Right. I understand the need for variety and flavor. But the Sorcerer, on its own, should not be able to tank effectively. It needs to utilize things like heavy armor skills. Maybe the Sorcerer could have a couple of CC or bound armor skills, but the majority should come from other skill lines. Something like what Fizzlewizzle said:Khivas_Carrick wrote: »Classes serve as a guideline to what exactly you want while providing a base focus for something you may want to do.
To explain more properly to you, I need to teach you about terms known as Flavor and Mechanics.
Flavor refers to how something looks or the visual effect of what's being done. For example a fireball and a lightning bolt both do the same thing, which is deal damage and kill stuff, but both do it in a wildly different way visually. Same thing with a 2H sword attack and a Dual Wield attack.
Mechanics is how these two things go about doing them. The fireball and DWing have inititial hits followed by small damage over time effects, while the bolt and 2H attacks deal all of their damage up front. Both do the same thing, just both offer a unique way of doing it for the sake of variety.
The same thing with our class system. Templars will be more obvious as healers and Dragonknights more apparent as tanks, but there are a large number of ways to go about playing this game and does the best job it can of mimicking old school Elder Scrolls. Because of this you can have a Sorcerer tank just fine for you and a Nightblade heal just as well as a Templar, and that Templar do excellent melee stamina DPS and that Dragonknight be an excellent pyromage DPS.
Two trees for primary role, one tree with a few skills to fit other roles, with the rest of the "other role" stuff coming from alternate skill lines. I'm not saying this is the perfect solution, just a good thought. It wouldn't have to be separated like that either, but just have skills scattered throughout the class or have secondary effects on some the other skills that grant bonuses outside of the class's intended role. The Sorcerer's Lightning Form is a good example. It fits the class and provides magic DPS, but also provides a nice tank bonus in the form of increased armor and spell resistance. My point is this:Fizzlewizzle wrote: »Give all classes 2 trees focused on there "main roll", and 1 tree focused on the other stuff.
Guidelines. So the new player coming to ESO is looking for a healer, he chooses a Templar. Or maybe he wants to do some serious magical damage, so he chooses a Sorcerer. And true to Elder Scrolls, he can use any weapon and wear any armor, so he decides to supplement his class's normal skills with something it isn't so good at. Just like you said:Khivas_Carrick wrote: »Classes are guidelines for the uninitiated or for those looking for a template to play with, without them new players would be very lost and older players would never bother messing around with new characters. Simply put, they are needed.
Class skills, IMO, should be oriented towards a certain role and be supplemented by other skill lines.Khivas_Carrick wrote: »A Nightblade can heal just as well as a Templar but will find their support skills are lacking unless they choose different skills to use instead of their class based ones. Additionally this works in reverse and for other classes...
shadowmage016b14_ESO wrote: »Right. I understand the need for variety and flavor. But the Sorcerer, on its own, should not be able to tank effectively. It needs to utilize things like heavy armor skills. Maybe the Sorcerer could have a couple of CC or bound armor skills, but the majority should come from other skill lines. Something like what Fizzlewizzle said:Khivas_Carrick wrote: »Classes serve as a guideline to what exactly you want while providing a base focus for something you may want to do.
To explain more properly to you, I need to teach you about terms known as Flavor and Mechanics.
Flavor refers to how something looks or the visual effect of what's being done. For example a fireball and a lightning bolt both do the same thing, which is deal damage and kill stuff, but both do it in a wildly different way visually. Same thing with a 2H sword attack and a Dual Wield attack.
Mechanics is how these two things go about doing them. The fireball and DWing have inititial hits followed by small damage over time effects, while the bolt and 2H attacks deal all of their damage up front. Both do the same thing, just both offer a unique way of doing it for the sake of variety.
