IcyDeadPeople wrote: »I think there is still tons of potential for fun new class abilitiesNone. The game already has enough classes, at least 10 of them in fact since stamina & magicka version of the same class are quite different, and also some classes have (mostly) health based builds for tanking. Why is that? Because there are simply not enough skills/functionalities to fill those class trees without being too similar to something that's already in the game. Having basically almost the same skill with a different animation won't make much sense.I'd rather see new skill lines available to every class, that give some unique skills, so something like Mages Guild, Fighters Guild, Undaunted, Psijic.
I suppose it depends on what you enjoy. In my case what I enjoy most about this game is coming up with different build ideas for pvp, trying them out and making lot of different alts with totally different builds. Completely new class is a lot more fun for me compared to new skill line.
I agree with that general notion!All of them!
Poll should have been multiple choice.
That too I take as a given, at least for characters which should be more then mere "testbed alts" or such.For me, when I create a character in a game, it is very important that I can fully identify with my character.
"Balance" is and always will be a work in progress. No matter how much they have in the game, the only way there can be "balance" is if everything was exactly the same - whioch would completely destroy any sort of fun in playing.Personally, I don't agree with those who says we can't have more classes because balance.
Yeah, it -would- be a good thing to have characters as diverse as possible, more choices equals more fun after all. More professions to depict, more "either-or" choices in which skill lines our characters can pick up, more options for us to diversify them, more races to play, more weapons to wield, more guilds to join, etc.Give us barbarians, bards, battlemages and brawlers. Give us healers, necromancers and monks. Give us rangers, witches and witchhunters.
...but many like me would not.I would be happy to roll one of each class (and others) and give them a try...
rafaelcsmaia wrote: »Wrobel
...is unlikely to happen, since they would not want to drop their established and playtested system for a completely new one. Too much investment, too much risk, no extra profit from it... so they will not do it, and at best try the idea for some other game they might make in a few years.Break the classes apart...
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 (which incidentally might require the character to visit various DLC and expansion locations, sneaking in profit for ZOS through the backdoor that way...) 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)TheShadowScout wrote: »I have been thinking a little more about this... and made some doodles with the various class skill lines, drew a pentagram since we have five classes (well, will have five classes soon) and stumbled upon another idea...
What if there was "dual-classing", 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?
I imagine something like:
Dragonknight & Shadow (Nightblade) = Dark Knight
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 & Siphoning (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... )
TheShadowScout wrote: »...is unlikely to happen, since they would not want to drop their established and playtested system for a completely new one. Too much investment, too much risk, no extra profit from it... so they will not do it, and at best try the idea for some other game they might make in a few years.Break the classes apart...
One other possibility along those lines though would be a "Dual Class system, like I once brainstormed about: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 (which incidentally might require the character to visit various DLC and expansion locations, sneaking in profit for ZOS through the backdoor that way...) 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)TheShadowScout wrote: »I have been thinking a little more about this... and made some doodles with the various class skill lines, drew a pentagram since we have five classes (well, will have five classes soon) and stumbled upon another idea...
What if there was "dual-classing", 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?
I imagine something like:
Dragonknight & Shadow (Nightblade) = Dark Knight
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 & Siphoning (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... )
Yeah, that has been my thought as well, thus the two ideas how to go about this I am spreading - either take a cross-class skill line from the existing ones as in "Dual Classing" outlined above, ot take a new skill line like outlined in the Class Morph Idea I also keep mentioning!A dual class system - similar to say Final Fantasy 11 for example - where you could choose a " sub job" to supplement your main class would be pretty awesome.