Dwemer themed class/skill line (Researcher / Engineer)

Nemesis7884
Nemesis7884
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I was always hoping ESO would at some point implement a Dwemer themed class (or alternatively skill line) that is Dwemer themed / uses Dwemer technology... akin to the Engineer in GW2 which has always been my favorite class in any mmorpg.

And yes Dwemer technology is still largely unclear, volatile etc. but this could be an integral part of the mechanic; moreover there are Dwemer researcher in ESO that use the technology (Neramo on Stros M'kai is a good example). And even Skyrim had dwemer followers so its lore friendly.

I always thought its kinda a missed opportunity not to have one by now; skills could include a lot of cool stuff like; crossbow skills, mayge grenades or weird elixirs, ballista turrets / sphere damage pet, spiders as healing pets, maybe even a centurion as ultimate pet similar to the warden bear etc...

Maybe next year together with a Winterhold update next year :)
Edited by Nemesis7884 on 1 May 2025 09:40
  • Pixiepumpkin
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    Agreed. There is so much unlocked potential here that it boggles my mind that this has not been put into development.

    The engineer in GW2 was by far one of the funnest classes to play. I main a gnomish engineer hunter in WOW (and most of my characters use Engineering as a profession). The dwarf engineer in Warhammer online was also a ton of fun.

    I see no reason lorewise that a Sotha Sil/Dwemer "Artificer" class could not be implemented.

    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    Edited by Pixiepumpkin on 1 May 2025 07:40
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • Erickson9610
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Pixiepumpkin
    Pixiepumpkin
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I am not holding my breath. The logistical issues of implementing a new class with the addition of sub-classing just made a whole world of difference.

    Also, making a new class is real work, a lot of $$$$ in development time. Selling you skills again already developed does not.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • Erickson9610
    Erickson9610
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I am not holding my breath. The logistical issues of implementing a new class with the addition of sub-classing just made a whole world of difference.

    Also, making a new class is real work, a lot of $$$$ in development time. Selling you skills again already developed does not.

    Subclassing actually makes new Classes even more appealing to players who want to stick to their favorite characters. Of course the players who want to experience the game again with a new perspective will also appreciate a new Class to play as.

    ZOS doesn't really have anything to lose from developing new Classes, and players don't have anything to lose from having access to new Classes, with or without Subclassing.
    Edited by Erickson9610 on 1 May 2025 08:28
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Nemesis7884
    Nemesis7884
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    Agreed. There is so much unlocked potential here that it boggles my mind that this has not been put into development.

    The engineer in GW2 was by far one of the funnest classes to play. I main a gnomish engineer hunter in WOW (and most of my characters use Engineering as a profession). The dwarf engineer in Warhammer online was also a ton of fun.

    I see no reason lorewise that a Sotha Sil/Dwemer "Artificer" class could not be implemented.

    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    Even with sub classing you could make a new class but a new skill line is more likely at this point...

    For me it doesnt destroy class identity as I build my characters around a theme and that wont change.

    I also do think a dwemer themed class would sell like hot cakes to elder scrolls fans...and most of the animations for dwemer skills and pets are already in the game...
    Edited by Nemesis7884 on 1 May 2025 09:45
  • tomofhyrule
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    There is nothing I want more than an Artificer Class.

    It’d fit so perfectly in with this game, and there’s already so much lore around that they could run with. After all, we’ve had Dwemer researchers since TES3, and even a summon Sphere spell there, so it’s not even like that would be lore-breaking in any way. Besides, I know (and agree!) that we shouldn’t solve the mystery of the Dwemer… but that doesn’t mean you can’t start to play with it. I definitely think an Artificer, being closely related to TES lore, would sell really well.

    If I were to make a Dwemer Artificer, I’d actually set it up more like one of the basegame classes where the three lines are themed with each other rather than making a strict tank/heal/DPS line.
    • Secrets of Dwemer Animunculi - a pet line with temporary (jumping spiders) and permanent (spiders and spheres) pets. Also with a sentry for shields and a vamidium armor skill
    • Kagrenac’s Armory - a gadgetry line, mostly with things like grenades and settable traps and turrets
    • Tonal Architecture - your standard D&D Bard stuff, with buffs and heals

    I feel like that could be extra fun to have something unique too. While pets are nothing new thanks to Sorc and Necro, we don’t really have any triggerable traps in any line. Sure, Sorc has their mines (which morph to either heals or a placeable AoE), Necro and NB have a placeable fear trap, and the MG and FG lines have a placeable trap, all of those trigger when someone walks over it. I think it’s be fun to place a trap on a chokepoint in PvP or something and then trigger it only on a button press, so a scout could walk over it no problem, but then you hit it when the whole group comes by.

