What new class should be added into the game

  • Silvains_Demon
    Other
    To be honest... I'd rather remake Necromancer. I'd turn it into a hybrid Perm/Temp pet class.

    Or, well, if I could change something actively in the game. I'd rework vampire. You can look up "09/29/2024 Vampire Rework Idea" here in the Combat category of the Forums for more info.
    Edited by Silvains_Demon on 4 October 2024 01:03
  • Coo_PnT
    Coo_PnT
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    Other
    Slightly off-topic, but I would like to see a subclass of craft specialists. Blacksmith, tailor, jeweler, furniture maker, etc. Raise the crafting rank to the maximum and that person can create equipment, etc. to give it a special appearance and effect.
    PC/NA
    My native language is not English, so please forgive me if there are any odd expressions.
    https://twitch.tv/coo_pnt
  • NskDen
    NskDen
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    Other
    I want to see Knight class. Class which clear physical skills and no magick vibe, like warrior in World of Warcraft. Thx
  • Solariken
    Solariken
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    No new classes! I would much rather they open up the current class system and allow for full respec.

    It would also be nice if they added a true tanking staff (Alteration/Illusion) and make Frost Staff a DESTRUCTION weapon like it's supposed to be.
  • KaironBlackbard
    KaironBlackbard
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    Solariken wrote: »
    No new classes! I would much rather they open up the current class system and allow for full respec.

    It would also be nice if they added a true tanking staff (Alteration/Illusion) and make Frost Staff a DESTRUCTION weapon like it's supposed to be.

    Alteration potentially, but not illusion. Illusion grants no defensive quality or armor. Ice armor and Alteration armor can. I doubt they ever will though.

    Opening up classes is something they will never do. If they were gonna make it like skyrim, they would have done that on launch.
    If we want more abilities, we need more classes, or other trees to bring them in. For the most benefit, that means classes.
  • KaironBlackbard
    KaironBlackbard
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    To be honest... I'd rather remake Necromancer. I'd turn it into a hybrid Perm/Temp pet class.

    Yes. I felt heavily insulted they called that thing the Necromancer. Looks back to a base game trailer and the necromancer had an entire army of undead following him. Permanent undead. I would have liked at least a portion of that. Have a couple permanent undead following you around, kind of like Sorc does with its pets.
    Though some of those abilities are neat, I wouldn't really call them all necromancer. Necrotic perhaps, but not necromancer. More like a... boneshaper, or something.
    The colossus is more daedric than necromancer. Especially with the way it is summoned and then leaves.
    I do like reanimate though, nice ability. Raising blastbones makes it real necromancer like, although I'd much rather zombies that last a while, even if their damage is negligible compared to blastbones, it's the essence that counts.

    Perhaps we could theorize a real necromancer class, one about controlling undead and not a load of non-necromancer abilities (necrotic is not necromancer). More dead raising, less direct combat.
  • CatoUnchained
    CatoUnchained
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    Other
    Barbarian
  • Major_Toughness
    Major_Toughness
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    Any, I'm fed up with Elder Sorcerers Online. Any other class being feasible to play in PvP would be nice.
    PC EU > You
  • silky_soft
    silky_soft
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    Other
    ZOS should focus on fixing the game or moving it to another engine.
    Here $15, goat mount please. Not gambling or paying 45 : lol :
    20% base speed for high ping players.
    Streak moves you faster then speed cap.
    They should of made 4v4v4v4 instead of 8v8.
  • fizzylu
    fizzylu
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    Other
    I'm simply good on classes, would much rather see new weapons (especially staff types).
  • KaironBlackbard
    KaironBlackbard
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    fizzylu wrote: »
    I'm simply good on classes, would much rather see new weapons (especially staff types).

