I see a great waste of this beautiful profession goes to just one skill line. That would be the same to take out Daedric Summoning from Sorcerer and the animal companions from Warden and put on a skill line for all the other classes. They would lose their essence, what makes them unique, the same thing goes for Necromancers.
Necromancer has a great potential to be a class instead of a skill line. I can see the branches already. One for Restoration/Alteration to inflict diseases and boons. Other for Necromancy(Conjuration) To summon the risen dead. And finally one with Illusion/Mysticism to inflict the curses, cc and debuff. I can't see how all of this can fit in just one skill line.
Stop separating the Schools of magic.
I want more of a return to Elder Scrolls classic schools of magic and skill lines.
Why are the elements separated between three classes?
People all across Tamriel have access to fire magic but you have to play Dragon Knight for more fire magic?
Why do I have to play a daedra summoner to have access to lightning powers?
You have to play Warden for more Ice powers?
They try to make justifications; that the Dragon Knight is an Akiviri art, that the Wardens magic comes from Valenwood, etc.
Or, accept that this is not like others Elder Scrolls game, and accept it is different. And accepet that New Classes would be a thing, since THIS IS NOT SKYRIM. Although, I don't see making classes and skill lines. I mean, why should a skill should be more privileged than other to make as a whole new class, and others just a mere skill line? Where's the line? What makes them "different"?
What's the point?...
When I said this isn't skyrim, I mean something like this. Just watch the first 30 seconds of this video.
https://www.youtube.com/watch?v=_S4QneMiXnA
True enough, the redguards have the Ash'aba exiles who are their "people" to deal with undead, for religious reasons (aka, the whole "fighting ones own ancestors = exile" thing)SilverIce58 wrote: »TheShadowScout wrote: »You sure about that?SilverIce58 wrote: »...altho the redguard people would never deal with anyone who raises the dead.
I'd say they would 'deal' with them alright... curved sword-edge wise!
First off, I love the meme. Second, the Redguard do have designated people to deal with the undead (which if you did the Alik'r Desert Storyline you'd know of them [idk if you have or not]), but the regular redguard people don't talk to them for whatever reasons (religious maybe)
That is semi-true.the point of magic in Elder Scrolls is that anyone can do it. Its like science, if you know what you are doing, then you can do it.
Creating classes for the sake of flavor does not fit in Elder Scrolls
True as it goes.Chilly-McFreeze wrote: »...what speaks against another class, e.g. Necromancer?
Because "I don't want to start anew" and "it should be a world skill line so everyone can use it".
From a ZOS point of few, the longer and more you play, the better.
I disagree with that one.Chilly-McFreeze wrote: »They gain more when you invest time to push up a new char instead of just having a new skill line granted.
Much like... say, vampire? Or werewolf?Chilly-McFreeze wrote: »Also it would severely limit how much and what could be put into that line. It would fall short of expectations.
True. But there could be limits. Which is why I am so enamoured with the idea of making necromancers a specialization for sorcerors... it would limit the "new pet" thing to an class already heavy in pet-ing, thus giving them more of the same in different flavor instead of letting everyone run a all out pet build... thus "keeping it in the family" as it were...Chilly-McFreeze wrote: »Plus, mind that giving everyone access to everything can cause balance problems and be a problem for diversity.
I see a great waste of this beautiful profession goes to just one skill line. That would be the same to take out Daedric Summoning from Sorcerer and the animal companions from Warden and put on a skill line for all the other classes. They would lose their essence, what makes them unique, the same thing goes for Necromancers.
Necromancer has a great potential to be a class instead of a skill line. I can see the branches already. One for Restoration/Alteration to inflict diseases and boons. Other for Necromancy(Conjuration) To summon the risen dead. And finally one with Illusion/Mysticism to inflict the curses, cc and debuff. I can't see how all of this can fit in just one skill line.
Stop separating the Schools of magic.
