So, basically Skyrim?
I don't think ESO could handle another major overhaul, and I'm not sure I'd want it to be the same as Skyrim anyway. Don't get me wrong, I like the open approach, but MMOs are kind of structure-based games, and if you could eventually do everything on one character, what would the incentive be for rolling alts? That goes against ZoS' mission of making us sink as much time/money into their game as humanly possible.
So, basically Skyrim?
I don't think ESO could handle another major overhaul, and I'm not sure I'd want it to be the same as Skyrim anyway. Don't get me wrong, I like the open approach, but MMOs are kind of structure-based games, and if you could eventually do everything on one character, what would the incentive be for rolling alts? That goes against ZoS' mission of making us sink as much time/money into their game as humanly possible.
Agreed.
The system OP proposes sounds good, but classes are too ingrained into the current game to straight up remove them.
No go.
So, basically Skyrim?
I don't think ESO could handle another major overhaul, and I'm not sure I'd want it to be the same as Skyrim anyway. Don't get me wrong, I like the open approach, but MMOs are kind of structure-based games, and if you could eventually do everything on one character, what would the incentive be for rolling alts? That goes against ZoS' mission of making us sink as much time/money into their game as humanly possible.
Agreed.
The system OP proposes sounds good, but classes are too ingrained into the current game to straight up remove them.
No go.
Vicente Valtiere, Dark Brotherhood, OblivionSpill some blood for me dear brother
OnyxProphet wrote: »There's a spectrum of intuitive gameplay design, with strict structure and total flexibility on opposite ends. A good game falls somewhere in the middle, and ESO does this rather well.
Your opinion probably stems from experience as you slide towards the "total flexibility" preference, but new players begin at the other end of the spectrum and would face a larger learning curve. Getting players acclimated quickly and enjoyably is the ultimate goal, and set classes do that.
Also, classes provide additional utility for themes, flavor, and lore. Being a Dragon Knight means something in ESO lore, which adds to the experience.
I instead see further expansion ala Guild and Race skill lines. Available to all and explored later in the gaming lifecycle, non-class expansions are the way to go.
Exactly what I want.
I don't mind classes in general, but the ones we have are haphazardly organized.
Instead of 4 magicka based classes, I'd much rather have Warrior, Thief, Mage, and Healer.
no, no, no, nope, please no, no, no. i like the way it is now, if they change it I'm playing a different game
corruptedvalor wrote: »I support the removal of classes and merging things together. To address a couple things brought up in the forum:
- Removing classes wouldn't effect build diversity at all inherently, there would be the about the number of cookie cutter builds. While build diversity is affected by skill balance and choice restriction, what effects it more is role diversity that the game requires of players. People already flock to class cookie cutter builds.
- It's never too late to change a game. Just look at all the drastic changes WoW has done to it's class and talent system, and it's still going strong (even if I personally disagree with all of its changes). It's definitely something that can't be done lightly, which is probably the biggest reason for the possibly indefinite delay on Spell crafting.
I think the current skill list is too restrictive, and there are many builds I'd like to do that are missing key abilities that could easily fit in, with out of class options feeling very generic and uninteresting, especially for magic builds.
corruptedvalor wrote: »I support the removal of classes and merging things together. To address a couple things brought up in the forum:
- Removing classes wouldn't effect build diversity at all inherently, there would be the about the number of cookie cutter builds. While build diversity is affected by skill balance and choice restriction, what effects it more is role diversity that the game requires of players. People already flock to class cookie cutter builds.
- It's never too late to change a game. Just look at all the drastic changes WoW has done to it's class and talent system, and it's still going strong (even if I personally disagree with all of its changes). It's definitely something that can't be done lightly, which is probably the biggest reason for the possibly indefinite delay on Spell crafting.
I think the current skill list is too restrictive, and there are many builds I'd like to do that are missing key abilities that could easily fit in, with out of class options feeling very generic and uninteresting, especially for magic builds.
Here's what would happen. The statistically best skills would be found via theory-crafting and analyzation of testing data. That build would become the meta and other builds would fall behind because they could not compete.
With 4 classes, from a development stand point, there is better control in place to make sure each class has it's own set of weaknesses and strengths. As well as overall thematic elements that add to the feel of each class.
We already see an overlap of many skills being a part of every build because they are better than other options. Take Wall of Elements and Rapid Strikes for example. At least however with classes builds have their own class skills mixed in. Without classes it would just be this is the Tank build, this is the Healer, this is the DPS. At least with classes the are 4 roads to travel. Each with at least mild differences.
Too late is referring to how the players are set and use to one way and a complete upheavel of that would cause more too leave then it would to stay. A game this late in launch would have a great deal of trouble attracting a new playerbase without a complete re-launch.
dodgehopper_ESO wrote: »corruptedvalor wrote: »I support the removal of classes and merging things together. To address a couple things brought up in the forum:
- Removing classes wouldn't effect build diversity at all inherently, there would be the about the number of cookie cutter builds. While build diversity is affected by skill balance and choice restriction, what effects it more is role diversity that the game requires of players. People already flock to class cookie cutter builds.
- It's never too late to change a game. Just look at all the drastic changes WoW has done to it's class and talent system, and it's still going strong (even if I personally disagree with all of its changes). It's definitely something that can't be done lightly, which is probably the biggest reason for the possibly indefinite delay on Spell crafting.
I think the current skill list is too restrictive, and there are many builds I'd like to do that are missing key abilities that could easily fit in, with out of class options feeling very generic and uninteresting, especially for magic builds.
Here's what would happen. The statistically best skills would be found via theory-crafting and analyzation of testing data. That build would become the meta and other builds would fall behind because they could not compete.
With 4 classes, from a development stand point, there is better control in place to make sure each class has it's own set of weaknesses and strengths. As well as overall thematic elements that add to the feel of each class.
We already see an overlap of many skills being a part of every build because they are better than other options. Take Wall of Elements and Rapid Strikes for example. At least however with classes builds have their own class skills mixed in. Without classes it would just be this is the Tank build, this is the Healer, this is the DPS. At least with classes the are 4 roads to travel. Each with at least mild differences.
Too late is referring to how the players are set and use to one way and a complete upheavel of that would cause more too leave then it would to stay. A game this late in launch would have a great deal of trouble attracting a new playerbase without a complete re-launch.
This is why I recommended an introduction of Skill lines (such as the aforementioned Spellcrafting) which could do much to create that diversity people look forward to without completely removing the theme of classes.
shadowwraith666 wrote: »I would like classes to be removed from ESO.
Previously classes in TES served as a template for your chosen character they however did not restrict you, your character could learn as many or as little skills as you saw fit, e.g. i would love to have a sorc char that used DK and templar spell abilities.
ZoS wanted to make ESO feel more like the previous TES games hence the removal of the zone barriers, removing classes would make ESO feel more open and allow more variety of character builds.