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Hopefully New class skils in 2018.

MaxwellC
MaxwellC
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I'd really want some new skills in 2018 and that's due to the fact that we haven't gotten any new class skills at all (unless you wanna count new skill lines and weapon skills even though I specifically mentioned class skills).
Before I get the "Oh but we got warden" and "WE NEED MOAR BALANCE NOWZ WTF R U DOINGZ" crowd, I'll like to respond with; Yeah I don't care about either of those two issues.
This game hasn't received any new class skills with nothing to really new to watch out for nor anything that spices up your existing class. I playing Dragon Knight but it gets boring especially as a Stamina DK as I've got nothing really new to utilize since my class skills are all geared to a Magicka style of gameplay.

So what do you all think, new class skills in 2018 or just keep the soon to be what 5 year dry spell going?
不動の Steadfast - Unwavering
XBL Gamer Tag - Maxwell
XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwel
l
  • Taleof2Cities
    Taleof2Cities
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    It would be cool, but new content is probably higher on the food chain.
  • emilyhyoyeon
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    keep the dry spell!
    IGN @ emilypumpkin, imperial pumpkin seller & ghost hunter
    Tullanisse Starborne, altmer battlemage & ayleid researcher
  • WhiteCoatSyndrome
    WhiteCoatSyndrome
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    My personal preference would be for a new weapon skill line, then I could try it on whichever character was the most suitable. Throwing stars? Spears? There are lots of possibilities there. :) But a new skill line - even if there was one per class - might not fit my playstyle for that character, in which case it might as well not be there. :/
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works
    How to turn off the sustainability features (screen dimming, fps cap) on PC
  • dodgehopper_ESO
    dodgehopper_ESO
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    I agree they ought to do more to make the existing classes more interesting and have more options. This is why I'm against them adding new classes to the game. I know there is a big push among the player base for Necromancers but I find the notion repulsive for a number of reasons. The main reason is the one that you bring up though, that they need to do more to liven up what we already have. If they want to add Necromancy to the game I think it would do quite well as a skill line on its own and could very well be modified or modify what we have with the current classes. A Necromancer Warden could have Briarheart warriors following them. A Nightblade Necromancer could involve more ghostly or shadowy things. Dragonknights could summon a burning corpse. Templars could... wow that's a weird one. Sorcerers could summon up bonemen or the like. At any regard it isn't super important how they bring it about I just think this would be a lot more interesting than them devising new classes.

    If spellcrafting was too ambitious of a concept I'd be much more happy with them opening up more strange/cool/new skill lines for us to explore that could modify the game a bit. I'd love to see more skills added to each class. I desire anything but a new class being added to the game.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • joaaocaampos
    joaaocaampos
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    Undaunted Ultimate, with Minor Slayer and Minor Aegis buffs. Option for those who don't have Trial Sets.
  • GCypher87
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    I want to see a magicka based weapon that is melee. Like summon style one handed weapons. Or one hand plus destruction magic.
    PC: @Cyffr
  • Zordrage
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    I agree they ought to do more to make the existing classes more interesting and have more options. This is why I'm against them adding new classes to the game. I know there is a big push among the player base for Necromancers but I find the notion repulsive for a number of reasons. The main reason is the one that you bring up though, that they need to do more to liven up what we already have. If they want to add Necromancy to the game I think it would do quite well as a skill line on its own and could very well be modified or modify what we have with the current classes. A Necromancer Warden could have Briarheart warriors following them. A Nightblade Necromancer could involve more ghostly or shadowy things. Dragonknights could summon a burning corpse. Templars could... wow that's a weird one. Sorcerers could summon up bonemen or the like. At any regard it isn't super important how they bring it about I just think this would be a lot more interesting than them devising new classes.

    If spellcrafting was too ambitious of a concept I'd be much more happy with them opening up more strange/cool/new skill lines for us to explore that could modify the game a bit. I'd love to see more skills added to each class. I desire anything but a new class being added to the game.

    Bleh again the skill line...
    im all for new skill lines for different stuff.. BUT !!!!

    I DON'T want to play a warden pretending to be a Necromancer..
    i Don't want to play a Templar Pretending to be a Necromancer..
    i don't want to play a Nightblade pretending to be a Necromancer..
    I Dont want to play a "elemental" Sorc pretending to be a Necromancer..

    I Want to play a Necromancer that IS a necromancer.....

    i don't want Necro to be a Watered down Niche skill line with like 5 skills and thats it and only 2 of the skills will be used from it........ that will be nerfed to hell to not be a Must Pick for all the other classes because its benefits....