    Alteration Staff
    Illusion Staff
    Bostaff (melee)
    Javelin (throwing weapon and partial melee)
    Spear (mostly melee)
    Halberd
    Tower Shield (all styles more square and much much bigger, more mitigation, less block cost, random interception chance from specific directions, but slow movement. Bracing may always immobilize, or a special ability does that with incredible blocking power. Perhaps a toggle ability.)
    {Probably never gonna happen}: Titan/Tank Armor. (Much heavier than heavy armor but slows insanely. Higher armor cap can render wearer seemingly immune to all damage. At full suit it's like you're walking through an enemy shadow ultimate 24/7, but nothing can knock you around and all damage is negligible, never dealing more than 30% of your health in one hit. Ah, it's not armor cap, it's they can't dealt more than 100%-10%*pieces in a single hit, thus 100%-70%=30%, like a weak version of magma armor at all times. Still only takes 4 hits to kill you minimum, but you can't be one-tapped in it. Nor knocked around, or it resists knockbacks and stuns by 10% per piece and.... I should separate this so it isn't filling up my list. Hiding in spoiler.)
    Knuckle Dusters (fisticuffs/brawling tree)
    Handwraps (^^^ and is first cloth weapon, negligible draw time like putting up fists)
    Small Throwing Weapons (Throwing Knives, Kunai, Shuriken, Throwing Axe, Throwing Hammer, Chakram, etc.)
    Runes and Magic Melees
    Chain Knife
    Flail
    I feel like I'm forgetting some others
    Crossbow didn't really exist, but they have hand crossbow in fighters guild, sooo.... potentially? Spoiler with more notes.
    I'd say it should have a different tree than archery, probably some of the same passives but the abilities wouldn't be the same. It can't rapid fire, and it can't fire very fast because reload time. It can't shotgun blast. It could probably do snipe or a piercing shot that hits everyone in a line. No volley or shotgun unless there's some sort of splitting arrow that becomes that sort of thing.

    This spoiler is more on the first spoiler, a bit cleaner and a little more detailed.
    Titan/Tank Armor continued. (Enemies cannot exceed your max health in damage -10% per piece, resulting in no more than 30% of your max health at full pieces. You are slowed by 10% per piece worn. You resist snares by 10% per piece worn, this does not effect the penalty from wearing this armor, nor buffs that have that penalty. You have a chance to resist or be immune to stuns, knockbacks, and pulls, by 10%-15% per piece worn {70%-105%(aka immunity at full if 15% per piece.)}. Other effects are similar to Heavy Armor, and may constitute as heavy armor with extra benefits and penalties. Each piece has higher armor than heavy, therefore hitting the armor cap faster. Roll Dodge may be disabled, or has 10% higher cost per piece equipped, due to its much heavier weight than regular metal {heavy} armor. Definitely a face tank, as evasion is next to impossible. Better block mitigation and reduced block costs. Potentially has a unique style or sound that cannot be changed by outfit stations to notify other players that the user is wearing Titan armor, even if they appear completely in light due to outfitting or costume. May have a higher stealth penalty.)
    Edited by KaironBlackbard on 15 October 2024 15:46
  • fizzylu
    fizzylu
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    Other
    Yes. I felt heavily insulted they called that thing the Necromancer.
    I actually laughed so hard when I saw that RuneScape had a better take on necromancy combat than ESO did. I'm actually all for that class getting a rework, maybe it would make it so that I actually want to focus on more than one character. But yeah, no entirely new ones.... if they're going to give us anything combat related I think it's finally time they stop making excuses and do weapons.
    Edited by fizzylu on 15 October 2024 19:39
  • WitchyKiki
    WitchyKiki
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    Other
    Chanter. Give us big buffs, stuff that breaks games. I wanna run at even faster speeds, cast massive protects, have minor heals, and just be necessary for everything.
    Context is for kings -Captain Gabriel Lorca
  • KaosWarMonk
    KaosWarMonk
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    Other
    No classes, just skill lines.

    Make skill lines available to all.

    Choose 3 as primary skills to make your toon.

