not unprecedented for this game, ahem, One Tamriel, vr levels overhaul, cp overhaul.....
One Tamriel was a major win. This would be too.
it certainly doesnt stop anyone from sticking to their archetype but does allow much greater customization.
i would have the subclass system unlocked at 50 for the first set of skill lines, 300cp for the second set and 600cp for the third set of lines.
you dont want an awesome game like this to stagnate and this is very cheap content.
SidewalkChalk5 wrote: »I've been playing completely Classless as a personal challenge and experiment for a while now. There's nothing in any of the class skill lines that is "required" to build a functional character for any of the roles of DPS (magicka or stamina), tank, or healer. It's all just superfluous fluff that acts a replacement for the non-class skills that a Classless character would slot.
IMO, this game would be a million times better if all class skill lines were simply eliminated and rolled into a comprehensive Spellbook system based on the school of magic (with or without Spellcrafting) accessible to all characters. The only problem is that I have zero confidence in the current combat dev team to pull something like this off. They inherited the current system from previous developers and have "balanced" it based on inexplicable whims and bro math for years. They've actually admitted making balance decisions based on the prevalence of skills used by players, a pathetic proxy measurement that any real mathematically literate professional would be embarrassed to get caught using.
So yeah, change is needed, but don't count on these folks to deliver it - and fear the results if they do.
I couldn’t have said it better myself.TheNightflame wrote: »This game is this game because it's this game: if it wasn't it wouldn't be. What's being described above is a different game.
TheNightflame wrote: »This game is this game because it's this game: if it wasn't it wouldn't be. What's being described above is a different game.
heck what an idea....
would just lead to homogenization of all pve roles. there would be zero difference between the damage dealing classes, since you would just spec for the best skills there are. so doesnt matter what class, you will shoot spectral bows and lay down elemental blockade and liquid lightning. even stamina classes, which already feel pretty similar, just maybe one or two class skills separate them atm, will have zero differences after that. tanks all will spit some engulfing flames and have warden plus dks sustain together. healers will have the best aspects of wardens and templars combined. all would wear the same sets, same skills...heck this would be so fun (....not).
i didnt even start with pvp, where everyone will get away with cloak and extended ritual.
thx but no.
heck what an idea....
would just lead to homogenization of all pve roles. there would be zero difference between the damage dealing classes, since you would just spec for the best skills there are. so doesnt matter what class, you will shoot spectral bows and lay down elemental blockade and liquid lightning. even stamina classes, which already feel pretty similar, just maybe one or two class skills separate them atm, will have zero differences after that. tanks all will spit some engulfing flames and have warden plus dks sustain together. healers will have the best aspects of wardens and templars combined. all would wear the same sets, same skills...heck this would be so fun (....not).
i didnt even start with pvp, where everyone will get away with cloak and extended ritual.
thx but no.
Role homogenization is here already. My toons have all got virtually the same rotation:
Apply all dots
Apply all buffs if needed
Use spammable until dots fall off
Repeat
Aside from the few proc based skills (grim resolve, cfrags) and some execute skills it doesn't deviate. This makes all classes FEEL the same despite animation differences. For roleplayers animation differences might matter but that's about it.
Other MMOs have many classes with different feels:
Slow build up dot based
Low dps with high apm/dps burst windows
Pet management builds
A mix of dots and direct damage (esos only type)
Sequence based direct damage builds.
You would still have tanks, healers and damage dealers. That's all that's needed.
i should of added that you could only have three class (core) lines active at any one time (like now) .
so you couldn't have it all as you would have to give up a line to get a different one. If you include the oppositional idea of dissimilar skills then it becomes a massive source of new gameplay trying to figure out all the possibilities.
a breath of fresh air really at pretty much no development cost as its just a permutation of whats already there.
The armor system system of this game is great because it allows all the combinations. This is just an extension of that.
SidewalkChalk5 wrote: »I've been playing completely Classless as a personal challenge and experiment for a while now. There's nothing in any of the class skill lines that is "required" to build a functional character for any of the roles of DPS (magicka or stamina), tank, or healer. It's all just superfluous fluff that acts as a replacement for the Weapon/Guild/etc skills that a Classless character would slot.
IMO, this game would be a million times better if all class skill lines were simply eliminated and rolled into a comprehensive Spellbook system based on the school of magic (with or without Spellcrafting) accessible to all characters. The only problem is that I have zero confidence in the current combat dev team to pull something like this off. They inherited the current system from previous developers and have "balanced" it based on inexplicable whims and bro math for years. They've actually admitted making balance decisions based on the prevalence of skills used by players, a pathetic proxy measurement that any real mathematically literate professional would be embarrassed to get caught using.
So yeah, change is needed, but don't count on these folks to deliver it - and fear the results if they do.
Septimus_Magna wrote: »It would certainly be interesting to combine 3 different skill classes but you’d lose a lot of class identity. Eventually everyone would just run similar skills in PVE because there would be an optimal combination for tanking, healing and dps.
PVP is where it gets really interesting, you could do a lot of crazy stuff. Everyone could spec into the same (strongest meta) combination so balance would technically be solved. Class diversity would be killed but there could be a lot more build diversity.
MerlinPendragon wrote: »Members of this forum need to stop trying to make every class have everything. Sorry, but some classes should Excel where others dont and vice versa. Every class should have strengths and weaknesses.
You would still have tanks, healers and damage dealers. That's all that's needed.
i should of added that you could only have three class (core) lines active at any one time (like now) .
so you couldn't have it all as you would have to give up a line to get a different one. If you include the oppositional idea of dissimilar skills then it becomes a massive source of new gameplay trying to figure out all the possibilities.
a breath of fresh air really at pretty much no development cost as its just a permutation of whats already there.
The armor system system of this game is great because it allows all the combinations. This is just an extension of that.