I want more of a return to Elder Scrolls classic schools of magic and skill lines.
Why are the elements separated between three classes?
People all across Tamriel have access to fire magic but you have to play Dragon Knight for more fire magic?
Why do I have to play a daedra summoner to have access to lightning powers?
You have to play Warden for more Ice powers?
They try to make justifications; that the Dragon Knight is an Akiviri art, that the Wardens magic comes from Valenwood, etc.
BUT
The Wardens powers largely show creatures from Vvardenfel except for the Bear. Does that mean that everyone using ice powers had Warden training?
Why would High Elves be using fighting skills of the Akiviri?
Why would Argonians be using Aedric magic when they worship Sithis?
Why would Dunmer be using Aedric spears and such when they worship the Tribunal or Daedra?
NOTE: I am not saying restrict player based on race. I am saying that their justification for where Classes comes from makes no sense.
This effort to make each of these unique classes can lead to a restricting system. Because then you are trying to fill niches and unique flavors, rather than simply letting the player make what they want.
ESO is open right now because there are Not alot of classes and each class has more than just the class skill lines. In fact the system is so open at this point that I have to ask what the point of this class system is in the first place.
If you can wear and use whatever gear you want no matter your class then WHY are schools of magic restricted to you?
Even if you want to be a pure Barbarian warrior you have to level up Casting skill lines.
Conjuration should have its own skill line
Destruction should have its own skill line
Restoration should have its own skill line
Alteration should have its own skill line
Illusion should have its own skill line
ZOS has already said that they are working/thinking about giving each class a DPS skill line, a Tanks skill line, and a Healing skill line. Essentially making classes purely flavor which is limiting for players seeking an RPG route. Any class can be a tank, rogue, ranger, fighter, etc. So what is the point of the class system then?
All classes have done is separate the classic magic schools of ES games.
Now you could make the argument that no restriction means that everyone would play the same thing, but ESO pretty open system has already disproved that. Players have access to all skill lines except for the three specific to other classes and we can see here that they pick and choose depending on the character they want.
I don't want more classes because I don't want further separation and restrictive access to powers and abilities for the sake of uniqueness and flavor. I can make those things on my own with how I build my character
Or, accept that this is not like others Elder Scrolls game, and accept it is different. And accepet that New Classes would be a thing, since THIS IS NOT SKYRIM. Although, I don't see making classes and skill lines. I mean, why should a skill should be more privileged than other to make as a whole new class, and others just a mere skill line? Where's the line? What makes them "different"?
What's the point?...
I’m not the biggest lore nerd, but it needs to matter at some point.
Spoilers: Meridia is a large part of the main story, and she loathes the Undead, Vampires, and Nercomancers. It’s bad enough that by some miracle she’ll ignore the present of Vampirism in the MC. Lore bills Meridia’s mythos in a very particular light. That has to account for something.
Secondly, ZOS is hyping up Necromancers with the new Necromancer personality they are adding in the Dragon Bones DLC.
Secondly, In nearly every ES game even if you were the hero of the main story you could do some pretty heinous stuff every where else. I was the Dragonborn but I could use Necromancy.
Secondly, You can join the Dark Brotherhood. A league of assassins that has undead Guardians. ESO is giving you options to be a bad guy.
It’s not about the moral ambiguity of player choice. It’s about a narrative conflict. Being able to be a ‘bad guy’ for the sake of player role play doesn’t wash away the canonical motivations a character. Meridia, who’s sole purpose is to eradicate Undead and Necromancy, wouldn’t overlook her champion being a Nercomancer. I can barely stomach that she overlooks Vampirism in the player character, and that direct exposure to her light doesn’t dust them outright.
I’m a purist for consistency in fictional works, and plot holes like ignoring character motivation is a sign of poor writing, imo.
IN this game series player choice often over rides overall narrative
It doesn’t change the motivations of ‘gods’. It’s a favor of one or the other, that is crafted into the narrative, that not obstructing or overriding it. That’s following it via branching paths.