    Necromancer needs to happen as a Full fledged Working Class with 3 FULL Skill lines all with their own class skills....

    i Don't even know why they made warden instead of Necro... i mean who asked for that THING....
    .
    Edited by Zordrage on December 29, 2017 11:34PM
  • Yolokin_Swagonborn
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    GCypher87 wrote: »
    I want to see a magicka based weapon that is melee. Like summon style one handed weapons. Or one hand plus destruction magic.

    We have had a new class, new weapon ultimates, a "new" skill line, like one hand and rune (1H&R), would be nice with some passives that encourage hybrid builds.

    One hand and rune was datamined early on and ZOS loves to take previous work and put it back in the game way later so its a match made in heaven.

    Would love it if the passives for this weapon skill line allowed things like.
    • Attacks scale on highest stats.
    • Decreases cost of smaller stat pool while using 1H&R
    • Weapon damage and spell damage become largest of two values (while using 1H&R)

    That would allow some fun combinations with class skill and make for some interesting hybrid builds. People have been clamoring for hybrids since patch 1.6 destroyed them so this would be a fun way to implement it.
  • dodgehopper_ESO
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    Zordrage wrote: »
    I agree they ought to do more to make the existing classes more interesting and have more options. This is why I'm against them adding new classes to the game. I know there is a big push among the player base for Necromancers but I find the notion repulsive for a number of reasons. The main reason is the one that you bring up though, that they need to do more to liven up what we already have. If they want to add Necromancy to the game I think it would do quite well as a skill line on its own and could very well be modified or modify what we have with the current classes. A Necromancer Warden could have Briarheart warriors following them. A Nightblade Necromancer could involve more ghostly or shadowy things. Dragonknights could summon a burning corpse. Templars could... wow that's a weird one. Sorcerers could summon up bonemen or the like. At any regard it isn't super important how they bring it about I just think this would be a lot more interesting than them devising new classes.

    If spellcrafting was too ambitious of a concept I'd be much more happy with them opening up more strange/cool/new skill lines for us to explore that could modify the game a bit. I'd love to see more skills added to each class. I desire anything but a new class being added to the game.

    Bleh again the skill line...
    im all for new skill lines for different stuff.. BUT !!!!

    I DON'T want to play a warden pretending to be a Necromancer..
    i Don't want to play a Templar Pretending to be a Necromancer..
    i don't want to play a Nightblade pretending to be a Necromancer..
    I Dont want to play a "elemental" Sorc pretending to be a Necromancer..

    I Want to play a Necromancer that IS a necromancer.....

    i don't want Necro to be a Watered down Niche skill line with like 5 skills and thats it and only 2 of the skills will be used from it........ that will be nerfed to hell to not be a Must Pick for all the other classes because its benefits....

    Necromancer needs to happen as a Full fledged Working Class with 3 FULL Skill lines all with their own class skills....

    i Don't even know why they made warden instead of Necro... i mean who asked for that THING....
    .

    Why would it be watered down? They could very easily create a skill line we'll call 'Corruption' which would be about debuffing, life stealing, and disease damage. You could also make a skill line specifically for summons. Bonemen, Wrathmen, Skeletons, those six-armed skeletons, Lich, zombie, etc etc etc. I see no reason why it can not be absolutely robust without making a new class. In my view making new classes is a copout. In fact making classes at all is a copout. It should be like the traditional game personally, and I'm not the only person who feels this way. A lot of people in the Beta (myself included) were not happy about this. I love the game but I really don't want to see them go down the path of some crappy new class every 12 months.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Zordrage
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    Zordrage wrote: »
    I agree they ought to do more to make the existing classes more interesting and have more options. This is why I'm against them adding new classes to the game. I know there is a big push among the player base for Necromancers but I find the notion repulsive for a number of reasons. The main reason is the one that you bring up though, that they need to do more to liven up what we already have. If they want to add Necromancy to the game I think it would do quite well as a skill line on its own and could very well be modified or modify what we have with the current classes. A Necromancer Warden could have Briarheart warriors following them. A Nightblade Necromancer could involve more ghostly or shadowy things. Dragonknights could summon a burning corpse. Templars could... wow that's a weird one. Sorcerers could summon up bonemen or the like. At any regard it isn't super important how they bring it about I just think this would be a lot more interesting than them devising new classes.

    If spellcrafting was too ambitious of a concept I'd be much more happy with them opening up more strange/cool/new skill lines for us to explore that could modify the game a bit. I'd love to see more skills added to each class. I desire anything but a new class being added to the game.

    Bleh again the skill line...
    im all for new skill lines for different stuff.. BUT !!!!

    I DON'T want to play a warden pretending to be a Necromancer..
    i Don't want to play a Templar Pretending to be a Necromancer..
    i don't want to play a Nightblade pretending to be a Necromancer..
    I Dont want to play a "elemental" Sorc pretending to be a Necromancer..