    Also, it totally does fit into the lore. Heck, we already even have NPCs who are basically Artificers already - Neramo, the Vanos twins, Tharayya…

    On a broader note, I love the new character level process, but I realize I’m in the minority there. But now with Subclassing, you don’t need to start from scratch. I have a feeling that a lot of players would love to take e.g. just the Tonal Magic line to finally get their Bards. It wpuld also be fun to get a Class after Subclassing, since this would then be balanced already knowing Subclassing is a thing.

    Please ZOS, give us a Dwemer Artificer Class!
  • Pixiepumpkin
    Pixiepumpkin
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I am not holding my breath. The logistical issues of implementing a new class with the addition of sub-classing just made a whole world of difference.

    Also, making a new class is real work, a lot of $$$$ in development time. Selling you skills again already developed does not.

    Subclassing actually makes new Classes even more appealing to players who want to stick to their favorite characters. Of course the players who want to experience the game again with a new perspective will also appreciate a new Class to play as.

    ZOS doesn't really have anything to lose from developing new Classes, and players don't have anything to lose from having access to new Classes, with or without Subclassing.

    You did not read what I said. Logistically being the key word.

    You see the PTS right now? The amount of work ZOS has done this past year to make "sub-classing" happen? A new class would require a ton of rebalancing and working around the classes. Heck, from a design perspective its a nightmare because of all the factors that have to be taken into consideration just to create a new class.

    Secondly. Players have already lost out. Pure classes are now the bottom feeders in game. Pushing mediocre DPS vs sub classes. For the massive amount of players who are here for the RPG aspect, all of that just went down the drain.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • LunaFlora
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    i would love a dwemer Artificer class.

    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Renato90085
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    i want a Dwarven Spider ult
  • Nemesis7884
    Nemesis7884
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I am not holding my breath. The logistical issues of implementing a new class with the addition of sub-classing just made a whole world of difference.

    Also, making a new class is real work, a lot of $$$$ in development time. Selling you skills again already developed does not.

    Subclassing actually makes new Classes even more appealing to players who want to stick to their favorite characters. Of course the players who want to experience the game again with a new perspective will also appreciate a new Class to play as.

    ZOS doesn't really have anything to lose from developing new Classes, and players don't have anything to lose from having access to new Classes, with or without Subclassing.

    You did not read what I said. Logistically being the key word.

    You see the PTS right now? The amount of work ZOS has done this past year to make "sub-classing" happen? A new class would require a ton of rebalancing and working around the classes. Heck, from a design perspective its a nightmare because of all the factors that have to be taken into consideration just to create a new class.

    Secondly. Players have already lost out. Pure classes are now the bottom feeders in game. Pushing mediocre DPS vs sub classes. For the massive amount of players who are here for the RPG aspect, all of that just went down the drain.

    why would a new class require rebalancing of existing classes? ? ? they just have to fit it into the current system / meta...now with subclassing in mind it would be easier since they can already account for it.
  • Pixiepumpkin
    Pixiepumpkin
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I am not holding my breath. The logistical issues of implementing a new class with the addition of sub-classing just made a whole world of difference.

    Also, making a new class is real work, a lot of $$$$ in development time. Selling you skills again already developed does not.

    Subclassing actually makes new Classes even more appealing to players who want to stick to their favorite characters. Of course the players who want to experience the game again with a new perspective will also appreciate a new Class to play as.

    ZOS doesn't really have anything to lose from developing new Classes, and players don't have anything to lose from having access to new Classes, with or without Subclassing.

    You did not read what I said. Logistically being the key word.

    You see the PTS right now? The amount of work ZOS has done this past year to make "sub-classing" happen? A new class would require a ton of rebalancing and working around the classes. Heck, from a design perspective its a nightmare because of all the factors that have to be taken into consideration just to create a new class.