I see a great waste of this beautiful profession goes to just one skill line. That would be the same to take out Daedric Summoning from Sorcerer and the animal companions from Warden and put on a skill line for all the other classes. They would lose their essence, what makes them unique, the same thing goes for Necromancers.
Necromancer has a great potential to be a class instead of a skill line. I can see the branches already. One for Restoration/Alteration to inflict diseases and boons. Other for Necromancy(Conjuration) To summon the risen dead. And finally one with Illusion/Mysticism to inflict the curses, cc and debuff. I can't see how all of this can fit in just one skill line.
Stop separating the Schools of magic.
I want more of a return to Elder Scrolls classic schools of magic and skill lines.
Why are the elements separated between three classes?
People all across Tamriel have access to fire magic but you have to play Dragon Knight for more fire magic?
Why do I have to play a daedra summoner to have access to lightning powers?
You have to play Warden for more Ice powers?
They try to make justifications; that the Dragon Knight is an Akiviri art, that the Wardens magic comes from Valenwood, etc.
Or, accept that this is not like others Elder Scrolls game, and accept it is different. And accepet that New Classes would be a thing, since THIS IS NOT SKYRIM. Although, I don't see making classes and skill lines. I mean, why should a skill should be more privileged than other to make as a whole new class, and others just a mere skill line? Where's the line? What makes them "different"?
What's the point?...
When I said this isn't skyrim, I mean something like this. Just watch the first 30 seconds of this video.
https://www.youtube.com/watch?v=_S4QneMiXnA
This is not Skyrim but this is Elder Scrolls
Chilly-McFreeze wrote: »Interesting how fast a thread about "I want a new class" turns into "class system has to go". It's the same futile route with the hybrid threads that want to completely redesign how damage scales. Sure, it would be great but it would also lead to a completely different game. And almost 4 years going, I highly doubt that ZOS decides to scrap all the effort, game rules and mechanics they have now and turn this game upside down. And if you're honest with yourself, you know that proposals like that are withful thinking but not realistic.
However, within the game is designed now (magic schools broken up and restricted to certain classes, surely done to give each of them a different flavour and a role they shine at), what speaks against another class, e.g. Necromancer?
That they already gave "role specifics" to classes? Didn't care much when warden was introduced. ZOS already hinted that they rearrange the skill trees so everyone can do everything. However, I highly doubt that this will change the meta role/class combinations. Probably, if it comes at all, it will be like the "skill advisor", so new players can identify skill design and make builds easier.
That they already allocated elemental schools or damage types to classes? Should just as weigh as much as the designated roles. Templars and NBs already utilize magical damage. So I wouldn't be surprised if they gave the same elemental damage to several classes.
The lore aspect? Meridia is on to eradicate necromancy and stuff. However, she already ignores the protagonist being a vampire in some cases. Why is that so? Maybe because she isn't ignorant and blinded enough that she would kill off the only chance to stop the plane melt for her own agenda? And necromancy isn't forbidden at the time of ESO.
Because "I don't want to start anew" and "it should be a world skill line so everyone can use it".
From a ZOS point of few, the longer and more you play, the better. They gain more when you invest time to push up a new char instead of just having a new skill line granted.
Also it would severely limit how much and what could be put into that line. It would fall short of expectations. Plus, mind that giving everyone access to everything can cause balance problems and be a problem for diversity.
Why tho? Classes are designed with certain strengths and limitations (weaknesses) in mind. A sorc has no spam or access to many debuffs, a mDK has no execute, etc. While that is somewhat annoying, try to imagine what would happen when they have all that missing stuff all of a sudden. PvP mDK with execute, sounds like an issue, doesn't it?
So having a great skill line would raise issues. But if they make a poor world line, people would be disappointed. No win in here.
