What new class should be added into the game

  • Minno
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    MONK. That is all.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • KaironBlackbard
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    birdik wrote: »
    Delete arcanist

    Arcanist is mid, not strong. You haven't played since they were added have you?
    I've been playing an arcanist and getting owned in deshaan, they used to shred it like butter.
    They are balanced, not OP.

    They've gotten the new class mega nerf a couple updates ago at least. Made them balanced.
  • KaironBlackbard
    KaironBlackbard
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    Nihilr wrote: »
    My husband would buy this whole game again for both his and my account if we could have a classless system with a co-op storymode for ALL content. We play to play together, just us. The fact that we can't build characters to swap skill lines because they're locked in to classes, just frustrates us and we stop playing for long periods of time because it takes so much dedication and energy to redo a character from scratch with all the grinding/discovery/training-cooldown times...

    Scribing was some of the best content we've ever got because it allows us to build unique to our playstyle. Character creation should be the same. We would start over and play 1 character, and also purchase outfit slots, armory slots, etc and simply pay for skill-line tokens to respec different skills if nerfs/buffs happened. But with how many character slots we have because class-skill locking limitations and no tokens for class swapping, there's no need to buy armory slots. I'll just try my build on another character, etc.

    I still want Shock Sorc skills and Flame DK skills on one char, Shadow NB skills and Crystal Sorc on one char, Frost Warden skills and Necro's Bone Totem + Grave Grasp + Death Scythe (with frost damage) + Boneyard + and Freezing Siphon (instead of Shock).

    If the game doesn't go this direction, ESO will die catering the gameplay to hardcore endgamers that don't care that most people play ESO for the build and fashion variety. Fashion Scrolls Online. Skill styles was another great example.

    This game was designed around a classes sort of game. If you don't like that, don't play ESO. There are plenty of other games out there. They can't up and change how the system works after so so many years. That'd be a complete game rehaul and they don't have the manpower for that.

    Plus, if you could swap classes willy nilly, people would hard META it, and no one would ever be thematic about their builds. Everyone would be exactly the same. That's why it's classes in the first place.
  • Credible_Joe
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    This game was designed around a classes sort of game. If you don't like that, don't play ESO. There are plenty of other games out there. They can't up and change how the system works after so so many years. That'd be a complete game rehaul and they don't have the manpower for that.

    Plus, if you could swap classes willy nilly, people would hard META it, and no one would ever be thematic about their builds. Everyone would be exactly the same. That's why it's classes in the first place.

    Telling people to play a different game when they're critical of an aspect of it is never okay. You're also forgetting, like MMO purists always do, that this is an Elder Scrolls game as much as it's an MMO.

    Class Lock is diametrically opposed to Elder Scrolls on a fundamental level. It's always been about defining your character however you want, and no one should be surprised that TES fans don't like this aspect of the MMO experience.

    Not to mention, you're describing what power gamers would do, definitely not everyone. Saying class change would kill all build variety is completely untrue, as people will always play what they find fun. As many people resist META as pursue it, and as many people again don't even care.

    Lastly, it wouldn't take a complete game refactor to add what amounts to additional skill lines. Frankly, that's the simplest way to implement it. Dev's have said before that changing class is difficult, but if we're talking about @Nihilr 's suggestion, it's completely moot. Adding each class skill line as an unlockable content is absolutely feasible and would require even less development than adding entirely new ones, as the skills are already defined and implemented.

    I've said it before, I'll say it again.
    DISMANTLE THE STATUS QUO

    ALL CLASS SKILL LINES FOR ALL CHARACTERS

    CLASS WARFARE

    NO MORE CLASS
    Thank you for coming to my T E D talk
  • Nihilr
    Nihilr
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    This game was designed around a classes sort of game. If you don't like that, don't play ESO. There are plenty of other games out there. They can't up and change how the system works after so so many years. That'd be a complete game rehaul and they don't have the manpower for that.

    Plus, if you could swap classes willy nilly, people would hard META it, and no one would ever be thematic about their builds. Everyone would be exactly the same. That's why it's classes in the first place.

    1.) People like you said the same thing about hybridization. That turned out to be an amazing and needed change. We still have whiners but it made most skills useable again because players aren't pitted to all Mag or all Stam with maybe 1-2 skills on the opposite end. The same would happen with "de-classing" the game. We would use skill lines on characters that currently don't have access to them. Meanwhile those same skill lines are locked to a character with a different theme/image/playstyle.

