Why ESO Should not have Classes, And how Classes Ruin the game

Malpherian
Malpherian
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This was a much discussed debate in the Beta, and from what I remember the devs went with classes despite overwhelming player, and beta testers statements that they ruin the game.

Here's some of my reason they should do away with them or significantly modify the system while keeping classes in order to provide players the freedom to "choose" and do what they want to do:

1. Classes have always been in Elder Scrolls games, however you have the ability to train and learn and do anything you want as well in most. In ESO however this is not the case. If you want to be a Stabby Stabby and do it "Effectively" You MUST choose a Nightblade. Sure you can train up dual wielding on a different class. But you will never have the unique skills or abilities as a Nightblade, and you will never be as good of a Stabby Stabby, as a Night blade.

The same is ture for a Healer, if you want to be a Healer, you MUST roll a Templar. Or a Dragon Knight, if you want to tank. No other class except those specific classes can do their jobs as well as them. Want to summon cretures and do magic, well You HAVE to choose a Sorcerer.

Unless of course you want to suck and be laughed at, your Class determines what you HAVE to play in ESO, just like it does in every other MMO.

From what I remember of the Devs statements at E3 and on the websites, there goal was to simply have classes give players a push in the direction they wanted to go and allow them to switch what they do via weapons and armor to allow them to play how and whatever they liked. They specifically stated they did not want to lock players behind a class wall. They also stated they did not want to encourage alts.

Unfortunately for us, This is exactly what they did with the current system. And with only certain races being viable for certain Classes (Kajhit and Wood Elf for Nightblade for example are the only "real" choices for this class, And Orc and Imperial are the only "Real" choices for DK, because of the racial bonuses) the system is truly broken and does not even remotely do what it is supposed to, to such a degree that your options are almost pointless. As you are locked behind your class Trait wall for what you will actually be good at.

2. So How do we fix the class System? SIMPLE! They simply add another page which allows you (Switch out) and to put trait points into ANY skill lines in the game at your leisure and as you please (Whenever you re-spec). Classes will still remain in the game but their trait-lines can be switched out for other traits when you re-spec.

3. Wait.. how does that work?

* Currently each class has 3 trees, 1 ult per tree and 5 Abilities per tree, and 4 passives per tree. Your race has 4 Passives.

* When you respec, Not only will you get to redistribute your Trait points, but you will also get to redo your Skill trees (Or trait trees), and replace ANY of your traits in any of those trees with any traits in the game you desire.

* This method allows the player TRUE control over their character. This also keeps it balanced, as the only effects you will receive are the ones from your trees, just like now. This allows the player however to create their own custom classes, and tailor them to there needs. So no longer being forced to play a woodelf or Khajit for the best Stabby Stabby stealthy character for example.

Why this system is not currently in game, and why they did not do this to begin with is beyond me. As it would seem the obvious choice for an Elder Scrolls game, since the very spirit of these games is the player journey and control over their character.
  • Malpherian
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    I also need to add the following because I know it is a concern that will be braught up:

    Many of you are concerned about balance without classes, may I remind you that many MMO's which were exceedingly successful in the past had no actual class system SWG for example was one of the most played games of it's time until SOE decided to add classes, that decision killed the game.

    Also What some of you may not understand about balance in an MMO is that true balance is achieved by uniqueness. Not by nerfs and making everything be the same neutral etc.
    Edited by Malpherian on June 29, 2014 12:31AM
  • Volkodav
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    I like my NB,and I am a Nord,at level 35.Nothing says you cant be a different race or that.However I do not like that to use either dual weilding or a one handed and a shield,I lose all my abilities.That's not cool.
  • Malpherian
    Malpherian
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    I like my NB,and I am a Nord,at level 35.Nothing says you cant be a different race or that.However I do not like that to use either dual weilding or a one handed and a shield,I lose all my abilities.That's not cool.

