TheShadowScout wrote: »I'd prefer them to add "class morphs" instead of new classes, so people who already have all character slots filled can benefit from it was well... and everyone can diversify their existing characters instead of having to level a new one from scratch...
Lemme as I usually do when this or similar comes up post my idea once again, current revision:
Personally 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/gold... to reward people who do play through that - a variation of the idea was to let them do the class morph after silver, and let them pick a cross-class skill line (basic class skills only) after gold...
Some possibilities:
Dragonknight
- Gladiator (offensive self buffs & warcries; color: red/orange)
- Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
- Warlord (defensive group buffs, AoE standards, color: purple/gold)
Nightblade
- Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
- Monk (melee support & assorted “matrial arts” magic; color: blue/purple)
- Ranger (animal summoning and nature magic; color: brown/green)
Sorceror
- Cryomancer (ice magic, color: white/clear - NPC cryomancer)
- Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
- Spellsword (melee support & buff magic; color: yellow/orange)
Templar
- Druid/Shaman (nature magic, totems, animal summons; color: green/brown)
- Crusader/Paladin (melee support and aura-style buff magic; color: white/gold)
- Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)
Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
So for example if a sorceror goes necromancer, their spells might be color-shifted to necromancer “coldfire” cyan, and if they turn cryomancer, their dark magic crystals will turn ice-ish in effects, spells will get color-shifted to white-blue or white-purple, or a nightblade going ranger would have their reddish effects recolored to something nature-ish green & brown... that sort of stuff. For more visual goodieness and varietee between classes.
...of course, all those quick ideas are just very rough concepts, without much consideration but character fluff. I merely tried to give some options, and went for three instead of just two "magica-specialization / stamina specialization" - It's supposed to be more for added character diversity then anything else after all.
Thus for example with nightblades, there might be one magica-caster based with "illusionist", one stamina melee based with "monk" (Yes, a nod at the old D&D class of the name, the first “martial arts” powered class I remember in fantasy gaming) and one pet based as "ranger" since nightblades mesh very well with bow, and giving them woodland creatures for the "hunter" playstyle would seem applicable.
Similar thoughts for the sorceror - spellsword for stamina sorcerors, cryomancer since ice staves have no matching skill line yet (while fire and lightning staves sort of have), and necromancer because all too many people really, really want that...
Templar... the druid/shaman is a very natural idea, between breton wyressess, argonian treeminders and bosmer spinners, nature magic meshes very well with Templar healing and sunlight-powered spells; paladin is for stamina templars and a nod at the old D&D class of the same name (possibly subject to TES-ification change), and my "witch-hunter" idea is kinda inspired by the spanish inquisition (Yes, I know noone expected that ), its "warhammer" imperial counterpart and also "Dragon Age", I admit it... seems logical to set up the aedric-flavored templars as natural enemies of the more deadric-flavored sorcerors...
Dragonknight I had the fewest ideas, since I kinda dislike that class. More fire magic for dragonknight magica-casters with pyromancer is a natural first thought... so then I went with "leader-style group play support" and "berserker-style single combatant" flavors, though there may be better ideas then those...
In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your “perfect” character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...
And yes, spellcrafting might be able to cover some of those... but spellcrafting won't give you passives, which these skill lines should.
TheShadowScout wrote: »I'd prefer them to add "class morphs" instead of new classes, so people who already have all character slots filled can benefit from it was well... and everyone can diversify their existing characters instead of having to level a new one from scratch...
Lemme as I usually do when this or similar comes up post my idea once again, current revision:
Personally 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/gold... to reward people who do play through that - a variation of the idea was to let them do the class morph after silver, and let them pick a cross-class skill line (basic class skills only) after gold...
Some possibilities:
Dragonknight
- Gladiator (offensive self buffs & warcries; color: red/orange)
- Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
- Warlord (defensive group buffs, AoE standards, color: purple/gold)
Nightblade
- Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
- Monk (melee support & assorted “matrial arts” magic; color: blue/purple)
- Ranger (animal summoning and nature magic; color: brown/green)
Sorceror
- Cryomancer (ice magic, color: white/clear - NPC cryomancer)
- Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
- Spellsword (melee support & buff magic; color: yellow/orange)
Templar
- Druid/Shaman (nature magic, totems, animal summons; color: green/brown)
- Crusader/Paladin (melee support and aura-style buff magic; color: white/gold)
- Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)
Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
So for example if a sorceror goes necromancer, their spells might be color-shifted to necromancer “coldfire” cyan, and if they turn cryomancer, their dark magic crystals will turn ice-ish in effects, spells will get color-shifted to white-blue or white-purple, or a nightblade going ranger would have their reddish effects recolored to something nature-ish green & brown... that sort of stuff. For more visual goodieness and varietee between classes.
...of course, all those quick ideas are just very rough concepts, without much consideration but character fluff. I merely tried to give some options, and went for three instead of just two "magica-specialization / stamina specialization" - It's supposed to be more for added character diversity then anything else after all.
Thus for example with nightblades, there might be one magica-caster based with "illusionist", one stamina melee based with "monk" (Yes, a nod at the old D&D class of the name, the first “martial arts” powered class I remember in fantasy gaming) and one pet based as "ranger" since nightblades mesh very well with bow, and giving them woodland creatures for the "hunter" playstyle would seem applicable.