    Secondly. Players have already lost out. Pure classes are now the bottom feeders in game. Pushing mediocre DPS vs sub classes. For the massive amount of players who are here for the RPG aspect, all of that just went down the drain.

    why would a new class require rebalancing of existing classes? ? ? they just have to fit it into the current system / meta...now with subclassing in mind it would be easier since they can already account for it.

    They are rebalancing classes RIGHT NOW on the PTS (in most cases nerfing pure classes) to faciliate the implementation of sub classing.

    Adding a new class would require an entire rebalance pass.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • Erickson9610
    Erickson9610
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I am not holding my breath. The logistical issues of implementing a new class with the addition of sub-classing just made a whole world of difference.

    Also, making a new class is real work, a lot of $$$$ in development time. Selling you skills again already developed does not.

    Subclassing actually makes new Classes even more appealing to players who want to stick to their favorite characters. Of course the players who want to experience the game again with a new perspective will also appreciate a new Class to play as.

    ZOS doesn't really have anything to lose from developing new Classes, and players don't have anything to lose from having access to new Classes, with or without Subclassing.

    You did not read what I said. Logistically being the key word.

    You see the PTS right now? The amount of work ZOS has done this past year to make "sub-classing" happen? A new class would require a ton of rebalancing and working around the classes. Heck, from a design perspective its a nightmare because of all the factors that have to be taken into consideration just to create a new class.

    Secondly. Players have already lost out. Pure classes are now the bottom feeders in game. Pushing mediocre DPS vs sub classes. For the massive amount of players who are here for the RPG aspect, all of that just went down the drain.

    why would a new class require rebalancing of existing classes? ? ? they just have to fit it into the current system / meta...now with subclassing in mind it would be easier since they can already account for it.

    They are rebalancing classes RIGHT NOW on the PTS (in most cases nerfing pure classes) to faciliate the implementation of sub classing.

    Adding a new class would require an entire rebalance pass.

    It'll be easier to add a new Class if it's designed to be on par with other Classes from the start.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Pixiepumpkin
    Pixiepumpkin
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I am not holding my breath. The logistical issues of implementing a new class with the addition of sub-classing just made a whole world of difference.

    Also, making a new class is real work, a lot of $$$$ in development time. Selling you skills again already developed does not.

    Subclassing actually makes new Classes even more appealing to players who want to stick to their favorite characters. Of course the players who want to experience the game again with a new perspective will also appreciate a new Class to play as.

    ZOS doesn't really have anything to lose from developing new Classes, and players don't have anything to lose from having access to new Classes, with or without Subclassing.

    You did not read what I said. Logistically being the key word.

    You see the PTS right now? The amount of work ZOS has done this past year to make "sub-classing" happen? A new class would require a ton of rebalancing and working around the classes. Heck, from a design perspective its a nightmare because of all the factors that have to be taken into consideration just to create a new class.

    Secondly. Players have already lost out. Pure classes are now the bottom feeders in game. Pushing mediocre DPS vs sub classes. For the massive amount of players who are here for the RPG aspect, all of that just went down the drain.

    why would a new class require rebalancing of existing classes? ? ? they just have to fit it into the current system / meta...now with subclassing in mind it would be easier since they can already account for it.

    They are rebalancing classes RIGHT NOW on the PTS (in most cases nerfing pure classes) to faciliate the implementation of sub classing.

    Adding a new class would require an entire rebalance pass.

    It'll be easier to add a new Class if it's designed to be on par with other Classes from the start.

    If that was the case, balance would exist in the game at the moment, and yet it does not, it never has, not in 11 years.

    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • Erickson9610
    Erickson9610
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I am not holding my breath. The logistical issues of implementing a new class with the addition of sub-classing just made a whole world of difference.

    Also, making a new class is real work, a lot of $$$$ in development time. Selling you skills again already developed does not.

    Subclassing actually makes new Classes even more appealing to players who want to stick to their favorite characters. Of course the players who want to experience the game again with a new perspective will also appreciate a new Class to play as.

    ZOS doesn't really have anything to lose from developing new Classes, and players don't have anything to lose from having access to new Classes, with or without Subclassing.

    You did not read what I said. Logistically being the key word.

    You see the PTS right now? The amount of work ZOS has done this past year to make "sub-classing" happen? A new class would require a ton of rebalancing and working around the classes. Heck, from a design perspective its a nightmare because of all the factors that have to be taken into consideration just to create a new class.

