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peoples thoughts on adding daedra races as playable choices

  • roigseguib16_ESO
    roigseguib16_ESO
    ✭✭✭
    AzuraKin wrote: »
    Delta1038 wrote: »
    AzuraKin wrote: »
    Delta1038 wrote: »
    Delta1038 wrote: »
    Not a good idea, wouldn't fit with the stories or lore very well.

    Like one tamriel is fitting : ending doing quests when you kill your own faction soldiers to help your actual enemies : this is fitting for you ?

    Or running around in a skeletton, a daedra or a ghost skin, this is fitting ?

    Becoming a werewolf or a vampire and using your powers before everyone, this is fitting ?

    Please get real : this is a commercial mmo and there are many inconsistancies everywhere.

    I don't entirely disagree but I suppose my point is the skin thing is cosmetic. The werewolf/vampire thing does fit in the lore as players have been able to be those things in previous TES games and still make sense. I don't like the One Tamreil thing much myself either, I like being able to go to the other regions and do quests for like random people but I personally avoid the 'main' quests of those alliances for exactly those reasons. I guess overall I just don't want them to go further down the rabbit hole with adding races that would make even less sense in terms of gameplay then the already dumb things done.

    actually its not really. see it dont make sense for the hero of the single player games to be a daedra, but this is not the single player games. you are not THE HERO. thus there is no reason why someone couldnt play a deadric race. also in essence you do play a daedric race in es 4 oblivion shivering isles dlc. as the quest reward you become a daedric prince.

    That is a reward that was never really flushed out and did not affect your character in any meaningful way within the game, it was a title and a derpy outfit. At it wouldn't fit considering the context of the lore or the story as daedra do not have the same interaction with mundus as mortals. Doing quests for them as any of the other races makes sense but being one would not fit into Elder Scrolls lore, single player or otherwise and while this is an MMO the story of the game unfolds like a single player intentionally. The only work around for that would be to purposely make a game with a core intention of it being from a daedra perspective.

    actually it is not unusual for summoners to have daedric servants, and is not unheard of of daedra interacting with nirn. most destructive daedric interactions are either servants of one of the 4 houses of troubles or rogue low intelligence daedra. remember not all the daedric princes nor thier servants or even independent daedra desire nirn's destruction. the daedra are capricious nature, much similar to the idea of the summer/winter courts of the faeries.
    Delta1038 wrote: »
    Delta1038 wrote: »
    I don't entirely disagree but I suppose my point is the skin thing is cosmetic. The werewolf/vampire thing does fit in the lore as players have been able to be those things in previous TES games and still make sense. I don't like the One Tamreil thing much myself either, I like being able to go to the other regions and do quests for like random people but I personally avoid the 'main' quests of those alliances for exactly those reasons. I guess overall I just don't want them to go further down the rabbit hole with adding races that would make even less sense in terms of gameplay then the already dumb things done.

    I'm pretty sure being a werewolf or a vampire in elder scrolls have always come with major constraints : like unable to play by day or not being able to speak with sellers as a vampire and so on, which are totally lacking in ESO for obvious gameplay purpose.

    Usually players were becoming vampire to have fun, due to major gain in power, thus to be able to completely eradicate everybody in a town, beginning with guards, and steal everything needed.

    Oh completely agree, I wish there was some actual negative aspects of those powers. Admittedly I know very little about how either function in ESO as I don't care for playing those types. Seeing as how it is an MMO with a specific focus on story seen through a single player view, I am grudgingly willing to look past it but think it needs to be better implemented.

    vampirism and ww's have negatives in the game. vampires take more fire damage, and ww's take more damage i believe disease.

    Poison I think, I might be wrong!
    Xavier Louis - Redguard Templar
    Xavier Luis - Redguard Sorcerer
    Xavier Löuis - Dunmer Dragonknight
    Xavier Louïs - Dunmer Dragonknight
    Xavier Louïs - Argonian Templar
    Legendary Xavi - Altmer Sorcerer
    War Chief Sosio - Orc Warden

    Former Guild Master of Fuego
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    AzuraKin wrote: »
    Delta1038 wrote: »
    AzuraKin wrote: »
    Delta1038 wrote: »
    Delta1038 wrote: »
    Not a good idea, wouldn't fit with the stories or lore very well.

