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New classes

  • BigM
    BigM
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    Wyrd yould the breton-ish name, yes. A nature-tistic class would also fit very well with bosmer, argonians, nords, even orcs going "wood orc" in style.

    Of course, like mentioned... it would be quite possible to do the same with more skill lines. And likely much easier to implement then making a whole new class...
    ...not to mention that IF they made a new class, what about the players who already played eight characters into veteran levels, but wish to try the new class too? Reroll one? Loose all those many many hours spent just to try the new class? I would hate that... thus it might require adding an class change option to the crown store, which would need more coding effort.

    Thus the idea of adding new skill lines, in an "pick one" fashion, for character diversification. Could be done with an quest you get from Cadwell after completing "Silver"... let me repost a bit:

    So I would think the best way to add more "classes" is to give each class, say, three different "class morphs", each with its own new skill/passives line. Perhaps becoming available after completing cadwells silver? Some possibilities:

    Dragonknight
    - Berzerker (self buffs, warcries?)
    - Conqueror (group buffs, standarts)
    - Pyromancer (flame resist and even more fire)

    Nightblade
    - Illusionist (illusion summoning, mind magic)
    - Monk (melee support & assorted magic?)
    - Ranger (animal summoning and magic)

    Sorceror
    - Cryomancer (ice magic)
    - Necromancer (death magic and undead summoning)
    - Spellsword (melee support & magic)

    Templar
    - Druid (plant magic, some summons)
    - Shaman (primal nature magic, totems)
    - Witchhunter (counterspells)

    (Those were just some ideas of course, off the top of my head... there might be other options...)

    I personally would love something like that to happen. It would give people added incentive to play through cadwells for the class morph, and those who already did that can just go and grab the skill line option of their choice, thus making each of the established classes into three new sub-classes, giving us all 12 "classes" to play...

    Something like this would be amazing!

    This would be awesome, maybe this could be set in game next year or so once all the bugs (LFG and others) are fixed.
    “The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge.”
    ― Stephen Hawking
  • xXDeadscarXx
    xXDeadscarXx
    Soul Shriven
    Dracane wrote: »
    There are only 2 things, that should happen to classes.
    -Balance them. Because the avaiable classes aren't even 100% balanced at the moment andpeople are already thinking of new classes ?

    People will always think of new things they want to see in the mmo they are enjoying. It also lets dev hear there consumers. Seeing people talk about what they want to see added and talking about the game is always a good things. Its not a bad thing to have constructive conversation about the game there playing :)
    Dracane wrote: »
    -Or remove them entirely. Though I don't think, this is the best way for an MMO. It would be interesting, but not the best option.

    I agree with the not being the best option. This may be an elder scrolls game but people need to understand its an elder scrolls themed mmorpg.
    Edited by xXDeadscarXx on February 16, 2015 6:09PM
    If only I could fly.
  • Lynx7386
    Lynx7386
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    I'd definitely like to see a druid/wyrd as the next class. We need another class, other than templars, with a healing line to help split up the role a little, and a healing-over-time/restoration style line with nature magic would fit perfectly.

    For the other two skill lines, I'd say make one an offensive nature magic tree, with things like roots sprouting to entangle targets, conjuring insects to attack your target, so on and so forth. The other line should be a shapeshifting tree, allowing you to transform into a variety of critters each with it's own set of abilities to fill various roles:
    -Transform into a bear that boosts your health and armor for tanking.
    -Transform into a wolf that focuses on damage dealing and can maybe howl to call in the support of a couple temporary npc wolves.
    -Transform into a spider for crowd control abilities (webbing/stunning targets).
    -Transform into a tiger/wildcat for boosts to movement and sprinting speed, pounce style long range attacks, and CC resistance or immunity (weaker than wolf damage wise but more mobile).

    Each transformation could give a passive effect while slotted, but only one could be used at a time, so you could slot, say, spider form for a passive boost to CC spells and magicka recovery while not transformed and use it to improve your other class skills or world/guild/weapon skills on your hotbar.



