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Skills, Skill Bars and Classes

One_ofMany
One_ofMany
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Well First off.. We NEED a point by point Respec option... Like now, please. This gets so tedious! And how about the ability to save skill, champ, attribute templates and switch between them.

I'd love to see more Skill Bar Options. I understand we have 2 for strategy balancing. Maybe we can have 3 or 4 increments of 2 but receive time penalty for switching, so can only switch over every 5+ minutes etc..

Why is there no Necromancer class?? This was a major option in the single player games that I liked, but nothing here..

I'd like to see a mixed Class. You get one skill bar that belongs to this special hybrid and the other two you can pick from the other classes.
  • Radiance
    Radiance
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    I agree with the Skill reset aspect but then you tried to slip Necromancer in there all sly and such... Nope, be a Sorcerer, they have Deadric summoning... I'm done with these threads.
  • One_ofMany
    One_ofMany
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    I don't understand what a Sorcerer has to do with a Necromancer.
    Sorcerer is a pet class yes, but it is not a Necromancer.
    Necromancers tend to deal disease and defile type spells as well as Summon undead. A Sorcerer is NOTHING like a Necromancer. It's not even a small difference, it's night and day. They are traditionally nothing alike.
  • Taleof2Cities
    Taleof2Cities
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    Single skill respecs would mean that no one has to make any meaningful choices about their character’s build and skill selection anymore.

    Not to mention it’s only 50 gold ... sometimes it’s free with major combat updates.

    So, the obvious answer is ‘no’.
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  • Morgul667
    Morgul667
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    Single skill respecs would mean that no one has to make any meaningful choices about their character’s build and skill selection anymore.

    Not to mention it’s only 50 gold ... sometimes it’s free with major combat updates.

    So, the obvious answer is ‘no’.

    It would only make testing more convenient. Choices are not meaningful already as you can respec
  • One_ofMany
    One_ofMany
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    50 gold?? It's thousands of gold to Respec... Where are you getting 50g from?
  • TheShadowScout
    TheShadowScout
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    One_ofMany wrote: »
    Well First off.. We NEED a point by point Respec option... Like now, please. This gets so tedious! And how about the ability to save skill, champ, attribute templates and switch between them.
    Indeed, it would be nice to have the option to respec only one skill, so we can correct stuff (like, when a skill gets changed for instance) without having to redo -everything-.

    Nowever, switching between preset valies is something I truly abhor, it takes all the meaning from your choices, and thus is not something that I want to see in ESO. The trick is not in switrching to the most "super-effective" version of skill morph and CP distributions all the time, but picking your skills so you can do everything with only minor changes in -skill- layout and gear switch... and since ESO has a wide range of possible skills and a limited selection of active skills, this ought to be quite possible to do.
    One_ofMany wrote: »
    I'd love to see more Skill Bar Options. I understand we have 2 for strategy balancing. Maybe we can have 3 or 4 increments of 2 but receive time penalty for switching, so can only switch over every 5+ minutes etc..
    No thanks.
    Two skill bars are just right, if we had more to joggle, things would become annoying. Also, just how many weapons to switch around do you think characters should have equipped?
    1257745740232.jpg
    :p;)
    One_ofMany wrote: »
    Why is there no Necromancer class?? This was a major option in the single player games that I liked, but nothing here..
    That's an dead horse topic all by itself. And has been discussed numerous times...
    My personal opinion is still that it should not be a full class, but an expansion to existing classes in some way. Either as an new guild, or some system to "upgrade" your basic class to some sort of "prestige class", maybe like: https://forums.elderscrollsonline.com/en/discussion/369966/class-morph-idea-mk-ii (incidenatlly, my idea -does- have the option for sorcerors to specialize in necromancy)
    One_ofMany wrote: »
    I'd like to see a mixed Class. You get one skill bar that belongs to this special hybrid and the other two you can pick from the other classes.
    Eh... nah. That would end up with some annoying combinations... and even moreso, brings us a new "class" that is nothing much new, but still would vex those who already have lots of alts.

    If we were to talk about mixing class skill lines, how about I dig up this old idea of mine:
    What if there was a way to expand ones characters class skills by learning a different class on top of the original one, but with some limits? Like... you only get -one- skill line from another class, and you don't get to pick either, but have it determined by the classes involved? With one skill line for each class that is main-class-specific and cannot be shared as dual-classing?

