orangeberry4 wrote: »classes are not meaningless at all!! what's wrong with adding new classes with different skills, the 4 class getting played out. they could add new weapon types too as well, like pole arms, staffs, and crossbow. they plan on taking vet ranks away and CP will go to all characters and alts so it will be easy to level new characters.
I would love to play an elementalist class that's uses wind, water and earth or druid type that use trees with vines and flowers. ohh and don't forget the necromancy class as well mix of illusionary magic skills.
Resipsa131 wrote: »We will probably be getting guild skill lines once Thieves Guild and Dark Brotherhood are released.
TheShadowScout wrote: »The veteran posters here know what is coming now...
New classes would be vexing for the older players which have already filled their alt quota, and spend the last year levelling them... so I can't really consider it a good idea (unless they also add a class change option, which would be another can of worms...)
However, if they made some option to expand the existing classes by building whats there... that I often post and repost about, and shall do so once again, now:
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 – which incidentally would also give people the whole of cadwells gold to focus on making this new skill line… (a "reward" for finishing cadwells gold might be some alliance change quest, but that is another topic, to be discussed elsewhere…)
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 – golden lightning!)
Templar
• Shaman (nature magic, totems, summons; color: green/brown)
• Crusader (melee support and aura-style buff magic; color: white/gold – holy light)
• 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; crusader is for stamina templars as the class name has been appearing in TES games before, despite tamrielic religions having less a focus on "cross" then where the name originated, 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...
And for those naysayers... yes, it would rquire some balancing, and yes it likely will include some things they later need to fix/buff/nerf, like the classes we have and have seen fixed, buffed and nerfed over the last year and half.
So?
In my opinion, new stuff is vital to keep peoples attention, moreso then fiddling with old stuff until its "just perfect" (hint - it will never ever be perfect, at best it will get "close enough", though I agree we aren't quite there yet). But when the "fix the stuff we have first" thoughts strange all imagination of what -could- be added at some time, the game would die for lack of fun and lack of new experiences.
Of course, I would also see a lot other stuff, new weapon lines and new guilds (TG and DB is coming, but... bardic guild!), but those are other discussions.
TheShadowScout wrote: »The veteran posters here know what is coming now...
New classes would be vexing for the older players which have already filled their alt quota, and spend the last year levelling them... so I can't really consider it a good idea (unless they also add a class change option, which would be another can of worms...)
However, if they made some option to expand the existing classes by building whats there... that I often post and repost about, and shall do so once again, now:
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 – which incidentally would also give people the whole of cadwells gold to focus on making this new skill line… (a "reward" for finishing cadwells gold might be some alliance change quest, but that is another topic, to be discussed elsewhere…)
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 – golden lightning!)
Templar
• Shaman (nature magic, totems, summons; color: green/brown)
• Crusader (melee support and aura-style buff magic; color: white/gold – holy light)
• 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; crusader is for stamina templars as the class name has been appearing in TES games before, despite tamrielic religions having less a focus on "cross" then where the name originated, 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...
And for those naysayers... yes, it would rquire some balancing, and yes it likely will include some things they later need to fix/buff/nerf, like the classes we have and have seen fixed, buffed and nerfed over the last year and half.
So?
In my opinion, new stuff is vital to keep peoples attention, moreso then fiddling with old stuff until its "just perfect" (hint - it will never ever be perfect, at best it will get "close enough", though I agree we aren't quite there yet). But when the "fix the stuff we have first" thoughts strange all imagination of what -could- be added at some time, the game would die for lack of fun and lack of new experiences.
Of course, I would also see a lot other stuff, new weapon lines and new guilds (TG and DB is coming, but... bardic guild!), but those are other discussions.
Didn't they do this in warcraft? Funnel people into very defined playtstyles? Pretty sure it peed a lot of people off
Krainor1974 wrote: »I would like a Hunter who can capture and train limited amount of lore friendly creatures as
mounts and maybe pets as well.
A summoner who can summon several
creatures like wolves , bears.
Lightninvash wrote: »TheShadowScout wrote: »The veteran posters here know what is coming now...
New classes would be vexing for the older players which have already filled their alt quota, and spend the last year levelling them... so I can't really consider it a good idea (unless they also add a class change option, which would be another can of worms...)
However, if they made some option to expand the existing classes by building whats there... that I often post and repost about, and shall do so once again, now:
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 – which incidentally would also give people the whole of cadwells gold to focus on making this new skill line… (a "reward" for finishing cadwells gold might be some alliance change quest, but that is another topic, to be discussed elsewhere…)
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 – golden lightning!)
Templar
• Shaman (nature magic, totems, summons; color: green/brown)
• Crusader (melee support and aura-style buff magic; color: white/gold – holy light)
• 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; crusader is for stamina templars as the class name has been appearing in TES games before, despite tamrielic religions having less a focus on "cross" then where the name originated, 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...
And for those naysayers... yes, it would rquire some balancing, and yes it likely will include some things they later need to fix/buff/nerf, like the classes we have and have seen fixed, buffed and nerfed over the last year and half.
So?
In my opinion, new stuff is vital to keep peoples attention, moreso then fiddling with old stuff until its "just perfect" (hint - it will never ever be perfect, at best it will get "close enough", though I agree we aren't quite there yet). But when the "fix the stuff we have first" thoughts strange all imagination of what -could- be added at some time, the game would die for lack of fun and lack of new experiences.
Of course, I would also see a lot other stuff, new weapon lines and new guilds (TG and DB is coming, but... bardic guild!), but those are other discussions.
Didn't they do this in warcraft? Funnel people into very defined playtstyles? Pretty sure it peed a lot of people off
well even if ppl got mad in warframe they play cus its free haha. still rbest option is cut the classes and let us choose our skill trees.