    I really miss my druid from WoW =(
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Kaizxen
    Kaizxen
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    Dracane wrote: »
    -Or remove them entirely. Though I don't think, this is the best way for an MMO. It would be interesting, but not the best option.

    I agree with the not being the best option. This may be an elder scrolls game but people need to understand its an elder scrolls themed mmorpg.

    Can one of you explain why it wouldn't be optimal?

    A similar MMO with a class-less system would be ArcheAge, where your character mixes skill lines. Rift's soul system is similar and it's one of the more intriguing & successful aspects of the game.

    The only argument I see against a class-less system would be that it might result in a lot of cookie-cutter, FotM builds, which is a valid concern. However, as long as the game's mechanics do not force min/maxing through overly strict gear checks and DPS checks in upper-tier content, then build flexibility would still be valid (and far more fun, IMO).
  • dodgehopper_ESO
    dodgehopper_ESO
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    MornaBaine wrote: »
    I would hope that spellcrafting would let us shape our own classes, so to speak. But as it seems they've dropped development of spellcrafting (I believe this is because they haven't figured out a way to sell it in the store and it seems pretty clear that all future content must be monetized somehow for them to even consider doing it) I think it's even less likely that they'd consider adding new classes at this point. Unless, you know, they can sell them to you in the cash shop.

    You know they could very easily make Spellcrafting a DLC option. Players who dont' have spellcrafting would still have their viable class (and other) skill lines, but players who have Spellcrafting would have more options and nuance. So yes, they can make money off of it quite easily.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • rynth
    rynth
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    I'd be nice if they had a be necromancer class and a shaman nature spell caster as the alt to the necromancer since both types of characters are ingame. Even a daedric summoner (warlock kind of like nwn2). Or well just more classes that are more in the evil side would be nice. Or just get rid of the classes and use skill trees for weapons armor spells etc. but that also might cause a lot of balance issues. Either way is like to see some new classes
    When asked what he would do for a Klondike bar. Grand Moff Tarkin said "why I would blow up Alderaan."
  • dodgehopper_ESO
    dodgehopper_ESO
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    I don't see any problem with them releasing a Warden class line like they had originally intended. That being said, I think Spellcrafting really should be a way for everyone to do everything. Our classes should be the stepping stone into new things, which is what Classes have been in TES games at least since Morrowind.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Atarax
    Atarax
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    The way the game works currently, I am opposed to adding more classes and would prefer they add new guild skill lines that are accessible to everyone. If, however, they allow characters to unlock additional classes, say, at every 20 champion points accumulated, eventually unlocking them all, then I'd be okay.

    Please note this thread on the PTS I started, it lists out all the abilities on PTS, and does a comparison among classes. I also propose the idea of letting players unlock the other classes at 20/40/60 champion points.

    http://forums.elderscrollsonline.com/discussion/151998/update-1-6-2-comprehensive-class-ability-list-and-ways-to-balance-the-game-and-increase-diversity?new=1

    Still a work in progress, but should have most of the legwork done today.
    Edited by Atarax on February 17, 2015 1:06AM
    50 Bosmer Nightblade
    50 Breton Sorcerer
    50 Dunmer Dragonknight
    50 Imperial Templar
    50 Khajit Nightblade
    50 Imperial Dragonknight
    50 Altmer Sorcerer
    50 Argonian Templar

    Discussions of Interest:
    Class Balance in 1.6
    Quest Choices
    Request to Reinstate Night's Silence and Dark Stalker stacking
  • Panda244
    Panda244
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    So I did this when I was bored and had three hours of spare time, all three skill trees with complete skills, morphs, and passives, for what I hope to someday be a build centered around DoTs. Kind of like the Sith Sorcerer in SWTOR, but since it's TES, and a Necromancer class would need three skill trees. Well... yeah... The rest of this just kind of happened. I took inspiriation from a lot of different games, but DoTs. DoTs. Everywhere. Onto the juicy bits.

