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Increased Max Level in the Future?

Magnys
Magnys
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First let me state that I looked for the answer to this and could not find it anywhere.

With the upcoming removal of the VR system a few guldies and I were discussing this past weekend if there was any chance that additional levels (50+) will be implemented in this game after the DB DLC and in a future expansion/large DLC? It came down to us not seeing how that would happen with the Champion point system in place now but a few alternatives to additional levels (other than the CPS) were possible and could be explored.

- Change CP to individual character and not account wide. Make additional zone/areas/etc only accessible with a certain CP score (sort of like a gear score). While this would undoubtedly tick a boat load of players off it is actually a viable solution to people who are OP in PvP because of the amount of CP they have compared to others.

- Bring back the VR system with some minor tweaks. I, for one, did not have a problem with the VR system as an advanced leveling system.

- Implement an advanced class system. Sort of like the Prestige System in DnD. (This is one I pray to baby jesus they do in the near future). Instead of levels you gain access to a more advanced/specialized class advancement route. (No, not like CP). You would literally specialize in an advanced class open up different "tree choices" for that specialization. Some examples would be:

1. Nightblade -> Assassin/Bard/Archer
2. Templar -> Monk/Healer/Crusader
3. Dragonknight -> Barbarian/Ranger/Warrior
4. Sorcerer -> Witchhunter/Battlemage/Spellsword

The last option makes the most sense as it can easily fit into the lore of the game and allow an even greater option for the player base to advance.

Thoughts?
To be the man you have to beat the man.
  • MissBizz
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    My guess is that any additional "levels" is just going to be gear based. Right now (PTS) the top "gear level" is 160CP. I could see them increasing that in the future to introduce better/strong gear - rather than introducing more actual character levels.

    As well one could interpret them raising the CP cap as a "level increase".
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • Danksta
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    Why would they bring back VR after it taking so long to figure out how to get rid of them?

    BawKinTackWarDs PS4/NA

  • Valrien
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    Danksta wrote: »
    Why would they bring back VR after it taking so long to figure out how to get rid of them?

    VRs aren't leaving though. Just being replaced.
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • MissBizz
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    Valrien wrote: »
    Danksta wrote: »
    Why would they bring back VR after it taking so long to figure out how to get rid of them?

    VRs aren't leaving though. Just being replaced.

    Per character progression is being replaced by account wide progression. Sure it's a new version of progression but it makes it a whole lot easier to level up alts.
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • wayfarerx
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    Magnys wrote: »
    - Change CP to individual character and not account wide. Make additional zone/areas/etc only accessible with a certain CP score (sort of like a gear score). While this would undoubtedly tick a boat load of players off it is actually a viable solution to people who are OP in PvP because of the amount of CP they have compared to others.

    I can't see them ever doing this, it would be impossible to balance between the people who are past cap and the people who are just starting out in addition to the fact that players would likely riot.
    Magnys wrote: »
    - Bring back the VR system with some minor tweaks. I, for one, did not have a problem with the VR system as an advanced leveling system.

    Again, not happening. They spent two years removing VR, it's not coming back.
    Magnys wrote: »
    - Implement an advanced class system. Sort of like the Prestige System in DnD. (This is one I pray to baby jesus they do in the near future). Instead of levels you gain access to a more advanced/specialized class advancement route. (No, not like CP). You would literally specialize in an advanced class open up different "tree choices" for that specialization.

    This would be kinda cool if it was done correctly. However with the difficulty ZOS has had balancing the classes so far the implementation of this would be a long way off, if ever. I think we'd be much more likely to see spellcrafting in the near term.

    Ultimately we know what they're likely to do for the next year or so WRT increasing "max level." They're going to add cp180 gear (or cp 200 or 250 or w/e), play the gear chase game for a bit while they get some more DLCs out and maybe come around to spellcrafting eventually.
    @wayfarerx - PC / North America / Aldmeri Dominion
  • Danksta
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    Valrien wrote: »
    Danksta wrote: »
    Why would they bring back VR after it taking so long to figure out how to get rid of them?

    VRs aren't leaving though. Just being replaced.