The same thing with our class system. Templars will be more obvious as healers and Dragonknights more apparent as tanks, but there are a large number of ways to go about playing this game and does the best job it can of mimicking old school Elder Scrolls. Because of this you can have a Sorcerer tank just fine for you and a Nightblade heal just as well as a Templar, and that Templar do excellent melee stamina DPS and that Dragonknight be an excellent pyromage DPS.Two trees for primary role, one tree with a few skills to fit other roles, with the rest of the "other role" stuff coming from alternate skill lines. I'm not saying this is the perfect solution, just a good thought. It wouldn't have to be separated like that either, but just have skills scattered throughout the class or have secondary effects on some the other skills that grant bonuses outside of the class's intended role. The Sorcerer's Lightning Form is a good example. It fits the class and provides magic DPS, but also provides a nice tank bonus in the form of increased armor and spell resistance. My point is this:Fizzlewizzle wrote: »Give all classes 2 trees focused on there "main roll", and 1 tree focused on the other stuff.Guidelines. So the new player coming to ESO is looking for a healer, he chooses a Templar. Or maybe he wants to do some serious magical damage, so he chooses a Sorcerer. And true to Elder Scrolls, he can use any weapon and wear any armor, so he decides to supplement his class's normal skills with something it isn't so good at. Just like you said:Khivas_Carrick wrote: »Classes are guidelines for the uninitiated or for those looking for a template to play with, without them new players would be very lost and older players would never bother messing around with new characters. Simply put, they are needed.Class skills, IMO, should be oriented towards a certain role and be supplemented by other skill lines.Khivas_Carrick wrote: »A Nightblade can heal just as well as a Templar but will find their support skills are lacking unless they choose different skills to use instead of their class based ones. Additionally this works in reverse and for other classes...
...And restricting classes to one role won't break the "play how you want" theme of Elder Scrolls since you can use whatever weapons and armor you want and utilize any/all skill lines in the game (except those of a different class obviously). Even Morrowind and Oblivion had classes. They didn't provide abiliities like they do in ESO, but they did come with preset skill level bonuses that oriented your character towards a certain role/playstyle. You chose a class as a template, but it changed and evolved based on how you played.
Well, when you put it that way...lolKhivas_Carrick wrote: »And one more thing I forgot to mention earlier, and that's if you made it so classes didn't exist and every single tree was available to one character, the variety of this game would die out near instantly because the majority of players would rush to the Flavor Of The Month Build and use only that one single build for max effectiveness.
Imagine if you will every healer spamming BoL, every Mage using Sea Of Flames or whatever it's called from the DK lines, every PvPer using Bolt Escape, and everybody claiming the uselessness of Shadow Cloak.
It's a damn nightmare lol
I could follow you pretty much until the end.... there i lost you.Khivas_Carrick wrote: »shadowmage016b14_ESO wrote: »Right. I understand the need for variety and flavor. But the Sorcerer, on its own, should not be able to tank effectively. It needs to utilize things like heavy armor skills. Maybe the Sorcerer could have a couple of CC or bound armor skills, but the majority should come from other skill lines. Something like what Fizzlewizzle said:Khivas_Carrick wrote: »Classes serve as a guideline to what exactly you want while providing a base focus for something you may want to do.
To explain more properly to you, I need to teach you about terms known as Flavor and Mechanics.
Flavor refers to how something looks or the visual effect of what's being done. For example a fireball and a lightning bolt both do the same thing, which is deal damage and kill stuff, but both do it in a wildly different way visually. Same thing with a 2H sword attack and a Dual Wield attack.
Mechanics is how these two things go about doing them. The fireball and DWing have inititial hits followed by small damage over time effects, while the bolt and 2H attacks deal all of their damage up front. Both do the same thing, just both offer a unique way of doing it for the sake of variety.