    Necromancer Class

    Defiler Skill Tree
    Ultimate
    Circle of Death (Base Skill) - Summon a circle of affliction to deal massive damage to enemies in the area and snare them by 40%. AoE DoT/Snare, 8m radius. (Drops on top of you like Standard/Veil)

    Circle of Desiccation (Morph One) - Stops recovery rate of enemies in the area.
    Circle of Mutilation (Morph Two) - Reduces enemy healing received by 50% while in circle and by 25% for 6 seconds after leaving the circle.


    Maim (Base Skill) - Conjure a dark cloud around the enemy choking them for 8 seconds. DoT, 24m range.

    Lacerate (Morph One) - Snares enemy by 20% and drains stamina for 8 seconds after effect ends.
    Mutilate (Morph Two) - Increases damage by 50% and disorients target for 2 seconds.


    Blight (Base Skill) - Liquidize your targets' internal organs for 8 seconds. Deals increased damage as targets' health decreases up to 300%. DoT/Execute, 24m range.

    Blemish (Morph One) - Reduces targets' healing received by 20%.
    Impair - (Morph Two) Snares target by 40% for 8 seconds. Costs Stamina.


    Paralyze (Base Skill) - Immobilizes targets in a 6 meter radius for 4 seconds and deals damage. AoE root.

    Major Paralytic (Morph One) - Snares targets by 60% for 2 seconds after effect ends.
    Mass Maim (Morph Two) - Snares targets by 20% and deals heavy damage over 6 seconds. (The root is no longer applied here, as the DoT is meant to deal much more damage than the initial cast.)


    Soul Siphon (Base Skill) - Deal damage to target and steals their health over 8 seconds. DoT/HoT, 24m range.

    Resource Siphon (Morph One) - Instead of healing, restore 150% of damage done as stamina and magicka when effect ends.
    Soul Blast (Morph Two) - Instantly deal damage to target, also increase damage done by 20%.


    Major Defile (Base Skill) - Summon a rune that deals damage to all enemies in area. Ground placed AoE/DoT. 20m range.

    Cursed Defile (Morph One) - If an enemy leaves the area they receive all potential damage at once, does not include critical hits.
    Major Degrade (Morph Two) - Reduce enemy damage inside the area by 25%.


    Passives

    Refund - If an enemy purges an effect cast by player, 25%/50% of the resource cost to cast it is returned.

    Degradation - Increased all DoT damage by 10%/20%.

    Skill Ebb - The cost of Defile skills is reduced by 30%/60% if a Defile ability kills
    the target, for 6 seconds.

    Life Steal - Dealing damage to enemies with Defile skills heals player for 1% of
    maximum health.

    Necromancy Skill Tree
    Ultimate
    Summon Bone Colossus (Base Skill) - Summons a skeletal colossus for 20 seconds dealing heavy damage to all enemies in a 6m radius and stunning them for 2 seconds on cast. (Works just like a Storm Atronach. However it is mobile and will chase down people and bash their heads in.)

    Summon Lich (Morph One) - Summons a Lich from the Soul Cairn dealing massive damage to a target of your choosing. (Basically a Storm Atronach that attacks who you want with the Soul Assault ultimate, it cannot be stunned or interrupted and the attack only ceases if the Lich is killed, caster changes the target. Or the enemy being targeted dies/purges. No longer stuns on cast, but it is immobile and ground placed. Useful for taking out Emperors' or other beefy targets. Lasts 20 seconds. Think of it as a artillery piece.)
    Summon Flesh Atronach (Morph Two) - Summons a Flesh Atronach, all enemies hit by it are cursed, and take 50% reduced healing for 8 seconds. When the Atronach dies, it leaves behind a circle of disease for 4 seconds snaring all targets within a 10m radius by 70%. (No longer has stun on cast, but lasts 30 seconds instead of 20, also attacks target of your choosing. So it isn't immobile.)


