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New classes

  • xXDeadscarXx
    xXDeadscarXx
    Soul Shriven
    Kaizxen wrote: »
    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).

    Rift still had classes, If your trying to say rift doesn't have a class line. Rift had 4 classes Warrior, Mage, Cleric, and rogue. Inside each class you got like 8 or 9 sub classes that made the warrior or the cleric. Rift still had a healing based class. And many posts behind all these I said they needed to add a healing class. With real healing spells. I dont see the "healer class" as a healer class.

    I see nothing wrong with them trying to add a new class down the road, or them even trying to add new sub classes in side the main classes. Rift did it as well, they added new sub classes with the main classes. I dont understand why so many people are up in arms about there being classes on this game lol. This is still an mmorpg. Its following the standered mmorpg theme that so many other successful games follow. Yes its an elder scrolls game, but its an mmorpg with an elderscrolls theme.
    If only I could fly.
  • Sav72
    Sav72
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    No new classes, required, just remove classes from game. That will solve the unbalanced issues.

    Will be come a true Elder Scrolls game.

    ( A man can dream)
    Savoifair, EP NB

    If you break something, you can glue it back together and fix it, but, it will always be broken...

  • TheShadowScout
    TheShadowScout
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    Another idea would be expanding on the already posted "class specialization" thing... I suggested that as an option after completing cadwells silver, the game also could allow taking one cross-class skill line after doing cadwells gold... for even more character diversity!
  • Panda244
    Panda244
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    Another idea would be expanding on the already posted "class specialization" thing... I suggested that as an option after completing cadwells silver, the game also could allow taking one cross-class skill line after doing cadwells gold... for even more character diversity!

    Templar DK, lolwut?
    It'd add diversity alright... But it'd turn Cyrodiil into a, a um...
    But it'd be incredibly fun, no doubt about that... Blazing shield spamming DK :innocent:
    Edited by Panda244 on February 17, 2015 9:33PM
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  • Kaizxen
    Kaizxen
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    Rift still had classes, If your trying to say rift doesn't have a class line. Rift had 4 classes Warrior, Mage, Cleric, and rogue. Inside each class you got like 8 or 9 sub classes that made the warrior or the cleric. Rift still had a healing based class. And many posts behind all these I said they needed to add a healing class. With real healing spells. I dont see the "healer class" as a healer class.

    I see nothing wrong with them trying to add a new class down the road, or them even trying to add new sub classes in side the main classes. Rift did it as well, they added new sub classes with the main classes. I dont understand why so many people are up in arms about there being classes on this game lol. This is still an mmorpg. Its following the standered mmorpg theme that so many other successful games follow. Yes its an elder scrolls game, but its an mmorpg with an elderscrolls theme.

    I thought I had read that Trion got rid of Rift's classes altogether at some point, but apparently that is not the case. I stand corrected. :)

    However, I'm really not sure why I keep reading the "MMORPG with an Elder Scrolls theme" line of thought. What distinction is that statement trying to make?

    Being an MMORPG does not prevent a game from rethinking and improving upon the game elements and systems that leave so many new games feeling like tired clones of their predecessors.

    In answer to your question, I'm not necessarily against classes, but I don't see any benefit from having them. As such, I think the class system can be rethought without hurting the game.
  • xXDeadscarXx
    xXDeadscarXx
    Soul Shriven
    Kaizxen wrote: »
    However, I'm really not sure why I keep reading the "MMORPG with an Elder Scrolls theme" line of thought. What distinction is that statement trying to make?

    Being an MMORPG does not prevent a game from rethinking and improving upon the game elements and systems that leave so many new games feeling like tired clones of their predecessors.

    In answer to your question, I'm not necessarily against classes, but I don't see any benefit from having them. As such, I think the class system can be rethought without hurting the game.

    Had it all thought out at work till i got home to reply i for the life of me cant not remember what my backing statement towards that was lol. Classes will always have some benefit when playing an rpg. Be it mmo or not. When grouping together its good to have the tank, the healer the dps. As for classes honestly it just makes it easier to have that starting line to build off of. All the other elder scrolls were played single player. So building your "class" in elder scrolls is easy. You build what you like best. Now again all this is my OP, with the whole classes in this game. Having some kind of class line gives better direction. Your still getting the freedom to play how you want. I made a rogue the other day and im using two swords not daggers and heavy armor lol. So you still get the freedom of how you want your guy to be. With the added skills of the class.
    If only I could fly.
  • starkerealm
    starkerealm
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    BBSooner 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.

    Okay, here's what we know:

    Spellcrafting is part of 1.7.