    Like one tamriel is fitting : ending doing quests when you kill your own faction soldiers to help your actual enemies : this is fitting for you ?

    Or running around in a skeletton, a daedra or a ghost skin, this is fitting ?

    Becoming a werewolf or a vampire and using your powers before everyone, this is fitting ?

    Please get real : this is a commercial mmo and there are many inconsistancies everywhere.

    I don't entirely disagree but I suppose my point is the skin thing is cosmetic. The werewolf/vampire thing does fit in the lore as players have been able to be those things in previous TES games and still make sense. I don't like the One Tamreil thing much myself either, I like being able to go to the other regions and do quests for like random people but I personally avoid the 'main' quests of those alliances for exactly those reasons. I guess overall I just don't want them to go further down the rabbit hole with adding races that would make even less sense in terms of gameplay then the already dumb things done.

    actually its not really. see it dont make sense for the hero of the single player games to be a daedra, but this is not the single player games. you are not THE HERO. thus there is no reason why someone couldnt play a deadric race. also in essence you do play a daedric race in es 4 oblivion shivering isles dlc. as the quest reward you become a daedric prince.

    That is a reward that was never really flushed out and did not affect your character in any meaningful way within the game, it was a title and a derpy outfit. At it wouldn't fit considering the context of the lore or the story as daedra do not have the same interaction with mundus as mortals. Doing quests for them as any of the other races makes sense but being one would not fit into Elder Scrolls lore, single player or otherwise and while this is an MMO the story of the game unfolds like a single player intentionally. The only work around for that would be to purposely make a game with a core intention of it being from a daedra perspective.

    actually it is not unusual for summoners to have daedric servants, and is not unheard of of daedra interacting with nirn. most destructive daedric interactions are either servants of one of the 4 houses of troubles or rogue low intelligence daedra. remember not all the daedric princes nor thier servants or even independent daedra desire nirn's destruction. the daedra are capricious nature, much similar to the idea of the summer/winter courts of the faeries.
    Delta1038 wrote: »
    Delta1038 wrote: »
    I don't entirely disagree but I suppose my point is the skin thing is cosmetic. The werewolf/vampire thing does fit in the lore as players have been able to be those things in previous TES games and still make sense. I don't like the One Tamreil thing much myself either, I like being able to go to the other regions and do quests for like random people but I personally avoid the 'main' quests of those alliances for exactly those reasons. I guess overall I just don't want them to go further down the rabbit hole with adding races that would make even less sense in terms of gameplay then the already dumb things done.

    I'm pretty sure being a werewolf or a vampire in elder scrolls have always come with major constraints : like unable to play by day or not being able to speak with sellers as a vampire and so on, which are totally lacking in ESO for obvious gameplay purpose.

    Usually players were becoming vampire to have fun, due to major gain in power, thus to be able to completely eradicate everybody in a town, beginning with guards, and steal everything needed.

    Oh completely agree, I wish there was some actual negative aspects of those powers. Admittedly I know very little about how either function in ESO as I don't care for playing those types. Seeing as how it is an MMO with a specific focus on story seen through a single player view, I am grudgingly willing to look past it but think it needs to be better implemented.

    vampirism and ww's have negatives in the game. vampires take more fire damage, and ww's take more damage i believe disease.

    Poison I think, I might be wrong!

    i not in game cause servers still down, and i never bother about it on my ww so i just guessing myself atm.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • Delta1038
    Delta1038
    ✭✭✭
    AzuraKin wrote: »
    Delta1038 wrote: »
    AzuraKin wrote: »
    Delta1038 wrote: »
    Delta1038 wrote: »
    Not a good idea, wouldn't fit with the stories or lore very well.

    Like one tamriel is fitting : ending doing quests when you kill your own faction soldiers to help your actual enemies : this is fitting for you ?

    Or running around in a skeletton, a daedra or a ghost skin, this is fitting ?

    Becoming a werewolf or a vampire and using your powers before everyone, this is fitting ?