    That's my point. I am sure your Nord makes a fine Nightblade, but do to the games mechanic your Nord Nightblade will never be as good as a Khajit or Woodelf Nightblade.

    Which is sad. and the reason this system needs to either go away, or be fixed.

  • Chatoyancy
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    I was lukewarm about this the first couple of times similar discussions have come up, but... yeah, I'd really like classes to go away and have the skill lines open to all. I'm just imagining PvP; any players could pull out any skill, and that's pretty interesting to me.

    There's plenty of skill points, let us use them to create some crazy skill line combinations.
  • NobleX35
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    I disagree with this entirely. I think the 4 separate classes is a good thing because it makes the game more interesting, gives more variability, and prohibits people from simply picking the "best" trait lines (which we already have enough issues with that i.e. staffs and light armor).

    If you want to play a "stabby stabby" class then role a nightblade and play a stabby stabby class...if you want to play a tank role a dk. If you don't want to role a specific class to play a specific role then play that role on the class you chose anyway and live with the fact that you probably won't be as effective at it as someone who plays a class more directed towards that role. Or try to set-up a system with your class that can still be just as effective, but in a different way.

    As far as races go, the passives are nice "perks," but they don't make or break the game. Play w/e race you want and again accept the fact that if that race doesn't exactly sync as well with the play-style you chose, then tough luck - it was your decision. And it's not to say that some balancing may not still need to take place as far as racial passives go, but like I said they don't make or break the game.

    Make a choice on the play-style you want to play, then correlate that with the class that will probably be the most efficient at it, and if you're serious hard-core about min/maxing - choose the race that best suites that class and play-style or live with the consequences.
    Edited by NobleX35 on June 29, 2014 5:28AM
    "Only the dead have seen the end of war."
  • Enkil
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    I've been saying this since Beta... I was very surprised that an Elder Scrolls MMO developer even had the audacity to include classes which only limit players. And to get this out of the way, I used to be class advocate for Channeler class in Shadowbane.. a purely, almost 100% open world PvP game... My job was to present class balance issues to the very interactive dev team.... Don't event attempt some "you can't balance it without classes" or "that will just lend itself to FOTM builds" BS reply.

    Classes only limit players.. rather than trying to balance classes, and open-skill system; why not just balance skill lines only? Boost the weapon skills up so they are robust and have ultimate's. Why can't a player just focus on using a weapon and be totally viable in an MMO? Do these Dev's not realize that Nord culture is totally averse to the whole notion of using magicka? Why not just use the Elder Scrolls template and introduce Conjuration, Restoration, Stealth (etc.) skill lines and fully develop them?

    It's already been done in other MMOs like Secret World, Final Fantasy and the soon-to-be-released ArcheAge... There is ZERO reason that the most well-respected, rewarded and preeminent class-less RPG franchise should restrict players to a lousy 4 classes in the MMO version.
    Edited by Enkil on June 29, 2014 6:46AM
  • Aureli
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    Malpherian wrote: »

    1. Classes have always been in Elder Scrolls games, however you have the ability to train and learn and do anything you want as well in most. In ESO however this is not the case. If you want to be a Stabby Stabby and do it "Effectively" You MUST choose a Nightblade. Sure you can train up dual wielding on a different class. But you will never have the unique skills or abilities as a Nightblade, and you will never be as good of a Stabby Stabby, as a Night blade.

    The same is ture for a Healer, if you want to be a Healer, you MUST roll a Templar. Or a Dragon Knight, if you want to tank. No other class except those specific classes can do their jobs as well as them. Want to summon cretures and do magic, well You HAVE to choose a Sorcerer.

    Unless of course you want to suck and be laughed at, your Class determines what you HAVE to play in ESO, just like it does in every other MMO.