    Make soul magic a full skill line.

    Allow respec to change your 3 primary skills to follow flavour of the month.
  • alpha_synuclein
    alpha_synuclein
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    Other
    Neither.
  • Deimus
    Deimus
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    Other
    No new classes. They don't need to add more to the mix when they have classes now they can't get right. Stick to skill lines and scribing until they can raise the Necromancer to a class worthy of its name.
  • Elyu
    Elyu
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    Other
    No new classes until we get the ones that were removed from the game because of hybridization (hybridization halved the number of classes in game)
  • mmtaniac
    mmtaniac
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    Templar buffs. Best class.
  • MATH_COW
    MATH_COW
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    Other
    None. We already got enough classes and a adding new one is pointless for people who play only one character like me.

    All we really should ask for is a 4th skill line for each classes to add new options to each for what they have a lack of.

    For exemple as warden I always feel we have no big option as DD and it would be the opportunity to give more DD skills to it and even give it that animal shaping people want for a druid class we already got (wardens are druids there is nothing to argue about that).

    About a bard class I see often, I really feel Zenimax missed the easy shot to give us a full guild skill line in Greymoor with the Bard's College. Would have been more possible to get it there than hoping for a full class with 3 skills line based on bard.
    An Imperial Cow Warden | PC-EU
  • fizzylu
    fizzylu
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    Other
    MATH_COW wrote: »
    About a bard class I see often, I really feel Zenimax missed the easy shot to give us a full guild skill line in Greymoor with the Bard's College. Would have been more possible to get it there than hoping for a full class with 3 skills line based on bard.
    They definitely wasted that opportunity, bard would have only made sense through a guild/world line imo.

    I would like to see current classes get more skill lines or even just a third morph option for key abilities. I'm tired of sets being the only way to regularly freshen up combat, and honestly there's just too many at this point.... it'd be nice if they'd take a break from or stop making them entirely to do something else for once, but I doubt that'll happen since Zenimax seems to just stick to the same formula every chapter.
  • KaironBlackbard
    KaironBlackbard
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    Elyu wrote: »
    No new classes until we get the ones that were removed from the game because of hybridization (hybridization halved the number of classes in game)

    Like Pyromancer, Chillmancer, Electromancer, and Elementalist Hybridization (all 3 in one)?

    A TRUE Necromancer, and rename current to something like death eater or something.
    Necromancers should have a following of undead, not temporary undead that last only a few seconds.
    Reanimate was good, but the rest aren't really necromancer.
    Wish there was a permanent version of spirit mender whose recast is unsummon due to criminal act of necromancy, so you can unsummon your following to enter towns.
    Summons should be permanent, corpse spells should do like skyrim and raise the enemy to fight for you for a time, with a limit of 2 on resurrected enemies. Doesn't work on players obviously.
    Colossus Ult seems more like Daedric Summoning to me.

    OO, a True Warden/Ranger. Nothing to do with ice, everything to do with animals. Leave plants to the Druid.
    Druid 100% plant magics.

    Bard: classic. I still wonder why they haven't implemented this one yet.
    Magical Notes and Cast Time magic songs, or even channeled magic songs.

    Shadowmancer - NB Shadow and NPC Shadow Spells, and more unmade shadow spells, 100% shadows. Shadow walls and shadow smoke screens even.

    Recap so far
    Pyromancer
    Chillmancer
    Electromancer
    Elementalist
    TRUE Necromancer
    Ranger
    Druid
    Bard
    Shadowmancer

    I better leave it at that for now. I can make mile long lists.

  • The_Isatope8
    The_Isatope8
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    Druid
    I think that there are enough classes for now, but I think it would be better if we got something like Talismans or subclasses instead of a completely new class. I have some ideas about how such a thing could be implemented and I will use Templar as an example for the sake of ease.