    Please get real : this is a commercial mmo and there are many inconsistancies everywhere.

    I don't entirely disagree but I suppose my point is the skin thing is cosmetic. The werewolf/vampire thing does fit in the lore as players have been able to be those things in previous TES games and still make sense. I don't like the One Tamreil thing much myself either, I like being able to go to the other regions and do quests for like random people but I personally avoid the 'main' quests of those alliances for exactly those reasons. I guess overall I just don't want them to go further down the rabbit hole with adding races that would make even less sense in terms of gameplay then the already dumb things done.

    actually its not really. see it dont make sense for the hero of the single player games to be a daedra, but this is not the single player games. you are not THE HERO. thus there is no reason why someone couldnt play a deadric race. also in essence you do play a daedric race in es 4 oblivion shivering isles dlc. as the quest reward you become a daedric prince.

    That is a reward that was never really flushed out and did not affect your character in any meaningful way within the game, it was a title and a derpy outfit. At it wouldn't fit considering the context of the lore or the story as daedra do not have the same interaction with mundus as mortals. Doing quests for them as any of the other races makes sense but being one would not fit into Elder Scrolls lore, single player or otherwise and while this is an MMO the story of the game unfolds like a single player intentionally. The only work around for that would be to purposely make a game with a core intention of it being from a daedra perspective.

    actually it is not unusual for summoners to have daedric servants, and is not unheard of of daedra interacting with nirn. most destructive daedric interactions are either servants of one of the 4 houses of troubles or rogue low intelligence daedra. remember not all the daedric princes nor thier servants or even independent daedra desire nirn's destruction. the daedra are capricious nature, much similar to the idea of the summer/winter courts of the faeries.
    Delta1038 wrote: »
    Delta1038 wrote: »
    I don't entirely disagree but I suppose my point is the skin thing is cosmetic. The werewolf/vampire thing does fit in the lore as players have been able to be those things in previous TES games and still make sense. I don't like the One Tamreil thing much myself either, I like being able to go to the other regions and do quests for like random people but I personally avoid the 'main' quests of those alliances for exactly those reasons. I guess overall I just don't want them to go further down the rabbit hole with adding races that would make even less sense in terms of gameplay then the already dumb things done.

    I'm pretty sure being a werewolf or a vampire in elder scrolls have always come with major constraints : like unable to play by day or not being able to speak with sellers as a vampire and so on, which are totally lacking in ESO for obvious gameplay purpose.

    Usually players were becoming vampire to have fun, due to major gain in power, thus to be able to completely eradicate everybody in a town, beginning with guards, and steal everything needed.

    Oh completely agree, I wish there was some actual negative aspects of those powers. Admittedly I know very little about how either function in ESO as I don't care for playing those types. Seeing as how it is an MMO with a specific focus on story seen through a single player view, I am grudgingly willing to look past it but think it needs to be better implemented.

    vampirism and ww's have negatives in the game. vampires take more fire damage, and ww's take more damage i believe disease.

    Taking more damage as a vampire seems kinda nice but still sorta misses out on the whole daylight thing, werewolves I guess that would work. As I said before I don't know much about them but don't find them great or terrible from what I do know. I do like your idea for the daedric race being implemented, that would work but would require the developers to create a variation of the MQ for those races specifically as it wouldn't really fit with the way it is set up now, but if they could do it I imagine that it would create an interesting take on mundus. Of course I see normal questing and exploring being a lot more complicated to develop as many people would be too fearful to interact with them or simply try to attack them.

    I have been poking about into the werewolves and vampires a bit just to see, please correct me if I am wrong here but I haven't read anything about NPC's reacting to the player being a vampire or werewolf. It would be nice if they did but I haven't found anything that specifically states anything really about it.
    Edited by Delta1038 on December 12, 2016 3:07PM
    Xbox One NA
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    Delta1038 wrote: »
    AzuraKin wrote: »
    Delta1038 wrote: »
    AzuraKin wrote: »
    Delta1038 wrote: »
    Delta1038 wrote: »
    Not a good idea, wouldn't fit with the stories or lore very well.