    So there will still be VR? No. Ok, so they ARE leaving and then being replaced by CP.
    BawKinTackWarDs PS4/NA

  • Uriel_Nocturne
    Uriel_Nocturne
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    Magnys wrote: »
    - Change CP to individual character and not account wide. Make additional zone/areas/etc only accessible with a certain CP score (sort of like a gear score). While this would undoubtedly tick a boat load of players off it is actually a viable solution to people who are OP in PvP because of the amount of CP they have compared to others.
    "Tick a boat-load of players off"? No, just a very vocal minority that are the PvP players. Which would humor me greatly I might add.

    They'd actually have to do something to have their Alts at max level? Oh, heavens forbid... lol
    - Bring back the VR system with some minor tweaks. I, for one, did not have a problem with the VR system as an advanced leveling system.
    I rather liked the VR system quite a lot myself. This wouldn't be a negative IMO.

    My personal opinion is that moving to a horizontal progression system like they are with only having CP's, is going to be a detriment to the game. The same kids who were first in line to scream their heads off for removal of the Vet Ranks so they could have eight max-level Alts right now, are going to be the same kids fighting to be first in line to whine about how "now that I have eight max level characters in two days, there's nothing to do, Zeni!!! FIXEZ IT NAU!!!!!!!".

    This change will bring stagnation to ESO as there's nothing higher to shoot for. There's no point to doing any of the other content outside of your home Alliance, because once you hit level 50; boom, max level.

    That's what I see happening anyway.
    - Implement an advanced class system. Sort of like the Prestige System in DnD. (This is one I pray to baby jesus they do in the near future). Instead of levels you gain access to a more advanced/specialized class advancement route. (No, not like CP). You would literally specialize in an advanced class open up different "tree choices" for that specialization. Some examples would be:

    1. Nightblade -> Assassin/Bard/Archer
    2. Templar -> Monk/Healer/Crusader
    3. Dragonknight -> Barbarian/Ranger/Warrior
    4. Sorcerer -> Witchhunter/Battlemage/Spellsword

    The last option makes the most sense as it can easily fit into the lore of the game and allow an even greater option for the player base to advance.

    Thoughts?
    This intrigues me quite a bit. I'd love to see it explored more.


    twitch.tv/vampire_nox
    PAWS (Positively Against Wrip-off Stuff) - Say no to Crown Crates!


  • myrrrorb14_ESO
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    Never say never. But I do not forsee a set of circumstances that would increase actual levels or bringing veteran levels back. They have put too often much effort into removing per character advancement. Cap raises is all we can realistically expect.

    Maybe one day they will impliment something like prestige classes. Or my personal favorite a reincarnation system. But such things would be ridiculously far into the future.
  • Averya_Teira
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    I'd like "advanced" classes like OP suggests.

    Or advanced weapon skill lines with difficult and long chain quests. Like two handed unlocks spears, SnB unlocks quarterstaff, resto staff unlocks healing tomes or whatever, dual wield unlocks flails, etc. Just random thought lol.
  • Gidorick
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    MissBizz wrote: »
    My guess is that any additional "levels" is just going to be gear based. Right now (PTS) the top "gear level" is 160CP. I could see them increasing that in the future to introduce better/strong gear - rather than introducing more actual character levels.

    As well one could interpret them raising the CP cap as a "level increase".

    You're probably right @MissBizz , which saddens me greatly. I absolutely loathe Gear Progression. It is in direct opposition to what classic Fantasy Role playing games should have and is not a mechanic that belongs in an Elder Scrolls title.

    I quit Destiny Because of Gear Progression... I hate to say it, but if ESO goes that route, I'm likely gone. I just do not enjoy those progression systems at all. They have no place here and I will consider the addition of gear progression to ESO to be a spoiling of the game and an adulteration of the TES franchise.

    But that's just me.
    Edited by Gidorick on May 2, 2016 9:10PM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Gidorick
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    Magnys wrote: »
    - Implement an advanced class system. Sort of like the Prestige System in DnD. (This is one I pray to baby jesus they do in the near future). Instead of levels you gain access to a more advanced/specialized class advancement route. (No, not like CP). You would literally specialize in an advanced class open up different "tree choices" for that specialization. Some examples would be:

    1. Nightblade -> Assassin/Bard/Archer
    2. Templar -> Monk/Healer/Crusader
    3. Dragonknight -> Barbarian/Ranger/Warrior
    4. Sorcerer -> Witchhunter/Battlemage/Spellsword

    The last option makes the most sense as it can easily fit into the lore of the game and allow an even greater option for the player base to advance.