    Class Talisman
    A class Talisman could be something akin to another piece of equipment that would occupy a unique gear slot. There would be 3 talismans that a character can collect, each corresponding to one of their skill lines.

    The Talisman itself could function similarly to scribing in that the player would be able to customize the talisman to have different effects on the skill line it corresponds to. The different effects can be gained through completing certain challenges in game. maybe they could function like mini class sets that provide unique interactions or utility. If this is the best way then multiple talismans could be collected that each correspond with one of the skill lines.

    Using the Templar class as an example, the 3 talismans would be as follows: Talisman of balance, Talisman of Dawn and Talisman of Light.
    • The Talisman of balance corresponds to the Aedric Spear skill line since it has a decent mix of offensive and defensive skills. The effects could be anything that alters what the abilities do, what additional effect they can give and even making is to that all the skills cost equal parts Magicka and Stamina.
    • The Talisman of Dawn corresponds with the Dawn's Wrath skill line. This talisman could be customized with effects that debuff enemies in some way when you use a Dawn's wrath skill on them, do weird stuff with gravitational pulls owing to the skill lines astronomical theme or maybe give the abilities an alternative use by building up stacks in some way.
    • The Talisman of Light corresponds with the Restoring Light skill line. The effects that could be provided by such a thing could be something like restoring small amounts of resources by healing others, using ultimate points to augment abilities or granting allies interactions with certain effects by sacrificing your own resources.

    This is all very vague, but the idea should be simple enough to understand.

    Subclasses
    In the case of Templar, the best way to implement a subclass is through having them be a knight of one of the Aedra usually associated with Templars: Stendarr, Arkay and Zenithar.
    The subclass could be a set of unique passives that influence the classes kit with the themes of the chosen Aedra and the line of passives would follow the following naming format: Knight of (chosen Aedra).
    • Knight of Stendarr
      Stendarr is the god most commonly associated with Templar and a lot of the literature about the class makes reference to their connections with the god of mercy. Stendarr is the god of compassion, justice and righteous rule. The passives in this skill line represent how Stendarr blesses those who exercise mercy and how he casts his ire upon daedra, manbeasts and the undead. The passives in the skill line could be something like the following.
      • Divine Clarity : Casting a Templar ability in combat grants you Major Intellect, increasing your Magicka recovery by 30% for 7 seconds.
      • Blessing of Stendarr: When you use a templar ability that deals damage, you gain 120 weapon and spell damage for 7 seconds. When you cast a templar ability that heals, you gain 1000 weapon and spell resistance. These effects can occur once every 7 seconds independently of each other.
      • Merciful warrior. When you: heal an ally under 40% health, you gain 2 ultimate. This effect can occur once every second.
      • Paragon of Stendarr: Whenever you deal damage to an undead, werebeast or daedra with a Templar ability, you afflict them with the burning status effect. This effect can occur once every 6 seconds per target.
    • Knight of Arkay
      Arkay is the god of life and death, he is commonly associated with funerals and the final rites of mortals. He seeks to preserve the sanctity of the dead and stands against any who would profane the sacred cycle of life and death. The passives in the skill line would represent how Arkay blesses those who respect the dead, grant the undead rest and exact his vengeance upon any who would profane the sacred cycle. The passives in the skill line could be something like the following:
      • Safeguard: Casting a Templar ability in combat grants you Minor Vitality, increasing your healing received and damage shield strength by 6% for 7 seconds.
      • Blessing of Arkay: When you resurrect a player, they return to life with full resources and have 33000 weapon and spell resistance for 10 seconds after being resurrected.
      • Guardian of the cycle. When you kill a player, they cannot return to life nor be resurrected for 20 seconds.
      • Paragon of Arkay: When you die in combat, you can return to life after a short delay with half your resources even if you are still in combat. This effect can occur once every 7 minutes.
        For the sake of clarity, this effect can occur in PvP zones, boss fight and trials.
    • Knight of Zenithar
      Zenithar is the god of work and commerce, he values earnest work and honest profit. Zenithar is the god of merchants, workmen and laborer's. The passives in this skill line would represent how Zenithar blesses those willing to work hard and exert themselves to earn an honest pay and live a modest life. The passives in the skill line could be something like the following:
      • Hard Work: Casting a Templar ability in combat grants you Major endurance, increasing your stamina recovery by 30% for 7 seconds
      • Blessing of Zenithar: Increase the amount of gold you gain in the world by 5%, Repairing armor and buying from merchants receive a 15% discount.
      • Honest Toil: Crafting gear requires fewer resources to create and require fewer materials to upgrade.
      • Paragon of Zenithar: Whenever you use a Templar ability in combat, you regain 120 Magicka and Stamina. This effect can occur once every second.