    I Want to play a Necromancer that IS a necromancer.....

    i don't want Necro to be a Watered down Niche skill line with like 5 skills and thats it and only 2 of the skills will be used from it........ that will be nerfed to hell to not be a Must Pick for all the other classes because its benefits....

    Necromancer needs to happen as a Full fledged Working Class with 3 FULL Skill lines all with their own class skills....

    i Don't even know why they made warden instead of Necro... i mean who asked for that THING....
    .

    Why would it be watered down? They could very easily create a skill line we'll call 'Corruption' which would be about debuffing, life stealing, and disease damage. You could also make a skill line specifically for summons. Bonemen, Wrathmen, Skeletons, those six-armed skeletons, Lich, zombie, etc etc etc. I see no reason why it can not be absolutely robust without making a new class. In my view making new classes is a copout. In fact making classes at all is a copout. It should be like the traditional game personally, and I'm not the only person who feels this way. A lot of people in the Beta (myself included) were not happy about this. I love the game but I really don't want to see them go down the path of some crappy new class every 12 months.

    they would need to redesing the whole skill system for that...

    right now we have classes... it means if they implement the stuff you want it would mean Nerfs and uselessness... Classes are made with their own skills in minde and thats the most optiomal to play them especially Magicka builds...

    Here is my Example look.

    Sorc... Crystal frags and lighting execution ( dont rememebr the name ) and Surge... just this 3....

    Now your Skill line comes.... 3 things can happen....

    1. it arrives underpowered or with boring mechanics and animations... ( Nobody picks them use them )

    2. it arrives Overpowered to the point classes change their Class skills to it... Like Crystal frag to Deathcoil Lighting execution skill to a bone Spike execution skill etc etc.. everyone would cry that its a must pick... so it would get nerfed to Oblivion

    3. it arrives with super niche somewhat balanced skills that again nobody realy will use because the Magica CLASSES are made to be one of the most optimal with their own class skills... AND even if you use you will use like max 2 good skills from this new skill line because the other are either too niche or to not replace too much of your skills that is needed for your class to Function.

    Thats NOT necromancer... and never will be just a Shell...

    Totally new Stamina weapons with skill lines or even Magicka weapons could work tough.... because they are weapon skill lines... NOT an Entire Shoehorned Class skill line....

    There is ONE way tough... Design the Necro class NOT release it as a class Grab ALL 3 fully designed trees that was made for the class with all their 15+ skills + 12 Passives and just throw it into the game as a skill line for everyone that you can unlock with a Necromancer Storyline...
    BUT !!!!!!!!!!!!!!!!!!!!!!!! this WONT happen .. Why ? because with this power Devs could just as easily remove ALL the current Existing classes as it is and just throw all the skill lines in like how players wanted FROM THE BEGINING BUT NEVER HAPPENED.... BECAUSE THEY DONT WANT TO DO IT !!!


    So if they do a new class tree and new class skills i want it as a Full fledged class not a shoehorned Lacking niche Skill line...


    just gonna say it that i would ALSO prefer if we would not Have classes.... but that wont gonna happen so if they make new classes i want them to do it right and not just release them as a boring Niche skill line with a really few small amount of skills

    .
    Edited by Zordrage on December 30, 2017 12:21AM
  • Nerouyn
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    MaxwellC wrote: »
    So what do you all think, new class skills in 2018?

    I have conflicting thoughts on this.

    IMO ESO should be classless and if they're going to develop new skills / abilities then perhaps they should be open to all classes.

    On the other hand, since there are classes I completely disregard the existence of the Undaunted skill line because they're kind of necromantically themed and that kind of works for nightblade (which I don't play) but not the other classes. So non-class skill lines can be problematic.

    But on balance I'd say give us some more magic weapons and skill lines. Most of the game's magic is locked away behind classes. There aren't enough skill points to learn everything. The game's design strongly encourages going either all in on magicka or stamina. You're penalised (gold) to change your focus. Put all of that together and I also disregard all of the physical weapons.

    More magic weapons (eg. conjuration, mysticism etc staves) would be appreciated.
  • TheShadowScout
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    My personal preference would be something like... https://forums.elderscrollsonline.com/en/discussion/369966/class-morph-idea-mk-ii ;)
    (but of course I would say that, wouldn't I?)
    Because I would not just want them to add to the existing classes, I would want them to expand the class system, but in ways that -everyone- can enjoy, no matter if they are newly started or been playing since launch... without having to make new characters to enjoy new stuff.