    I cannot agree with this. Beyond the fact that the trilogy only barely works in this game (tanks are weak and barely effective, another major point of contention for players), any class can fulfill any role just fine. I play a sword and board tank sorcerer wearing light armor, and absolutely love it. So do the parties I've tanked for in dungeons. I can tank just as effectively as a dk tank can, even better in some situations because I have magic negation and spell wards.
    A night blade can be a sneaky healer and heal just as fine as a Templar. The difference there is that a Templar gets more options for healing skills, but a healing staff in the hands of a skilled nightblade or DK can heal even Vet dungeons with no problem.
    PArt of the issue here is that folks are caught up on the trilogy, they don't know how to play a game without it.
    Enkil wrote: »
    It's already been done in other MMOs like Secret World, Final Fantasy and the soon-to-be-released ArcheAge...

    I don't know if you remember but that didn't work out so well for TSW. One of the reasons the game died was that there was so little balance between the builds. Eventually a set of cookie cutter builds came out that optimized the system; if you weren't one of those builds you were ineffective in pvp and had a rough time in pve. Now of course, they offer guidance with in-game suggestions and potential builds, but it was a little too late. ESO has a different skill style so it could work here. But at this point it would require a major overhaul and everything would have to be rebalanced all over again. Meaning lots of nerfs.
    Edited by Aureli on June 29, 2014 6:52AM
  • Maximis_ESO
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    Class doesn't determine what you have to play.

    How does anyone even take the OP serious? Lets remove the class structure, allow everyone to use the best abilities from all the class skill lines, sounds like a great idea. In fact, take out all he abilities that aren't good and just leave the best abilities in from each of the class trees and open it up for us.

    Ridiculous, the class system is so open, I play a heavy/light armor archer that is a dragonknight. My sorc is tanky as heck and both can heal just as good as my temp.
  • Lynx7386
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    I'd definitely support opening up all class skill trees to all players. I'd love to be able to use, say, fiery breath on my nightblade, or dark exchange on my templar.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Enkil
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    Aureli wrote: »
    ESO has a different skill style so it could work here. But at this point it would require a major overhaul and everything would have to be rebalanced all over again. Meaning lots of nerfs.

    This is basically my point. The Dev team needed to start with Elder Scrolls' most beloved attributes (class-less) and skills and develop it from there.

    I started playing Morrowind the same time that I started MMOs and I remember thinking.. WOW.. this is an awesome foundation for an MMO with the attribute system and the various skill lines. I even went to the Bethesda forums back then and begged for an ES MMO. Instead they are using some other Intellectual Property's foundation (DAOC i guess?.. never played it)...


    IMO, class balance is atrocious and could use an overhaul (like removing classes).. and if not, it needs way more classes which would be way more work than an overhaul removing classes.
    Edited by Enkil on June 29, 2014 7:43AM
  • TheGrandAlliance
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    .....or they can just redesign the combat system of this game and make it a true TES game... without all the faster-then-light style combat.
    Indeed it is so...
  • pronkg
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    Don't forget that in TES oblivion you had to choose major skills. And other skills were capped to lvl 75

    Classes is awesome. I even hope they develop more special skills for classes. To have people make more choices that really matter.the game is way too easy at this moment and none rewarding.

    Without those classes pvp will be useless. Heck people being able to wield everything is the major issue in this game atm. People soloing every group dungeon etc.
  • TheGrandAlliance
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    pronkg wrote: »
    Without those classes pvp will be useless. Heck people being able to wield everything is the major issue in this game atm.

    No... pvp is "useless" because certain combos (destro/restro+Light) is so OP that no other playstyles can effectively compete against it.
    Indeed it is so...
  • AlayaM
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    Then maybe they should have not chosen Elder Scrolls to make an MMO.
    You can not pick an IP that has lots of lore/background (which sets expectations from fans of the IP) and then screw it up to fit your MMO design.
  • Maximis_ESO
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    It's funny that people want it to be 100% free choice when in reality it was never like that in any ES game really. Another thing you have to realize is that this game is an MMO, trying to appeal to people who enjoy AvA etc.