    The level of these subclasses wouldn't function like normal levels because they can fluctuate and certain passives can be locked if actions are performed that do not align with the principles of the chosen Aedra e.g.. killing innocents or stealing will reduce the subclass level if you are a knight of Stendarr. Using soul magic or being a vampire will reduce your subclass level if you are a knight of Arkay and pickpocketing or stealing will reduce your subclass level if you are a knight of Zenithar.

    You can gain levels in the subclass by performing deeds that align with the ideals of the chosen Aedra e.g. Killing undead, daedra and werebeasts will increase you subclass level if you are a knight of Stendarr, Resurrecting players and killing undead will increase your subclass level if you are a knight of Arkay and repairing gear or crafting will increase your subclass level if you are a knight of Zenithar.

    Gaining levels in a certain subclass function similarly to normal skill lines with each level getting progressively more difficult to reach. The passives are automatically unlocked when a certain subclass level is reached, you wont have to spend skill points to acquire them.

    All of this is merely speculative though, but I think something like this would go a long way with customization if it were implemented into all the classes.
    Number 1 Templar apologist
  • KaironBlackbard
    KaironBlackbard
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    Talismans seem like another mythic item. They'd probably end up doing it through excavation and would probably use a jewelry slot.

    Subclasses seem neat, and also seem to use Companion's Rapport system.

    I did theorize some potential class sets for the archive to finalize the last ones that don't have a set yet. That's in another thread.

    One thing you mentioned with the Talisman of Light is similar to NB's class set for Siphoning.

    This is an old thread that got necroposted on. I honestly wasn't expecting it to come back to life after it hit page 15 in the forums list.

    The point was a poll for which of a few of my thoughts might people like to see next. Not an argument about how unbalanced or weak things are or seem to be. Also gathering what class people would like to play that wasn't in my list, nor already in the game.

    I know that many people have this itch for a certain playstyle or class that isn't in the game right now. I was trying to see what people would like to play.
    And I have many ideas for it.

    Something for me to think on, something to focus my designs, something to deep dive into theorizing.

    I may not be a dev, but I theorize a ton. If you find my list of class sets and the theories, you'll find some of how much I theorize.

    I've even theorized alternate uses for some abilities. Mostly buff abilities and aura abilities. It cannot apply to damage/target abilities or non-durational abilities.

    The shear amount of work I put into that list... Took me 8 hours straight. Mostly just comparing from ESO Hub and copy-pasting a few things and editing to fit the new style. Not going to go into it further here. Does not replace abilities, just grants an alternate cast type, only one cast type can be slotted at a time.

    But if I get something to focus on, a class to design/theorize, I can be less scatterbrained about what I make/theorize.
  • Taril
    Taril
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    Druid
    I pick Druid, but the actual class could vary.

    I've mostly been sort of wishing for simply a shapeshifter class. Something that encapsulates Werewolf, but is deeper. Providing more abilities, weapon swapping, actual ultimates, doesn't require PITA farming/getting assistance from others/paywall, doesn't shut out vampirism etc.