    2.) Only the few that care about Meta will play meta. The rest of us will enjoy the nearly endless combinations and identities.

    Our ESO lives will be complete when they de-class the system and allow 2-player / storymode for all content (including PvE Cyro/IC, and trials). Complete: We would play forever with 0 complaints. Nerf/buff/change sets and skills all they want with 0 complaints, if we could declass the characters and change skill lines with tokens. I don't consider that pay to win because people will simply make new characters to "win" if meta changes anyway.
  • birdik
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    birdik wrote: »
    Delete arcanist

    Arcanist is mid, not strong. You haven't played since they were added have you?
    I've been playing an arcanist and getting owned in deshaan, they used to shred it like butter.
    They are balanced, not OP.

    They've gotten the new class mega nerf a couple updates ago at least. Made them balanced.

    I dont care about pvp
    Look at statistics, in trials 90% are arcanists
    Edited by birdik on 19 November 2024 20:42
  • JobooAGS
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    Bard
  • KaironBlackbard
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    birdik wrote: »
    birdik wrote: »
    Delete arcanist

    Arcanist is mid, not strong. You haven't played since they were added have you?
    I've been playing an arcanist and getting owned in deshaan, they used to shred it like butter.
    They are balanced, not OP.

    They've gotten the new class mega nerf a couple updates ago at least. Made them balanced.

    I dont care about pvp
    Look at statistics, in trials 90 are arcanists

    I said Deshaan, not Cyrodiil. It's a base game zone south of Stonefalls.
  • Deimus
    Deimus
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    Aquamancer

    or Elementalist if you don't include Fire and Earth already taken by DK, and Air's lightning already taken by Sorc and Shock Staff.

    We already have an Elementalist class it's called the "Necromancer". It does Fire, Frost, Shock, Poison, Bleed, Disease, Magic, and Physical damage!

    We could use a Necromancer class though, maybe call it the "Elementalist" and give it the abilities from the IA Lich form and all the npc necromancers in the game, with a Flesh Atronach buddy.
  • fizzylu
    fizzylu
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    Honestly, I just want to change my class. Maybe it's Zerith-var's influence, but my Khajiit is starting to feel like he wants to use dark blue/light blue/green/purple/black VFX instead of just purple, blue, and hints of yellow : (
  • Artem_gig
    Artem_gig
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    Yes, enough classes already, this is content only for a certain audience, who are more interested in pumping their other characters. Necrom was a completely unnecessary chapter for me, because the new feature of the chapter is a new class, it's just an empty place for me, I'm not interested in creating new characters, I have one and I play the whole game with it. A class change token could solve this problem, but it doesn't exist and won't. So it would be better if instead of the next class, they updated the existing ones.
  • Cheveyo
    Cheveyo
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    Minno wrote: »
    MONK. That is all.


    Why not just add an unarmed skill line? Not just a weapon skill line either. Add a new World skill line that's based around that Khajiit martial arts.
  • KaironBlackbard
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    Artem_gig wrote: »
    Yes, enough classes already, this is content only for a certain audience, who are more interested in pumping their other characters. Necrom was a completely unnecessary chapter for me, because the new feature of the chapter is a new class, it's just an empty place for me, I'm not interested in creating new characters, I have one and I play the whole game with it. A class change token could solve this problem, but it doesn't exist and won't. So it would be better if instead of the next class, they updated the existing ones.

    They do that every update anyways.
    Plus, there are many who find the current classes to fill one niche, but not others.
    The Necromancer for example. Terrible job. Necromancers are known for raising the dead and having undead followers. What they made, not the case. Current is a wannabe necro, but is nowhere near a real necromancer. More like a deatheater or something.

    Dragonknight: power of dragons? / fire / earth, mostly earth, even some dragon look more like earth or rock
    Nightblade: assassin and stealthy guy (not quite master of the shadows though, but the update to cloak brings it a little closer) (my main)
    Also, there are no line smokes. I'd like line smokes and smoke clouds. Shadowy path and wall of elements could have done that, but are instead flat to the ground.
    Templar: light bearer and healer
    Sorcerer: daedra guy, lightning guy, and dark magic - not really into specializing I see
    Warden: Animal, Ice, Plant - again, not specialized.
    Necromancer: Is not what I'd call a necromancer. Can't even raise zombies, nor turn enemies into zombie allies of the same/similar form. The Corpse system is sad. More like a soul system than a corpse system.
    Arcanist: Neat, I like it.

