Everybody has the ability RIGHT NOW to play MagSorc. Literally everybody COULD be playing MagSorcs if they wanted to, only a lot of people don't want to. All they have to do is make a new character.Such diversity when everyone and anyone is playing MagSorc.
SydneyGrey wrote: »Everybody has the ability RIGHT NOW to play MagSorc. Literally everybody COULD be playing MagSorcs if they wanted to, only a lot of people don't want to. All they have to do is make a new character.Such diversity when everyone and anyone is playing MagSorc.
Or was I misinterpreting what you said? It's 3 a.m. here, and I'm super tired, so maybe I'm just not understanding stuff. I need to sleep.
While I like the idea of a classless system, having an algorithm dictate the decision over whether or not certain skills should be nerfed seems like a recipe for disaster.
That's how it should have been from the beginning. They had a good idea going with the 5-skill-slot restriction and tying passives to slotted active skills, so people don't benefit from having all the skills at once.
Now I fear it's too late. People are losing their minds over a relatively little change in sustain gameplay, everything would go up in flames if you take away their classes.
I know it'd be as jarring for those people as it was for me when they removed most weapon speed modifiers from the game, but their current build would remain intact. It's just that everyone around them would become something else.
As for balance, just have a bot auto-nerf abilities based on global usage and slotting statistics. That gets rid of your cookie cutter builds.
Classes get turned on their head enough as it is so I think we really should just do away with them after all.
Here's my proposal, short and simple, for a character development system that gives you the ability to build your class.
We open up all skill lines for all characters and add more skill lines. A player can learn a limited number of skill lines at a time. Each permutation of known skill lines has a predetermined "class" title.
Or, allow you to learn every skill line in the game through leveling, quests, or otherwise, and you have the option to elevate a few skill lines (aka specialization) from minor to major, again determining your class title, but also empowering those abilities most used.
Now, peers have a general idea of your repertoire via your class title (even though all players can use practically every ability in the game, as in other TES games) as you will rely on abilities from your major skill lines as they are most potent in practice.
As for balance, just have a bot auto-nerf abilities based on global usage and slotting statistics. That gets rid of your cookie cutter builds.
As for balance, just have a bot auto-nerf abilities based on global usage and slotting statistics. That gets rid of your cookie cutter builds.
That's the worst gaming idea I've ever heard and it honestly makes me feel like you're someone who has never played a game before. "Would you look at that, when players stack weapon damage and high stam they tend to use Surprise Attack at a very high rate—let's nerf the ability until their forced into using something else." That scenario, with every ability and item set in the game—chaos. Also, in this system an underperforming (****ing awful) ability like pre-homestead Dragon blood would've never gotten buffed. It honestly might have been the worst class skill in Elder Scrolls—and with your balancing system—because nearly every MagDK would slot it—it would've remained a horrible skill.
Wifeaggro13 wrote: »So glad your not a mmo designer. Your idea is dumb and will not work lol. They already dumbed this game into drool mouth mode.
While I like the idea of a classless system, having an algorithm dictate the decision over whether or not certain skills should be nerfed seems like a recipe for disaster.
While I like the idea of a classless system, having an algorithm dictate the decision over whether or not certain skills should be nerfed seems like a recipe for disaster.
Although it's pretty much the same end result as the current system where we let PVPers dictate which skill gets nerfed...
Classes get turned on their head enough as it is so I think we really should just do away with them after all.
Here's my proposal, short and simple, for a character development system that gives you the ability to build your class.
We open up all skill lines for all characters and add more skill lines. A player can learn a limited number of skill lines at a time. Each permutation of known skill lines has a predetermined "class" title.
Or, allow you to learn every skill line in the game through leveling, quests, or otherwise, and you have the option to elevate a few skill lines (aka specialization) from minor to major, again determining your class title, but also empowering those abilities most used.
Now, peers have a general idea of your repertoire via your class title (even though all players can use practically every ability in the game, as in other TES games) as you will rely on abilities from your major skill lines as they are most potent in practice.
As for balance, just have a bot auto-nerf abilities based on global usage and slotting statistics. That gets rid of your cookie cutter builds.
Classes get turned on their head enough as it is so I think we really should just do away with them after all.
Here's my proposal, short and simple, for a character development system that gives you the ability to build your class.
We open up all skill lines for all characters and add more skill lines. A player can learn a limited number of skill lines at a time. Each permutation of known skill lines has a predetermined "class" title.
Or, allow you to learn every skill line in the game through leveling, quests, or otherwise, and you have the option to elevate a few skill lines (aka specialization) from minor to major, again determining your class title, but also empowering those abilities most used.
Now, peers have a general idea of your repertoire via your class title (even though all players can use practically every ability in the game, as in other TES games) as you will rely on abilities from your major skill lines as they are most potent in practice.
As for balance, just have a bot auto-nerf abilities based on global usage and slotting statistics. That gets rid of your cookie cutter builds.