    Thoughts?

    This is VERY similar to @TheShadowScout 's suggestion here: http://forums.elderscrollsonline.com/en/discussion/240186/class-morph-idea/p1

    So I am very much "for" the idea.
    I have been positing the basic notion for quite a while now... over and over again... and so I thought it maybe was about time I put some more work into this, make a basic concept and post this for discussion... to show people what I am thinking about when I repost the idea, and maybe get some (hopefully not too negative) feedback...

    Anyways, here it goes (please don't hurt me ;) ):

    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)
    Skills:
    • Backhand Strike (physical strike with offhand for additional disorient, stamina skill)
    - Morph1: Backhand Bash (+ increased physical damage)
    - Morph2: Backhand Slap (+ taunt)
    • Challenge (taunt & target does less damage against all other enemies/duration)
    - Morph1: Intimidating Challenge (target does less damage against everyone)
    - Morph2: Mocking Challenge (+affects nearby targets, max 3)
    • Battle Cry (self-only weapon damage buff)
    - Morph1: War Cry (+ stamina regeneration buff)
    - Morph2: Battle Wail (+ fear AoE for short duration)
    • Endurance (increase physical resistance & health recovery, stamina skill)
    - Morph1: Enduring Rage (+ increased light/heavy attack speed & stamina recovery)
    - Morph2: Enduring Spirit (+ increase spell resistance and cleanse debuff, magica morph)
    • Empowered Shout (cone AoE damage & disorient)
    - Morph1: Thunderous Shout (+knockback)
    - Morph2: Empowered Scream (more channeled damage, disorient when channel ends/interrupts)

    Ultimate: Blood Rage (increase attack damage and good heal/time)
    - Morph1: Blood Frenzy (+ increased movement speed)
    - Morph2: Berzerk Rage (+ increased resistance)

    Passives:
    • Tough-minded: increased spell resistance
    • Arena Champion: reduce cost of gladiator abilities
    • Battle Rage: gain stamina for every enemy killed
    • Painbringer: gain ultimate when damaged

    Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
    Skills:
    • Fireball (basic flame attack, + small burn DoT)
    - Morph1: Explosive Fireball (+ explodes on impact, AoE to nearby targets)
    - Morph2: Burning Fireball (+ higher and longer lasting DoT)
    • Fiery Blasts (two big balls of fire doing random ground AoE; like NPC pyromancers use)
    - Morph1: Fiery Bombardment (3 fireballs)
    - Morph2: Blazing Blasts (bigger AoEs)
    • Flame Shield (damage shield, does low burn damage if struck by melee)
    - Morph1: Inferno Shield (+ burn damage AoE around shield on cast)
    - Morph2: Flame Sanctuary (+ shield strength increases depending on health lost)
    • Fire Rain (channeled AoE, like Scamps use)
    - Morph1: Fire Hail (ticks faster, same damage in less time)
    - Morph2: Burning Rain (bigger AoE)
    • Summon Flame Atronarch (standard red-yellow flames, toggleable)
    - Morph1: Summon Blaze Atronarch (yellow-blue flame, + AoE flame aura)
    - Morph2: Summon Ash Atronarch (smoke-blackish, extra damage resistance)

    Ultimate: Pillar of Flames (AoE flame DoT, centered around caster, + physical resistance)
    - Morph1: Storm of Flames (+ miss chance for attacks against caster)
    - Morph2: Pillar of Conflagration (+ extra burning DoT for enemies after leaving AoE)

    Passives:
    • Flame-Eater: gain flame resistance
    • Heart of Fire: reduce cost of pyromancer abilities
    • Fuel for the Pyre: gain magica for every enemy killed with fire
    • Burning Pain: increase fire attack critical chance