    Could Use:
    Bard: master of music
    Elementalist: Fire, Lightning, Ice
    Shadowmancer: not just shadow abilities and invisibility, but shadow smokes as well to obscure vision through an area or line
    True Necromancer: Raising the dead only, no death scythe, no flame skulls, no tethers, no bone armor, no transforms, no daedra summoning, just raising the dead and summoning undead.
    Specific Elements:
    Full Fire class, everything is fire
    Full Frost Class, everything is Ice
    Full lightning class, no one can escape the lightning
    Templar is the full class of light

    A Ranger Class, full animal abilities, and the ability to tame a wild animal to effectively be a companion until released or another is claimed, or if it requires a slotted ability then if it gets unslotted, probably having a from either bar situation so they can bar swap without fear of losing the pet they got from another zone. Perhaps even temporary taming abilities to make certain creatures neutral instead of aggressive, specifically wild creatures, not bosses. Indriks, beetles, wolves, etc. Doesn't work on daedra or bandits or spell cursed. One area in Auridon has spell cursed animals, other area may have it too.

    A Druid class, purely plant magic. Maybe even powers that can make plant creatures neutral for a time, like spriggans. Perhaps a curse that if the plant creature dies while afflicted, it revives as the caster's ally. Perhaps a similar one for the ranger, but on animals instead of plants.
  • KaironBlackbard
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    A barbarian or berserker class, where all the abilities start as stamina and physical, instead of being mostly magic based.

    I could probably theorize all the trees for it too.
  • KaironBlackbard
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    Cheveyo wrote: »
    Minno wrote: »
    MONK. That is all.


    Why not just add an unarmed skill line? Not just a weapon skill line either. Add a new World skill line that's based around that Khajiit martial arts.

    That would be nice too.

    BUT, monk is a class in many games, including DND. In DND, it has a special CHI mechanic that it can use to boost its martial prowess and resilience. A Monk class in ESO could also have a similar mechanic.
  • OtarTheMad
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    I'd say a Mysticism class.

    Illusion and Alteration would be the tanking line
    Damage skill line is Illusion as well (getting into players minds and making them think they are being attacked or drowning in water let's say)
    Could do a mix of the Restoration school and Absorption magic for the Healing skill line like Greater Ward from Skyrim but adding that it also heals the caster over time.
  • Zama666
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    No thanks, no more.

    But I would take a Daedra companion
  • KaironBlackbard
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    OtarTheMad wrote: »
    I'd say a Mysticism class.

    Illusion and Alteration would be the tanking line
    Damage skill line is Illusion as well (getting into players minds and making them think they are being attacked or drowning in water let's say)
    Could do a mix of the Restoration school and Absorption magic for the Healing skill line like Greater Ward from Skyrim but adding that it also heals the caster over time.

    Shadowmancer is also an illusionist.

    Ward I thought of 2 things: Ward Stone, a 1 handed weapon, and Ward Staff, a 2 handed Weapon.
    I thought of nearly a full skill line.
    Abilities have things to do with protecting allies, decreasing their damage taken, and granting damage shields.
    Passives are similar to warding and shield skills.
    Deliberation from Psijic is a fun passive so I thought of skills that could use it and added a similar passive to the tree.
    Mend Wounds is a fun skill, so I thought of a similar skill that reduces allies damage taken and grants damage shields.
    Mix that with the similar to deliberation passive and both you and your ally will survive longer, not just your ally.
    May even be able to used in junction with Mend Wounds, depending on balancing. Probably not. That could actually make you and your ally relatively unkillable.

    Most passives are twice as strong when wielding staff or pair of stones.
    Stone acts similar to a shield, but magic based, and allows most 1H&S skills, like puncture and low slash, maybe guarded stance, but shield bash and shield rush are not applicable. Shield Wall / Spell Wall may be applicable.
    Also depends on balancing, but would be interesting to see.

    Also thought of other Magic Stones, like Mender's Stone (Restoration), Flame Stone, Shock Stone, and Frost Stone (Destructions).