    Just to address the OP, I have seen sorcerer rogues do just as good as a nightblade rogue type class. I don't understand how you say they MUST play this class or that class to be effective.

    I think that is totally not valid. Almost every class has an ability to assist in some way or another. Sorc have defensive abilities, the DK might not have as much heals as a temp for other players but they do add a lot of support, its a trade off and I have seen many DK's heal better than Templars.

    To be effective in a certain play style you don't HAVE to choose a certain class..... either you haven't been around people playing decent or you just haven't seen it. Believe me, I thought the same thing when I started playing but after a DK healed a VR dungeon with no issues..... I think anything is possible. On top of that we were all VR3 in a VR5 dungeon. He did a damn good job. Went into the same dungeon with a Templar healer the next day and he couldn't do it.

    In AvA I was ganked my a stabby stabby sorc who happened to have loads of class abilities that complemented that play style.
  • GnatB
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    IMO, classes aren't classes in this game. They're spell schools. Just about any "class" can fill any role.

    Though, I think it would have been real cool if instead of lumping the spell schools in groups of 3, you could have chosen which 3 spell schools to be trained in. Say, Siphoning, Restoring Light, and Daedric Summoning.
    Achievements Suck
  • Enkil
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    pronkg wrote: »
    Don't forget that in TES oblivion you had to choose major skills. And other skills were capped to lvl 75

    Classes is awesome. I even hope they develop more special skills for classes. To have people make more choices that really matter.the game is way too easy at this moment and none rewarding.

    Without those classes pvp will be useless. Heck people being able to wield everything is the major issue in this game atm. People soloing every group dungeon etc.

    Being able to chose your preferred skills is awesome and a great way to balance it in an MMO (see ArcheAge).... We don't have that now.
  • jpp
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    I will add two points to why making ESO class skills was mistake:
    1. Balance - we had perfect example of DK vs NB, where DK was so overpowered. So many random choices of new players turned to unhappy NB players and easy win DK players. It forced ZOS to nerf DK this maked unhappy DK players but it did not make happy NB - means twice loss
    2. Many casuals might play a but do not have time to level up second character/third, so they are bound to one class only. I see in this discussions "if someone wants to be Naght blade...", but the fact is that most people do not want to be nightblades! They want to try as much as is possible in game and just picked up nightblade by some impulse when creating first character, so if they could try to be healers, tanks - why not? There might be situations when there is lack of some skills (for example templars) in guild.
    Edited by jpp on June 29, 2014 11:15AM
  • Wolfshead
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    Only think i don't like with this whole skills tree thing is armor skills tree for with all those passive abilities the are force player to use light armor if you want to do ok dmg as Sorcerer or be good a healing, medium armor if want do ok dmg as Nightblade and so on that is what i think is worst of whole skills tree for if want to be a "combat mage" use heavy armor and 2 hand sword i can't for all the bonus for cast are in light armor skills tree which basically make medium and heavy armor use for Sorcerer useless and so on.

    The freedom of choose what armor you want is really limited just as in any other mmo and that is in my mind one off big fault in skills tree other then that i think skills and race racial bonuses don't really matter that much just look at WoW the race racial bonuses have not work that good at all for years and now the are talk about remove them all together.
    If you find yourself alone, riding in green fields with the sun on your face, do not be troubled; for you are in Elysium, and you're already dead
    What we do in life, echoes in eternity
  • xaraan
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    No. Without classes, people would just cherry pick certain skill or skill lines and there would be less variety in the game. Also, the whole "healers have to be templars, tanks have to be DKs, etc. is very wrong. Other classes can do those jobs as well or in some cases even better.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Shaun98ca2
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    jpp wrote: »
    I will add two points to why making ESO class skills was mistake:
    1. Balance - we had perfect example of DK vs NB, where DK was so overpowered. So many random choices of new players turned to unhappy NB players and easy win DK players. It forced ZOS to nerf DK this maked unhappy DK players but it did not make happy NB - means twice loss
    2. Many casuals might play a bit still do not have time to level up second character/third, so they are bound to one class only. I see in this discussions "if someone wants to be Naght blade...", but the fact is that most people do not want to be nightblades! They want to try as much as is possible in game and just picked up nightblade by some impulse when creating first character, so if they could try to be healers, tanks - why not? There might be situations when there is lack of some skills (for example templars) in guild.

