brandonv516 wrote: »Yep I want this.
The_Brosteen wrote: »Do you want to get hit with a sub assault+jab+leap+implosion combo? Because thats how you get aids.
Naysayers always expose their small-mindedness when this topic comes up.
We have 5 possible combinations currently. With OP suggestion we would have 455 (or more if they add lines). Do you even think before posting?
This is a great idea, I would LOVE to fight someone who incaps me, followed by a crystal frag, then a deep fissure, followed by an assassins will bow.
Or better yet, fighting someone with a warden bear, 2 sorc pets, and maw of the infernal, spamming breath of life.
This ones another good one. Who’ thinks it’d be cool to fight someone with DK wings, total dark, and rune cage
Reason behind this:
1. 5 classes is enough for our current combat system, but not enough for roleplay/ game versatility or “play how you want.” However, a new class was proved to be a bad idea.
2. The skill lines don't nesssarily related for a single class, for example, ice/animal/nature, ice really is just there to fill a skill line, not something you expect every nature lover to master
3. Like I said the current combat system may work at the moment, but it has so few to improve upon. Since a new class is not gonna save it, you need an overhaul from what we have now.
Pros:
1.WAY more versatility for character build: 15 choose 3 means 455 possible combinations, and you are free to roleplay your own class (aedric+shadow+?=Yin-Yang priest etc)
2.More content. You should be able to learn class skill lines in the world, and make switch (with cost of a old skill line and some other stuff)if you want to. With this ZOS can create some new quests in the overland
3.Room for extension. New skill lines that fit certain scenes can be implemented. For example, bard, necromancer, certain nirn martial art etc. Unlike guild skill lines or other skill lines, you will need to carefully select the skill lines since you can only have 3 at a time.
4.No more “nerfing templar heal dk tank etc”. Class uniqueness is diminished for the “play how you want”, ZOS is trying to get every class some op heal or tank, but it just doesn't work (and making all classes essentially the same with different visual effect). Make some skill lines for tanks, some for heals and some for dps, each have sth special but also overlap with each other with some extent (so a 3-heal skill line healer won't be too powerful compare to 2-heal etc)
Cons:
1.Need a big balance work when it's first introduced. After that balancing classes skill lines would be easier than now
Reason behind this:
1. 5 classes is enough for our current combat system, but not enough for roleplay/ game versatility or “play how you want.” However, a new class was proved to be a bad idea.
2. The skill lines don't nesssarily related for a single class, for example, ice/animal/nature, ice really is just there to fill a skill line, not something you expect every nature lover to master
3. Like I said the current combat system may work at the moment, but it has so few to improve upon. Since a new class is not gonna save it, you need an overhaul from what we have now.
Pros:
1.WAY more versatility for character build: 15 choose 3 means 455 possible combinations, and you are free to roleplay your own class (aedric+shadow+?=Yin-Yang priest etc)
2.More content. You should be able to learn class skill lines in the world, and make switch (with cost of a old skill line and some other stuff)if you want to. With this ZOS can create some new quests in the overland
3.Room for extension. New skill lines that fit certain scenes can be implemented. For example, bard, necromancer, certain nirn martial art etc. Unlike guild skill lines or other skill lines, you will need to carefully select the skill lines since you can only have 3 at a time.
4.No more “nerfing templar heal dk tank etc”. Class uniqueness is diminished for the “play how you want”, ZOS is trying to get every class some op heal or tank, but it just doesn't work (and making all classes essentially the same with different visual effect). Make some skill lines for tanks, some for heals and some for dps, each have sth special but also overlap with each other with some extent (so a 3-heal skill line healer won't be too powerful compare to 2-heal etc)
Cons:
1.Need a big balance work when it's first introduced. After that balancing classes skill lines would be easier than now
It's an interesting idea. What would probably happen is everyone would pick the strengths from each class to create the ultimate character. All the weaker class abilities would become obsolete and never used.
That being said: I'm not so sure that's such a bad thing as it might prompt the developers to strengthen certain abilities to make them good on their own without relying on class boundaries to prompt their use. Because It does seem to me that the actual design of the game itself and the limited options available to the player would make this kind of system workable.
Reason behind this:
1. 5 classes is enough for our current combat system, but not enough for roleplay/ game versatility or “play how you want.” However, a new class was proved to be a bad idea.
2. The skill lines don't nesssarily related for a single class, for example, ice/animal/nature, ice really is just there to fill a skill line, not something you expect every nature lover to master
3. Like I said the current combat system may work at the moment, but it has so few to improve upon. Since a new class is not gonna save it, you need an overhaul from what we have now.
Pros:
1.WAY more versatility for character build: 15 choose 3 means 455 possible combinations, and you are free to roleplay your own class (aedric+shadow+?=Yin-Yang priest etc)
2.More content. You should be able to learn class skill lines in the world, and make switch (with cost of a old skill line and some other stuff)if you want to. With this ZOS can create some new quests in the overland
3.Room for extension. New skill lines that fit certain scenes can be implemented. For example, bard, necromancer, certain nirn martial art etc. Unlike guild skill lines or other skill lines, you will need to carefully select the skill lines since you can only have 3 at a time.
4.No more “nerfing templar heal dk tank etc”. Class uniqueness is diminished for the “play how you want”, ZOS is trying to get every class some op heal or tank, but it just doesn't work (and making all classes essentially the same with different visual effect). Make some skill lines for tanks, some for heals and some for dps, each have sth special but also overlap with each other with some extent (so a 3-heal skill line healer won't be too powerful compare to 2-heal etc)
Cons:
1.Need a big balance work when it's first introduced. After that balancing classes skill lines would be easier than now

This is a great idea, I would LOVE to fight someone who incaps me, followed by a crystal frag, then a deep fissure, followed by an assassins will bow.