    Like one tamriel is fitting : ending doing quests when you kill your own faction soldiers to help your actual enemies : this is fitting for you ?

    Or running around in a skeletton, a daedra or a ghost skin, this is fitting ?

    Becoming a werewolf or a vampire and using your powers before everyone, this is fitting ?

    Please get real : this is a commercial mmo and there are many inconsistancies everywhere.

    I don't entirely disagree but I suppose my point is the skin thing is cosmetic. The werewolf/vampire thing does fit in the lore as players have been able to be those things in previous TES games and still make sense. I don't like the One Tamreil thing much myself either, I like being able to go to the other regions and do quests for like random people but I personally avoid the 'main' quests of those alliances for exactly those reasons. I guess overall I just don't want them to go further down the rabbit hole with adding races that would make even less sense in terms of gameplay then the already dumb things done.

    actually its not really. see it dont make sense for the hero of the single player games to be a daedra, but this is not the single player games. you are not THE HERO. thus there is no reason why someone couldnt play a deadric race. also in essence you do play a daedric race in es 4 oblivion shivering isles dlc. as the quest reward you become a daedric prince.

    That is a reward that was never really flushed out and did not affect your character in any meaningful way within the game, it was a title and a derpy outfit. At it wouldn't fit considering the context of the lore or the story as daedra do not have the same interaction with mundus as mortals. Doing quests for them as any of the other races makes sense but being one would not fit into Elder Scrolls lore, single player or otherwise and while this is an MMO the story of the game unfolds like a single player intentionally. The only work around for that would be to purposely make a game with a core intention of it being from a daedra perspective.

    actually it is not unusual for summoners to have daedric servants, and is not unheard of of daedra interacting with nirn. most destructive daedric interactions are either servants of one of the 4 houses of troubles or rogue low intelligence daedra. remember not all the daedric princes nor thier servants or even independent daedra desire nirn's destruction. the daedra are capricious nature, much similar to the idea of the summer/winter courts of the faeries.
    Delta1038 wrote: »
    Delta1038 wrote: »
    I don't entirely disagree but I suppose my point is the skin thing is cosmetic. The werewolf/vampire thing does fit in the lore as players have been able to be those things in previous TES games and still make sense. I don't like the One Tamreil thing much myself either, I like being able to go to the other regions and do quests for like random people but I personally avoid the 'main' quests of those alliances for exactly those reasons. I guess overall I just don't want them to go further down the rabbit hole with adding races that would make even less sense in terms of gameplay then the already dumb things done.

    I'm pretty sure being a werewolf or a vampire in elder scrolls have always come with major constraints : like unable to play by day or not being able to speak with sellers as a vampire and so on, which are totally lacking in ESO for obvious gameplay purpose.

    Usually players were becoming vampire to have fun, due to major gain in power, thus to be able to completely eradicate everybody in a town, beginning with guards, and steal everything needed.

    Oh completely agree, I wish there was some actual negative aspects of those powers. Admittedly I know very little about how either function in ESO as I don't care for playing those types. Seeing as how it is an MMO with a specific focus on story seen through a single player view, I am grudgingly willing to look past it but think it needs to be better implemented.

    vampirism and ww's have negatives in the game. vampires take more fire damage, and ww's take more damage i believe disease.

    Taking more damage as a vampire seems kinda nice but still sorta misses out on the whole daylight thing, werewolves I guess that would work. As I said before I don't know much about them but don't find them great or terrible from what I do know. I do like your idea for the daedric race being implemented, that would work but would require the developers to create a variation of the MQ for those races specifically as it wouldn't really fit with the way it is set up now, but if they could do it I imagine that it would create an interesting take on mundus. Of course I see normal questing and exploring being a lot more complicated to develop as many people would be too fearful to interact with them or simply try to attack them.

