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One handed weapon without shield


Started by Yngvar Kodaav
Post #110871
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So recently i saw this ( http://tamrielfoundry.com/weapons ) skill lines and I'm wondering if there will be a special skill line for people who wants to fight with one-handed weapon without a shield ex. spellswords. Personally, I played all Morrowind, Oblivion and Skyrim like this. It would be a pitty if they didn't implement that.
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Post #110875
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At launch i think it would be safe to assume that such a sill line would not be put in. Especially considering how magic will be implemented, like in Oblivion where you have sort of your weapons and then your magic skills are separate (you hold your weapons and press a different button to cast spells - this time they will be on a hot bar).

What i can see most likely happening is a sort of off-hand trinket or book or scroll etc, where you're main hand is a weapon (which you use to fight) while in your off hand you hold an item that basically just buffs up stats (but which cannot be used in combat, or really does much at all other than act as a stat booster). That being said, such a weapon set would most likely be best used for casters and healers. But it could be possible to see such items that reinforce your weapon skills.

For example, in one hand you hold Blade of Sharp Stabbiness. You left click and swing the sword, right click and use the sword to block. But it is only a one handed weapon so in your left hand you equip Locket of Choppy-Choppy. The locket is not used at all in combat, all you see is your character gripping it as he dances with his blade in the other hand. But this locket gives you +X% damage on weapon swings. So every time you hit your opponent with the sword, you do X% more damage. It'd be a passives-oriented build, with a lot of skill points going towards buffs and passives, sort of a sustained DPS model.

You wouldn't have the burst DPS that many builds would have, and it would be a build which emphasized player skill (you'd haft be able to dodge, attack and block with exact timing) and have a lot of points put into stamina, but it'd be cool to see. It'd make for an acrobatic sort of character who weaves through the field doing decent damage without focusing on casting spells. You'd instead place a ton of buffs onto your bars, being strongest when all are active, for that brief moment. Your weapon swings would be how you primarily dealt damage.


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Post #110879
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I'd love to see such a passive 'lockets' but doubt we'll see them in a near future. They would have to test it for a long time to make it balanced enough to replace weapon.

In my opinion it would be also nice to add something like a rune in the off - hand which you would use to cast spells (all character classes) like healing/flames/spark etc. just like they were used in Skyrim.
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Post #110895
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That sounds really good Ferroc. I think with some testing and balancing that would be a good alternative to the shield in battle.
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Post #110963
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I'm sure they talked about rune stones or something, got it off ShoddyCast but didn't actually read the article associated. Where you have your chosen one handed with a stone of some kind but we haven't heard of it since. To note staffs are 2 handed so we can't have them on the left or right for that matter.


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Post #111001
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Well but if they make some rune stones, will there be a special skill tree for one handed weapon?
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Post #111002
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It will likely factor into a one-handed tree that may be released post launch.


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Post #111181
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Heavy emphasis on MAY. Nothing here is confirmed it is all speculation. Personally I doubt they would put a specific spell tied into offhand just because everyone already can cast spells and with the control scheme (left click to attack, right click to block) it would not work. Every needs to be able to both block and attack. But the general idea could be implemented post launch, depending on player support and such. If you guys want it get vocal!


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Post #111216
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We cannot know for sure, as we are only aware of 6 skill lines and in recent interview Nick Konkle mentioned there are already 9 in game


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Post #111219
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While a very popular idea I'm sure, I honestly don't see the merit of having spell and sword in one hand due to weapon swapping. Ferroc's idea is a nice one though, but I just don't see the need to do a little damage with a spell or a little bit of healing when at the press of a button (hopefully) you can do an even greater heal or an even greater spell. Idk.. just seems like it wouldn't be that effective when you have weapon swapping. :\


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Post #111410
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(November 6th 2013, 06:51 AM)Kilivin Wrote: While a very popular idea I'm sure, I honestly don't see the merit of having spell and sword in one hand due to weapon swapping. Ferroc's idea is a nice one though, but I just don't see the need to do a little damage with a spell or a little bit of healing when at the press of a button (hopefully) you can do an even greater heal or an even greater spell. Idk.. just seems like it wouldn't be that effective when you have weapon swapping. :\

