Would You Like Any Of These Skill Lines Added?

Heromofo
Heromofo
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Just a summary of most skill lines people have asked for also if you're one is missing select other and explain it below.
Edited by Heromofo on April 30, 2015 1:45PM

Would You Like Any Of These Skill Lines Added? 73 votes

Necromancer (Undead Class)
20%
bloodenragedb14_ESOglakHaphazardAllureAlienSlofsleepbucketLestiersePaulhewhewriacarlos.trevisan.contatonrb19_ESOWyietsayonParrotbrainakray21Storm1732GreycatsnastuugLenikus 15 votes
Druid (Nature Class)
6%
FenrisKhydanDaraughThe_SaintLirkin 5 votes
Dark Brotherhood (Guild Line)
10%
KalmanGigasaxElsonsoVraneonRobotmafiaDositheuslihentianA_Pig 8 votes
Thieves Guild (Guild Line)
8%
KendaricsigismondVaerthMyNegationAnemoneanzoren123 6 votes
Elementalist Lines ( Multiple Mage Lines Focused On The Elements)
8%
tajniackMoonscytheJimboo84CyberwolffePreyfarMoezilla 6 votes
Sniper ( Long Range Skill Line)
1%
Alina_Scarbridge 1 vote
Fortress ( Heavy Defense Line)
2%
ArugafDinsjre 2 votes
All The Above But (?) (Explain Below)
4%
c.p.garrett1993_ESOObscureMorimizo 3 votes
All The Above and more (Explain Below)
16%
PsychobunniRebAriBohUsaraZingyDevoteeDeinoforoLucyferLightbringerTheShadowScoutcoolermhGan XingHeromofosix2fall 12 votes
Other (Explain Below)
20%
DaemynRook_MasterPKMN12DiviniusOsteoslolo_01b16_ESOMoonshadow66Valen_ByteidkolsborgRobbmrpRomoSturgeHammerminfaerjkemmery 15 votes
  • Heromofo
    Heromofo
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    All The Above and more (Explain Below)
    Id like to see an arena skill line if they ever bring it out.
  • Valen_Byte
    Valen_Byte
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    ✭✭
    Other (Explain Below)
    Unarmed
    ***Dixon Kay MagDK FORMER EMPEROR***Deca Dix MagDK FORMER EMPORER***Valonious MagPlar FORMER EMPEROR***
    GM of BYTE
    MAY YOUR DEATHS BE SWIFT, AND YOUR LOAD SCREENS LONG.
    And alien tears will fill for him, Pity’s long-broken urn, For his mourners will be outcast men, And outcasts always mourn
  • bloodenragedb14_ESO
    bloodenragedb14_ESO
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    Necromancer (Undead Class)
    while id love to see necromancer, lets give them time to bring out spellcrafting, if it doesnt have undead summoning or raising in it, then lets all band together and demand necromancy
  • MCMancub
    MCMancub
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    I have issues with Sniper, Elementalist, and Fortress.

    Sniper is simply Bow but apparently with longer range (seriously, this was a suggestion?). Elementalist is just Destruction Staff with the elements abstracted a bit more (this makes it even harder to switch between the elements, why would you want this?). Fortress is essentially Sword and Board, but even more tanky?

    At this point, most of what the community suggests is just really lazy and is only suggested to address a very niche playstyle they would like. A lot of the new skill line suggestions are just souped up versions of what's already in the game, or they try to make a new class tree revolve around 1 single style of combat (which will never happen).

    In the end it makes things extremely repetitive. Some skill lines are unique enough for me to want to see added to classes. I think Druid would make a great 4th skill line for Sorcerer, maybe based a little off of the Wyrds. Necromancy (or a variation of it) could make a great 4th skill line for Nightblade, utilizing their shadow magic some.

    I'd like to see some new, unaddressed skill lines added to world such as Bard, Aedra/Daedra, and, of course, new guilds. Unarmed would make a great new weapon skill line as well.
    Edited by MCMancub on April 30, 2015 2:27PM
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    Other (Explain Below)
    I'd like to have all existing skills work before thinking about any new skills.
  • Obscure
    Obscure
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    All The Above But (?) (Explain Below)
    Don't need:
    • Elementalist line - Destro staff already is a mages elemental skill line.
    • Sniper Line - Bow literally already has "Snipe"
    • Fortress Line - One hand and shield is already the defensively focused weapon line

    Need:
    • Unarmed - three different fighting styles based on a new "wrappings" weapon slot item.