    Was it announced that spellcrafting would be in 1.7? Any link?

    Yes, during one of the AUAs, and a couple livestreams I think. No, I can't be bothered to go hunt those up for you. Google is your friend, probably.
  • deepseamk20b14_ESO
    deepseamk20b14_ESO
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    no and no. once thieves guild and dark brotherhood comes there will be even more skills to use. Hopefully by then they add one more skill tree to each class to keep it fresh. I think adding an actual whole new class would be messy and they def. aren't close to figuring that sort of stuff out with all the other stuff on their plate.
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  • Iluvrien
    Iluvrien
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    Yes, during one of the AUAs, and a couple livestreams I think. No, I can't be bothered to go hunt those up for you. Google is your friend, probably.

    I have spent 20 minutes looking and I can't find any confirmation for this.

    I looked at these forums - There are posts which refer to spellcrafting being in 1.7 but don't seem to have links to anything other than a Road Ahead which said in August that spellcrafting was an "Expect to see later".

    I looked at the recent TU AUA - Which seems to contain two references:
    Q: "Will spellcrafting still be an added feature in the near future ?"
    A: "Yes this is something that we're still planning to add to the game."

    Q: "Is spellcrafting still on the table for some point down the line?"
    A: "Yes spellcrafting is still on the table! We've got a lot of cool abilities planned for this."

    None of the sources I have found, so far, suggest that spellcrafting is in 1.7 or when 1.7 is intended to drop.

    The only recent information we had was the news that they aren't currently working on it, but it is still coming. Can anyone else find something more hopeful?
  • Atarax
    Atarax
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    seanvwolf wrote: »
    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.

    For prior TES games you did have classes, true, but at the end of the day you could max out all of your skills and abilities (almost) regardless of class. For example in Morrowind, if you wanted to max Luck, you needed to create your own class rather than use a template and make luck a primary attribute, then be sure to increase it at every level. It was possible for you to do this and still max all attributes if you designed your class well. The people who realized this obviously designed their own classes.

    Oblivion got easier for maxing everything, and so did Skyrim. TESO was a step backwards for the series in terms of player freedom.


    Edited by Atarax on February 18, 2015 2:01AM
    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
  • BBSooner
    BBSooner
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    Iluvrien wrote: »
    Yes, during one of the AUAs, and a couple livestreams I think. No, I can't be bothered to go hunt those up for you. Google is your friend, probably.

    I have spent 20 minutes looking and I can't find any confirmation for this.

    I looked at these forums - There are posts which refer to spellcrafting being in 1.7 but don't seem to have links to anything other than a Road Ahead which said in August that spellcrafting was an "Expect to see later".

    I looked at the recent TU AUA - Which seems to contain two references:
    Q: "Will spellcrafting still be an added feature in the near future ?"
    A: "Yes this is something that we're still planning to add to the game."

    Q: "Is spellcrafting still on the table for some point down the line?"
    A: "Yes spellcrafting is still on the table! We've got a lot of cool abilities planned for this."

    None of the sources I have found, so far, suggest that spellcrafting is in 1.7 or when 1.7 is intended to drop.

    The only recent information we had was the news that they aren't currently working on it, but it is still coming. Can anyone else find something more hopeful?

    I'm finding the exact same. All sources I find saying Spellcrafting is 1.7 are from posters speculating. The January AUA basically just amounted to "It's still a thing" but that was it. And of course I found the quote given from the twitch.tv on Jan. 30 where they stated that Spellcrafting had been pushed to the backburner and not currently being worked on.

    I did find some interesting answers here though:

    http://www.twitch.tv/questgamingnetwork/b/620996105

    ~23:00 - Speaking about what will be Free/DLC, Spellcrafting is given as an example as a "system". Remembering the AUA the quote:
    We are not going to keep up our 2014 pace of updates in 2015 - and our future update pace will focus more on new adventures and game experiences than system changes.

    Spellcrafting seen as a "system" makes it feel much further out within the context of this quote, whereas Wrothgar is likely going to be pushed as the next update after 1.6.

    ~29:00 - Really cements the above speculation because they talk about Wrothgar as being "the most immediate plans". PvP is also mentioned as being looked at heavily (hinting IC, enforcer, some other content possibly). This is topped off with no mention of Spellcrafting.


    Given what I've found at least, I'm slating Wrothgar as 1.7 as opposed to spellcrafting. Unless @starkerealm can find a quote otherwise, I'd say spellcrafting for 1.7 is really unlikely - especially considering these are the most recent accounts of content moving forward.
    Edited by BBSooner on February 18, 2015 3:28AM
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