    Warlord (defensive group buffs, AoE standards, color: purple/gold)
    Skills:
    • Command (AoE stamina recharge & recovery buff)
    - Morph1: Empowering Command (+ magica recharge & recovery buff)
    - Morph2: Rallying Command (+ heal & health recovery buff)
    • Standard of Smoke (Enemy miss chance against any target in large area)
    - Morph1: Standard of Mist (+ HoT for every ally in area)
    - Morph2: Standard of Ash (+ burn DoT for any enemy entering/in area)
    • War Banner (increase group movement speed & stamina recovery, toggleable)
    - Morph1: Battle Banner (+ increase group weapon & spell damage)
    - Morph2: Siege Banner (+ increase group armor and spell resistance)
    • Inspire (allies in range gain minor heroism each time you hit an enemy with a standard attack)
    - Morph1: Leadership (+ extended duration for each enemy killed while active)
    - Morph2: Presence (+ increased area of effect range)
    • Standard of Pain (AoE snare and physical DoT while in area, similar to caltrops)
    - Morph1: Standard of Harm (+ bleeding DoT in addition to area damage)
    - Morph2: Standard of Denial (+damage increased by enemy in area)

    Ultimate: Spirit Guard (summon two golden ghost warrior allies to fight by your side)
    - Morph1: Spirit Army (summon four ghost warriors)
    - Morph2: Soul Guard (+ extra power for summoned warriors, purple ghosts)

    Passives:
    • Veteran Commander: reduce cost of warlord abilities for every ally in range
    • Combined Effort: weapon damage increased for every ally in range
    • Strength in Numbers: stamina recovery increased for every ally in range
    • Loyal Guardian: armor increased for every ally in range


    Nightblade

    Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
    Skills:
    • Paralyze (stun for duration)
    - Morph1: Confuse (+ decreased damage after stun ends)
    - Morph2: Debiliate (+ snare after stun ends)
    • Distracting Visions (reduce target damage & give chance to miss with attack / duration)
    - Morph1: Cursed Visions (+ DoT)
    - Morph2: Horrifying Visions (+ chance to freeze in panic for a sec every sec / duration)
    • Fright Strike (ranged attack that ignores some damage resistance)
    - Morph1: Fright Blast (+ AoE damage around target)
    - Morph2: Panic Strike (+ fear effect after hit / short duration)
    • Sanctuary (damage shield, strength dependent on total caster health)
    - Morph1: Shadow Sanctuary (shield strength increased by number of nearby enemies)
    - Morph2: Midnight Sanctuary (enemies who strike shield have a chance to suffer blind effect)
    • Phantasm (summon shadowy melee attack pet, duration)
    - Morph1: Phantasmal Beast (+ extra toughness)
    - Morph2: Phantasmal Wraith (+ extra damage)

    Ultimate: Chaotic World (ground AoE, random effect on those within each sec, fear, stun, blind, etc.)
    - Morph1: Chaotic Trap (+ DoT while in field)
    - Morph2: Chaotic Presence (AoE moves with caster)

    Passives:
    • Illusion Master: reduce illusionist ability costs
    • Fata Morgana: increase illusionist ability duration
    • Perfect Illusion: reduce enemy spell resistance against illusion abilities
    • Chaos Mage: gain ultimate for every illusion ability cast

    Monk (melee support & assorted “martial arts” magic; color: blue/purple)
    Skills:
    • Acrobatic Jump (jump over opponent like rouge NPCs – auto-dodge next enemy melee attack)
    - Morph1: Acrobatic Strike (+ auto light weapon attack while jumping, stamina morph)
    - Morph2: Shadow Jump (+ re-initialize Shadow Barrier)
    • Flash Bomb (AoE centered on caster, blinds enemies in area / duration)
    - Morph1: Smoke Bomb (+ dense blue-black smoke cloud, enemy attacks into have 50% miss)
    - Morph2: Toxic Bomb (+ thin purple smoke cloud, DoT damage for enemies in/entering cloud)
    • Poison Dart (blowpipe dart, slow & poison DoT, stamina)
    - Morph1: Poison Powder (shorter range but cone AoE attack)
    - Morph2: Defiling Dart (+reduces all healing / duration)
    • Power Strike (physical attack that bypasses half enemy armor)
    - Morph1: Power Slash (+ Bleeding DoT / duration; stamina morph)
    - Morph2: Nerve Strike (+ decrease physical damage / duration)
    • Inner Strength (cost magika, gain stamina, martial artist bossfight recovery scream animation!)
    - Morph1: Inner Might (+ also gain health)
    - Morph2: Inner Power (+ gain increased weapon damage / duration)

    Ultimate: Battle Spirit (increased movement speed, dodge chance & stamina regeneration)
    - Morph1: Warrior Spirit (+ increased defense & CC immunity)
    - Morph2: Berserker Spirit (+ health & stamina recovery on damage done)