    Also Needed:
    • Dual Wield - skill line needs overhauled (lacks gap closer, lacks utility, lacks DPS, lacks heal, lacks defence, and generally does nothing well but spam Steel Tornado or Flying Blade).
  • Romo
    Romo
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    Other (Explain Below)
    No new skills.
  • c.p.garrett1993_ESO
    All The Above But (?) (Explain Below)
    I would like to see the Thieves Guild/ Dark Brotherhood added.
    I would also like to see the current class system reduced to warrior, mage, and rogue. 2-3 sub-classes could be offered from there. This way, after being locked into your class, you could still have plenty of alternatives.

    DragonKnight and Templar would be under the Warrior, with an option for a Berserker focused on light/ medium armor and raw power. I believe the term used for these types of characters is a glass cannon?

    A Mage would have Sorcerer but also provide the option for a Healer (similar to a Templar) and perhaps a Necromancer/ Druid.

    A Rogue would keep Nightblade as an option but could also offer Archer (Sniper?) and Cutthroat (Mercenary/ Highwayman/ Theif).

    Subclasses could, for a price (in-game currency), be changed at will and all skill points invested in them reset but you would still be locked into your class.
  • MyNegation
    MyNegation
    ✭✭✭
    Thieves Guild (Guild Line)
    Thieves guild with skills like spot trap, disable trap and set trap.
    Nine worlds of lore, Such was the world in dark days of yore
    Safekeeper of the world then was Thor, Such was what they believed in before
    Nine were the worlds of lore
  • olsborg
    olsborg
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    Other (Explain Below)
    Id want the class system and the skill tree system removed and instead move every magic ability into their respective spell school. Same for stamina abilities and weapon trees, some kind of fighters guild school.

    Then add spellcrafting.
    Altmer Sorceror, magicka
    Bosmer Nightblade, stamina.
    Imperial Templar, stamina
    Redguard Warden, stamina

    Aldmeri Dominion!
    PC EU
    PvP only
  • PKMN12
    PKMN12
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    Other (Explain Below)
    .Nature magic does not really exist in TES lore, at least not much
    .PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
    .IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
    .The only magic we need in a class is Ice now, so elementalist would be useless
    .Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.

    so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.
    Edited by PKMN12 on April 30, 2015 2:54PM
  • MCMancub
    MCMancub
    ✭✭✭✭
    PKMN12 wrote: »
    .Nature magic does not really exist in TES lore, at least not much
    .PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
    .IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
    .The only magic we need in a class is Ice now, so elementalist would be useless
    .Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.

    so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.

    Hear hear! Except for maybe the part about nature magic. There's like a quest line dealing with the Wyrds in every zone in this game.

    Let's see some Bard, Unarmed, Religion, Spellcrafting!
  • PKMN12
    PKMN12
    ✭✭✭✭✭
    Other (Explain Below)
    MCMancub wrote: »
    PKMN12 wrote: »
    .Nature magic does not really exist in TES lore, at least not much
    .PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
    .IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
    .The only magic we need in a class is Ice now, so elementalist would be useless
    .Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.

    so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.

    Hear hear! Except for maybe the part about nature magic. There's like a quest line dealing with the Wyrds in every zone in this game.

    Let's see some Bard, Unarmed, Religion, Spellcrafting!

    bards simply use illusion magic, which is unlikely for us to get since it could really only be used as buffs/debuffs and would not be fun to balance

    unarmed MAYBE coming

    REligion? you mean templar? because that is EXACTLY what the templar is clearly meant to represent, the PAladin/cleric type of character.

    Spellcrafting is supposedly coming, but it will either be OP as all sin, or worthless.
  • c.p.garrett1993_ESO
    All The Above But (?) (Explain Below)
    PKMN12 wrote: »
    .Nature magic does not really exist in TES lore, at least not much
    .PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
    .IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
    .The only magic we need in a class is Ice now, so elementalist would be useless
    .Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.

    so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.

    Except nature magic does exist. Especially in this game.
    I am not a lore expert, but just from this game you have the Wyrdesses. A group of nature-based sorceresses that specialize in nature-based magic. You also have their opposing cult and other mages in the game using dark magic to manipulate nature and its creatures.
    The Bosmer's command over animals is definitely nature-based magic.
    The House Telvanni also have those mushroom houses. That's implied to be some pretty mysterious and high-level magic but it is present.
    I'm sure there's some other examples. Don't Argonians have some degree of connection to the plant-life in Black Marsh? Or the Bosmer to the forests of Valenwood?