When Necromancers become a class instead, they can add good skills, passives, synergies and still put limits on it. Therefor I think it would be easier to balance, it wouldn't be bound to become a disappointment and ZOS would profit by increased playtime.
Because "they must fix everything first before adding new content" and "they couldn't balance Wardens, why should they balance Necromancers"? Putting every new content on a hold to fix things that will eventually get broken with the next DLC/ Update will kill this game off. Why should I stay at this game when there is nothing new to do? Also, there will always be an imbalance. Remember how this game was called in his early years? Elder Staffs Online. How DK where a total, unstoppable beast for some time? How mSorcs where the best PvE DD for a few months? It's on Zeni to fix this and obviously they do so, even if it takes a lot longer then we'd like sometimes.
I honestly can't see why they shouldn't add necromancers in the long run. People strife for that class, it would be a great selling argument. Question stands if they orientate towards other games with the ice/disease death knight/necromancer of if they would go a rather different way.
I’m not the biggest lore nerd, but it needs to matter at some point.
Spoilers: Meridia is a large part of the main story, and she loathes the Undead, Vampires, and Nercomancers. It’s bad enough that by some miracle she’ll ignore the present of Vampirism in the MC. Lore bills Meridia’s mythos in a very particular light. That has to account for something.
Korah_Eaglecry wrote: »Dont get me wrong, Im all for Necromancers being added to the game. I might disagree on how they are implemented, namely a world class rather than a class of their own, but I would like to see them. But could we agree not to flood the forums with topics about it?
I think it would say much more to ZOS if we could get one or two threads going on the topic and make use of that. The bigger the better, as itll get much more attention from ZOS. But when we flood the forums with the same topic but with 42 different flavors. It gets hard to keep track of and it turns quite a few people off from supporting it.
SilverIce58 wrote: »Korah_Eaglecry wrote: »Dont get me wrong, Im all for Necromancers being added to the game. I might disagree on how they are implemented, namely a world class rather than a class of their own, but I would like to see them. But could we agree not to flood the forums with topics about it?
I think it would say much more to ZOS if we could get one or two threads going on the topic and make use of that. The bigger the better, as itll get much more attention from ZOS. But when we flood the forums with the same topic but with 42 different flavors. It gets hard to keep track of and it turns quite a few people off from supporting it.
It's like, every few days there's another topic on Necromancers. ZOS isn't going to forget that people want Necromancy in some way, shape, or form. Trust me. I don't think anybody will anytime soon.
I was once one of those people that didn't get why people wanted necromancer so much, it always came up as a requested thing and I just didn't understand it. . .
. . .recently I got diablo 3 and decided I would play a necromancer despite the fact that historically I don't like pet builds, they tend to take power away from the player and dump it into dumb pets with dumber AI.
I now want a necromancer in ESO, I am currently leveling a vampire magicka NB because that's as close as I can get to my blood mage in ESO ( I run a trag'oul blood nova / corpse lance build if anyone was curious)
I think it is going to happen.
The Necromancer personality coming with Dragon Bones is clearly a major tease.
Video of it
https://www.youtube.com/watch?v=hiMPJl_MnAU
Making it a new skill line just would not work. Whether people like it or not, class is and does determine play style and theme.
We are three years in ESO, so I don't see them completely changing that system as it works for the most part.
necromancy = nothing else as a sorcerer with dead corpes instead of pets
what tells us these facts? NO NEED FOR THIS!!!!!!!
pet jobs are not a good thing in a mmo. They are the hardest to balance and end up being overpowered or weak in many instances.
Princess_Ciri wrote: »i would like a potatomancer who can summon me chips every day please
Sweetpea704 wrote: »Because, I want to cast the green, ghost-y hand to hold down bad guys while I kill them....and the black, ghostly skulls. I want to cast fear on jerks with those.
CardboardedBox wrote: »I feel like a stamina necromancer would need a staff that deals physical disease damage to be complete.