    What form (Heh, puns) such a class takes is secondary to me. It could be nature themed with animal morphs or some daedra (Or aedra) theme with morphs based off whichever specific being is the source of the power.

    Beyond that... More skill lines would probably be my go to;

    - One Handed (Possibly called "Dueling"). Especially if it was capable of replacing Sword and Board for tanking (Yes, I'm a tank player who hates shields)
    - Unarmed (With some sort of equippable item like cuffs, fistwraps or something to fill the item slot and provide stats)
    - Literally any other Magicka based weapon style (Preferably melee) beyond "I shoot you with my magic stick"
    - More "Guilds" (Ideally with better ultimate morphs with at least one utility option and not just "Damage" or "Damage")
    - More Soul Magic skills (Not just the 2 ones we can scribe)
  • Nerouyn
    Nerouyn
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    Other
    I'm with all of those saying the game shouldn't have classes.

    I'm also really tired of levelling new character, horse training etc.

    And mostly love arcanists so have settled on those as my main. Couldn't start playing those until earlier this year so still horse training etc. those.

    So it's extremely unlikely any new class would appeal to me.

    But I also don't care if they add more at this point. We'd expect them to be working on the next one by now.

    That said, two classless MMOs launched (or relaunched) this month, Throne and Liberty and New World Aeternum. Launching next year, Dune also appears to be classless. If any do well then they'd add weight to the argument for ESO to either finally go classless like the TES single player games, or at least allow characters to freely change class outside of combat.
    Wuuffyy wrote: »
    Taking a look at this and saying that I fully believe warden should receive a rework especially with the ice DPS debacle to an actual druid. That is what that class technically is/is based off of.

    A rework is in the works right now. But there's no ETA, and it seems almost certain that they'll keep the ice line, eg. the new "wildburn" ice / leaves skill style for force shock.
  • ellmarie
    ellmarie
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    Other
    I wouldn't mind a Dremora or something. But yeah, was just having this discussion yesterday about what would make me want to play longer and while a new class would be exciting, you still have to do the same quests and same factions. So, unless you had some new quests to do in particular with your class only, would it be interesting.

    I love leveling a new character, but I agree about the grind for mount, scrying to get glow chests, lockpicking, etc.
    Xbox X- NA
  • kyle.wilson
    kyle.wilson
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    They need to spend more time on fixing the game and less time adding content that just increases the programming debt that is already bigger than the GDP of Portugal.
  • Credible_Joe
    Credible_Joe
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    Other
    No new class. New equipment skill line.

    Tie it in with Scribing. Add one more crafting line that adds spells your wield like weapons and shields. Wards, touch spells, ranged spells. Blocking cost and Heavy Attack resource restore depends on what you've got equipped. Spell & spell? All magicka. Two physical weapons? All stamina. One of each? Half & half.

    Passives revolve around increasing the power of your scribed abilities. All five of the skills for the line can be scribed.

    Boom, battle-mage archetype that's been missing for players but fully represented by NPCs since 2013 is now playable. And you don't have to start a new character to play with it.
    Edited by Credible_Joe on 20 October 2024 18:09
    Thank you for coming to my T E D talk
  • KaironBlackbard
    KaironBlackbard
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    No new class. New equipment skill line.

    Tie it in with Scribing. Add one more crafting line that adds spells your wield like weapons and shields. Wards, touch spells, ranged spells. Blocking cost and Heavy Attack resource restore depends on what you've got equipped. Spell & spell? All magicka. Two physical weapons? All stamina. One of each? Half & half.

    Passives revolve around increasing the power of your scribed abilities. All five of the skills for the line can be scribed.

    Boom, battle-mage archetype that's been missing for players but fully represented by NPCs since 2013 is now playable. And you don't have to start a new character to play with it.

    Most of us STILL DONT have access to scribing.
  • MickHC
    MickHC
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    Other
    Daedric class should be very nice! No ES ever did that. I really want tho play as a Daedric!
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