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DO You Think They Need To Add More Classes?

  • Belidos
    Belidos
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    No opinion on new classes, but the community could certainly do with some class :P
  • TheShadowScout
    TheShadowScout
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    Additional classes? NO.

    If anything, I'd want "class morphs", but... no surprise about that, since I keep reposting my ideas about this...
    So I shall just leave this here, once again... ;)

    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
    • Shaman (nature magic, totems, summons; color: green/brown)
    • Crusader (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.
    Perhaps even morph the spell effects to some degree... like, for summoned armor might look daedric on normal sorc, worm cult / lich on necromancer, and ice armor on cryomancer, etc.
    That idea might perhaps take a bit too much coding to be viable though... I'd be happy with pure color shifts.

    ...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 :smirk: ), 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.
  • Malmai
    Malmai
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    DPS? (Damage Per Second)
    Why are people angry around roles ? rofl u see even in group finder you have your roles... u cant be everything at once if you are playing dungeons and end game content hell even pvp... In your job/school you also have role...
  • Shunravi
    Shunravi
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    Malmai wrote: »
    Why are people angry around roles ? rofl u see even in group finder you have your roles... u cant be everything at once if you are playing dungeons and end game content hell even pvp... In your job/school you also have role...

    Because it is a poll about classes, which in this game have no roles, using roles to define them. Also, at endgame I certainly can't easily run more than two roles at once, I can easily swap gear and fill whatever I need to on the fly.
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • Flameheart
    Flameheart
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    Shunravi wrote: »
    AngryNord wrote: »
    Flameheart wrote: »
    olsborg wrote: »
    I think they shoulds remove classes alltogether, then just put everything into skill lines and open it up...

    TES games and its lore is on your side.

    ?????
    http://www.uesp.net/wiki/Arena:Classes
    http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes
    http://www.uesp.net/wiki/Battlespire:Intrinsic_Classes
    http://www.uesp.net/wiki/Morrowind:Classes
    http://www.uesp.net/wiki/Oblivion:Classes

    Yes, lets cite the non-restrictive classes from the single player games. Being non restrictive and all, the certainly existed, but were little more than a leveling guideline. (hi again btw)

    Good somebody already said it.
    Sometimes the prey turns and nips us... it's a small thing.

    So let the snow flakes and unicorns dance alone until they melt or vanish from existence, we will finish up with those smart enough to stay in the glowing circle of love.

    Selissi - CP 1k+ Redguard Stamina Nightblade (Ebonheart Pact)
    Silmerel - CP 1k+ Breton Magicka Templar (Ebonheart Pact)
    Sunja - CP 1k+ Dunmer Magicka Nightblade (Ebonheart Pact)
    Suldreni - CP 1k+ Dunmer Magicka Dragonknight (Ebonheart Pact)
    Sulhelka - CP 1k+ Altmer Magicka Sorcerer (Ebonheart Pact)
    Sylundine - CP 1k+ Breton Magicka Warden (Ebonheart Pact)







  • Sausage
    Sausage
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    Or One Of Each?
    Skill trees first like 4 of them pls. Crossbow, spear, one-hand duelist and something else, maybe some fist weapon. That would put this game on new heights. Not to mention should be a alot faster to make than new class.
    Edited by Sausage on September 22, 2015 10:18AM
  • Iluvrien
    Iluvrien
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    No more restrictive classes.

    Please remove the restrictions from the ones we already have.
  • Atarax
    Atarax
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    Your poll doesn't have a "no" option, so I'm not voting.

    I think they need to add spellcrafting and remove restrictions on class abilities (and revert a lot of the nerfs they've done in the process). Adding new classes while having abilities restricted worsens balance.

    As stated here:

    http://forums.elderscrollsonline.com/en/discussion/216086/more-classes-coming#latest

    In MMOs without classes, where everyone can pick and choose and effectively build their own class, you see more build diversity, not less.

    Classes are fine if they're just there to give players a place to start, they're dis-balancing unless everyone ultimately has access to equivalent abilities.

    Either get rid of classes, or make all class abilities ultimately available to everyone.