    Secondly. Players have already lost out. Pure classes are now the bottom feeders in game. Pushing mediocre DPS vs sub classes. For the massive amount of players who are here for the RPG aspect, all of that just went down the drain.

    why would a new class require rebalancing of existing classes? ? ? they just have to fit it into the current system / meta...now with subclassing in mind it would be easier since they can already account for it.

    They are rebalancing classes RIGHT NOW on the PTS (in most cases nerfing pure classes) to faciliate the implementation of sub classing.

    Adding a new class would require an entire rebalance pass.

    It'll be easier to add a new Class if it's designed to be on par with other Classes from the start.

    If that was the case, balance would exist in the game at the moment, and yet it does not, it never has, not in 11 years.

    Previously, Classes were balanced against one another as mutually exclusive playstyles.

    Now, Class skill lines are individually balanced against one another as modular toolkits.

    There's reason to believe that balance will be easier going forward. Rather than each Class having a few abilities sharply more powerful than the rest to carry the Class as a whole, now every skill line can be balanced to be around the same power budget — that's the part that makes balancing easier. It's now up to the players to identify which skill lines work best together and use them, because that's what it means to min/max.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • tomofhyrule
    tomofhyrule
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I am not holding my breath. The logistical issues of implementing a new class with the addition of sub-classing just made a whole world of difference.

    Also, making a new class is real work, a lot of $$$$ in development time. Selling you skills again already developed does not.

    Subclassing actually makes new Classes even more appealing to players who want to stick to their favorite characters. Of course the players who want to experience the game again with a new perspective will also appreciate a new Class to play as.

    ZOS doesn't really have anything to lose from developing new Classes, and players don't have anything to lose from having access to new Classes, with or without Subclassing.

    You did not read what I said. Logistically being the key word.

    You see the PTS right now? The amount of work ZOS has done this past year to make "sub-classing" happen? A new class would require a ton of rebalancing and working around the classes. Heck, from a design perspective its a nightmare because of all the factors that have to be taken into consideration just to create a new class.

    Secondly. Players have already lost out. Pure classes are now the bottom feeders in game. Pushing mediocre DPS vs sub classes. For the massive amount of players who are here for the RPG aspect, all of that just went down the drain.

    why would a new class require rebalancing of existing classes? ? ? they just have to fit it into the current system / meta...now with subclassing in mind it would be easier since they can already account for it.

    They are rebalancing classes RIGHT NOW on the PTS (in most cases nerfing pure classes) to faciliate the implementation of sub classing.

    Adding a new class would require an entire rebalance pass.

    I mean... the idea is that they would balance the current seven lines all with each other, so that any 8th Class could get its three lines balanced to match the existing 21.

    But yes, adding a new Class would involve a lot of balancing. Just like Subclassing would involve a lot of balancing to get all 21 current lines in order (and YMMV on how well that's going, and I'm sure that we'll get more balancing in the future)

    But... I will say one thing that would really be fun for ZOS is that a new Class would absolutely sell Content Passes. Consider: The 2025 Pass is not including Subclassing; it's basegame. Gold Road's Scribing is going basegame. Even JC and Antiquities are included in ESO+. But Warden/Necro/Arc are not going basegame, and they're not available with ESO+; the only way to get them is to have bought the respective Chapter or bought the Class a la carte (or gotten them with the Premium Content Pass). So any way, you need to open your wallet to get them.

    If ZOS came out with a new Class, they could do the same thing, and make it so it's exclusive to whatever Pass there, and then only available thereafter with an a la carte purchase or a Premium Edition of the subsequent Passes.
  • Kelenan7368
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    I agree with this post I made a thread myself in classes a few weeks ago.
    But yes Make a Tinkerer class with Dwemer skills and pets!

    They can use abilities you already have in the game with a Dwemer spin.

    For example: Shrink rays. Oil spills for slow movement. Web launcher for stun. flame thrower. Ice cannon
    heal rays.

    Their look could be Dwemer Steam Punk and combat with a Blunderbuss. You already have a gun effect with fighters guild crossbow.

    But they could also have Clockwork Pets. The class would be so fun and most of everything needed to make the class already exists in the game.

    Please ZOS, Make a Tinkerer class!
  • Stx
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    The engineer in GW2 is my favorite class too!