The same thing with our class system. Templars will be more obvious as healers and Dragonknights more apparent as tanks, but there are a large number of ways to go about playing this game and does the best job it can of mimicking old school Elder Scrolls. Because of this you can have a Sorcerer tank just fine for you and a Nightblade heal just as well as a Templar, and that Templar do excellent melee stamina DPS and that Dragonknight be an excellent pyromage DPS.Two trees for primary role, one tree with a few skills to fit other roles, with the rest of the "other role" stuff coming from alternate skill lines. I'm not saying this is the perfect solution, just a good thought. It wouldn't have to be separated like that either, but just have skills scattered throughout the class or have secondary effects on some the other skills that grant bonuses outside of the class's intended role. The Sorcerer's Lightning Form is a good example. It fits the class and provides magic DPS, but also provides a nice tank bonus in the form of increased armor and spell resistance. My point is this:Fizzlewizzle wrote: »Give all classes 2 trees focused on there "main roll", and 1 tree focused on the other stuff.Guidelines. So the new player coming to ESO is looking for a healer, he chooses a Templar. Or maybe he wants to do some serious magical damage, so he chooses a Sorcerer. And true to Elder Scrolls, he can use any weapon and wear any armor, so he decides to supplement his class's normal skills with something it isn't so good at. Just like you said:Khivas_Carrick wrote: »Classes are guidelines for the uninitiated or for those looking for a template to play with, without them new players would be very lost and older players would never bother messing around with new characters. Simply put, they are needed.Class skills, IMO, should be oriented towards a certain role and be supplemented by other skill lines.Khivas_Carrick wrote: »A Nightblade can heal just as well as a Templar but will find their support skills are lacking unless they choose different skills to use instead of their class based ones. Additionally this works in reverse and for other classes...
...And restricting classes to one role won't break the "play how you want" theme of Elder Scrolls since you can use whatever weapons and armor you want and utilize any/all skill lines in the game (except those of a different class obviously). Even Morrowind and Oblivion had classes. They didn't provide abiliities like they do in ESO, but they did come with preset skill level bonuses that oriented your character towards a certain role/playstyle. You chose a class as a template, but it changed and evolved based on how you played.
Nope, sorry, but if you were to force each class into a set role/pigeon hole it, it would completely ruin the play how you want style of Elder Scrolls, and as of now it's already been fiercely compromised and is only now seeing some form of normalcy of it's once mighty form as previously seen in the single player games.
In this case, Bound Armor and other things of that nature fit the Sorcerer perfectly and it should allow them to tank, period. The notion that you think a class won't be good at something is also a non-hit, especially since I did not say that. I said that a class can be appealing to that sort of thing, but that doesn't mean it'll be better at it. People think that DKs are still the best tanks, but I've noticed lately that Templars seem to be doing far batter at it, or even Nightblades due to evasion and siphon skills. when you said how "it wouldn't have to be separated like that either", you describe exactly how things are now, with each tree in every class having a dual purpose, with the slight exception of a Templar's Restoring Light being geared towards pure healing and tanking instead of support and some other role.
Trust me when I say that there is a reason why that over the years the premade classes in TES were used less and less and eventually removed. They were restrictive in many ways, and even now many people want the classes removed and I don't entirely blame them, but like I said, we need them, and the classes themselves can't be pigeon holed into a specific role and then rely on weapon and guild skills for other roles, especially since it wouldn't match the lore or theme of the class at all.
And one more thing I forgot to mention earlier, and that's if you made it so classes didn't exist and every single tree was available to one character, the variety of this game would die out near instantly because the majority of players would rush to the Flavor Of The Month Build and use only that one single build for max effectiveness.
Imagine if you will every healer spamming BoL, every Mage using Sea Of Flames or whatever it's called from the DK lines, every PvPer using Bolt Escape, and everybody claiming the uselessness of Shadow Cloak.
It's a damn nightmare lol
That pretty much sums it up. You need to strike a balance. And that means compromising somewhere. We don't want everyone to do everything as well as everyone else (which seems to be what people are asking for) because that will lead to the "Flavor of the Month" builds, as Khavis put it. But neither do we want to strictly limit classes to one specific role. That means being able to do everything, but excelling in only one area. That means Sorcerers can tank, and they can heal, but they won't be as good at tanking as a DK or as good at healing as a Templar. Templars can do damage or tank, but they wouldn't as good as a DK for tanking or a Sorcerer/NB for doing damage.Fizzlewizzle wrote: »Allowing each class to do everything vs focusing classes on a single job only are basically the two ends of the scale.