    You could also argue Midas Magic, since it (breifly) became a paid mod and supported by Bethesda. As far as I am concerned that means its lore-friendly (although not official lore) and plausible.
  • Heromofo
    Heromofo
    ✭✭✭✭✭
    All The Above and more (Explain Below)
    PKMN12 wrote: »
    MCMancub wrote: »
    PKMN12 wrote: »
    .Nature magic does not really exist in TES lore, at least not much
    .PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
    .IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
    .The only magic we need in a class is Ice now, so elementalist would be useless
    .Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.

    so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.

    Hear hear! Except for maybe the part about nature magic. There's like a quest line dealing with the Wyrds in every zone in this game.

    Let's see some Bard, Unarmed, Religion, Spellcrafting!

    bards simply use illusion magic, which is unlikely for us to get since it could really only be used as buffs/debuffs and would not be fun to balance

    unarmed MAYBE coming

    REligion? you mean templar? because that is EXACTLY what the templar is clearly meant to represent, the PAladin/cleric type of character.

    Spellcrafting is supposedly coming, but it will either be OP as all sin, or worthless.

    Nah he means religion like the gods i.e we pick a god to follow and get a skill line to them.
  • MCMancub
    MCMancub
    ✭✭✭✭
    PKMN12 wrote: »
    MCMancub wrote: »
    PKMN12 wrote: »
    .Nature magic does not really exist in TES lore, at least not much
    .PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
    .IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
    .The only magic we need in a class is Ice now, so elementalist would be useless
    .Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.

    so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.

    Hear hear! Except for maybe the part about nature magic. There's like a quest line dealing with the Wyrds in every zone in this game.

    Let's see some Bard, Unarmed, Religion, Spellcrafting!
    REligion? you mean templar? because that is EXACTLY what the templar is clearly meant to represent, the PAladin/cleric type of character.

    I was actually referring to the Aedra/Daedra thread someone made yesterday. It had some good ideas in it.
  • Osteos
    Osteos
    ✭✭✭✭✭
    Other (Explain Below)
    Unarmed
    DAGGERFALL COVENANT
    NA PC
    Former Vehemence Member
    Onistka Valerius <> Artemis Renault <> Gonk gra-Ugrash <> Karietta <> Zercon at-Rusa <> Genevieve Renault <> Ktaka <> Brenlyn Renault
  • PKMN12
    PKMN12
    ✭✭✭✭✭
    Other (Explain Below)
    PKMN12 wrote: »
    .Nature magic does not really exist in TES lore, at least not much
    .PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
    .IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
    .The only magic we need in a class is Ice now, so elementalist would be useless
    .Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.

    so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.

    Except nature magic does exist. Especially in this game.
    I am not a lore expert, but just from this game you have the Wyrdesses. A group of nature-based sorceresses that specialize in nature-based magic. You also have their opposing cult and other mages in the game using dark magic to manipulate nature and its creatures.
    The Bosmer's command over animals is definitely nature-based magic.
    The House Telvanni also have those mushroom houses. That's implied to be some pretty mysterious and high-level magic but it is present.
    I'm sure there's some other examples. Don't Argonians have some degree of connection to the plant-life in Black Marsh? Or the Bosmer to the forests of Valenwood?

    You could also argue Midas Magic, since it (breifly) became a paid mod and supported by Bethesda. As far as I am concerned that means its lore-friendly (although not official lore) and plausible.

    .Not really, The Bosmer are good with aimals because of their inate connection to nature, it is not something anyone can learn.
    .again, not nature magic, simply magic being used to control stuff, illusion magic mostly.
    .again, nope, if you read the lore, Telvanni are simply using arcane magic to grow them and then enlarge them, not really .nature magic, just magic, nor something you could use in battle. Also, as you just said its the TElvanni, which is BY FAR the group of the most powerful magic users of all time, behind only the Altmer's Psyjic monks.
    .argoniants are the same as Bosmer, an inate racial thing, not something you could actually learn.


    also, Beth DID NOT support midas magic, all they did was say "yah, you can put up your mods for a price" they never TOUCHED those mods, they likely had no idea what mods were being added. Midas MAgic is as lore-friendly as any other mod and had ZERO support from beth.
    Edited by PKMN12 on April 30, 2015 3:29PM
  • c.p.garrett1993_ESO
    All The Above But (?) (Explain Below)
    PKMN12 wrote: »
    PKMN12 wrote: »
    .Nature magic does not really exist in TES lore, at least not much
    .PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
    .IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
    .The only magic we need in a class is Ice now, so elementalist would be useless
    .Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.

    so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.