    A classless game can still suffer from balance issues. In fact I would believe balance issues to be worse in a classless game as everybody would be "forced" into the FoTM build making other options irrelevant. We already see it in this game WITH classes removing the classes would just make it worse.

    The classes in this game make it harder to make a "bad build". While still highly possible to do so it just become more prevalent in a classless game picking the "wrong skills" and screwing yourself in long run.

    The addition of spell crafting should open up the freedom even more for this game. The devs KNOW the concerns and issues players feel with the system and are working to alleviate that feeling.
  • cigarsmoker
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    I disagree with this entirely. I think the 4 separate classes is a good thing because it makes the game more interesting, gives more variability, and prohibits people from simply picking the "best" trait lines (which we already have enough issues with that i.e. staffs and light armor).
    Everyone can already use Staff and Light Armor without the class/no class issue. So this argument is invalid and irrelevant.
    If you want to play a "stabby stabby" class then role a nightblade and play a stabby stabby class...if you want to play a tank role a dk. If you don't want to role a specific class to play a specific role then play that role on the class you chose anyway and live with the fact that you probably won't be as effective at it as someone who plays a class more directed towards that role. Or try to set-up a system with your class that can still be just as effective, but in a different way.
    The whole point is to play what skills we want. In Oblivion, I could choose Destruction, Light Armor, Swords, Mercantile, Speechcraft and Conjuring as my "class" skills for a kick ass Mage, or I could choose any other six skills in the game and be JUST AS EFFECTIVE. My ability to play whatever role I chose, be it stabby stabby or stand back and blast, was only determined by what skill I wanted to try. The actual classes in Oblivion where more a set of skills along a certain theme as opposed to being one particular class you were locked in.
    As far as races go, the passives are nice "perks," but they don't make or break the game. Play w/e race you want and again accept the fact that if that race doesn't exactly sync as well with the play-style you chose, then tough luck - it was your decision. And it's not to say that some balancing may not still need to take place as far as racial passives go, but like I said they don't make or break the game.
    I agree with this. Choose your race for the roleplay of it, not the bonuses you're getting.
    Make a choice on the play-style you want to play, then correlate that with the class that will probably be the most efficient at it, and if you're serious hard-core about min/maxing - choose the race that best suites that class and play-style or live with the consequences.
    I don't agree with this. I liked the freedom of the previous games to 'build my own class' to be a magic wielding sneaky assassin. Trying to build that in ESO just doesn't work because you are locked into a certain class. You can't just use magic or be a stealthy assassin or whatever because the skill lines are locked into a specific class.

    Were I going to build a class for myself from ESO skill lines I'd take the Shadow line from Nightblade, Draconic Power from Dragonknight, and Stormcalling from Sorcerer. Not because they are the best lines, but because they would make my magic using assassin.
    "900 years of Time and Space and I've never met anyone who was unimportant" - The 9th incarnation of The Doctor
  • Pele
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    I would prefer a classless game because, as others have stated, it gives one more options to choose, allowing greater build flexibility and variety. It works well in another game I enjoy.