    Also, for the record, prior ESO games did have classes, but they did not prevent you from using any spell, skill, or ability. They were just a jump off point and dictated how quickly you learned something. As long as you built your character properly, you could master everything.

    ESO has a limit on the number of active abilities you slot, so that's enough limitation right there. No need for class restrictions.

    More freedom = good.
    More classes are only good if you can access all class abilities on a single character, otherwise I'd like to see new skill lines and spellcrafting instead, so everyone can benefit, not just the 20% of the population that play X class.
    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
  • CP5
    CP5
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    Shunravi wrote: »
    AngryNord wrote: »
    Flameheart wrote: »
    olsborg wrote: »
    I think they shoulds remove classes alltogether, then just put everything into skill lines and open it up...

    TES games and its lore is on your side.

    ?????
    http://www.uesp.net/wiki/Arena:Classes
    http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes
    http://www.uesp.net/wiki/Battlespire:Intrinsic_Classes
    http://www.uesp.net/wiki/Morrowind:Classes
    http://www.uesp.net/wiki/Oblivion:Classes

    Yes, lets cite the non-restrictive classes from the single player games. Being non restrictive and all, the certainly existed, but were little more than a leveling guideline. (hi again btw)

    *Looks at classes from arena and daggerfall. Sees things like weapon restrictions and unique traits.
  • Atarax
    Atarax
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    CP5 wrote: »
    Shunravi wrote: »
    AngryNord wrote: »
    Flameheart wrote: »
    olsborg wrote: »
    I think they shoulds remove classes alltogether, then just put everything into skill lines and open it up...

    TES games and its lore is on your side.

    ?????
    http://www.uesp.net/wiki/Arena:Classes
    http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes
    http://www.uesp.net/wiki/Battlespire:Intrinsic_Classes
    http://www.uesp.net/wiki/Morrowind:Classes
    http://www.uesp.net/wiki/Oblivion:Classes

    Yes, lets cite the non-restrictive classes from the single player games. Being non restrictive and all, the certainly existed, but were little more than a leveling guideline. (hi again btw)

    *Looks at classes from arena and daggerfall. Sees things like weapon restrictions and unique traits.

    *looks at Morrowind, Oblivion, and Skyrim, where you could eventually master everything on a single toon, regardless of class
    *looks at TSW, an MMO where a similar system works well and people rarely ask for nerfs
    *looks at sales figures for Morrowind, Oblivion, and Skyrim
    *rests case
    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
  • bertenburnyb16_ESO
    bertenburnyb16_ESO
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    Select Which Type Of Class You Think They Should Add To The Game

    u forgot the option: None
    tybb
    Haze Ramoran Dunmer Dragonknight Tank/Dps – Smoked-Da-Herb Saxheel Templar Tank/Healer

    Red Diamond, Protect us 'til the end (EU EP Thorn)
  • CP5
    CP5
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    Atarax wrote: »
    CP5 wrote: »
    Shunravi wrote: »
    AngryNord wrote: »
    Flameheart wrote: »
    olsborg wrote: »
    I think they shoulds remove classes alltogether, then just put everything into skill lines and open it up...

    TES games and its lore is on your side.

    ?????
    http://www.uesp.net/wiki/Arena:Classes
    http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes
    http://www.uesp.net/wiki/Battlespire:Intrinsic_Classes
    http://www.uesp.net/wiki/Morrowind:Classes
    http://www.uesp.net/wiki/Oblivion:Classes

    Yes, lets cite the non-restrictive classes from the single player games. Being non restrictive and all, the certainly existed, but were little more than a leveling guideline. (hi again btw)

    *Looks at classes from arena and daggerfall. Sees things like weapon restrictions and unique traits.

    *looks at Morrowind, Oblivion, and Skyrim, where you could eventually master everything on a single toon, regardless of class
    *looks at TSW, an MMO where a similar system works well and people rarely ask for nerfs
    *looks at sales figures for Morrowind, Oblivion, and Skyrim
    *rests case

    Yes, because how the series gained popularity we should just skip past the first two instalments of the game. I was just saying "non-restrictive" was wrong in the quoted post, unless being restricted to unique to class traits or weapon types based on class is not restrictive.
  • slumber_sandb16_ESO
    slumber_sandb16_ESO
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    No more classes. More skill lines. An additional tier of skill morphs for class skills.
  • Mighty_oakk
    Mighty_oakk
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    I'd say definitely not.