    Except nature magic does exist. Especially in this game.
    I am not a lore expert, but just from this game you have the Wyrdesses. A group of nature-based sorceresses that specialize in nature-based magic. You also have their opposing cult and other mages in the game using dark magic to manipulate nature and its creatures.
    The Bosmer's command over animals is definitely nature-based magic.
    The House Telvanni also have those mushroom houses. That's implied to be some pretty mysterious and high-level magic but it is present.
    I'm sure there's some other examples. Don't Argonians have some degree of connection to the plant-life in Black Marsh? Or the Bosmer to the forests of Valenwood?

    You could also argue Midas Magic, since it (breifly) became a paid mod and supported by Bethesda. As far as I am concerned that means its lore-friendly (although not official lore) and plausible.

    .Not really, The Bosmer are good with aimals because of their inate connection to nature, it is not something anyone can learn.
    .AGain, not nature as in LEaves, grass, etc magic
    .again, nope, if you read the lore, Telvanni are simply using arcane magic to grow them and then enlarge them, not really .nature magic, just magic, nor something you could use in battle. Also, as you just said TElvanni, which is BY FAR the group of the most powerful magic users of all time, behind only the Altmer's Psyjic monks.
    .argoniants are the same as Bosmer, an inate racial thing, not something you could actually learn.


    also, Beth DID NOT support midas magic, all they did was say "yah, you can put up your mods for a price" they never TOUCHED those mods, they likely had no idea what mods were being added. Midas MAgic is as lore-friendly as any other mod and had ZERO support from beth.

    You have admitted they have a natural connection to nature. This connection is undeniably magical.
    Whether or not it can be controlled to the degree of harnessing it for combat is up for debate.

    The Telvanni are undeniably manipulating the plant life. Growing/ enlarging certainly counts. Whether or not it can be adapted into a combat suitable magic is another question entirely.
    If you could manipulate size and shape could you manipulate the speed or direction of the growth? What about density? If so it could easily be used as a weapon.

    You still have not addressed they Wyrdesses, however. Their magic is undeniably nature-based, although it seems more intended as support magic and not combat-based.

    There's also the nature of Spriggans. While they are non-human and literally a part of nature itself they have a connection to nature and appear to be able to meld with trees and conjure nature to do their bidding. In theory, could their magic not be imitated?

    Midas Magic was added more as a joke. I don't actually expect it to be accepted as lore.
  • glak
    glak
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    Necromancer (Undead Class)
    Yet another vote for UNARMED
  • Deinoforo
    Deinoforo
    Soul Shriven
    All The Above and more (Explain Below)
    Would be great if they gave all classes four skill lines, for physical damage, magical damage, healing/supporting and tanking. That way everyone would be able to do everything.
  • golfer.dub17_ESO
    golfer.dub17_ESO
    ✭✭✭✭
    Opposed to a Necromancer class of any sort.
    -Wouldn't make sense (you spend the entire story fighting necromancers).
    -Would be redundant (Sorcs can summon pets, I assume a Druid class would also revolve around pets)

    Dark Brotherhood and Thieves Guild...depends on what's actually in the lines.

    Unarmed isn't on this list, but I have fairly simple ideas for implementing it that doesn't involve creating an entire skill-tree around it.

    Not really a fan of the whole Druid aesthetic, to be blunt I find them annoying. So personally I don't really want them.

    Elementalist, Fortress, and Sniper don't even make sense.
    Edited by golfer.dub17_ESO on April 30, 2015 4:15PM
  • PKMN12
    PKMN12
    ✭✭✭✭✭
    Other (Explain Below)
    PKMN12 wrote: »
    PKMN12 wrote: »
    .Nature magic does not really exist in TES lore, at least not much
    .PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
    .IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
    .The only magic we need in a class is Ice now, so elementalist would be useless
    .Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.

    so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.