    But if this was discussed in beta, and despite the majority of players wanting it, Zenimax decided to use classes anyway, I doubt it will be implemented.
  • jpp
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    But wait - I had impression from first post that classes would be still there, or may be it is my option that during respec someone could also choose class, this is something that I think should work.
    I think that many people mixed this two things.
    1. Classes should be there, only respec (may be just additionaly charged) should allow to change base class
    2. I'm also against mixing different skills from different classes
  • milan.verploegenb16_ESO
    I don't mind different classes right now. I'm VR12 with 241 skillpoints and I still have too few skillpoints to use all skills available. Making all skills available for every class would simply become way too much if you ask me. Bisides, maxing out all passives from every skill tree would make every high level players gameplay pretty much alike.
    I do think that it should be an option to change your class though. For instance when you re-allocate your skills at a shrine, maybe add the option to choose a different class too (or maybe even just 1 skill line). I play a templar woodelf and can fill any role I like, but sometimes I wish I could just go invisible like a Nightblade or grab that pesky archer with a flaming iron chain from a Dragon Knight.
    This might also add some extra veteran content, since at VR12 I get 0 xp from quests. In most skills I even have both morphs maxed, as well as all weapon types and skills. I still play for achievements and nice quests (really enjoy the voice acting), but it would provide a whole new perspective if I could also go and try to max out the different class skills!
    Also I don't think weapons should have ultimates. Right now if you like to use weapon skills only (which is perfectly viable, I do it with my two-hander), the Flawless Dawnbreaker is the ultimate to go. Simply adds 13% more damage dealt with weapon skills :smile: 'nuff said'
  • emeraldbay
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    Wolfshead wrote: »
    Only think i don't like with this whole skills tree thing is armor skills tree for with all those passive abilities the are force player to use light armor if you want to do ok dmg as Sorcerer or be good a healing, medium armor if want do ok dmg as Nightblade and so on that is what i think is worst of whole skills tree for if want to be a "combat mage" use heavy armor and 2 hand sword i can't for all the bonus for cast are in light armor skills tree which basically make medium and heavy armor use for Sorcerer useless and so on.
    This is why you use more than one type of armor. Split it as evenly as possible- 4 pieces of your main armor choice, 3 of your secondary armor choice. Then you can invest in passives from both skill lines and get both bonuses. They won't be quite as powerful as if you had a full set, but it's a good trade- more versatility for less raw power.

    Edit: On that note, I like the classes because, as others have stated, any class can play any role with enough effort. It just takes someone who's willing to break the "holy trinity" of modern MMOs. Think outside the box. Classes add diversity without sacrificing functionality.
    Edited by emeraldbay on June 29, 2014 1:31PM
  • Surinen
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    I agree. actions of Auri-El showed us that limit can be and must be destroyed. there is no place for lorkhanic tools of opression, classes are nothing more than abominations that wish to restrain our imagination.
    I want to use light, lightning and fire with no shackles known as 'reroll'.
  • NobleX35
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    I disagree with this entirely. I think the 4 separate classes is a good thing because it makes the game more interesting, gives more variability, and prohibits people from simply picking the "best" trait lines (which we already have enough issues with that i.e. staffs and light armor).
    Everyone can already use Staff and Light Armor without the class/no class issue. So this argument is invalid and irrelevant.

    My point was that if you granted all the skill lines from every class to everyone, then we would have even more issues like the staff and light armor ones we have right now...so no this argument is not invalid and irrelevant.
    If you want to play a "stabby stabby" class then role a nightblade and play a stabby stabby class...if you want to play a tank role a dk. If you don't want to role a specific class to play a specific role then play that role on the class you chose anyway and live with the fact that you probably won't be as effective at it as someone who plays a class more directed towards that role. Or try to set-up a system with your class that can still be just as effective, but in a different way.
    The whole point is to play what skills we want. In Oblivion, I could choose Destruction, Light Armor, Swords, Mercantile, Speechcraft and Conjuring as my "class" skills for a kick ass Mage, or I could choose any other six skills in the game and be JUST AS EFFECTIVE. My ability to play whatever role I chose, be it stabby stabby or stand back and blast, was only determined by what skill I wanted to try. The actual classes in Oblivion where more a set of skills along a certain theme as opposed to being one particular class you were locked in.

