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...
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)
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)
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.
Artemisshrikes wrote: »Select Which Type Of Class You Think They Should Add To The Game
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, 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.
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
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.
TheShadowScout wrote: »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), 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.
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.

TheShadowScout wrote: »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)