    I have been poking about into the werewolves and vampires a bit just to see, please correct me if I am wrong here but I haven't read anything about NPC's reacting to the player being a vampire or werewolf. It would be nice if they did but I haven't found anything that specifically states anything really about it.

    base game no, but in gold coast there is a change in response in a quest giver if you a vampire. i think the idea is many of the population is unfamiliar with vampirism to spot a vampire. and wws how often are you talking to people in ww form? not really so even if you in form you could say game just saying you not in ww form while talking to players.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • Wandering_Ashlander
    AzuraKin wrote: »
    vampirism and ww's have negatives in the game. vampires take more fire damage, and ww's take more damage i believe disease.

    Which are ridiculous constraints : vampires shouldn't be allowed to get in town by day, sellers shouldn't speak to them and they should be attacked by guards on sight. Things should be normal by night, since they should become way harder to spot on.

    The same for werewolves : they should be attacked on sight by guards when in beast form.
  • roigseguib16_ESO
    roigseguib16_ESO
    ✭✭✭
    AzuraKin wrote: »
    vampirism and ww's have negatives in the game. vampires take more fire damage, and ww's take more damage i believe disease.

    Which are ridiculous constraints : vampires shouldn't be allowed to get in town by day, sellers shouldn't speak to them and they should be attacked by guards on sight. Things should be normal by night, since they should become way harder to spot on.

    The same for werewolves : they should be attacked on sight by guards when in beast form.

    Esc - Options - Gameplay - Roleplay ON - pretend npcs don't want to talk to you

    Let people play the game like they want, play the game however you want.
    Edited by roigseguib16_ESO on December 12, 2016 3:21PM
    Xavier Louis - Redguard Templar
    Xavier Luis - Redguard Sorcerer
    Xavier Löuis - Dunmer Dragonknight
    Xavier Louïs - Dunmer Dragonknight
    Xavier Louïs - Argonian Templar
    Legendary Xavi - Altmer Sorcerer
    War Chief Sosio - Orc Warden

    Former Guild Master of Fuego
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    AzuraKin wrote: »
    vampirism and ww's have negatives in the game. vampires take more fire damage, and ww's take more damage i believe disease.

    Which are ridiculous constraints : vampires shouldn't be allowed to get in town by day, sellers shouldn't speak to them and they should be attacked by guards on sight. Things should be normal by night, since they should become way harder to spot on.

    The same for werewolves : they should be attacked on sight by guards when in beast form.

    it is suppose to be the vampirism you get as a player is an unique strain that is resistant to sunlight. to be frank in a mmo, having vampire players limited in daylight would be rediculous. that would be the same as making store npc's unable to be interacted with at night.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • k9mouse
    k9mouse
    ✭✭✭✭✭
    Jimmy wrote: »
    NO

    10 Playable race is enough....

    a few more classes, may be
    but it is already a balance nightmare....
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    k9mouse wrote: »
    Jimmy wrote: »
    NO

    10 Playable race is enough....

    a few more classes, may be
    but it is already a balance nightmare....

    people have already proven race bonus' only minor effect on over all healing, tanking, or dps.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • nine9six
    nine9six
    ✭✭✭✭✭
    I have a toon named Xivkyn Elite who wears the Xivkyn Dreadguard Polymorph. =)

    That's about as close as I could get with the tools I had to work with.
    Edited by nine9six on December 12, 2016 3:33PM
    Wake up, we're here. Why are you shaking? Are you ok? Wake up...
  • k9mouse
    k9mouse
    ✭✭✭✭✭
    AzuraKin wrote: »
    k9mouse wrote: »
    Jimmy wrote: »
    NO

    10 Playable race is enough....

    a few more classes, may be
    but it is already a balance nightmare....

    people have already proven race bonus' only minor effect on over all healing, tanking, or dps.

    I know that is 10 playable races is enough and that is what we have now. Adding more races is pointless. I am on the fence with new class -- some ways it will be fun and other ways just add to the balancing nightmare that we have now.
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    k9mouse wrote: »
    AzuraKin wrote: »
    k9mouse wrote: »
    Jimmy wrote: »
    NO

    10 Playable race is enough....

    a few more classes, may be
    but it is already a balance nightmare....

    people have already proven race bonus' only minor effect on over all healing, tanking, or dps.