Or better yet, fighting someone with a warden bear, 2 sorc pets, and maw of the infernal, spamming breath of life.
This ones another good one. Who’ thinks it’d be cool to fight someone with DK wings, total dark, and rune cage
Naysayers always expose their small-mindedness when this topic comes up.
I'm a naysayer, because it is logistically and financially impossible for the company to do what is being suggested. It's not "small minded" to understand how the process works. There are balance issues with sets and skills constantly addressed each and every patch 4+ years after the game launched. I'm not sure what makes anyone think they would open up this complete and utter nightmare scenario for a system that isn't broken whatsoever.
It's a cool idea! Never gonna happen though.
This concept is every bit as feasible as the implementation of the Champion system, battle leveling, Respec overhaul, and many other things that have been added over the years. I'm sorry but you have no idea what you're talking about.
SilverIce58 wrote: »Id be into this whole idea, if we had it done in the same manner as Archeage. You go to the places where the respec shrines are, and theres a new one that lets you change your skill lines. You can only have 3 active at a time, and it costs about 5k or so to swap. We wouldnt have to choose a class, and instead pick skill lines around what we want to do. Its very in line with how you choose your class in morrowind and oblivion. You choose skill lines that make up a class, and certain skill lines are part of certain classes.
Reason behind this:
1. 5 classes is enough for our current combat system, but not enough for roleplay/ game versatility or “play how you want.” However, a new class was proved to be a bad idea.
2. The skill lines don't nesssarily related for a single class, for example, ice/animal/nature, ice really is just there to fill a skill line, not something you expect every nature lover to master
3. Like I said the current combat system may work at the moment, but it has so few to improve upon. Since a new class is not gonna save it, you need an overhaul from what we have now.
Pros:
1.WAY more versatility for character build: 15 choose 3 means 455 possible combinations, and you are free to roleplay your own class (aedric+shadow+?=Yin-Yang priest etc)
2.More content. You should be able to learn class skill lines in the world, and make switch (with cost of a old skill line and some other stuff)if you want to. With this ZOS can create some new quests in the overland
3.Room for extension. New skill lines that fit certain scenes can be implemented. For example, bard, necromancer, certain nirn martial art etc. Unlike guild skill lines or other skill lines, you will need to carefully select the skill lines since you can only have 3 at a time.
4.No more “nerfing templar heal dk tank etc”. Class uniqueness is diminished for the “play how you want”, ZOS is trying to get every class some op heal or tank, but it just doesn't work (and making all classes essentially the same with different visual effect). Make some skill lines for tanks, some for heals and some for dps, each have sth special but also overlap with each other with some extent (so a 3-heal skill line healer won't be too powerful compare to 2-heal etc)
Cons:
1.Need a big balance work when it's first introduced. After that balancing classes skill lines would be easier than now
This is a great idea, I would LOVE to fight someone who incaps me, followed by a crystal frag, then a deep fissure, followed by an assassins will bow.
Or better yet, fighting someone with a warden bear, 2 sorc pets, and maw of the infernal, spamming breath of life.
This ones another good one. Who’ thinks it’d be cool to fight someone with DK wings, total dark, and rune cage
Red_Feather wrote: »I would love if each class got an 'abbreviated' shared skill line that could be shared with other classes. Then zos could pick what class skills can go into that skill line to be shared.
So there could be an 'aspect of the dragonknight' skill line that you could earn from a really tough challenge. And it could let you use a couple of select dragonknight skills regardless of class.
Red_Feather wrote: »I would love if each class got an 'abbreviated' shared skill line that could be shared with other classes. Then zos could pick what class skills can go into that skill line to be shared.
So there could be an 'aspect of the dragonknight' skill line that you could earn from a really tough challenge. And it could let you use a couple of select dragonknight skills regardless of class.
We already have shared skill lines. They call them guilds.
Wifeaggro13 wrote: »Reason behind this:
1. 5 classes is enough for our current combat system, but not enough for roleplay/ game versatility or “play how you want.” However, a new class was proved to be a bad idea.
2. The skill lines don't nesssarily related for a single class, for example, ice/animal/nature, ice really is just there to fill a skill line, not something you expect every nature lover to master
3. Like I said the current combat system may work at the moment, but it has so few to improve upon. Since a new class is not gonna save it, you need an overhaul from what we have now.
Pros:
1.WAY more versatility for character build: 15 choose 3 means 455 possible combinations, and you are free to roleplay your own class (aedric+shadow+?=Yin-Yang priest etc)
2.More content. You should be able to learn class skill lines in the world, and make switch (with cost of a old skill line and some other stuff)if you want to. With this ZOS can create some new quests in the overland
3.Room for extension. New skill lines that fit certain scenes can be implemented. For example, bard, necromancer, certain nirn martial art etc. Unlike guild skill lines or other skill lines, you will need to carefully select the skill lines since you can only have 3 at a time.
4.No more “nerfing templar heal dk tank etc”. Class uniqueness is diminished for the “play how you want”, ZOS is trying to get every class some op heal or tank, but it just doesn't work (and making all classes essentially the same with different visual effect). Make some skill lines for tanks, some for heals and some for dps, each have sth special but also overlap with each other with some extent (so a 3-heal skill line healer won't be too powerful compare to 2-heal etc)
Cons:
1.Need a big balance work when it's first introduced. After that balancing classes skill lines would be easier than now
No i dont thnk that will work all your gonna do is confuse the casuals even more and create super meta that half the damn server will never figure out or be able to play, then you will cry its too hard again and ask for mobs to die at your feet when they look at you.