    You can swap them between main and off hand, but the main hand would be the primary attack. Off hand would sometimes boost main hand's effect.
    Most effective as melee in main and stone in off hand, will occasionally imbue the weapon with magic from the stone and fling a magic wave, especially when a target is too far for melee to hit. In melee range it's a melee attack that deals mostly physical damage with a small magic/fire/frost/shock damage boost. At range it's purely the stone's damage type as the melee couldn't hit.
    Also thought of a Javelin, which could be used similarly to the stone by allowing ranged light and heavy attacks with melee attacks in melee range, both physical damage, and allow ranged 1H&S physical attacks.
    Stone and shield would convert most damage to magical in origin and would disable puncture and low slash, or convert them to something that fits the magic.
  • MarioMario
    MarioMario
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    Bard

    skill lines:
    -New Age (Healing)
    -Punk Rock (Buffs)
    -Trap (Damage)


  • KaironBlackbard
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    MarioMario wrote: »
    Bard

    skill lines:
    -New Age (Healing)
    -Punk Rock (Buffs)
    -Trap (Damage)


    I sort of like how Neverwinter did it, but they've also sort of killed the game with everything else they did in the process.
    You have a lute (stringed instrument sort of like a guitar), and can activate song mode, pressing certain keys plays music. Pressing certain keys in a certain order activates a magical effect.
    I feel like tempo could have been factored in to make those effect tunes sound a little nicer.
    There are autoplay abilities where you open song mode, select a magic song, and it will auto play it, which does have a tempo. Manually played magical effects like my brother does kindof sounds mashed, I hope if ESO does to that they add tempo or a required delay in the notes so it sounds better, and can have the power of a cast time ability.
    Perhaps some abilities could be magically playing songs to buff allies, channeled abilities.
    I wonder if Ragnar the Red would be one of their magic tunes. I know it's an emote anyway, but it would be cool to play it, moving at channeling speed, and buffing allies while it plays. That would be fun.

    Perhaps a perk similar to Deliberation for song casting, for the tank tree. That way they can buff allies and tank damage at the same time. Perhaps a taunting track as well.

    ooo, music people will have fun making music for this class....

    Remember, it has to be within the confines of ESO, so rock and punk and rap are unheard of. Basic melodies only.
    Lute, Drum, Flute, and a couple others I think. Quite limited.

    Speaking of Flute, that reminds me of Pied Piper. Could have some flute songs of charming.

    And of Drum, a War Drum instrument or song track, buffing allies, making them more resilient or stronger, either way tougher to fight.
  • Theist_VII
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    Would prefer any new classes introduced as several new Scribing skills bundled together!
  • universal_wrath
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    OtarTheMad wrote: »
    I'd say a Mysticism class.

    Illusion and Alteration would be the tanking line
    Damage skill line is Illusion as well (getting into players minds and making them think they are being attacked or drowning in water let's say)
    Could do a mix of the Restoration school and Absorption magic for the Healing skill line like Greater Ward from Skyrim but adding that it also heals the caster over time.

    Shadowmancer is also an illusionist.

    Ward I thought of 2 things: Ward Stone, a 1 handed weapon, and Ward Staff, a 2 handed Weapon.
    I thought of nearly a full skill line.
    Abilities have things to do with protecting allies, decreasing their damage taken, and granting damage shields.
    Passives are similar to warding and shield skills.
    Deliberation from Psijic is a fun passive so I thought of skills that could use it and added a similar passive to the tree.
    Mend Wounds is a fun skill, so I thought of a similar skill that reduces allies damage taken and grants damage shields.
    Mix that with the similar to deliberation passive and both you and your ally will survive longer, not just your ally.
    May even be able to used in junction with Mend Wounds, depending on balancing. Probably not. That could actually make you and your ally relatively unkillable.

    Most passives are twice as strong when wielding staff or pair of stones.
    Stone acts similar to a shield, but magic based, and allows most 1H&S skills, like puncture and low slash, maybe guarded stance, but shield bash and shield rush are not applicable. Shield Wall / Spell Wall may be applicable.
    Also depends on balancing, but would be interesting to see.

    Also thought of other Magic Stones, like Mender's Stone (Restoration), Flame Stone, Shock Stone, and Frost Stone (Destructions).