I can see it being like Enchanted Rings in Morrowind. Where it's an enchanted talisman or something of the like, so that you don't have to invest heavily in magic skills to use a healing spell efficiently in battle.
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Post #111415
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(November 7th 2013, 06:24 AM)chocobacon Wrote:
(November 6th 2013, 06:51 AM)Kilivin Wrote: While a very popular idea I'm sure, I honestly don't see the merit of having spell and sword in one hand due to weapon swapping. Ferroc's idea is a nice one though, but I just don't see the need to do a little damage with a spell or a little bit of healing when at the press of a button (hopefully) you can do an even greater heal or an even greater spell. Idk.. just seems like it wouldn't be that effective when you have weapon swapping. :\

I can see it being like Enchanted Rings in Morrowind. Where it's an enchanted talisman or something of the like, so that you don't have to invest heavily in magic skills to use a healing spell efficiently in battle.

That's just the thing though. . you are allowed to max every skill in the game. All you require is time. They've even said that when you get from 1-50 you will only have around 30% of your skills maxed out. Players that do all three storylines will have a large majority of everything maxed out. From this, the concept of "People won't need to invest heavily for x, y, or z to occur" will be irrelevant. The majority of people will max everything they possibly can and then use what is best to them. So. . the idea of having some form of sword and spell, while attractive, is not going to work out. .

this is, of course, because if it is as powerful as melee+spell as if you had a sword and board and a destruction staff, then it will be overpowered. If it is not as powerful as these things, then people will just go one weapon set as melee and the other set as a restoration/destruction staff and swap between them. There are, to my knowledge, no penalties for swapping your weapons in or out of combat so. . there's really no point in having a sword and spell style of combat. UNLESS, maybe they make it to where you can just cast spells faster but do less damage?. . idk. . in the end - if the total DPS of the spell part does as much as the total DPS of a destruction staff, then it is overpowered. The DPS output cannot be as high as having a full on nuke staff or a full on nuke melee weapon, which in turn makes it ineffective.


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Post #111593
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That's why i think instead of just having another spell equipped in your offhand I suggest it be some sort of buffer. The same way a shield increases defensive power passively, such offhand gear would increase offensive power passively. Like, a shield gives an additional armour stat that you wouldn't have otherwise, maybe the offhand trinket/talisman/what have you gives a power stat, which would increase damage by a flat percentage. Weapon skills would be focused on stuff like rolling quicker, faster weapon strikes or harder weapon strikes, maybe a couple arcane skills like the power of your talisman imbues your next weapon strike with elemental power, dealing weapon damage plus X damage of Y element. Things that bring to mind a swashbuckler or arcane swordsman.


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Post #112787
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(November 7th 2013, 06:04 PM)Ferroc Wrote: That's why i think instead of just having another spell equipped in your offhand I suggest it be some sort of buffer. The same way a shield increases defensive power passively, such offhand gear would increase offensive power passively. Like, a shield gives an additional armour stat that you wouldn't have otherwise, maybe the offhand trinket/talisman/what have you gives a power stat, which would increase damage by a flat percentage. Weapon skills would be focused on stuff like rolling quicker, faster weapon strikes or harder weapon strikes, maybe a couple arcane skills like the power of your talisman imbues your next weapon strike with elemental power, dealing weapon damage plus X damage of Y element. Things that bring to mind a swashbuckler or arcane swordsman.

This would be good.
And to ones who say there's no point, there are plenty of weapons in the previous games that basically have no benefits to using other than it looks nice, or your preference for other things besides affectiveness. Same goes for abilities and armours.
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Post #115901
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What if the off-hand spell was significantly weaker than your set list of skills but costed no resources? Maybe like the staffs that need to be upkept with soulgems. This would be a nice nod to the Elder Scrolls fans


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