    Summon Skeleton (Base Skill) - Summons a skeletal pet that attacks a target of your choosing. (Works just like Clannfear/Familiar)

    Summon Poisonous Skeleton (Morph One) - Skeleton explodes when it is killed dealing massive damage to all targets within 8m and afflicting them with a DoT that lasts 6 seconds.
    Summon Flaming Skeletons (Morph Two) - Summons two skeletons that deal less initial damage but put a strong DoT on target.


    Summon Zombie (Base Skill) - Summons a zombie that attacks a target of your choosing.

    Summon Wraith (Morph One) - Summon a wraith from the Soul Cairn that deals frost damage to target of your choosing. (Hits relatively hard, like Crystal Shard damage. But it's ranged, can be reflected or dodged. Dies pretty quickly.)
    Summon Ayleid Spirit (Morph Two) - Summons an Ayleid Spirit from the grave that buffs you and your allies until defeated. (Relatively beefy, heals well, does not heal itself, but you can heal it.)


    Cursed (Base Skill) - Curse the target increasing all further damage to target by 10% for 60 seconds. 24m range.

    Enhanced Curse (Morph One) - Target has recovery rates reduced by 50%.
    Annihilating Curse (Morph Two) - All attacks against target deal 20% more damage.


    Bone Armor (Base Skill) - Encase yourself in the bones of your enemies increasing maximum armor. (Basically Sorcerer skill.)

    Bone Shroud (Morph One) - Increases spell resist as well.
    Cursed Armor (Morph Two) - Cast again to deal massive damage to all enemies surrounding you and reducing their healing received by 10% for 6 seconds. AoE, 8m range.


    Decompose (Base Skill) - Afflict the target dealing damage over 8 seconds. DoT, 24m range.

    Heightened Degeneration (Morph One) - Deals 100% more damage.
    Perishing Effects (Morph Two) - Target's recovery rates are reduced by 20% and target is snared by 20%.


    Passives

    Undead Resistance - Pets take 20%/40% less damage from all attacks, Ultimate included.

    Master Summoner - All pets deal 10%/20% more damage, Ultimate included.

    Plague - Decompose and morphs have a 50%/100% chance to stagger the target for 2/4 seconds.

    Master Necromancer - 2%/5% chance if enemy purges an effect they take absurd amount of damage. (Like 40% of a 25k health pool damage.)

    Cursed Magic Skill Tree
    Ultimate
    Well of Blood (Base Skill) - Summon a pool of blood healing all allies within over 10 seconds. 10m radius. (Drops on top of you like Standard/Veil. Nowhere near as powerful as Templar Remembrance but same idea.)

    Well of Suffering (Morph One) - Removes heal effect, instead, all enemies that enter effect take damage over time and are snared by 70% for the duration of the effect. Snare and DoT do not end if they leave the effect. (Meaning if you walk into it, you can't just leave it to avoid the damage or snare, you can however purge it.)
    Well of the Profane (Morph Two) - Increased duration to 14 seconds and reduces damage taken while in the area by 10%. AoE Heal. (Basically Templar Remembrance, only longer, and not as powerful in the heal department.)


    Shackle (Base Skill) - Shackles your target in torment, immobilizing them for 4 seconds. Root, 24m range. 1.5 second cast time. (Bypasses block.)

    Tainted Shackles (Morph One) - Deals damage over time.
    Suppressed Shackles - When effect ends target is snared by 70% for 2 seconds.


    Dark Spear (Base Skill) - Charge to a target and deal damage to them, if target is stunned/immobile/feared/disoriented/off-balance, damage is increased by 200%. 4-24m range.

    Cruel Strike (Morph One) - Snares the target by 20% and inflicts bleed for 6 seconds. Costs Stamina.
    Diseased Spears (Morph Two) - Attacks the target twice in quick succession for massive damage and reduces healing received by 20% for 8 seconds. Ranged reduced to 8m. (Basically Templar Puncturing Strikes with a twist, and higher cost, higher damage, and debuff. No longer acts as a gap-closer ability.)