    Add some new skills to existing classes if anything.
  • Atarax
    Atarax
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    CP5 wrote: »
    Atarax wrote: »
    CP5 wrote: »
    Shunravi wrote: »
    AngryNord wrote: »
    Flameheart wrote: »
    olsborg wrote: »
    I think they shoulds remove classes alltogether, then just put everything into skill lines and open it up...

    TES games and its lore is on your side.

    ?????
    http://www.uesp.net/wiki/Arena:Classes
    http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes
    http://www.uesp.net/wiki/Battlespire:Intrinsic_Classes
    http://www.uesp.net/wiki/Morrowind:Classes
    http://www.uesp.net/wiki/Oblivion:Classes

    Yes, lets cite the non-restrictive classes from the single player games. Being non restrictive and all, the certainly existed, but were little more than a leveling guideline. (hi again btw)

    *Looks at classes from arena and daggerfall. Sees things like weapon restrictions and unique traits.

    *looks at Morrowind, Oblivion, and Skyrim, where you could eventually master everything on a single toon, regardless of class
    *looks at TSW, an MMO where a similar system works well and people rarely ask for nerfs
    *looks at sales figures for Morrowind, Oblivion, and Skyrim
    *rests case

    Yes, because how the series gained popularity we should just skip past the first two instalments of the game. I was just saying "non-restrictive" was wrong in the quoted post, unless being restricted to unique to class traits or weapon types based on class is not restrictive.

    Heh...

    Classes didn't stop you from being effective with a given weapon, spell or ability. So I'd say the non-restrictive is correct.

    Also, I would say what made the games popular, without a doubt, is the freedom to build and play your character how you want, NOT the restrictions. I never see people laud praise on the game with "you can only get a +5 bonus to swords with Dunmer! It's awsome!" but I do see a lot of "you can go everywhere, and if you want to learn a new weapon or spell, all you have to do is pick it up and go, it's awesome!"

    Nice try though. The freedom of exploration and ability to tailor your character how you want is what made the ESO games great. At least in my opinion, and from what I've seen the community say.

    Edit: The great storytelling also made the games great; it certainly wasn't the (few and pretty much inconsequential) restrictions
    Edited by Atarax on September 22, 2015 12:47PM
    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
  • BabeestorGor
    BabeestorGor
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    No, more skill lines
    I'm not particularly fond of the classes they came up with but I like the idea of flexible classes w/o a fixed role
    Babeester Gor is the Axe Goddess, the Implacable Anger, the Avenging Daughter and the Earth Guardian.
    Vriddi gra-Yildnarz, Dragonknight and Smith
    Myrvanwe, Sorcerer and Enchanter
    Tsajirra, Nightblade and Clothier
    Vilvyni Indarys, Dragonknight and Woodworker
    Arielle Alouette, Templar and Provisioner
    Fishes in Troubled Waters, Nightblade and Alchemist
    Shanika Some Long Title I'd Change If I Could, Templar and Aspirant Jeweller
    Pippi Longhorn, Nightblade, Ne'er-do-well, and "Tribute" character
    EU PC.
  • CP5
    CP5
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    Atarax wrote: »
    CP5 wrote: »
    Atarax wrote: »
    CP5 wrote: »
    Shunravi wrote: »
    AngryNord wrote: »
    Flameheart wrote: »
    olsborg wrote: »
    I think they shoulds remove classes alltogether, then just put everything into skill lines and open it up...

    TES games and its lore is on your side.

    ?????
    http://www.uesp.net/wiki/Arena:Classes
    http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes
    http://www.uesp.net/wiki/Battlespire:Intrinsic_Classes
    http://www.uesp.net/wiki/Morrowind:Classes
    http://www.uesp.net/wiki/Oblivion:Classes

    Yes, lets cite the non-restrictive classes from the single player games. Being non restrictive and all, the certainly existed, but were little more than a leveling guideline. (hi again btw)

    *Looks at classes from arena and daggerfall. Sees things like weapon restrictions and unique traits.