Similar thoughts for the sorceror - spellsword for stamina sorcerors, cryomancer since ice staves have no matching skill line yet (while fire and lightning staves sort of have), and necromancer because all too many people really, really want that...
Templar... the druid/shaman is a very natural idea, between breton wyressess, argonian treeminders and bosmer spinners, nature magic meshes very well with Templar healing and sunlight-powered spells; paladin is for stamina templars and a nod at the old D&D class of the same name (possibly subject to TES-ification change), and my "witch-hunter" idea is kinda inspired by the spanish inquisition (Yes, I know noone expected that ), its "warhammer" imperial counterpart and also "Dragon Age", I admit it... seems logical to set up the aedric-flavored templars as natural enemies of the more deadric-flavored sorcerors...
Dragonknight I had the fewest ideas, since I kinda dislike that class. More fire magic for dragonknight magica-casters with pyromancer is a natural first thought... so then I went with "leader-style group play support" and "berserker-style single combatant" flavors, though there may be better ideas then those...
In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your “perfect” character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...
And yes, spellcrafting might be able to cover some of those... but spellcrafting won't give you passives, which these skill lines should.
Moonscythe wrote: »A magic user I can design myself. As things stand, there is no ice mage, the fire mage is really a Templar or Dragonknight and the sorcerer is a summoner. Let me design my own spells to do magic my own way, please. For what it's worth, the whole fascination with necromancy is kind of gross and icky.
starkerealm wrote: »Salmonleap wrote: »ZOS made a mistake by putting classes into ESO in the first place.
You do realize, that Skyrim and Redguard are the only Elder Scrolls titles that don't use a class system, right?
In fact, with some variation, Nightblade has been a playable class in every Elder Scrolls game except those two, and I think the Travels series.
Salmonleap wrote: »starkerealm wrote: »Salmonleap wrote: »ZOS made a mistake by putting classes into ESO in the first place.
You do realize, that Skyrim and Redguard are the only Elder Scrolls titles that don't use a class system, right?
In fact, with some variation, Nightblade has been a playable class in every Elder Scrolls game except those two, and I think the Travels series.
Meh. If you really want to go there, I've been playing TES since Arena. An old idea isn't always the best idea. Character classes are a relic of P&P RPGs like D&D. What you also fail to mention is that Daggerfall, Morrowind, and Oblivion allow custom classes. Skyrim takes that one step further with it's skill-based system. ESO drags us all the way back to Arena with pre-baked classes. This is not progress.
starkerealm wrote: »You can say, "well, they shouldn't have used classes," that's fine. But, then look at how most players approach Skyrim; doing a little bit of everything, and not really focusing anywhere.
Salmonleap wrote: »None of the above.
Give me Spellcrafting, Weapon Ultimates, and more weapon skill lines. With that I can make any "class".
ZOS made a mistake by putting classes into ESO in the first place.
thunderwell wrote: »I'd like to see a class that's animal oriented.
A druid class line would allow shapeshifting into one or two different kinds of animals, with passives that boost certain stats in certain animal forms.
A shaman class line that is more healer oriented, whether it be via animal spirit totem or herbs.
And a beast taming class line that allows taming or calling on an animal companion.
Salmonleap wrote: »None of the above.
Give me Spellcrafting, Weapon Ultimates, and more weapon skill lines. With that I can make any "class".
ZOS made a mistake by putting classes into ESO in the first place.
No they didn't. Imagine if you could take the Healing from a Templar, temporary invulnerability (pretty much) of a DK, the stealth/speed of a NB and the DPS and summoning of a Sorcerer... Broken Game detected! Fan base reduced to 5 people that got the game at release and got the "ruin the game stage" before too many others!
Salmonleap wrote: »starkerealm wrote: »You can say, "well, they shouldn't have used classes," that's fine. But, then look at how most players approach Skyrim; doing a little bit of everything, and not really focusing anywhere.
We'll just have to agree to disagree then as I don't have a problem with other people "not really focusing anywhere" and I fail to see why it has to be the game's job to coerce into a relatively limited number of predefined MMO-trinitarian roles. Half the time, the difference between a bag of fail and a case of win is just a respec anyway.
Salmonleap wrote: »I don't think the should have used classes. A purely skill-based system (a la Skyrim) would have been more interesting. It's the build, not the class that should matter. When players say they want more classes, I would bet that most of them just want more skill lines to play with anyway.
Salmonleap wrote: »Sure you can be a heavy armour wearing Sorc that tanks, or play a light armour wearing healer Dragonknight, but classes tend shunt one down into certain preconceived ideas. The fact that the Spellsword, Paladin, Priest, Ranger, and Cleric classes have been suggested here when one can build them already using existing classes, guild, weapon, and world skills just demonstrates the strength of preconceptions.
Salmonleap wrote: »They could have used/invented various martial art schools to unlock archetypal MMO roles. Join the Protectors to unlock a tanking skill-line. Join the Sustainers to unlock a healing skill-line. Join the Gladiators to unlock melee DPS skills. Join the Rangers to unlock a tracking and range DPS skill-line. Join the School of the Whispering Fang to unlock an unarmed combat skill-line. Not to mention the possibilities with more familiar TES factions like the Knights of the Eight Divines, Blades, Thieves Guild, Dark Brotherhood, Shadowscales, Order of Virtuous Blood, the various Temple Factions and Chivalric Orders, etc. The possibilities could have been endless.