bow builds.Create meaningful positioning gameplay.Reward intelligent disengagement rather than passive tankiness.Strengthen Bow's identity as a tactical weapon line.Provide counterplay through positioning and movement.PvP Function

    The skill allows archers to create distance from melee attackers while punishing reckless pursuit.

    PvE Function

    The skill helps reposition enemies, maintain range, and create safer engagement windows during combat encounters.

    Overall, Tactical Retreat supports the concept of a battlefield strategist who controls space and chooses where engagements happen rather than relying purely on damage output.

    The idea is to take the good idea of the magnum shot and make it work by applying it together with the craftable bow skill.

    ☠️ Death Mark (Ultimate Concept) – Work in Progress

    Disclaimer:This is currently the most difficult part of the Bow rework concept to balance correctly. Unlike active skills, an Ultimate must feel impactful enough to compete with existing ESO ultimates while still respecting counterplay and class identity.

    The numbers and exact effects below should be viewed as a design direction rather than a finalized solution. The goal is to create a Bow Ultimate that feels rewarding, thematic, and valuable in both PvP and PvE without becoming a simple "delete target" button.

    🏹 Death Mark

    Fire a specially prepared arrow at a single target.

    After a short telegraphed delay (similar to Meteor), the arrow strikes the target, dealing high single-target damage and applying Death Mark.

    The delay is intentional and important. It gives opponents time to react through positioning, defensive cooldowns, shields, healing, or other counterplay options, allowing the ability to be powerful without feeling unfair.

    💥 Initial Impact

    When the arrow lands:

    Deals high single-target damage.Applies Major Breach.Applies Off Balance.Applies Death Mark for a short duration.

    Unlike Meteor, this Ultimate is focused entirely on one target rather than area damage.

    ☠️ Death Mark Debuff

    While Death Mark is active:

    🎯 Target Weakness

    The marked target takes increased damage from:

    Bow abilitiesPoison damageDisease damageBleed damage

    This reinforces the Bow skill line's identity as a weapon focused on preparation, pressure, and execution rather than pure burst damage.

    🛡️ Anti-Tank Functionality

    To give Bow a unique role against highly defensive targets, Death Mark could also weaken some of the tools tanks rely on most.

    Possible effects include:

    Reduced healing received.Reduced effectiveness of damage shields.Increased effectiveness of offensive penetration against the target.

    The exact implementation would require testing and balance adjustments.

    🪖 Garrison Archer Synergy

    If Garrison Archer is active:

    The archer automatically prioritizes the marked target.The archer remains focused on that target until the mark expires or a new command is issued.

    This creates a clear interaction between the Ultimate and one of the Bow line's signature abilities.

    🏹 Skill Line Synergy

    Death Mark is intended to enhance the rest of the Bow toolkit rather than replace it.

    Examples:

    Focused Aim becomes a stronger finisher during the mark window.Poison Injection gains increased pressure and execution value.Poison, Disease, and Bleed focused builds gain a meaningful offensive window.Bow users gain a clear "focus target" moment in both PvP and PvE.🧠 Design Philosophy

    The objective is not to create a stronger Meteor.

    Meteor is an area-denial and burst-damage Ultimate.

    Death Mark should instead become:

    A single-target execution Ultimate that specializes in exposing defensi
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