    Passives:
    • Sweeping Strikes: chance to make an additional second hit to nearby target on light attack
    • Mental Discipline: add spell resistance
    • Lethal Strikes: increase critical rating
    • Combat Reflexes: basic 5/10% dodge chance against melee attacks only

    Ranger (animal summoning and nature magic; color: brown/green)
    Skills:
    • Camouflage (reduce detection radius while sneaking, toggleable)
    - Morph1: Scouts Camouflage (+ increase speed in stealth)
    - Morph2: Snipers Camouflage (+ increase damage from stealth)
    • Wolf Trap (much like the traps some rouge NPCs use, damage & immobilize/duration, stamina)
    - Morph1: Poisoned Trap (+ poison DoT)
    - Morph2: Bear Trap (+ snare after immobilizing ends and increased damage)
    • Poisoned Weapons (add poison damage to attacks for caster and nearby allies, like DK Molten W.)
    - Morph1: Envenomed Weapons (+attacks increase duration)
    - Morph2: Poisoned Armaments (+damage increased against low health targets)
    • Call of the Wild: summons one creature to fight for you, dependent on area)
    - Morph1: Call of the Pack (summon two creatures)
    - Morph2: Call of the Beast (summon strong creature)
    • Campsite (ground AoE, increases resource recovery for all allies in area)
    - Morph1: Warded Campsite (+ increase resistance)
    - Morph2: Trapped Campsite (+ immobilizing traps vs. enemies around perimeter)

    Ultimate: Summon Swarm (AoE centered around target, DoT and spell interrupt / duration)
    - Morph1: Summon Hive (+ duration)
    - Morph2: Poisonous Swarm (+ extra poison DoT after swarm ends)

    Passives:
    • Woodrunner: add running speed
    • Animal Mastery: add HP & damage to summoned creature(s)
    • Tracker: increase detection range vs. other stealth
    • Master Hunter: bonus damage against beasts (including werewolves!)


    Sorceror

    Cryomancer (ice magic, color: white/clear - NPC cryomancer)
    Skills:
    • Frost Touch (DoT & slow, like Ghosts use but faster cast)
    - Morph1: Freezing Touch (+ freeze / duration, then normal effect)
    - Morph2: Frost Throw (extended range, iceicle throw animation)
    • Ice Wall (like the NPCs use, blocks/intercepts ranged attacks)
    - Morph1: Frost Wall (+ cold aura around wall, doing DoT to any enemies nearby)
    - Morph2: Ice Fortress (+ wall also adds to physical resistance while staying nearby)
    • Icy Weapons (add cold damage to attacks for caster and nearby allies, like DK Molten W.)
    - Morph1: Freezing Weapons (+attacks increase duration)
    - Morph2: Icy Armaments (+damage increased against low health targets)
    • Winters Breath (fan shaped area frost attack, like DK fire breath, but ice)
    - Morph1: Freezing Breath (+ lower weapon damage on hit / duration)
    - Morph2: Winters Wind (+ minor pushback)
    • Ice Spikes (random four AoE slow & DoT spots around caster, like the frost atronatrch)
    - Morph1: Ice Pillar (one spike with larger AoE, freeze chance if hit by ice in AoE, like ice ogres)
    - Morph2: Ice Cage (like warmages use, icy ring around caster, high DoT when stepping on it)

    Ultimate: Summon Ice Wraith (strong version, duration)
    - Morph1: Summon Winter Wraith (+ cold AoE aura on wraith)
    - Morph2: Summon Frost Atronarch (big, strong, cold and nasty)

    Passives:
    • Winters Grasp: adds additional weak slow or snare effect to all cold attacks
    • Cold Blooded: increases cold damage resistance
    • Chilled to the Bone: frost attacks ignore some spell resistance
    • Frozen Word: increases all cold damage

    Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
    Skills:
    • Spectral Grasp (area snare, dodgeable, like lich)
    - Morph1: Spectral Hold (+immobilize, then snare, like NPC necromancers)
    - Morph2: Cursed Grasp (+ DoT, like undead death curse)
    • Raise Undead (summon one skeleton, duration)
    - Morph1: Raise Corpse (summon zombie, +special attacks – punch, vomit)
    - Morph2: Army of Undead (summon 3 weak skeletons)
    • Drain Strength (channeled, interruptable, do damage, gain magica)
    - Morph1: Drain Life (+ also gain health)
    - Morph2: Drain Power (+ reduce target spell damage for duration)
    • Animate Dead (summon stronger undead, Draugr/Ra-netu, duration)
    - Morph1: Animate Flesh (summon Flesh Atronarch)
    - Morph2: Animate Bones (Summon Bone Colossus)
    • Spirit Blast (like Mannimarco but smaller, two-tier AoE strike)
    - Morph1: Spirit Bombardment (+area, Mannimarco sized)
    - Morph2: Soul Blast (ignores some spell resistance)

    Ultimate: Soul Cage (like the Lich spell, but with extra damage in spell area)
    - Morph1: Soul Prison (+duration)
    - Morph2: Etheral Cage (+area)

    Passives:
    • Gravesinger: undead pets get extra damage resistance/HP
    • Necropotence: gain extra magica when necromancer pets are active
    • Soul Render: do bonus damage against enemies affected by necromancer abilities
    • Death Feeder: any time an enemy dies within 20 meters, gain health & magica

    Spellsword (melee support & buff magic; color: yellow/orange – golden lightning!)
    Skills:
    • Force Bolt (magic projectile, does damage and minor breach)
    - Morph1: Force Blast (+ AoE damage around target)
    - Morph2: Curse Bolt (+ snare)
    • Lightning Blades (adds lightning damage to caster and nearby allies, like DK molten W.)
    - Morph1: Shocking Blades (+attacks increase duration)
    - Morph2: Lightning Armaments (+damage increased against low health targets)
    • Lightning Charge (gap closer and shock damage on strike)
    - Morph1: Blitz Charge (+ AoE shock damage around target on charge attack)
    - Morph2: Lightning Steps (+ increased movement speed after charge)
    • Thunderstrike (fan lightning attack, like NPC thundermaul but faster)
    - Morph1: Thundershock (+ snare)
    - Morph2: Stormstrike (+ knockback)
    • Mystic Protection (all direct-target ranged attacks have miss chance / duration)
    - Morph1: Mystic Shield (+ increased physical resistance)
    - Morph2: Etheric Protection (miss chance doubled)

    Ultimate: Thunderbolt (high damage singe file AoE shock strike hitting all targets in its path)
    - Morph1: Dire Thunderbolt (does extra damage to targets affected by elemental effects)
    - Morph2: Chain Thunderbolt (wider AoE path allowing for more targets struck)

    Passives:
    • Battlemage: spellsword abilities cost less to use
    • Combat Meditation: heavy melee attacks also restore magica at 20/50% rate
    • Energizer: casting a spellsword ability restores stamina
    • Martial Arcane: heavy melee hits will empower your next magica attack


    Templar

    Shaman (nature magic, totems, summons; color: green/brown)
    Skills:
    • Coiled Lash (spectral ranged attack, like NPC shamans use)
    - Morph1: Spirit Lash (+ ignores some defense)
    - Morph2: Coiled Blast (AoE explosion on hit, doing damage to nearby enemies)
    • Grasping Vines (like the Strangler AoE attack, AoE damage and snare while in area)
    - Morph1: Thorny Vines (+ snare/duration after leaving area)
    - Morph2: Grasping Roots (increased area)
    • Pollen Cloud (like the Lurchers use, AoE damage)
    - Morph1: Poisonous Pollen (+ extra poison DoT)
    - Morph2: Irritating Pollen (+ reduced damage / duration)
    • Protective Totem (like NPC Shamans use; +resistance AoE, but stun if totem destroyed)
    - Morph1: Fortified Totem (no stun if totem destroyed)
    - Morph2: Vengeful Totem (DoT for enemies within totem area)
    • Floral Blast (cone AoE damage, like the Spriggans use, but stronger)
    - Morph1: Toxic Blast (+ DoT)
    - Morph2: Floral Gust (+ minor knockback)

    Ultimate: Call on Nature (summon strong Nature Lurcher, like in that Greenshade quest)
    - Morph1: Call on Spring (summon strong Rain Lurcher, self-healing)
    - Morph2: Call on Summer (summon strong Fire Lurcher, flame AoE damage aura)