    You can swap them between main and off hand, but the main hand would be the primary attack. Off hand would sometimes boost main hand's effect.
    Most effective as melee in main and stone in off hand, will occasionally imbue the weapon with magic from the stone and fling a magic wave, especially when a target is too far for melee to hit. In melee range it's a melee attack that deals mostly physical damage with a small magic/fire/frost/shock damage boost. At range it's purely the stone's damage type as the melee couldn't hit.
    Also thought of a Javelin, which could be used similarly to the stone by allowing ranged light and heavy attacks with melee attacks in melee range, both physical damage, and allow ranged 1H&S physical attacks.
    Stone and shield would convert most damage to magical in origin and would disable puncture and low slash, or convert them to something that fits the magic.

    This is lowkey old old version of nightblade
  • KaironBlackbard
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    This is lowkey old old version of nightblade

    How? It uses existing weapon trees, but allows mixing melee with them. I don't see that as Nightblade.
  • universal_wrath
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    This is lowkey old old version of nightblade

    How? It uses existing weapon trees, but allows mixing melee with them. I don't see that as Nightblade.

    I'm talking about how nightblade used to be around the time game first released.
  • KaironBlackbard
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    This is lowkey old old version of nightblade

    How? It uses existing weapon trees, but allows mixing melee with them. I don't see that as Nightblade.

    I'm talking about how nightblade used to be around the time game first released.

    I guess I missed that. I was here around Vvardenfell launch.
  • I_killed_Vivec
    I_killed_Vivec
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    No new class please. I'd prefer to have something that can augment my main, rather than having to make a new char to chase a better, easier build (e.g. arcanist).

    But obviously ZoS sell chapters on new OP classes, even if they have to nerf them when the next new class comes out.
  • KaironBlackbard
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    No new class please. I'd prefer to have something that can augment my main, rather than having to make a new char to chase a better, easier build (e.g. arcanist).

    But obviously ZoS sell chapters on new OP classes, even if they have to nerf them when the next new class comes out.

    Arcanist already got nerfed.

    How it works it once something is out for a couple months to the mainstream, they get plenty of data on how it works or is being used, and compare to their vision of it, and rework (mostly with nerfs) to pull it to their vision and make it more along the lines of the power of other classes.
    Same goes for items.
    Release it powerful, see how it works in play, and then nerf if need be.
  • KingLewie_III
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    The redudancy here amazes me.

    Ive seen druid, ice mage, nature mage etc all listed. Thats a warden.
    Fire mage is a DK.
    Lightning is a sorc.
    "mage blade" is also a sorc.
    shadowmancer is clearly a Nightblade.
    Elementalist is basically a reskinned necro without blastbones, as they already have all elemental damage in the toolkit.

    An Engineer or "TInkerer" class is the only original idea I've seen in this thread, could even make it Dwemer themed to fit the lore.

    With that being said, this game is on life support as it is. They aren't adding any new classes to this game. I was shocked we got Arcanist.
  • Malyore
    Malyore
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    None until a change token is implemented. Until then, just focus on new skill lines themselves and new scribing abilities.
  • KaironBlackbard
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    The redudancy here amazes me.

    Ive seen druid, ice mage, nature mage etc all listed. Thats a warden.
    Fire mage is a DK.
    Lightning is a sorc.
    "mage blade" is also a sorc.
    shadowmancer is clearly a Nightblade.
    Elementalist is basically a reskinned necro without blastbones, as they already have all elemental damage in the toolkit.

    An Engineer or "TInkerer" class is the only original idea I've seen in this thread, could even make it Dwemer themed to fit the lore.

    With that being said, this game is on life support as it is. They aren't adding any new classes to this game. I was shocked we got Arcanist.

    Entirely False.

    Warden does not fulfil purely nature magic for every aspect of their kit as a Druid would.
    Warden is not 100% ice magic like an Ice Mage.
    DK has less fire spells than a Templar, and in no way shape or form has near enough fire spells to be called a Fire Mage. More earth magic than fire magic. DK is earthmancer, not pyromancer. Templar is closer to pyromancer, but the spear and all the light make it not pyromancer aesthetic.
    Sure, Sorc is 1/3rd a lightning mage, but not 100%. The Dark Magic and Daedric Summoning ruin that.
    "mage blade" is a sorc? No, Mag Blade is Nightblade.
    Shadowmancer is Nightblade? Not even close. 95% red, hardly any black. A shadowmancer is purely blackness. More smoke and walls, no fear spells, no crit bonuses, not even close to a Nightblade. Nightblade is a rogue, not a shadowmancer.
    Necro does disease or magic, not elemental damage. Don't mistake weapon skills for elementalist skills.

    I will eventually make ideas for this once I finish with my other projects.
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