    I know that is 10 playable races is enough and that is what we have now. Adding more races is pointless. I am on the fence with new class -- some ways it will be fun and other ways just add to the balancing nightmare that we have now.

    new races would be better then a new class because a new class would bring absolutely nothing to the table that we dont already have. you already have dks = most optimalized for tanking, templars = most optimalized for healing, sorcerers = most optimized for pets and damage. nightblades most optimized for hybrid role, and stealth. what else do you need? what else could you add to the game that not already optimized in a class? what could a new class bring that would not just be a duplication of current classes? sry this is not wow, we dont need new classes. if you want new skills, new universal trees would be better, easier to implement and balance.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • Nyx2
    Nyx2
    ✭✭✭✭
    AzuraKin wrote: »
    vampirism and ww's have negatives in the game. vampires take more fire damage, and ww's take more damage i believe disease.

    Which are ridiculous constraints : vampires shouldn't be allowed to get in town by day, sellers shouldn't speak to them and they should be attacked by guards on sight. Things should be normal by night, since they should become way harder to spot on.

    The same for werewolves : they should be attacked on sight by guards when in beast form.

    Most people want to go out adventuring during day time which is why the day cycle is 4 hours and night only 1 hour or something like that. Making questionable ideas about how to implement daedra is one thing but expecting others to sit 4 hours around doing jack is unaccaptable. You still have to be able to play the game.
  • roigseguib16_ESO
    roigseguib16_ESO
    ✭✭✭
    AzuraKin wrote: »
    k9mouse wrote: »
    AzuraKin wrote: »
    k9mouse wrote: »
    Jimmy wrote: »
    NO

    10 Playable race is enough....

    a few more classes, may be
    but it is already a balance nightmare....

    people have already proven race bonus' only minor effect on over all healing, tanking, or dps.

    I know that is 10 playable races is enough and that is what we have now. Adding more races is pointless. I am on the fence with new class -- some ways it will be fun and other ways just add to the balancing nightmare that we have now.

    new races would be better then a new class because a new class would bring absolutely nothing to the table that we dont already have. you already have dks = most optimalized for tanking, templars = most optimalized for healing, sorcerers = most optimized for pets and damage. nightblades most optimized for hybrid role, and stealth. what else do you need? what else could you add to the game that not already optimized in a class? what could a new class bring that would not just be a duplication of current classes? sry this is not wow, we dont need new classes. if you want new skills, new universal trees would be better, easier to implement and balance.

    I couldn't disagree more. New race: boring. New class: new playstyles, new animations, new learning curve!!!
    Xavier Louis - Redguard Templar
    Xavier Luis - Redguard Sorcerer
    Xavier Löuis - Dunmer Dragonknight
    Xavier Louïs - Dunmer Dragonknight
    Xavier Louïs - Argonian Templar
    Legendary Xavi - Altmer Sorcerer
    War Chief Sosio - Orc Warden

    Former Guild Master of Fuego
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    AzuraKin wrote: »
    k9mouse wrote: »
    AzuraKin wrote: »
    k9mouse wrote: »
    Jimmy wrote: »
    NO

    10 Playable race is enough....

    a few more classes, may be
    but it is already a balance nightmare....

    people have already proven race bonus' only minor effect on over all healing, tanking, or dps.

    I know that is 10 playable races is enough and that is what we have now. Adding more races is pointless. I am on the fence with new class -- some ways it will be fun and other ways just add to the balancing nightmare that we have now.

    new races would be better then a new class because a new class would bring absolutely nothing to the table that we dont already have. you already have dks = most optimalized for tanking, templars = most optimalized for healing, sorcerers = most optimized for pets and damage. nightblades most optimized for hybrid role, and stealth. what else do you need? what else could you add to the game that not already optimized in a class? what could a new class bring that would not just be a duplication of current classes? sry this is not wow, we dont need new classes. if you want new skills, new universal trees would be better, easier to implement and balance.

    I couldn't disagree more. New race: boring. New class: new playstyles, new animations, new learning curve!!!

    hmm not really, 1.6+ has made this game more and more simple. less and less unique buffs which equals no reason for new classes. on otherhand, new races means new appearances for characters.
    Edited by AzuraKin on December 12, 2016 4:34PM
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
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