    I would also love to see more weapon skills: https://forums.elderscrollsonline.com/en/discussion/371862/additional-weapon-skill-ideas-mk-ii

    And more guilds: https://forums.elderscrollsonline.com/en/discussion/306759/additional-guild-ideas (note to self, add more ideas to that one someday)
  • Zordrage
    Zordrage
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    Allot of people still don't have their Favorite classes in the game... and a SINGLE class skill line wont gonna give us that class to us... a Sorc will stay a sorc and a templar a templar...

    so i prefer an entire new class with its own mechanics and animations and MANY new skills and passives...
    Edited by Zordrage on December 30, 2017 12:25AM
  • Nerouyn
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    Zordrage wrote: »
    Allot of people still don't have their Favorite classes in the game... and a SINGLE class skill line wont gonna give us that class to us... a Sorc will stay a sorc and a templar a templar...

    so i prefer an entire new class with its own mechanics and animations and MANY new skills and passives...

    I can respect that.

    Inability to love any of the original 4 professions is what kept me from really enjoying the game pre-warden.
  • dodgehopper_ESO
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    @Zordrage - if there are enough alternatives (I agree I don't want everyone being a zombie farmer) most of your concerns would go away. Reality is though there is more than one way to skin a cat. I love @TheShadowScout 's proposal as an alternative to my more hardline view.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • pod88kk
    pod88kk
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    Let them figure out what they've done so far then ask for more
  • Zordrage
    Zordrage
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    Nerouyn wrote: »
    Zordrage wrote: »
    Allot of people still don't have their Favorite classes in the game... and a SINGLE class skill line wont gonna give us that class to us... a Sorc will stay a sorc and a templar a templar...

    so i prefer an entire new class with its own mechanics and animations and MANY new skills and passives...

    I can respect that.

    Inability to love any of the original 4 professions is what kept me from really enjoying the game.

    Same here man... my Number 1 issue with the game.. and bassicaly the ONLY reason i keep leaving allways... but i allways comeback becaus ei love the World too much in this game and the overal WvWvW design... and the quests.. and many other things..
  • Zordrage
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    @Zordrage - if there are enough alternatives (I agree I don't want everyone being a zombie farmer) most of your concerns would go away. Reality is though there is more than one way to skin a cat. I love @TheShadowScout 's proposal as an alternative to my more hardline view.

    I just want my Fully working Necromancer Class in this game so i can finnaly trully start enjoying the game...

    after that you guys can have whatever you want i dont care at this point...

    but this is the only reason keeping me away from the game because i dont have a single class in the game i really enjoy theme and gameplay wise ( warden is close gameplay wise ONLY CLOSE not there yet tough but horrible for me theme wise i swear to god i want to jump out of the window everytime i see the flowers under and arround me pls no ) but still not the best....

    Sorc is too much an Elementalist then anything...

    Templars Pray too much witht heir animations and too glowy flashy...

    Also tried Vampire Magblade... but thats just Horrible reeeealy horrible gameplay wise next level of horrible...

    Tldr:
    Give the people and me the Necromancer class and then you guys can have and do whatever you want... but DON'T dare downgrade it into a free for all niche skill line.... because i gonna Riot !!!

    .
    Edited by Zordrage on December 30, 2017 1:10AM
  • TheShadowScout
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    Zordrage wrote: »
    Allot of people still don't have their Favorite classes in the game... and a SINGLE class skill line wont gonna give us that class to us... a Sorc will stay a sorc and a templar a templar...
    Well, that is why I want this too to change with my "class morph" idea. Not just adding more class skills to the already existing classes, but also changing the class designation itself... and possibly even the visual effects of the old and tried skills.

    That way things would start to -actually- feel different for a class, while still using a lot of the old mechanics, but with new choices thrown in. And new looks for all to make it visually appearant right away which is which... so a sorc going necromancer would not merely stay a sorceror, but actually change their sorcery to something more necromancy-ish. Even if it was only palette shifts to cyan... though I of course would much prefer more extensive reworks of visial effects... perhaps even some skill changes, though I fear that would be too much to ask...
    Zordrage wrote: »
    so i prefer an entire new class with its own mechanics and animations and MANY new skills and passives...
    I don't.
    Because I already have fourteen characters, and making yet another, and playing it through all the content would be getting painfully duill at this point.

    Also, it would greatly vex me if they added a new class that would fit the backstory of one of ym existing characters better then what I kmade them back when that choice had not been available. I already had that with my two "nature" characters, which I made a nightblade huntresss and a stamsorc, and then had to redo as warden... it severely dampened ny enjoyment of ESO, and facing the same aggrivation again would do that all the more.