    And you still pretty much can through choosing a specific armor and weapon line. It all comes down to figuring out a build that will work and sync with your class abilities. Sorc's can be just as effective tanks as DK's, hell I've even seen some pretty kick ass nightblade tanks...as player the responsibility then falls on to you to make a build work if that's the specific one you want to play.

    You must not also forget that this is not a single-player game like Oblivion or Skyrim, there are millions of other people all in this world now at the same time you are, so you have to balance it out and granting every skill line to every class would not provide said balance, it would destroy any hint of balance that may possibly exist right now or in the future. Can you imagine a DK with Dragon's Blood, Bolt, Nightblade escape, Talons, Crystal Frags, and Standard? That would just be stupid...
    As far as races go, the passives are nice "perks," but they don't make or break the game. Play w/e race you want and again accept the fact that if that race doesn't exactly sync as well with the play-style you chose, then tough luck - it was your decision. And it's not to say that some balancing may not still need to take place as far as racial passives go, but like I said they don't make or break the game.
    I agree with this. Choose your race for the roleplay of it, not the bonuses you're getting.
    Make a choice on the play-style you want to play, then correlate that with the class that will probably be the most efficient at it, and if you're serious hard-core about min/maxing - choose the race that best suites that class and play-style or live with the consequences.
    I don't agree with this. I liked the freedom of the previous games to 'build my own class' to be a magic wielding sneaky assassin. Trying to build that in ESO just doesn't work because you are locked into a certain class. You can't just use magic or be a stealthy assassin or whatever because the skill lines are locked into a specific class.

    Were I going to build a class for myself from ESO skill lines I'd take the Shadow line from Nightblade, Draconic Power from Dragonknight, and Stormcalling from Sorcerer. Not because they are the best lines, but because they would make my magic using assassin.

    Here's my responsive to this...

    This is an MMO which means you have millions of other people all on and participating in the world around you at the same time and is no longer a world where you are the sole living inhabitant. Because of this, the game now requires a higher level of balance, which means that some restrictions will have to placed on players to provide this balance.

    I also completely disagree with you, this game has done an amazing job at providing players with enough freedom's to still play the way they want to and still be very effective at their chosen role even if that's not the general idea the class was headed for. You can build a stealthy assassin line on a dk or temp...you can play a tank on sorc or nightblade...it becomes your job to figure out how to make it work though if thats what you want to do.

    You basically just listed what I mentioned above, and ya that sounds like the most OP thing I've ever heard...how would that promote balance and fair gameplay? It wouldn't and those would be the only 3 lines people would ever use.

    Worst idea ever....
    Edited by NobleX35 on June 29, 2014 2:21PM
    "Only the dead have seen the end of war."
  • Surinen
    Surinen
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    Thalmor snipmer
    why mmos require more balancing than singleplayer games?
    it is the other way around. overmind of the mass is much more vulnerable than person's one. you can feed mob with the needles.

    there are few horrible things that may happen to TES. ESO shows few, with obligatory classes being atrocious work of higher dysfunctionality echelons. limit that stands against orderly freedom is an evil itself.
    TES is not only a 'free role' game but free style game. you mix magick types the way you want.

    people underestimate role of aesthetics: how your spells look and how they act is cosmically important!

  • Blackwidow
    Blackwidow
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    Anyone who claims people will just play the 5 best skills, you have to prove that point by listing the 5 best skills.

    That is just fear mongering. Your idea of the best 5 skills is not going to be what others consider the best 5 skills.

    The game has summon skills, single attack skills, AOE, healing, DOTS, stuns, rooting, counter spells, etc. You have 3 different armors, multiple weapon choices, multiple guilds, racial, classes, world skills, etc.

    To say everyone would all be cookie cutter with the same 5 skills is insane.

    However, please prove me wrong. Just list the 5 skills we all would use. Please.
    Edited by Blackwidow on June 29, 2014 2:44PM
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