    *looks at Morrowind, Oblivion, and Skyrim, where you could eventually master everything on a single toon, regardless of class
    *looks at TSW, an MMO where a similar system works well and people rarely ask for nerfs
    *looks at sales figures for Morrowind, Oblivion, and Skyrim
    *rests case

    Yes, because how the series gained popularity we should just skip past the first two instalments of the game. I was just saying "non-restrictive" was wrong in the quoted post, unless being restricted to unique to class traits or weapon types based on class is not restrictive.

    Heh...

    Classes didn't stop you from being effective with a given weapon, spell or ability. So I'd say the non-restrictive is correct.

    Also, I would say what made the games popular, without a doubt, is the freedom to build and play your character how you want, NOT the restrictions. I never see people laud praise on the game with "you can only get a +5 bonus to swords with Dunmer! It's awsome!" but I do see a lot of "you can go everywhere, and if you want to learn a new weapon or spell, all you have to do is pick it up and go, it's awesome!"

    Nice try though. The freedom of exploration and ability to tailor your character how you want is what made the ESO games great. At least in my opinion, and from what I've seen the community say.

    Edit: The great storytelling also made the games great; it certainly wasn't the (few and pretty much inconsequential) restrictions

    All I was saying was that in some of those games there were restrictions added by classes, sorry if being a nit pick and drawing attention to them is that bad of a thing. In arena you could not physically use some weapons/armors on some classes, and in both arena and daggerfall each class had unique traits that could not be gained elsewhere. Sorry for bringing it up, just whenever someone says "everything" I tend to disagree.
  • NewBlacksmurf
    NewBlacksmurf
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    Healer?
    They don't need to add another class but I'd like to see some very minor changes to the rejuv staff spells so that ppl feel they are more viable at healing if not a Templar.

    Minor changes...nothing drastic as the spells are more than useful but as is, nothing "needs" to be changed.
    I believe a minor change would be welcomed.

    Edited by NewBlacksmurf on September 22, 2015 12:57PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Atarax
    Atarax
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    CP5 wrote: »
    Atarax wrote: »
    CP5 wrote: »
    Atarax wrote: »
    CP5 wrote: »
    Shunravi wrote: »
    AngryNord wrote: »
    Flameheart wrote: »
    olsborg wrote: »
    I think they shoulds remove classes alltogether, then just put everything into skill lines and open it up...

    TES games and its lore is on your side.

    ?????
    http://www.uesp.net/wiki/Arena:Classes
    http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes
    http://www.uesp.net/wiki/Battlespire:Intrinsic_Classes
    http://www.uesp.net/wiki/Morrowind:Classes
    http://www.uesp.net/wiki/Oblivion:Classes

    Yes, lets cite the non-restrictive classes from the single player games. Being non restrictive and all, the certainly existed, but were little more than a leveling guideline. (hi again btw)

    *Looks at classes from arena and daggerfall. Sees things like weapon restrictions and unique traits.

    *looks at Morrowind, Oblivion, and Skyrim, where you could eventually master everything on a single toon, regardless of class
    *looks at TSW, an MMO where a similar system works well and people rarely ask for nerfs
    *looks at sales figures for Morrowind, Oblivion, and Skyrim
    *rests case

    Yes, because how the series gained popularity we should just skip past the first two instalments of the game. I was just saying "non-restrictive" was wrong in the quoted post, unless being restricted to unique to class traits or weapon types based on class is not restrictive.

    Heh...

    Classes didn't stop you from being effective with a given weapon, spell or ability. So I'd say the non-restrictive is correct.

    Also, I would say what made the games popular, without a doubt, is the freedom to build and play your character how you want, NOT the restrictions. I never see people laud praise on the game with "you can only get a +5 bonus to swords with Dunmer! It's awsome!" but I do see a lot of "you can go everywhere, and if you want to learn a new weapon or spell, all you have to do is pick it up and go, it's awesome!"