    Except nature magic does exist. Especially in this game.
    I am not a lore expert, but just from this game you have the Wyrdesses. A group of nature-based sorceresses that specialize in nature-based magic. You also have their opposing cult and other mages in the game using dark magic to manipulate nature and its creatures.
    The Bosmer's command over animals is definitely nature-based magic.
    The House Telvanni also have those mushroom houses. That's implied to be some pretty mysterious and high-level magic but it is present.
    I'm sure there's some other examples. Don't Argonians have some degree of connection to the plant-life in Black Marsh? Or the Bosmer to the forests of Valenwood?

    You could also argue Midas Magic, since it (breifly) became a paid mod and supported by Bethesda. As far as I am concerned that means its lore-friendly (although not official lore) and plausible.

    .Not really, The Bosmer are good with aimals because of their inate connection to nature, it is not something anyone can learn.
    .AGain, not nature as in LEaves, grass, etc magic
    .again, nope, if you read the lore, Telvanni are simply using arcane magic to grow them and then enlarge them, not really .nature magic, just magic, nor something you could use in battle. Also, as you just said TElvanni, which is BY FAR the group of the most powerful magic users of all time, behind only the Altmer's Psyjic monks.
    .argoniants are the same as Bosmer, an inate racial thing, not something you could actually learn.


    also, Beth DID NOT support midas magic, all they did was say "yah, you can put up your mods for a price" they never TOUCHED those mods, they likely had no idea what mods were being added. Midas MAgic is as lore-friendly as any other mod and had ZERO support from beth.

    You have admitted they have a natural connection to nature. This connection is undeniably magical.
    Whether or not it can be controlled to the degree of harnessing it for combat is up for debate.

    The Telvanni are undeniably manipulating the plant life. Growing/ enlarging certainly counts. Whether or not it can be adapted into a combat suitable magic is another question entirely.
    If you could manipulate size and shape could you manipulate the speed or direction of the growth? What about density? If so it could easily be used as a weapon.

    You still have not addressed they Wyrdesses, however. Their magic is undeniably nature-based, although it seems more intended as support magic and not combat-based.

    There's also the nature of Spriggans. While they are non-human and literally a part of nature itself they have a connection to nature and appear to be able to meld with trees and conjure nature to do their bidding. In theory, could their magic not be imitated?.

    nope, everything you have mentioned is either innate racial, only kind-of sort-of nature magic, and simply has no combat purposes.

    please, show me in ANY TES game where there have been spells to be able to attack with plant-life, etc.

    NOW, if yo uare talking about Druidic, as in elemental powers being used by someone who cares for nature, then yeah, that is different.
    Edited by PKMN12 on April 30, 2015 3:47PM
  • Victus
    Victus
    ✭✭✭
    Where is the "No" option in the poll?
    Throm the First - Redguard Dragon Knight - Daggerfall Covenant
  • Heromofo
    Heromofo
    ✭✭✭✭✭
    All The Above and more (Explain Below)
    Victus wrote: »
    Where is the "No" option in the poll?

    Its called not voting
    Or if you personally dont want any of these in game you would select other and explain why.
  • Victus
    Victus
    ✭✭✭
    With a poll asking "would you like any of these skill lines added?" a reasonable answer could very well be "No". It does not need to be Other. Other is too catch-all.
    Throm the First - Redguard Dragon Knight - Daggerfall Covenant
  • Heromofo
    Heromofo
    ✭✭✭✭✭
    All The Above and more (Explain Below)
    Victus wrote: »
    With a poll asking "would you like any of these skill lines added?" a reasonable answer could very well be "No". It does not need to be Other. Other is too catch-all.

    Good point you earned a funny meme

    RVriGsa.jpg


    Use it well :D
  • jkemmery
    jkemmery
    ✭✭✭✭
    Other (Explain Below)
    I don't mind other skill lines being added, but I think that they would need to be carefully balanced before being added.
  • nastuug
    nastuug
    ✭✭✭✭✭
    Necromancer (Undead Class)
    Dat Necro. Gimme.
    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
  • c.p.garrett1993_ESO
    All The Above But (?) (Explain Below)
    @PKMN12
    Chill. Fo' real.
    It's simply a discussion on the matter.
    I never said it was in this game or any other, at least not as a combat option.
    I'm simply saying that the TES universe has shown that magical manipulation/ connection to nature is real and could, theoretically, be harnessed in a way to make it combat practical.

    It's an interesting concept and there isn't any particular reason it could not be implemented.Even if it were only implemented as support magic, it's still an interesting alternative and would add to what we already have.
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