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.

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.