Basically what i tried to write down, but in a way other people can understand itRune_Relic wrote: »I am with @Khivas_Carrick on this
If you make the classes with unique skills it means some bosses and content is easier for one class than another. It also means in PVP its almost impossible to balance combat.
So to me the classes shoudl have been just different versions of essentially the same abilities with their own unique class style span into it.
ie.
Gap closer
Gap maker
CC
PBAoE
HoT DoT
Single Target
Ranged AoE
Single Target Range.
Block
Interrrupt
Evasion.
This then means although they have their own unique skills....they are still functionally identical.
So costs and damage etc can be easily balanced.
All classes can complete the same content.
All classes can compete with each other 1:1 in PVP.
The difference should come from the attribute allocation.
I have magicka build so focus on spells.
I have stamina build so focus on weapons.
It would indeed make certain enemies harder for certain classes. But that also means that certain other enemies would be easier for certain classes. That's part of the experience of Elder Scrolls, I think. But that won't go away with having every class functionally identical. Say you want to be a bad-ass 2H master of the greatsword, but you come across an enemy that is immune to physical weapon damage. Since you put all your time and skill points into leveling your 2H mastery, you are now powerless against said enemy unless you go back and level some spells, or enchant your sword, or some other method of inflicting non-physical damage. Another player may encounter the same enemy and, since they put their skill points into spells, zap it a few times with a lighting bolt and walk away without breaking a sweat. That same player finds an enemy immune to lightning and needs to rethink their attack, while the first player wipes the floor with that enemy.Rune_Relic wrote: »If you make the classes with unique skills it means some bosses and content is easier for one class than another.
I wouldn't completely agree with the second part, and i will follow @Rune_Relic in this one.shadowmage016b14_ESO wrote: »PvP is a whole other ball game. It requires a lot more planning and balancing to get right. I'm not saying they should eliminate it or separate it by having separate skill lines or what not. I don't think that's the right way at all. It's just vastly different from PvE, simply because there is an actual, thinking human being controlling the enemies, not a scripted AI. Balance is always difficult in that situation, unless every character is, as you said, functionally identical.
I have some difficulty getting behind this one though:It would indeed make certain enemies harder for certain classes. But that also means that certain other enemies would be easier for certain classes. That's part of the experience of Elder Scrolls, I think. But that won't go away with having every class functionally identical. Say you want to be a bad-ass 2H master of the greatsword, but you come across an enemy that is immune to physical weapon damage. Since you put all your time and skill points into leveling your 2H mastery, you are now powerless against said enemy unless you go back and level some spells, or enchant your sword, or some other method of inflicting non-physical damage. Another player may encounter the same enemy and, since they put their skill points into spells, zap it a few times with a lighting bolt and walk away without breaking a sweat. That same player finds an enemy immune to lightning and needs to rethink their attack, while the first player wipes the floor with that enemy.Rune_Relic wrote: »If you make the classes with unique skills it means some bosses and content is easier for one class than another.
Khivas_Carrick wrote: »Thankfully this isn't Pathfinder or D&D where an enemy can be completely and entirely immune to a type of weapon and will be effectively removed from the fight.
Rune_Relic specifically mentioned that having unique skills would make certain content easier. I was simply using an extreme example of such to illustrate my point that you can't avoid that, even if all classes have access to the same skills simply because the player has the freedom to create their character the way they want. If content is easier for certain character builds, that means there are specific skills/playstyles that work better for that content. If a player doesn't utilize those skills or playstyles, they will have a more difficult time of it. Whether ESO's enemies are made that way or not, I don't know, since I haven't gotten very far in the game yet.Fizzlewizzle wrote: »The enemies aren't immune to anything, and the combat system treats everyone equally. This basically means that ones 1 class has the advantage over the other there is no way you can best them.