    That's why I keep trying to come up with ideas for classyness that can be enjoyable for -every- character, no matter if they are newly made or been played since summer '14. Class morphs. Guild skill lines. Weapon options. See above. ;)
  • whiteshadow711jppreub18_ESO
    whiteshadow711jppreub18_ESO
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    What ZOS first needs to do is make all class abilities be able to morph to either Magicka or Stamina and then players will choose which morph they want and just like Ultimate's, all abilities should scale off of the their highest Attribute stat up to a given amount (see below) .

    For example, if you are a Nightblade and want either Shadowy Disguise or Dark Cloak, first you decide if you are going to be a Magicka build or a Stamina build and then choose either to run the Morph off of Stamina or Magicka. This should be a choice for players.

    All abilities for every class should be able to do this, so if you want a full Stamplar you can. So with this if you wanted to run a full Stamina build and not use any Magicka at all you could, if you wanted to run a full magicka build and use Surprise attack (the Nightblade ability, morph of Veiled Strike under the Shadow skill line) or other abilities you should be able to.

    Another option would be to have the stat (Stamina or Magicka) that can be used for your Sneak/break free /roll dodge.
    (this will of course have to have some changes built into it with the armor you choose, Light, Heavy or Medium and how it will effect you or not).

    Also ZOS will need to limit how much, at Max, an Attribute contributes to damage, this will make those races that have a larger attribute pool not effect damage as much if it is capped, like lets say after 25k Stamina or Magicka the damage does not increase. This will also help make Hybrids a real "THING" in this game.

    Also ZOS needs to add atleast two more magicka weapons to use, like a crystal ORB /or Wand in the off hand for spell and sword and a Spell book (or something) with new abilities.

    Only then will this game be on a almost (yes I said, almost) equal footing with races, classes and abilities. Why? because the game was inherently built with all Class abilities to run off of Magicka (and yes some morph's were made stamina morph's but this system I am stating is so much better) and that certain races with higher stats will always be stronger in damage then those that have lower Attribute numbers and that Magicka builds will also have an inherent advantage of using a whole separate Attribute to use sneak/break free/roll dodge off of.

    What the higher attributes will do for a given racial advantage is give those races the ability to use/cast that ability a few more times more but there will not be a added damage feature.

    Now this is my two cents and my input since being in Beta on PC and being in the game at it's start until now.

    Signed, Kotaro Atani.PS5 NA
    VR16/ CP 160 Khajiit Nightblade of the Aldmeri Dominion, Guildmaster and Assassin of the Queen's Hand guild on NA PC. PvP Officer in the WOLF guild on NA PS5, and of course Master Thief. Currently 3409 CP out of 3600 CP on NA PS5. Currently 810 CP on NA PC (used for PTS testing purposes only). On PS5 I am also a Master Crafter, all traits done and learned, Jewelry crafting done. all Motifs learned on PS5 except for maybe two-three Motifs. All Companions are Max level as are their Skills.Warrior, Lover, Thief.... Nightblade. Aldmeri Dominion For Life! For the Queen!! Go Dominion or go home ! "I have no hatred for the races of Man, but they are young. Like all children, they are driven by emotion. They lack the wisdom that comes with age. I would sooner place an Altmer infant on the Ruby Throne than surrender Tamriel to their capricious whims. The Altmer, the Bosmer and the Khajiit share the common traits of intelligence, patience and reason. We do not seek riches or plunder. Domination is not our goal, nor is the acclamation of power for its own sake. Today we make our stand. Today we take back the Ruby Throne, which is ours by ancient right and the blessings of the Divines. Stand with us." ―Your Queen Commands, Ayrenn Arana Aldmeri.(All 18 characters are AD only! This one is a AD Loyalist)Member of ESO Since January 29, 2014, started early Access 3/30/14 on PC, currently subbed on NA PS5 and on NA PC. Note- I only use PC for PTS testing purposes, the PS5 is my dedicated Game Platform.Note- for those that don't know how to say Kotaro Atani it's "Ko tar row Ah ta ni" (Ko with a Oh sound, tar which sounds like the sticky black tar stuff, row like rowing a boat, Ah with a AHHHH sound, Ta with a Tahhh sound, Neeee which sounds like knee)"The blowing sands of time wipe clean the footprints of the past...""Moonsugar may be the key to paradise, but it is through a false door...""A perfect society is always elsewhere..."- Unknown book of Khajiiti proverbs.
  • TheShadowScout
    TheShadowScout
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    What ZOS first needs to do is make all class abilities be able to morph to either Magicka or Stamina...
    Nope.
    That would be silly.
    Extensive Muscle-powered magic???
    I mean, come on...

    Stamina characters are -supposed- to rely more on weapon skills.
    Magica characters on the other hand are supposed to have a wider range of spell-tastic options.