    Nice try though. The freedom of exploration and ability to tailor your character how you want is what made the ESO games great. At least in my opinion, and from what I've seen the community say.

    Edit: The great storytelling also made the games great; it certainly wasn't the (few and pretty much inconsequential) restrictions

    All I was saying was that in some of those games there were restrictions added by classes, sorry if being a nit pick and drawing attention to them is that bad of a thing. In arena you could not physically use some weapons/armors on some classes, and in both arena and daggerfall each class had unique traits that could not be gained elsewhere. Sorry for bringing it up, just whenever someone says "everything" I tend to disagree.

    I'm not saying your bad, I just disagree when people say that prior ESO games had classes so therefore current restrictions are in keeping with the lore. From Morrowind onwards, that simply is not the case, and in my opinion the games have each improved on prior iterations ultimately. We should want the best of them, not the worst.
    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
  • a.skelton92
    a.skelton92
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    They just need to bring a generic 'Warrior' Class out. One that just has skills that involves actually using the weapon on his back. Nothing gimicky. Dragaon knight isnt the "warrior class".. In most games a class like a dragon knight would be an alternative to the pure Barbarian archetype character for those that did not want to just purely smash but wanted that bit extra utility.

    There is many a class that cold be included in the game that fits in with ES lore.. But i won't bother mentioning them purely because I cant be screwed to get into a debate with someone that pulls the whole "wow clone" shite. (because WoW was the first game ever created and all ideas belong to wow).

  • a.skelton92
    a.skelton92
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    Additional classes? NO.

    If anything, I'd want "class morphs", but... no surprise about that, since I keep reposting my ideas about this...
    So I shall just leave this here, once again... ;)

    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
    • Shaman (nature magic, totems, summons; color: green/brown)
    • Crusader (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.
    Perhaps even morph the spell effects to some degree... like, for summoned armor might look daedric on normal sorc, worm cult / lich on necromancer, and ice armor on cryomancer, etc.
    That idea might perhaps take a bit too much coding to be viable though... I'd be happy with pure color shifts.

    ...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 :smirk: ), 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.

    I agree with this guy.

    The ability to morph the base class into a sub class. That way it gives everyone a chance to specialise in a certain aspect of their class that they particularly enjoyed.

    There needs to be a class a nord can play that actually fits in with their magic hating ideals! They hate magic, yet your either teleporting around or flying about the bloody room like a moth as a DK. Just let me use my axe to render said DK's wings from his torso and be done with it.

  • Jitterbug
    Jitterbug
    ✭✭✭✭✭
    ✭✭
    poll is moo

    like a cows opinion
  • Shunravi
    Shunravi
    ✭✭✭✭✭
    ✭✭
    CP5 wrote: »
    Atarax wrote: »
    CP5 wrote: »
    Atarax wrote: »
    CP5 wrote: »
    Shunravi wrote: »
    AngryNord wrote: »
    Flameheart wrote: »
    olsborg wrote: »
    I think they shoulds remove classes alltogether, then just put everything into skill lines and open it up...

    TES games and its lore is on your side.

    ?????
    http://www.uesp.net/wiki/Arena:Classes
    http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes
    http://www.uesp.net/wiki/Battlespire:Intrinsic_Classes
    http://www.uesp.net/wiki/Morrowind:Classes
    http://www.uesp.net/wiki/Oblivion:Classes

    Yes, lets cite the non-restrictive classes from the single player games. Being non restrictive and all, the certainly existed, but were little more than a leveling guideline. (hi again btw)

    *Looks at classes from arena and daggerfall. Sees things like weapon restrictions and unique traits.

    *looks at Morrowind, Oblivion, and Skyrim, where you could eventually master everything on a single toon, regardless of class
    *looks at TSW, an MMO where a similar system works well and people rarely ask for nerfs
    *looks at sales figures for Morrowind, Oblivion, and Skyrim
    *rests case

    Yes, because how the series gained popularity we should just skip past the first two instalments of the game. I was just saying "non-restrictive" was wrong in the quoted post, unless being restricted to unique to class traits or weapon types based on class is not restrictive.

    Heh...

    Classes didn't stop you from being effective with a given weapon, spell or ability. So I'd say the non-restrictive is correct.