    Consume (Base Skill) - Consume the target, dealing damage and stunning them. 6m range. High damage.

    Deadly Consume (Morph One) - Applies a DoT that if purged, explodes dealing damage.
    Devour (Morph Two) - Devour the target with magic, restoring health and stamina. Channeled for 4 seconds, restores up to 20% of max stamina and 40% of max health. (Deals no damage, instead, acts like vampire ability, Drain Essence.)


    Poison Cloud (Base Skill) - Summon a cloud of poison that deals damage to all enemies in it's area for 4 seconds. 6m radius, AoE/DoT. Ground placed.

    Poison Eruption (Morph One) - Cloud explodes on cast dealing more damage.
    Prolonged Exposure (Morph Two) - Duration increased to 8 seconds, radius increased to 8m. Longer you stand in it, more damage you take.


    Spectral Shroud (Base Skill) - As you take damage, gain back 2% of incoming damage as Magicka and Stamina. Lasts 20 seconds or until recast.

    Spectral Armor (Morph One) - When recast, all incoming damage received is converted into a damage shield for 6 seconds. Shield caps at 60% max Health.
    Spectral Boon (Morph Two) - Increase Health recovery by 60% while active. Cast again to heal yourself for 50% of damage received during the effect.


    Passives

    Utility Healer - Increases healing done by 3%/6%.

    Alchemist Master - Increases Poison and Disease damage by 5/10%.

    Necromancer's Boon - When activating a Cursed Magic skill, gain 2%/5% magicka. (Acts like Dragonknight's Earthen Heart passive.)

    Spearman - Increases damage with Dark Spears and morphs by 5%/10%

    The reason for the insane amount of DoTs and debuffs with this class, was really, because you can purge everything, so while the build remains effective, it doesn't work well in PvP with people with brains. Which is why one of the passives has a small chance so that when you purge a Necromancer's debuff, you have a small chance to blow yourself to kingdom come. I'd have to say my favorite abilities in the entire thingy ma jig I came up with have to be the Lich ultimate, and Blight, Lich ultimate for self-explanatory reasons and the Blight ability because my sick mind and that awesome description makes me smile. :innocent:

    Edit: totally just copy and pasted this from my thread. But idc. :smiley:
    Aldmeri Dominion For Life!
    Crassus Licinius II - DK - V14 - Former Emperor of Blackwater Blade NA (The Dragonknight that refuses to go Vampire.)
    N'tel Arlena - NB - V14 - Retired Sap Tank of Haderus NA, Harasser of Many (Also, not a vampire. Goes by nickname Nutella.)

    #FreeZazeer
    #FreeGooey
    #FreeAsgari
    #FreeAoE
    #FreeSubtomik
    #FreeMBF

    Officially Resigned From Cyrodiil As Of 4/15/15 10:24 PM EST.
  • starkerealm
    starkerealm
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    If we're throwing around ideas, and fishing out old Elder Scrolls Classes, I could really go for the Witchhunter. Preferably with some magicka negating abilities that specifically mess with those builds.
  • starkerealm
    starkerealm
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  • arqe
    arqe
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    Like most people on here , as an Elder Scroll fan and MMORPG lover i would like to see "ONLY" skill lines on my character. I mean , for static stats classes makes sense but i would like to conjure weapons , minions , cast illusion spells etc. I know it is hard to manage ( probably ? ) but Ultima Online ( Eve Online too ) did this and created a real living world where people did whatever they wanted.
    And this'll make perfect opportunity to recruit new players. People that doesnt like to do action can live as gatherers and crafters. Every single person who plays video games can find something to do in ESO this way.
  • LaerothKeykalyn
    LaerothKeykalyn
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    Spellcrafting will add a variety, calm down.