    Its the classic "fighter" and "mage" archetypes, see?
  • whiteshadow711jppreub18_ESO
    whiteshadow711jppreub18_ESO
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    What ZOS first needs to do is make all class abilities be able to morph to either Magicka or Stamina...
    Nope.
    That would be silly.
    Extensive Muscle-powered magic???
    I mean, come on...

    Stamina characters are -supposed- to rely more on weapon skills.
    Magica characters on the other hand are supposed to have a wider range of spell-tastic options.

    Its the classic "fighter" and "mage" archetypes, see?

    yeah but it's not balanced..
    Signed, Kotaro Atani.PS5 NA
    VR16/ CP 160 Khajiit Nightblade of the Aldmeri Dominion, Guildmaster and Assassin of the Queen's Hand guild on NA PC. PvP Officer in the WOLF guild on NA PS5, and of course Master Thief. Currently 3409 CP out of 3600 CP on NA PS5. Currently 810 CP on NA PC (used for PTS testing purposes only). On PS5 I am also a Master Crafter, all traits done and learned, Jewelry crafting done. all Motifs learned on PS5 except for maybe two-three Motifs. All Companions are Max level as are their Skills.Warrior, Lover, Thief.... Nightblade. Aldmeri Dominion For Life! For the Queen!! Go Dominion or go home ! "I have no hatred for the races of Man, but they are young. Like all children, they are driven by emotion. They lack the wisdom that comes with age. I would sooner place an Altmer infant on the Ruby Throne than surrender Tamriel to their capricious whims. The Altmer, the Bosmer and the Khajiit share the common traits of intelligence, patience and reason. We do not seek riches or plunder. Domination is not our goal, nor is the acclamation of power for its own sake. Today we make our stand. Today we take back the Ruby Throne, which is ours by ancient right and the blessings of the Divines. Stand with us." ―Your Queen Commands, Ayrenn Arana Aldmeri.(All 18 characters are AD only! This one is a AD Loyalist)Member of ESO Since January 29, 2014, started early Access 3/30/14 on PC, currently subbed on NA PS5 and on NA PC. Note- I only use PC for PTS testing purposes, the PS5 is my dedicated Game Platform.Note- for those that don't know how to say Kotaro Atani it's "Ko tar row Ah ta ni" (Ko with a Oh sound, tar which sounds like the sticky black tar stuff, row like rowing a boat, Ah with a AHHHH sound, Ta with a Tahhh sound, Neeee which sounds like knee)"The blowing sands of time wipe clean the footprints of the past...""Moonsugar may be the key to paradise, but it is through a false door...""A perfect society is always elsewhere..."- Unknown book of Khajiiti proverbs.
  • Zordrage
    Zordrage
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    Zordrage wrote: »
    so i prefer an entire new class with its own mechanics and animations and MANY new skills and passives...
    I don't.
    Because I already have fourteen characters, and making yet another, and playing it through all the content would be getting painfully duill at this point.


    Don't punish others just because your an Altholoic and cant stay on 1-2 chars with the themes you like the most...also nobody forcing you to make 2 versions of every classes in the game i don't even know whats the point of it really there is no benefit from it...

    Thats a reeeeeeeeeeeeeeealy bad excuse to not have a new class


    ALSO you can get to lvl50 under a SINGLE week by spamming dungeons.. and CP is accountwide...
    .
    Edited by Zordrage on December 30, 2017 1:17AM
  • coop500
    coop500
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    Zordrage wrote: »
    I agree they ought to do more to make the existing classes more interesting and have more options. This is why I'm against them adding new classes to the game. I know there is a big push among the player base for Necromancers but I find the notion repulsive for a number of reasons. The main reason is the one that you bring up though, that they need to do more to liven up what we already have. If they want to add Necromancy to the game I think it would do quite well as a skill line on its own and could very well be modified or modify what we have with the current classes. A Necromancer Warden could have Briarheart warriors following them. A Nightblade Necromancer could involve more ghostly or shadowy things. Dragonknights could summon a burning corpse. Templars could... wow that's a weird one. Sorcerers could summon up bonemen or the like. At any regard it isn't super important how they bring it about I just think this would be a lot more interesting than them devising new classes.

    If spellcrafting was too ambitious of a concept I'd be much more happy with them opening up more strange/cool/new skill lines for us to explore that could modify the game a bit. I'd love to see more skills added to each class. I desire anything but a new class being added to the game.

    Bleh again the skill line...
    im all for new skill lines for different stuff.. BUT !!!!

    I DON'T want to play a warden pretending to be a Necromancer..
    i Don't want to play a Templar Pretending to be a Necromancer..
    i don't want to play a Nightblade pretending to be a Necromancer..
    I Dont want to play a "elemental" Sorc pretending to be a Necromancer..