    The whole thing could be dependent on finding well hidden "master trainers" (possibly even appearing in different locations at different times, a bit like the vampire/werewolf infection spawns – think "wandering sage you have to track down" shtick that’s a classic in many stories...), and then completing a special "Initiation" quest before unlocking the new skill line and changing your basic class to a new "Dual Class", with a new class name to show off, new class symbol, etc. Naturally there would be one master trainer for each class, and what combination a character would get was determined which master trainer they approach for the quest, and their original class – there could also be a way to "reset" this, much like skill morphs or vampirism/lycantropy... (although at this point, I’d expect them to make that a crown store service)

    I imagine something like:
    • Dragonknight & Siphoning (Nightblade) = Berserker
    • Dragonknight & Storm Calling (Sorceror) = Spellsword
    • Dragonknight & Dawn's Wrath (Templar) = Pyromancer
    • Dragonknight & Winters Embrace (Warden) = Guardian

    • Nightblade & Earthen Heart (Dragonknight) = Scout
    • Nightblade & Dark Magic (Sorceror) = Agent
    • Nightblade & Restoring Light (Templar) = Rogue
    • Nightblade & Animal Companion (Warden) = Ranger

    • Sorceror & Ardent Flame (Dragonknight) = Battlemage
    • Sorceror & Shadow (Nightblade) = Illusionist
    • Sorceror & Restoring Light (Templar) = Sage
    • Sorceror & Winters Embrace (Warden) = Cryomancer

    • Templar & Ardent Flame (Dragonknight) = Crusader
    • Templar & Shadow (Nightblade) = Inquisitor
    • Templar & Dark Magic (Sorceror) = Witchhunter
    • Templar & Animal Companion (Warden) = Pilgrim

    • Warden & Earthen Heart (Dragonknight) = Barbarian
    • Warden & Siphoning (Nightblade) = Cultist
    • Warden & Storm Calling (Sorceror) = Shaman
    • Warden & Dawn's Wrath (Templar) = Monk

    (and yes, I keep coming back to as many of the old class names from earlier elder scrolls games as i can... ;) )
    It would give us "mixed classes" as well as loads of new combinations to evolve our characters for... while still keep some skills "class specific"...
    One_ofMany wrote: »
    I don't understand what a Sorcerer has to do with a Necromancer.
    Sorcerer is a pet class yes, but it is not a Necromancer.
    Necromancers tend to deal disease and defile type spells as well as Summon undead. A Sorcerer is NOTHING like a Necromancer. It's not even a small difference, it's night and day. They are traditionally nothing alike.
    That is not exactly true. At least not in the elder scrolls lore.
    Here, sorcerors are not involved in disease and decay schools of magic, and only deal in death spells, both undead summoning stuff, and death magic curses... -and- they are sort of a specialization of the general mage types (they are just a spellcaster who learned necromancy)
    So, while sorcery is not necromancy, a lot of spellslingers cannot help but peek into forbidden books every once in a while...

    Lore-wise, necromancers are more iffy, as they are pretty much all gethered in their own little clob... you may have heard of it, its called "the order of the black worm", or more commonly known as "worm cult". You might be able to see how that could create... issues... with the mainstory, yes?
    Not insurmountable ones, but... issues.
    Especially since the city guard would have to react to any necromantic spell like you murdered innocents... (a not too unreasonable assumption considering what most necromancers in tamriel do in their spare time)
  • Huyen
    Huyen
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    One_ofMany wrote: »
    I don't understand what a Sorcerer has to do with a Necromancer.
    Sorcerer is a pet class yes, but it is not a Necromancer.
    Necromancers tend to deal disease and defile type spells as well as Summon undead. A Sorcerer is NOTHING like a Necromancer. It's not even a small difference, it's night and day. They are traditionally nothing alike.

    Not to mention necromance isnt accepted by the mages-guild. So implementing it (I dont say it should mind you) gives huge problems with lore.
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  • One_ofMany
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    How so? We have the Thieves Guild and The Dark Brotherhood, not to mention Vampires and Werewolves.
  • Gothrock
    Gothrock
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    Huyen wrote: »
    One_ofMany wrote: »
    I don't understand what a Sorcerer has to do with a Necromancer.
    Sorcerer is a pet class yes, but it is not a Necromancer.
    Necromancers tend to deal disease and defile type spells as well as Summon undead. A Sorcerer is NOTHING like a Necromancer. It's not even a small difference, it's night and day. They are traditionally nothing alike.

    Not to mention necromance isnt accepted by the mages-guild. So implementing it (I dont say it should mind you) gives huge problems with lore.

    The conflict between mages guild and necromancers began in 3rd era, didn't it?
  • Ermiq
    Ermiq
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    Switching different respec templates. Yes, of course. We all need this QoL feature.

    And then you started those... Oh my... Necromancers, again. Get off...

    Also, mixed class. The pointless suggestion, to be honest. It's a game about different classes. Do you want to play ArchAge? Then go play it. ESO is different, it doesn't need multiclass/mixedclass system, moreover it won't work fine in this game.
    Edited by Ermiq on January 4, 2018 2:59PM
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  • Hluill
    Hluill
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    One of the selling points of this game for me was the "Play as you want" line.

    It's frustrating that this is not true. The class system in this game is as limiting as any other game's class system.

    Then someone comes along and suggests way to increase player options so that someone can "play as they want". And they are immediately greeted with negativity. Game and class balance-issues are only significant for the status quo: the elitists that fear competition and change.

    Me, I like chaos.

    I also like the idea of trainers. I would much prefer having to quest for trainers to learn class skills, or specific skills lines. Yeah, I know, that's another game...
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  • One_ofMany
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    This game is already based on the single player Elder Scrolls which has an open ended class system. That is part of it's charm. It also has Necromancers. So I'm not sure I see the problem with either suggestion.
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