    New spells are classed into the typical Elder Scrolls schools(Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration)
    Players use a new spell to reveal hidden doorways
    Doorways contain stone tablets which provide part of a spell to craft
    Players will use a mini-game (like lockpicking) to make a copy of the pieces until they have the complete tablet
    Spellcrafting will let you create spells using different "focuses" (examples were spells made into ultimates, added cast times for more effects, allowing summoned creatures to be permanent pets, making something into an AOE, etc)
    Tablets created with spellcrafting can be traded and sold . https://youtube.com/watch?v=n-1RJrtgsAo
    Edited by LaerothKeykalyn on February 17, 2015 1:22PM
  • Seraphyel
    Seraphyel
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    Spellcrafting will add a variety, calm down.

    I say it again:

    Spellcrafting was put on hold. We don't even know if it will ever come to ESO.

  • LaerothKeykalyn
    LaerothKeykalyn
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    Seraphyel wrote: »
    Spellcrafting will add a variety, calm down.

    I say it again:

    Spellcrafting was put on hold. We don't even know if it will ever come to ESO.

    I know, it will enter a bit later.
    Edited by LaerothKeykalyn on February 17, 2015 1:46PM
  • Seraphyel
    Seraphyel
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    Seraphyel wrote: »
    Spellcrafting will add a variety, calm down.

    I say it again:

    Spellcrafting was put on hold. We don't even know if it will ever come to ESO.

    I know, it will enter a bit later.

    "A bit"? :cold_sweat:

    It was announced 6 months or so ago and we haven't heard anything else from it besides the fact that it was put on hold. That's sad cause I totally await this feature, but I think it's quite unlikely that we'll ever see it...
  • ArconSeptim
    ArconSeptim
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    I don't think there will be new classes, maybe skill lines like thieves guild, dark brotherhood and others possible in near future but classes? No.
  • ArconSeptim
    ArconSeptim
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    Dracane wrote: »
    There are only 2 things, that should happen to classes.
    -Balance them. Because the avaiable classes aren't even 100% balanced at the moment and people are already thinking of new classes ?

    -Or remove them entirely. Though I don't think, this is the best way for an MMO. It would be interesting, but not the best option.

    Yeah but when they remove classes, people will whine about weapons, they will remove weapons and when they do that they will remove armor also because people are not happy with what they have not, and after all the game will get apocalypse LOL
  • LaerothKeykalyn
    LaerothKeykalyn
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    Seraphyel wrote: »
    Seraphyel wrote: »
    Spellcrafting will add a variety, calm down.

    I say it again:

    Spellcrafting was put on hold. We don't even know if it will ever come to ESO.

    I know, it will enter a bit later.

    "A bit"? :cold_sweat:

    It was announced 6 months or so ago and we haven't heard anything else from it besides the fact that it was put on hold. That's sad cause I totally await this feature, but I think it's quite unlikely that we'll ever see it...

    It isn't possible to make everything and at once, to provide it to people and to listen to their discontent, and after to change all classes and game process.
  • LaerothKeykalyn
    LaerothKeykalyn
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    Seraphyel wrote: »
    Seraphyel wrote: »
    Spellcrafting will add a variety, calm down.

    I say it again:

    Spellcrafting was put on hold. We don't even know if it will ever come to ESO.

    I know, it will enter a bit later.

    "A bit"? :cold_sweat:

    It was announced 6 months or so ago and we haven't heard anything else from it besides the fact that it was put on hold. That's sad cause I totally await this feature, but I think it's quite unlikely that we'll ever see it...

    And allegedly they promised something that will enter until the end of the year, it was thought up by the people.
  • andrantos
    andrantos
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    Because each class skill line is relatively independent of the other skill line conceptually, Zenimax could theoretically remix the current skill lines and make new classes (maybe just create new ultimates?)