    I Want to play a Necromancer that IS a necromancer.....

    i don't want Necro to be a Watered down Niche skill line with like 5 skills and thats it and only 2 of the skills will be used from it........ that will be nerfed to hell to not be a Must Pick for all the other classes because its benefits....

    Necromancer needs to happen as a Full fledged Working Class with 3 FULL Skill lines all with their own class skills....

    i Don't even know why they made warden instead of Necro... i mean who asked for that THING....
    .

    Warden was already 80% made when the game came out so.... They just recycled stuff they had lying around collecting dust.

    Necro sucks though, it's overhyped by edgy people who want yet MORE dark stuff, as if half of the classes focused around dark, plus vampires being a meta choice isn't good enough for you people.
    Hoping for more playable races
  • TheShadowScout
    TheShadowScout
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    ✭✭✭✭✭
    Zordrage wrote: »
    Zordrage wrote: »
    so i prefer an entire new class with its own mechanics and animations and MANY new skills and passives...
    I don't.
    Because I already have fourteen characters, and making yet another, and playing it through all the content would be getting painfully duill at this point.


    Don't punish others just because your an Altholoic and cant stay on 1-2 chars with the themes you like the most...also nobody forcing you to make 2 versions of every classes in the game i don't even know whats the point of it really there is no benefit from it...

    Thats a reeeeeeeeeeeeeeealy bad excuse to not have a new class


    ALSO you can get to lvl50 under a SINGLE week by spamming dungeons.. and CP is accountwide...
    .
    Not exactly.
    Its a reeeeeeeeeeeeeeealy -good- reason to make something for -everyone- and not just you and the other newbie players.
    The more people can enjoy anything they release, the more people will buy the DLC; the more people buying the DLC, the more profit for ZOS; the more profit ZOS expects, the more likely they are to actually make something.

    If they don't expect enough profit, they won't risk spending their resources (aka, programmer time) on something. Thus making "new classes" in some way usable for -everyone- instead for just those not yet at the character limit is a -good- idea!

    And level 50 is the least of it. All those skill points in the questings, all that horse training and such... (note that I do -not- take the wimpy way out and whine for account wide riding!)
  • dodgehopper_ESO
    dodgehopper_ESO
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    What ZOS first needs to do is make all class abilities be able to morph to either Magicka or Stamina...
    Nope.
    That would be silly.
    Extensive Muscle-powered magic???
    I mean, come on...

    Stamina characters are -supposed- to rely more on weapon skills.
    Magica characters on the other hand are supposed to have a wider range of spell-tastic options.

    Its the classic "fighter" and "mage" archetypes, see?

    I agree with your main post. In this discussion of Magic/Stamina skills I have always thought that for the sake of uniqueness a lot of these Class skills ought to be hybrid in nature. Binding Javelin or Biting Jabs or the like I would have given a magic cost and a stamina cost. One morph would have been more Stamina leaning and one would have been more Magicka leaning. The reason I suggest this is in part logic and in part to push that playstyle. From a reasonable standpoint a lot of the skills that cost stamina really have a magical component blatantly. Likewise when you throw an object (Spear) at something even if its magically infused aedric light doesn't change the fact you're chucking a spear and there's some physicality to that. I would have liked something more hybridized but that's not how they went with it.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • TheShadowScout
    TheShadowScout
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    ✭✭✭✭✭
    In this discussion of Magic/Stamina skills I have always thought that for the sake of uniqueness a lot of these Class skills ought to be hybrid in nature. Binding Javelin or Biting Jabs or the like I would have given a magic cost and a stamina cost. One morph would have been more Stamina leaning and one would have been more Magicka leaning.
    Rejoice then. Wish granted!
    Puncturing strikes morphs into stamina biting jabs and magica puncturing sweep these days.
    Piercing Javelin morphs into stamina blinding javelin and magica aurora javelin these days!
    ;)
    There are a few more skills with stamina morphs these days, changed from launch when I cannot recall a single class skill being anything other then magica. And yeah, I agree that with some of those class skills, its sort of a hybrid thing... you magic up a spear, then you put your back into throwing it at your target... makes sense that you get to train in either direction according to your characters background, some will pour more magica into the spear, others will put more brawn into the throw. Since they don't have "split cost" for skills right now... and the damage depending on your character stat... morphing it to stamina altogether is an acceptable solution.