    I have attempted to make a ‘bounty hunter’ character that uses gadgets similar to Starlord or Boba Fett.

    He uses Silver shards crossbow as the spammable, with barbed trap, caltrops, Daedric mines, haunting curse (like a sticky bomb), and i use a bow back bar with ballista ultimate since it feels Techy. Critical surge and boundless storm work pretty good with the build even though ideally I don’t want so much lightning.
  • katanagirl1
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I would have vastly preferred a new class over subclassing, because it would truly be optional.

    I know they left the door open to create one in the future, but unless the current climate in the game changes drastically, I think the likelihood of it happening is about zero.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Nemesis7884
    Nemesis7884
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I would have vastly preferred a new class over subclassing, because it would truly be optional.

    I know they left the door open to create one in the future, but unless the current climate in the game changes drastically, I think the likelihood of it happening is about zero.

    Maybe; but ZOS also knows classes and companions are a huge draw and seller...
    Besides, I am having a really hard time believing that such a concept or the idea aren't already in the drawers or have been talked about since it seems such an obvious win.
  • katanagirl1
    katanagirl1
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    But it's probably a wish in the wind, a moot desire...sub-classing destroys class identity so really no reason for them to release a class going forward. The bed is made.

    I thought ZOS wouldn't make another Class for a different reason, but ZOS_Kevin had this to say about it:
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I would have vastly preferred a new class over subclassing, because it would truly be optional.

    I know they left the door open to create one in the future, but unless the current climate in the game changes drastically, I think the likelihood of it happening is about zero.

    Maybe; but ZOS also knows classes and companions are a huge draw and seller...
    Besides, I am having a really hard time believing that such a concept or the idea aren't already in the drawers or have been talked about since it seems such an obvious win.

    In an ideal world, yes. They already talked about how much work it was to get arcanist developed, so it would not be an easy task to add another class. Also, we have to see how subclassing goes, how it truly affects the playerbase, and the fallout from all that in terms of bug fixes and other problems both foreseen and unforeseen. The aftereffects from that could linger for quite a while.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Pixiepumpkin
    Pixiepumpkin
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    There is nothing I want more than an Artificer Class.

    It’d fit so perfectly in with this game, and there’s already so much lore around that they could run with. After all, we’ve had Dwemer researchers since TES3, and even a summon Sphere spell there, so it’s not even like that would be lore-breaking in any way. Besides, I know (and agree!) that we shouldn’t solve the mystery of the Dwemer… but that doesn’t mean you can’t start to play with it. I definitely think an Artificer, being closely related to TES lore, would sell really well.

    If I were to make a Dwemer Artificer, I’d actually set it up more like one of the basegame classes where the three lines are themed with each other rather than making a strict tank/heal/DPS line.
    • Secrets of Dwemer Animunculi - a pet line with temporary (jumping spiders) and permanent (spiders and spheres) pets. Also with a sentry for shields and a vamidium armor skill
    • Kagrenac’s Armory - a gadgetry line, mostly with things like grenades and settable traps and turrets
    • Tonal Architecture - your standard D&D Bard stuff, with buffs and heals

    I feel like that could be extra fun to have something unique too. While pets are nothing new thanks to Sorc and Necro, we don’t really have any triggerable traps in any line. Sure, Sorc has their mines (which morph to either heals or a placeable AoE), Necro and NB have a placeable fear trap, and the MG and FG lines have a placeable trap, all of those trigger when someone walks over it. I think it’s be fun to place a trap on a chokepoint in PvP or something and then trigger it only on a button press, so a scout could walk over it no problem, but then you hit it when the whole group comes by.

    Also, it totally does fit into the lore. Heck, we already even have NPCs who are basically Artificers already - Neramo, the Vanos twins, Tharayya…

    On a broader note, I love the new character level process, but I realize I’m in the minority there. But now with Subclassing, you don’t need to start from scratch. I have a feeling that a lot of players would love to take e.g. just the Tonal Magic line to finally get their Bards. It wpuld also be fun to get a Class after Subclassing, since this would then be balanced already knowing Subclassing is a thing.

    Please ZOS, give us a Dwemer Artificer Class!

    You post makes me long for something that never existed.

    I love your ideas and names for the skill lines.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • tmacedo
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    Im saving my third char for this.
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