    Passives:
    • Naturalist: resistance to poison and disease
    • Wilderness Totem: increase spell damage while in totem area
    • Deep Roots: increase shaman ability durations
    • Nature’s Blessing: gain ultimate every time activating a shaman ability

    Crusader (melee support and aura-style buff magic; color: white/gold – holy light)
    Skills:
    • Divine Blessing (damage & spell resistance buff to self and nearby allies)
    - Morph1: Divine Protection (+ small chance for enemy spells to reflect)
    - Morph2: Holy Blessing (+ duration refresh chance at suffering damage)
    • Crusader Aura (caster AoE aura, weapon damage buff for all allies in aura range)
    - Morph1: Fanatic Aura (+ magica & stamina regeneration boost)
    - Morph2: Paladin Aura (+ HP regeneration & healing received boost)
    • Sanctified Ground (ground AoE, allies increase all resource regeneration in area)
    - Morph1: Sanctified Soil (increased area)
    - Morph2: Holy Ground (+undead and daedra take DoT in area)
    • Blessed Weapons (add magic damage to attacks for caster and nearby allies, like DK Molten W.)
    - Morph1: Sanctified Weapons (+attacks increase duration)
    - Morph2: Blessed Armaments (+damage increased against low health targets)
    • Divine Light (DoT magic damage AoE aura around caster, + enemy miss chance in aura)
    - Morph1: Holy Light (+ extra damage vs. undead & daedra)
    - Morph2: Divine Flare (+ miss chance persists / duration after leaving aura)

    Ultimate: Divine Wrath (Pillar of Divine Flames, high single-target DoT & snare)
    - Morph1: Holy Wrath (extra damage against undead and daedra)
    - Morph2: Divine Punishment (less initial damage, but AoE explosion & knockdown when DoT ends)

    Passives:
    • Divine Favor: reduce crusader ability costs
    • Enduring Faith: increase crusader ability duration
    • Holy War: increase critical strike chance
    • Judgement: casting a crusader ability restores stamina

    Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)
    Skills:
    • Spirit Shackles (immobilize and magica drain, broken by any other damage)
    - Morph1: Spirit Chains (+ snare after shackles broken/end)
    - Morph2: Soul Shackles (+ magica DoT after shackles broken/end)
    • Purge Curse (removes all harmful effects from target, DoTs, debuffs, etc…)
    - Morph1: Deny Curse (+ gives immunity to harmful magic effects / duration)
    - Morph2: Purge Magic (+ also removes beneficial effects, shields, buffs, pets, etc…)
    • Spell Shield (increases spell resistance)
    - Morph1: Mystic Shield (+ added physical resistance)
    - Morph2: Spell Mirror (+ reflects first spell cast back on caster)
    • Chant of Silence (prevents spellcasting for a short duration)
    - Morph1: Stroke of Silence (+ damage if cast at spellcasting target)
    - Morph2: Chant of Muteness (+ stuns if cast at spellcasting target)
    • Magebane (damage after duration depending on target magica use while effect active)
    - Morph1: Empowered Magebane (+extra base damage irregardless of magica use)
    - Morph2: Overcharged Magebane (damage dealt as AoE explosion)

    Ultimate: Negate Magic (yes, -exactly- the one the sorcerors have too, just color-shifted)
    - Morph1: Suppression Field (as sorceror)
    - Morph2: Absorption Field (as sorceror)

    Passives:
    • Spiritual Fortitude: add spell resistance
    • Inquisitor: reduce cost for witch-hunter abilities
    • Fervor: gain magicka every time damaged by a spell
    • Injunction: increase witch-hunter abilities duration


    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...
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Pirsius
    Pirsius
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    I, personally, do not understand those that are upset over the new CP-system and would rather have the VR-system.

    Outside of account-wide progression, instead of individual character progression, there is no difference between the VR ranking system and the new CP system. All ZOS did, was change the wording and have each 'level' increment by 10 rather than 1.

    So, VR16 gear will now be called CP160 and require you to have 160 CP. Mobs and bosses than were V16 will now be CP160. There are no fundamental changes when it comes to the gear/mobs. However, the gap in gear-'levels' is now a little wider amongst players (CP140 and CP149 players wear same gear), but that isn't something new. There are plenty of people in the live game, even non-V16 players, that are the same level yet have different CP. This is just window-dressing the current system, in order to provide more long-term options.