    But a great many still stay magica only... and this is as it should be IMO. Since stamina characters -really- should be more reliant on weapon skills. While magic acharacters -really- should enjoy the wider "spell selection" (both are still limited to their 5+U selection anyhow)

    I play both magica and stamine characters, and I have to say, the split is balanced in effect. Stamina characters, aka "brawn powered adventurers" are fine and don't need "muscle power anime martial arts spells" (though they could use more weapons to play with). Magica characters aka "brain powered adventurers" are fine too, though they also could always use more choices in both weapons and class skill options...
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    coop500 wrote: »
    Zordrage wrote: »
    I agree they ought to do more to make the existing classes more interesting and have more options. This is why I'm against them adding new classes to the game. I know there is a big push among the player base for Necromancers but I find the notion repulsive for a number of reasons. The main reason is the one that you bring up though, that they need to do more to liven up what we already have. If they want to add Necromancy to the game I think it would do quite well as a skill line on its own and could very well be modified or modify what we have with the current classes. A Necromancer Warden could have Briarheart warriors following them. A Nightblade Necromancer could involve more ghostly or shadowy things. Dragonknights could summon a burning corpse. Templars could... wow that's a weird one. Sorcerers could summon up bonemen or the like. At any regard it isn't super important how they bring it about I just think this would be a lot more interesting than them devising new classes.

    If spellcrafting was too ambitious of a concept I'd be much more happy with them opening up more strange/cool/new skill lines for us to explore that could modify the game a bit. I'd love to see more skills added to each class. I desire anything but a new class being added to the game.

    Bleh again the skill line...
    im all for new skill lines for different stuff.. BUT !!!!

    I DON'T want to play a warden pretending to be a Necromancer..
    i Don't want to play a Templar Pretending to be a Necromancer..
    i don't want to play a Nightblade pretending to be a Necromancer..
    I Dont want to play a "elemental" Sorc pretending to be a Necromancer..

    I Want to play a Necromancer that IS a necromancer.....

    i don't want Necro to be a Watered down Niche skill line with like 5 skills and thats it and only 2 of the skills will be used from it........ that will be nerfed to hell to not be a Must Pick for all the other classes because its benefits....

    Necromancer needs to happen as a Full fledged Working Class with 3 FULL Skill lines all with their own class skills....

    i Don't even know why they made warden instead of Necro... i mean who asked for that THING....
    .

    Warden was already 80% made when the game came out so.... They just recycled stuff they had lying around collecting dust.

    Necro sucks though, it's overhyped by edgy people who want yet MORE dark stuff, as if half of the classes focused around dark, plus vampires being a meta choice isn't good enough for you people.

    I agree with everything said here. I'm not sure how adding a class necessarily helps people.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    In this discussion of Magic/Stamina skills I have always thought that for the sake of uniqueness a lot of these Class skills ought to be hybrid in nature. Binding Javelin or Biting Jabs or the like I would have given a magic cost and a stamina cost. One morph would have been more Stamina leaning and one would have been more Magicka leaning.
    Rejoice then. Wish granted!
    Puncturing strikes morphs into stamina biting jabs and magica puncturing sweep these days.
    Piercing Javelin morphs into stamina blinding javelin and magica aurora javelin these days!
    ;)
    There are a few more skills with stamina morphs these days, changed from launch when I cannot recall a single class skill being anything other then magica. And yeah, I agree that with some of those class skills, its sort of a hybrid thing... you magic up a spear, then you put your back into throwing it at your target... makes sense that you get to train in either direction according to your characters background, some will pour more magica into the spear, others will put more brawn into the throw. Since they don't have "split cost" for skills right now... and the damage depending on your character stat... morphing it to stamina altogether is an acceptable solution.

    But a great many still stay magica only... and this is as it should be IMO. Since stamina characters -really- should be more reliant on weapon skills. While magic acharacters -really- should enjoy the wider "spell selection" (both are still limited to their 5+U selection anyhow)

    I play both magica and stamine characters, and I have to say, the split is balanced in effect. Stamina characters, aka "brawn powered adventurers" are fine and don't need "muscle power anime martial arts spells" (though they could use more weapons to play with). Magica characters aka "brain powered adventurers" are fine too, though they also could always use more choices in both weapons and class skill options...

    I agree with your assessment entirely. I'd like a hybrid damage/cost for some skills in the class lines but I can live with it how it is (its just not the solution I would have opted for). I believe that weapons selections need greater choice though and possibly even more skills in each line. The problem with playing Stamina/Weapon characters is they start to all feel the same after a while. Variety would be nice and this is why I'd like to see more classes in general open to a character instead of more classes. I'd like to make what is already in the game more interesting than just add more interesting things to the game if that makes sense.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • ereboz
    ereboz
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    1 new skill to all skills, a fishing skill line, bard skill line for buffs, a completely reworked bow skill line to save archers, and of course a new weapon skill line. I think this game will excel with new skill lines rather than new classes all the time.
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