    Also, I would say what made the games popular, without a doubt, is the freedom to build and play your character how you want, NOT the restrictions. I never see people laud praise on the game with "you can only get a +5 bonus to swords with Dunmer! It's awsome!" but I do see a lot of "you can go everywhere, and if you want to learn a new weapon or spell, all you have to do is pick it up and go, it's awesome!"

    Nice try though. The freedom of exploration and ability to tailor your character how you want is what made the ESO games great. At least in my opinion, and from what I've seen the community say.

    Edit: The great storytelling also made the games great; it certainly wasn't the (few and pretty much inconsequential) restrictions

    All I was saying was that in some of those games there were restrictions added by classes, sorry if being a nit pick and drawing attention to them is that bad of a thing. In arena you could not physically use some weapons/armors on some classes, and in both arena and daggerfall each class had unique traits that could not be gained elsewhere. Sorry for bringing it up, just whenever someone says "everything" I tend to disagree.

    Well, hey, I agree with you. And you are right. the everything lumping is something to be challenged. And the argument was setup to be challenged like that Because I did not put in the caviat about arena and such even though I am well aware. So let's keep it cool and discuss.

    But to a previous part of this discussion, we ignore those games all the time when it is convenient. Such as the subject of scantily clad/nudity, or these kind of armors; Elder_Scrolls_Arena_Cover.jpg
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • a.skelton92
    a.skelton92
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    Jitterbug wrote: »
    poll is moo

    like a cows opinion

    Not every poll has to have a negative option. He is asking what class people would like to see if they implemented it. Those that don't like the class idea can choose not to comment because this isnt a discussion designed for them.

  • MikeB
    MikeB
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    Healer?
    They still havent done a healer class right. Templar is really the only option if you are serious about healing and even when templar you only spam BoL and throw in other heals for the added benefits it gives your BoL, for regen or to buff your group.
  • Chieve
    Chieve
    ✭✭✭
    Healer?
    Someone pointed out that they would like more skill lines...so I'm still learning the game, but ididn't actually would prefer an extra skill line. I am very happy with my class.

    For healing, the rest of staff doesn't offer much...exclusivity? I guess that's a good...like template have their own exclusive tree for healing along with the rest of tree...the fact that everybody class has access to it and templar have their own annoys me because then people would prefer templar and make people feel like they could have their own special trails. The only thing I can do right now when healing is having my special ready unDer the deadra tree on my sorcerer, to act as a tank and take damage off anyone .

    I think there should at least be four trees,, tank, healing, and a dps tree for magika and a dps tree for stam for each class....I don't think anything more than that is needed...like a magical based tank or stam based healer might be interesting but it's not needed now lol

    Please vote in the console text chat thread so ZoS can see how many people want text chat

    ...and dueling in the dueling thread but personally I want text chat first...
  • Van_0S
    Van_0S
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    Or One Of Each?
    Shunravi wrote: »
    Elder_Scrolls_Arena_Cover.jpg

    That ASS :trollface:

  • Marrtha
    Marrtha
    ✭✭✭✭
    Or One Of Each?
    Any class can perform any role, but a new class wouldn't hurt. Would be fun to see what they could come up with.
    Use @Marrtha when replying!
  • NateAssassin
    NateAssassin
    ✭✭✭✭✭
    Where is the no option?
    AD | Malaya the Mystic ─ VR16 Khajiit Sorc | Shal'ina the Swift ─ VR16 Khajiit NB | Jòhn Cena ─ VR1 Khajiit NB | Priestess Shaari ─ VR1 Temp
  • Van_0S
    Van_0S
    ✭✭✭✭✭
    Or One Of Each?
    Additional classes? NO.

    If anything, I'd want "class morphs", but... no surprise about that, since I keep reposting my ideas about this...
    So I shall just leave this here, once again... ;)

    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
    • Shaman (nature magic, totems, summons; color: green/brown)
    • Crusader (melee support and aura-style buff magic; color: white/gold)
    • Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)

    I personally thing zos should hire you, the way ESO is going is a dead road ( even though it as a lot of potential)
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