    With DB, they are keeping the 501 CP cap, but they said that they wanted to make sure the VR-to-CP transition worked before the increase the cap. Which should hold true to future gear. I do not doubt seeing the CP cap raising and CP180 gear released before the end of the year.
  • GeorgeBlack
    GeorgeBlack
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    I agree with advanced classes. That is meaningful new features. Not stupid passives and CP cap increase
  • Elsonso
    Elsonso
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    Back on the subject of leveling, the thought used to be that Champion Points would be horizontal progression. This would make it easy to increase above 50. Instead they are just disconnected from the main leveling, in a way that Veteran Ranks were not. Still, yes, I do expect levels beyond 50, now that 50 is the confirmed level cap, and not VR16.

    I think exciting things are in store. I just wish I could trust ZOS to not fumble the ball.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • Gidorick
    Gidorick
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    Back on the subject of leveling, the thought used to be that Champion Points would be horizontal progression. This would make it easy to increase above 50. Instead they are just disconnected from the main leveling, in a way that Veteran Ranks were not. Still, yes, I do expect levels beyond 50, now that 50 is the confirmed level cap, and not VR16.

    I think exciting things are in store. I just wish I could trust ZOS to not fumble the ball.

    I completely agree @lordrichter ... Just because we have CP level cap and things like gear are being tied to CP doesn't mean that at some point in the future we won't have some system where we need level + CP... so Level 50 CP 160 is the max... maybe at some point level 51 CP 170 will be the max gear level.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • TheShadowScout
    TheShadowScout
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    Magnys wrote: »
    - Change CP to individual character and not account wide...
    - Bring back the VR system with some minor tweaks...
    That ship has sailed and sunk a while back when they made the decision. So, not going to happen, and thus a waste of effort to spend thoughts on it... they decided against those.
    I agree with the CP system. Account wide alternate advancement progression is a nifty thing for those who like alts... who in other games are often feeling penalized, having to spend way more effort to get each of their characters to a viable point then those who can concentrate on merely one.
    I am not so sure about the VR thing... I can see how the people hated the "VR grind", personally I always found it enjoyable enough... but hey, noone is stopping me from taking ALL my characters through cadwells anyhow, so... I won't cry any tears after them, since nothing will really change for me and my playing. Well, except that all characters will suddenly be able to use the best gear as soon as they hit 50 (which all mine have, but with the new character slots coming... I know myself, I will make more... ;) ).
    Magnys wrote: »
    - Implement an advanced class system...
    As @Gidorick kindly mentioned, I have been saying something like that for a while now! ;)
    And my class morph idea has the advantage that it can be refitted independent of the system.
    More new skill lines of other flavors would also be a good thing... new weapons skills for example. Or more guilds... bardic guild, scholars guild... or religious stuff...

    The point is, new skill lines would make things more interesting, by allowing for more combinations, new builds to try out, and way more time spent on learning, morphing and maxing those new skill lines then hunting after a few more levels... way more enjoyable time too, as having a shiny new skill is more of an "I got better!" experience then just seeing the level numbers pop from 50 to 55 for example...

    Personally, I am not sure if we will ever see levels 51+ - I kinda liked the idea of "mainstory: levels 1-50, post-mainstory: veteran ranks/champion points" - they might stick to that, and instead run with the champion system entirely. Which also could always be expanded at some point in the future by adding sub-stars for more points to spend CP at... (hopefully with choices involved too... extra specialization kind of stuff)

    But as said... I would adore them adding new skill lines! That is the way the game should be expanded in my opinion - give people more choices, way more choices. Especially those where they have to make -actual- choices, as in "pick one option" - one of the reasons I favor my class morph idea, or a religious passive line notion... I like things where you have to pick one option instead of going for "candoitall"...
  • Lord_Eomer
    Lord_Eomer
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    VR system should never brng back unless it will be expanded further.

    With current VR systems means No more character progress and developers can not focus on two developments system.

    VR removal is a right choice and CP should be individual character wide instad of account wide.

    There are much more improvements required I.e. Economy Trade which is poor using guilds, items are harder to find.

    And most wanted sets you can not trade I.e. monster sets etc.

    Also this bound on equip/pickup should be removed from most of items. Should be limited Certain items..
    Edited by Lord_Eomer on May 3, 2016 8:33AM
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