Vicente Valtiere, Dark Brotherhood, OblivionSpill some blood for me dear brother
Greetings fellow forum dwellers!
I've been mulling over the existing classes, and thinking 'in what ways would a new class need to be different, mechanically and lore-wise, in order for it to be a valid choice for future character creations.
My first thought drifts to elemental destruction magic; every existing class is pure in its study of an element. Dragon Knight= Fire, Sorcerer= Lightning, Warden= Ice. It can be argued with the use of the staff weapon tree that a second element may be brought into the characters persona, however I do not feel that it answers the want for an integrated elementalist.
There are three destruction elements, is there an archtype that would fit having three trees of destruction magic?
Consider having two or more elements in a single, elemental tree, accompanied by an alteration tree and and an illusion tree. A good mix of Alteration and Illusion would benifit a tank build, Alteration and Elemental would be self-buff DPS etc.
What is the first thing your mind renders when you consider a new class addition that you'd buy a slot for/delete an alt for?
Enhancing existing classes:
When I first picked up this game, entering Tamriel as an ignorant soul shriven, I had some incorrect pre-conceptions.
I want to wield elemental magic, so I'll choose the sorcerer and grab a fire spell here, a lightning spell there, and a few frost, just to keep that Elemental JOAT RP I'd play in Skyrim.
Buuuuut, I only have access to lightning. If I wanted fire, I'd have to devote my character to another class, and forfeit lightning (Say what?).
Lore supports that casters should be able to be pure or impure in their elemental studies; limiting other elemental damage skills to the staff type does not do justice to this point. If I want to be a spell-tank (sword and shield, primary stat magica) I'm limited to the one element.
Instead of creating a new class, what are the thoughts on adding a fourth skill line?
Pre-emptive notes: while I understand skill combination and character generation choices made from a roleplay perspective first and an optimizing perspective second are not popular, I assert that they are valid.
Naysayers and negative Nancys are welcome, however I ask that you utilize more brain power than three sentence exclamations on why it would never happen. If, to be clever, you add a fourth sentence, I will accept that.
Your thoughts seem kind of jumbled to me. I'm also put off by the "Preemptive notes" section. As for the reasoning for why different classes offer different elemental types, I think it's fine as it is. Outside of Nightblade and Templar (though templar skills have a propensity for fire damage), elemental types give each class a uniqueness and flavor that sets it apart from the other classes. Although ZOS needs to fix Ice magic to help out MagWardens, I don't see the problem with the current system. If you're arguing for any class to use any elemental damage skill they want, what would be the point? The current system, I would argue, actually helps player/class diversity. When talking about class imbalance, elemental damage types rarely come up, and the only class that has an argument is the Magicka Warden due to the whole frost staff tanking scenario needing to be looked at and corrected.
Outside of PvP, elemental damage types don't have a huge impact on the game. Sure, fire can be better in terms of min/max set-ups (assuming your tank is DK and is using Engulfing Flames skill) but outside of that, elemental damage types aren't a huge consideration for PvE as far as I know. PvP could be a different story accounting for Vampires, and racial resistances, but I have very limited experience in that regard.
So, in my opinion, the current system is fine as it is from a mechanics standpoint and it only seems to be a user issue and a minor one at that in terms of elemental damage types.
My thoughts on that particular question (and any like it) ought to be well known by now among all the long time forum lurkers: https://forums.elderscrollsonline.com/en/discussion/369966/class-morph-idea-mk-iiNew class -or- enhance existing classes?
SilverIce58 wrote: »What I personally would like is to get rid of the class system all together and instead set up a system where everyone has access to each skill line, but you can pick and choose which three of the former class lines you want to use. For example, if you want to be an elemental mage, you can choose the lightning line from sorc, the fire line from dk, and the ice line from warden. I feel like this would increase player diversity tenfold, as anyone can use any skill. Sure some would say, "but wait, everyone would just use the strongest skills in meta" and yes. They would. But how is that argument any different for whats happening now? Everyone is currently using the strongest skills that the meta dictates. The meta adapts, and what would be the strongest would change as it always does. It would let the meta players play with whatever skills they think are strongest, and it would enable the rest of us to come up with amazing new builds.
Take archeage, for example, they have all these skill lines with tons of skills, but they can only use three at a time. We'd pick three and only be allowed to use the three skill lines(meaning if you chose to use the fire/ice/shock combo from dk/warden/sorc, you wouldnt be allowed to use passives from other skill lines).
MEBengalsFan2001 wrote: »I would like to see a bard type class. That to me would be a nice add. A class where you play music to damage enemies, buff allies / or yourself or heal them.
I said my piece about new classes (do not want!), but new races... now that is a different discussion, and something the game really could benefit from, methinks!generalmyrick wrote: »i want new classes and races!
TheShadowScout wrote: »I said my piece about new classes (do not want!), but new races... now that is a different discussion, and something the game really could benefit from, methinks!generalmyrick wrote: »i want new classes and races!