    Example: Druid could be a remix of DK's Earthen Heart, Sorc's Storm Calling and Templar's Restoring Light

    Of course, this is assuming each skill line is balanced independently and not in the context of the other skill lines that class has.
    Edited by andrantos on February 17, 2015 2:52PM
  • starkerealm
    starkerealm
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    Seraphyel wrote: »
    Spellcrafting will add a variety, calm down.

    I say it again:

    Spellcrafting was put on hold. We don't even know if it will ever come to ESO.

    Okay, here's what we know:

    Spellcrafting is part of 1.7.

    After 1.6 hits there will be no new updates for ESO until after the console launch.

    The console launch is in June.

    After the transition to Buy to Play, the rate of updates will slow down. Note: "slow," not "stop."

    The time between updates has been roughly ever 4 - 6 weeks.

    Still with me?

    Okay, here's what we can infer:

    Development will slow because they're now working on three platforms instead of one. Not because of a show of no confidence. If that was the case they could just shutter the game instead.

    Realistically that puts spellcrafting somewhere between September and October.
  • Chuggernaut
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    Smepic wrote: »
    I don't want any new classes, but it would be cool to see new skill lines such as a Necromancer and magic focused on nature. However, we don't know what skills we will get with the spellcrafting.

    I would take this one step further and remove the existing classes and only have skill lines in this game.
    My comrades have returned. I erect the spine of gratitude. You are a hero today. - Bura-Natoo
  • BBSooner
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    Seraphyel wrote: »
    Spellcrafting will add a variety, calm down.

    I say it again:

    Spellcrafting was put on hold. We don't even know if it will ever come to ESO.

    Okay, here's what we know:

    Spellcrafting is part of 1.7.

    Was it announced that spellcrafting would be in 1.7? Any link?
  • Iluvrien
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    Realistically that puts spellcrafting somewhere between September and October.

    Realistically it puts spellcrafting some time after they start working on it again. This is something that they are not currently doing and have shared no date with us for when it might occur.

    On that basis September or October seems extremely optimistic to me.
  • andrantos
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    I would take this one step further and remove the existing classes and only have skill lines in this game.

    I actually agree. The whole notion of a "class" in ESO is so misleading, especially to new players who are unfamiliar with how skills and abilities work. I would rather see the current classes be considered "templates" but rather give players a choice of 3 of the 12 skill lines.

  • Giraffon
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    Some great ideas in this thread, but I'd rather see these new ideas appear as skill lines independent of class. I like the classes as a foundation though.
    Giraffon - Beta Lizard - For the Pact!
  • BBSooner
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    Giraffon wrote: »
    Some great ideas in this thread, but I'd rather see these new ideas appear as skill lines independent of class. I like the classes as a foundation though.

    I have to agree. Skill lines tied to factions/quests along with spell crafting is a lot make desirable to me than another class that gets to run all the same content over again.
  • seanvwolf
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    DeLindsay wrote: »
    It's not crap because it's true if you look at it correctly. In previous TES games the Class you picked ONLY decided what base stats you started with. You were then completely free to choose how you played your Character, this is called an OPEN Class system. This was the same from at least Morrowind and up. In ESO as well as most MMO's they are a LOCKED Class System in that you can NEVER choose to use Negate on a NB as an example or have Reflective Scales on your Sorc. Locked Classes should never have been designed into ESO.

    Actually, class selection impacted a LOT of your gameplay. There were inherent boosts to stats which could lock some spells out to you by end game. It also defined what skills you would need to use to level, and how fast you gained experience in those skill lines. The thing about Oblivion's leveling system was that you could game the mechanics so that you could put it on perma easy mode by leveling skills that were not tied to your class, something that Skyrim rectified by removing the classes altogether and associating it more with racial bonuses. Something that ESO has (sort of) duplicated with the racial passives clearly favoring classes or builds. But in the end, I'm sure it was a gameplay decision to go with locked classes, however they should have had the option to include a custom class (with the ability to choose from all class skill lines) to create your own, which is what TES did through all major titles of the series, save Skyrim which had an open class system.

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