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New Classes you would like added to game

Krainor1974
Krainor1974
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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.
Edited by Krainor1974 on December 9, 2015 3:05PM
  • Starshadw
    Starshadw
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    Since ZOS has rendered classes almost meaningless, I don't see any reason to add more of them.
  • orangeberry4
    orangeberry4
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    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.
  • Lightninvash
    Lightninvash
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    id rather like the ability to pick my three skill trees from the other classes and have that be my custom class
  • Brrrofski
    Brrrofski
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    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.

    They can't balance 4 classes and 6 weapons. No need for any more that they can't balance
    Edited by Brrrofski on December 9, 2015 4:02PM
  • khele23eb17_ESO
    khele23eb17_ESO
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    I wouldnt mind some new classes (necro, bard, etc.) Id also like to see more effective build options from the current ones. But that would require some serious balancing.
    Edited by khele23eb17_ESO on December 9, 2015 4:13PM
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • makeyurself
    makeyurself
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    I would like to see a more elemental/nature magic-based class. Guess if we ever see spell crafting come to life it will compensate.
    Xbox NA:
    • Soren Hawkheart- Breton Spellsword (DC) Sorcerer
    • Kaenan- Imperial Paladin (EP) Templar
    • Revan- Dunmer Vampire Inferno Mage (EP) Dragonknight
    • Faerandil- Altmer Sage (AD) Templar
    • Aureyna- Altmer Arcane Warrior (AD) Sorcerer
    • Aurthalion- Altme Battle Mage (AD) Sorcerer
    • Dahlek- Argonian Shadowmage/Shadowscale (AD) Nightblade
    • Callion- Breton Thief & Assassin (AD) Nightblade
    • Eldaran- Lore-breaking half-elf Elementalist, not of Nirn (DC) Dragonknight
    • Quenandir- Altmer Ranger (AD) Nighblade
    • Saelif- Breton/Altmer MG Adept (AD) Templar

  • Divinius
    Divinius
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    Starshadw wrote: »
    Since ZOS has rendered classes almost meaningless, I don't see any reason to add more of them.
    This.
    Brrrofski wrote: »
    They can't balance 4 classes and 6 weapons. No need for any more that they can't balance
    And this.

  • Resipsa131
    Resipsa131
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    We will probably be getting guild skill lines once Thieves Guild and Dark Brotherhood are released.
  • Rook_Master
    Rook_Master
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    Resipsa131 wrote: »
    We will probably be getting guild skill lines once Thieves Guild and Dark Brotherhood are released.

    Yeah, that's exactly what we need, more mandatory passiveskills like the huge sneak cost reduction passive in the Legerdemain line. LOL you wanted to roleplay a good character and still have competitive sneak in PvP?
  • Tomato
    Tomato
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    None... They need to fix the current ones
  • TheShadowScout
    TheShadowScout
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    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 :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...

    The skills itself are also just rough concepts - some I am quite happy with, others I feel might benefit from more thought and ideas… but it's a start I suppose, a proof of concept kind of notion, something like that… with ample room for refinement and reworking.
    (also note that many of those I "borrowed" from existing mobs without knowing the actual in-game name of the abilities, just by remembering what I could from the time some mob used them unsuccessfully against one of my characters, so please, don't get too hung up on the names I used here, all right? ;) )

    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.


    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.
  • NewBlacksmurf
    NewBlacksmurf
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    I'd not like to see any new classes BUT when spell crafting comes, I'd like to see possibilities:

    -Similar abilities to an existing class skill (but not so much to reduce the effectiveness of a player in that class)
    -creation of a one time use scroll or skill that has a very long cool down but is crafted in some way.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Brrrofski
    Brrrofski
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    ✭✭✭✭
    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 :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...

    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
    Edited by Brrrofski on December 9, 2015 4:44PM
  • zornyan
    zornyan
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    No no no, they need to balance the current classes not add more.

    Besides the "play like you want " is more like

    "If you want to play in pvp either be a glass cannon nb ganker or a shield stacking sorc "

    "To play a templar in pvp become a heal bot"
  • Asherons_Call
    Asherons_Call
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    Beastmaster or animal trainer would be a viable new class that would allow people who prefer solo play. Summoner pets are ok but are very fragile. The ability to capture, tame, and train world mobs would add an exciting aspect to the game
  • Lightninvash
    Lightninvash
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    Brrrofski 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 :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...

    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 say best option is cut the classes and let us choose our skill trees.
  • UltimaJoe777
    UltimaJoe777
    ✭✭✭✭✭
    ✭✭✭
    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.

    Summoners work with monsters from different plains of reality. What you're thinking of is a Tamer sort of character. However, I would not get my hopes up on new classes being added as Zenimax verified in the last Live that class changing will never happen and that right there hints at no new classes because existing characters would not be able to change to any new classes. New Skill Lines in general however... Not impossible ;)
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • KiritoUD
    KiritoUD
    nah there should be a skill that when you kill a beast type you get a chance to tame that beast like the first level is
      (1).25% (2).50% (3).75% (4)1%
    Guild=Brotherhood of Merchants
    Gamertag=Kirito UD
  • KiritoUD
    KiritoUD
    Brrrofski 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 :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...

    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.

    ya that does sound better
    Guild=Brotherhood of Merchants
    Gamertag=Kirito UD
  • Shadesofkin
    Shadesofkin
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    None, just introduce skill lines.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • TheBull
    TheBull
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    Any... not one at a time either.
  • DUTCH_REAPER
    DUTCH_REAPER
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    I have some V16s I would change over to another class with a quickness if they make that available in crown store. And if it was a new class like a necromancer or Death Warlock I would do it with a quickness. I'd pay cash with a quickness.
  • Tryxus
    Tryxus
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    Warden

    'nuff said
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • NBrookus
    NBrookus
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    I'd rather see NO classes... just skill lines.
  • Asherons_Call
    Asherons_Call
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    NBrookus wrote: »
    I'd rather see NO classes... just skill lines.

    This is far too revolutionary of an idea! It must be quelled!

    Just kidding, AC was set up like this and it is the best MMO of all time
  • Lirkin
    Lirkin
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    If they add more classes they need to add more character slots.
  • Spacemonkey
    Spacemonkey
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    I'd rather see plenty more classes and harder PvP rules.

    What's wrong with 'loadout' type stats in PvP? If competition is what we are looking for, thats the way to go really. Enough of this lvling nonsense to make things 'fair'. As long as you keep character progression in PvP, it will never be 'fair'.
    If not, I don't see how more classes or 'mandatory' skill lines makes it less 'fair' than it already is.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    This has been argued since day 1 and the same reasons keep ending it. Why should ZOS add new classes when the 4 that are already in game are broken, under powered, over powered, imbalanced and so on. Adding more classes will not fix anything just cause more problems for the balancing team.

    Just cause you want doesn't mean they should add.
  • Sausage
    Sausage
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    Im thinking Monk. New weapons, Staff and Fist Weapons. Fist weapons has shortest range but something to compensate that, maybe very high dmg but no blocking. Class is based on Regeneration. First skill tree, Regeneration of Health (tank) Second skill tree, Regeneration of Magicka (heal/dps) Third skill tree, Regeneration of Stamina. (dps).

    I think they should at least add 4 new weapon skills to the game before new classes. Long reach melee weapons, Short range melee weapons, medium range bows, at least.
    Edited by Sausage on December 9, 2015 6:18PM
  • Zorrashi
    Zorrashi
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    I am against adding more classes, but more skill lines? I'd actually like it if there more skill lines instead.
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