TheShadowScout wrote: »New classes... would be troublesome. I for one would much rather have... (yes, you guessed it) some sort of class morphs, as I usually repost when the topic comes up.
So... I'll just leave this here... once more...
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.
SUMMONING @TheShadowScout...
I think he JUST posted his thoughts earlier today.
Edit: Yep... here it is:

Remember that one quest in Shadowfen, where you find a dying priest and later some artifact in a dwelve and bring it and word of the priest demise to a priestess in that pirate town? She rewards you with a "blessing of arkay" that for a while gives you some minor increase to damage resistance vs. undead and daedra...I have said before that I think a good way to handle "worship" is with shrines and blessings. You worship at the shrines and you get a blessing and that blessing wears off after a while and you need to worship again to receive the blessing again. Never before in TES have players been able to "harness" the power of the gods beyond blessings. No reason to start it now.
So, there are probably already some threads about this, but I wasn't sure if I should awaken them or not...
Anyhoo, I feel like I struggle fitting into a class in ESO and came up with some ideas (including a Crown Store provided class-swap for those who aren't happy with their class and don't feel like remaking their character).
Here is my idea:
Class Name: Warlock/Druid/Shaman
Tree 1: Couldn't think of a name, but essentially this tree would call upon animals (not exactly magicka-based summoning, more like animals are flocking to your aid) could include things like buffs (maybe have some birds circling your character) and a couple temporary pets, as well as permanent pets like in Sorcery. Also, there could be some options for healing buffs (maybe calling upon a spriggan). The Ultimate could be a group of ferocious animals (like lions or tigers or bears, oh my) that do lots of damage.
Tree 2: Camouflage
Essentially using nature-like themes to be stealthy. Somewhat like Nightblades but with a few variants (maybe include some stealth-range attacks). Could start with a basic camouflage like shadow cloak, then have some stealth attacks, and maybe a buff. The ultimate could be one really large stealth attack that incorporates nature-esque visuals (leaves, or maybe a few large spiky branches)
Tree 3: Again, couldn't think of a name, but essentially this class would center around nature-based damage. Would potentially be similar to the Aedric Spear tree of the Templar class, many projectiles and such, but again, all nature themed. (maybe some poison branches or spores, something like that).
Also, this class should have a lot of stamina-based abilities. The first tree may be more magicka based since it seems more shaman-y, but the other two should have many stamina based abilities.
Tl;dr, a nature-based class with a lot of stamina-based options.
If you have ideas for a new class, I'd love to hear them!