The Druid, The Warden, and Nature Magic

Khydan
Khydan
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Hail, fellow adventurers!

Upon my first playthrough of the game, I immediately fell in love with the customization options available. However, after completing a particular quest line (that may have involved a sorority of sexy Breton shapeshifters), I realized what the game was missing: nature magic, or some way to create a druid class.

Although a number of very diverse rumors surround the mysterious Warden class that was done away with before release, I've heard many accounts of strong evidence in the form of videos suggesting the class may very well have been based off that good green stuff (GRASS AND TREES AND LIFE. had to clarify there).

I understand that the warden may have been too similar to the templar and I also understand everyone's strong feeling regarding adding any more classes. However, I think there's a lot of potential to 'branch' out (get it?) and add some sort of mechanism for the inclusion of this highly demanded character type. Offensive plant magic, transformation, animal summoning, and nature healing are just some of the possibilities. One way or another, I would love to see some spriggans make it in there. And those vines from Glenumbra! Hell, some of the animations are already there from NPC's (especially one that may have involved a sorority of sexy Breton shapeshifters :wink: ). Could come in the form of a skill line of even just a couple spells in spellcrafting.

And no, it doesn't break the lore. Druids may be hard to come by in Tamriel, but they are most certainly present.

What are your thoughts on the matter? A realistic possibility in the future or something Zenimax is just going to ignore? If the druid was to be a thing, how would you like to see it done?

AND ZENIMAX IF YOU'RE THERE, ANSWER MY AMA SOMETIME! Or just give us a little hint here :smiley:
  • Grapdjan
    Grapdjan
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    Personally I'd prefer druids stayed in the Everquest and WoW franchises, and remained an npc only fringe group.

    I find the heavy handed RP cliches that pop out in those games bad enough, it's nice not having them here.
  • Darkonflare15
    Darkonflare15
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    http://www.uesp.net/wiki/Oblivion:Classes

    I find that classes are just way too broad even when compare to classes back in oblivion. With some work you can replicate all of the classes plus make them different. Now I like how classes in this game are not really classes but multiple skill lines. This limits players base on style and uniqueness of moves. Which is good because there would be to many similar stuff in the game if they do not limit classes as styles. Now in this game you have several smaller skill lines and three skill lines for each class each with there own skills and passives.

    This can present future growth for the game. Instead of introducing more classes they should introduce more skill lines. I think skill lines are easier to introduce and brings more variations to the classes we already have. I think this game excels at mix matching skill lines together like how the old elder scrolls did. All classes was just a group skills in the older games but since this is a mmo there should be more variations. So class is a good way to introduce different styles. We have a total of 12 class skill lines, 3 guild skill lines, 4 world skill lines, 10 small race passives lines, 6 weapon skills, 3 armor skills, 6 crafting line, and 2 war skill lines.

    I also think the best way to introduce skill lines is to have players go out find them like some of the world skills by doing quests and performing deeds. This will give players rewards for achieving the skill lines. So far we know of at least two guilds that are not in the game yet that is coming so there is two more guild skill lines. Also once they finally fix all of the bugs of update six, deal with the new business change, and survive the console launch. We can finally have spell crafting in the game which I find is pretty intuitive. One day I hope we can have an evolution to our current classes to make them more unique or branch out with new skill lines.
  • bloodenragedb14_ESO
    bloodenragedb14_ESO
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    i think that instead of new classes, you should get class morphs. when you reach a specific level, you get to choose a different path. relativly same skills, but different elements and power animations. for example, the sorcerer would be branched into either Conjurer or necromancer. the conjurer would either summon atronachs or stronger daedra, the necromancer is pertty self explainatory and its element would switch from elec to frost.

    the same could be done with other classes, but it would take more thinking.

    edit: templar would branch to to paladin or druid/priest

    dragonknight would change to vanguard or spellsword

    nightblade would switch to assassin or illusionist

    stuff like that
    Edited by bloodenragedb14_ESO on March 15, 2015 6:58AM
  • Darkonflare15
    Darkonflare15
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    i think that instead of new classes, you should get class morphs. when you reach a specific level, you get to choose a different path. relativly same skills, but different elements and power animations. for example, the sorcerer would be branched into either Conjurer or necromancer. the conjurer would either summon atronachs or stronger daedra, the necromancer is pertty self explainatory and its element would switch from elec to frost.

    the same could be done with other classes, but it would take more thinking.

    Yeah class morphs would be a good thing. Introducing more variety to each class would make them even more unique. Maybe there would a quest or you have a certain amount levels unlock with the current skill line to morph into other skill lines.
  • bloodenragedb14_ESO
    bloodenragedb14_ESO
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    honestly i hope zos reads this......mainly BECAUSE IM TIRED OF WAITING FOR SOME FORM OF PLAYER AVAILABLE NECROMANCY AAAAAAAAHHHHHH!!!!!!!!
  • Grapdjan
    Grapdjan
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    Tg
    i think that instead of new classes, you should get class morphs. when you reach a specific level, you get to choose a different path. relativly same skills, but different elements and power animations. for example, the sorcerer would be branched into either Conjurer or necromancer. the conjurer would either summon atronachs or stronger daedra, the necromancer is pertty self explainatory and its element would switch from elec to frost.

    the same could be done with other classes, but it would take more thinking.

    edit: templar would branch to to paladin or druid/priest

    dragonknight would change to vanguard or spellsword

    nightblade would switch to assassin or illusionist

    stuff like that

    This is in other games, it's kinda a shame they have classes here at all.

    Why do people feel the need for the name badge? If you want to be a paladin, act appropriately and gear/skill appropriately.

    If people need to have cookie cutter builds there are plenty if other games that cater to that level of simplicity.
  • Wing
    Wing
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    I would be for a wyress style class.
    ESO player since beta.
    previously full time subscriber, beta-2024, game got too disappointing.
    PC NA
    ( ^_^ )

    You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods -Xenogears
    DK one trick
  • Khydan
    Khydan
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    Grapdjan wrote: »
    Tg
    i think that instead of new classes, you should get class morphs. when you reach a specific level, you get to choose a different path. relativly same skills, but different elements and power animations. for example, the sorcerer would be branched into either Conjurer or necromancer. the conjurer would either summon atronachs or stronger daedra, the necromancer is pertty self explainatory and its element would switch from elec to frost.

    the same could be done with other classes, but it would take more thinking.

    edit: templar would branch to to paladin or druid/priest

    dragonknight would change to vanguard or spellsword

    nightblade would switch to assassin or illusionist

    stuff like that

    This is in other games, it's kinda a shame they have classes here at all.

    Why do people feel the need for the name badge? If you want to be a paladin, act appropriately and gear/skill appropriately.

    If people need to have cookie cutter builds there are plenty if other games that cater to that level of simplicity.

    I tend to agree more with this chain of thinking. I think ZOS is moving farther and farther away from class-exclusive spells and abilities, and I am 100% on board with that. Simply making these spells available through a guild or world skill line would be cool, hell I would be perfectly happy with a few earth element based skills from spellcrafting. Gotta be more than Oakflesh and Summon Familiar though. Enough to actually be able to create druid.

    I still find it hard to believe there are no necromancy abilities in this game. Necromancy is basically the entire DC questline. And this is coming from someone who has 0 interest in any necromancy. I really like how ZOS is tying ESO closer and closer to traditional ES games, but at the same time this is an MMO and for it to be successful they're going to have to give the game a little more flavor. The potenital for extra skill lines or spells is all there, use it.
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