I like the idea (in fact, it reminds me a litle of PoE), but I think it should be developed a little more.
For example the blood mage option seems a little straightforward. Imho it should allow also the option to go Sap Tank, which was a very good example of the "play as you want" spirit this game used to have at launch, or the "vampiric killer" in which you are rewarded with sustain for killing/doing dmg to an enemy
RE: Nightblades
I posted this before and other older posts were similar;
Before they can even consider class identity they need to rework our skill trees, such as the following:
AssassinationShadow
- Assassin's Blade
- Veiled Strike < moved from Shadow Tree
- Add Melee DOT < re-purpose Debilitate from Siphoning Tree
- Marked Target
- Grim Focus < adopt current Bound Armament skill mechanic proposal, as the skill to hold up pressure while weaving Light Attacks.
- Teleport Strike < moved from Assassination Tree (e.g. Shadow Step/Strike)
- Shadow Cloak
- Blur > moved from Assassination Tree
- Aspect of Terror
- Summon Shade
Siphoning - Despite, Nightshades not having a magic affinity to Blood Magic
- Strife
- Malevolent Offering
- Malevolent (Shadow) Path > rework and move to Siphoning (PBAoE)
- Siphoning Strikes
- Drain Power
You may disagree or agree.
The suggestion places our offense in one tree, gap-closing/utility in one and range/heal in another. This advocacy for moving skills to appropriate trees will significantly help the class. THEN; the developers would have an improved class skill tree framework to audit/review class skill mechanics for rework or modification.
What I'm saying, you can't have Rogue, Assassin, or Blood Mage without a complete rework of everything; BUT you could take the posted suggestion on fixing the classes' skill trees and shape those skill trees appropriately.
Jabbs_Giggity wrote: »RE: Nightblades
I posted this before and other older posts were similar;
Before they can even consider class identity they need to rework our skill trees, such as the following:
AssassinationShadow
- Assassin's Blade
- Veiled Strike < moved from Shadow Tree
- Add Melee DOT < re-purpose Debilitate from Siphoning Tree
- Marked Target
- Grim Focus < adopt current Bound Armament skill mechanic proposal, as the skill to hold up pressure while weaving Light Attacks.
- Teleport Strike < moved from Assassination Tree (e.g. Shadow Step/Strike)
- Shadow Cloak
- Blur > moved from Assassination Tree
- Aspect of Terror
- Summon Shade
Siphoning - Despite, Nightshades not having a magic affinity to Blood Magic
- Strife
- Malevolent Offering
- Malevolent (Shadow) Path > rework and move to Siphoning (PBAoE)
- Siphoning Strikes
- Drain Power
You may disagree or agree.
The suggestion places our offense in one tree, gap-closing/utility in one and range/heal in another. This advocacy for moving skills to appropriate trees will significantly help the class. THEN; the developers would have an improved class skill tree framework to audit/review class skill mechanics for rework or modification.
What I'm saying, you can't have Rogue, Assassin, or Blood Mage without a complete rework of everything; BUT you could take the posted suggestion on fixing the classes' skill trees and shape those skill trees appropriately.
Completely agree. I have advocated more many of your mentioned changes regarding moving skills around from Tree to Tree, as some do not fit the current "theme" of the Class Tree for NB. Why ZOS did not do this during one of their skill audits?! Who only knows...
The biggest problem that I see going forward with Classes and Combat, is that they want every class to be able to Tank, DPS and Heal. This is a generic approach in an MMO to get more Casual players to play freely > which translates into more dollars from Crown sales because Casuals = Esales.
Jabbs_Giggity wrote: »
Warden.
- Mage (Magicka-based) - Focusing on frost elements to hinder, debuff and damage enemies.
- Druid (Stamina-based) - Focusing on transformations into beasts and controlling the terrain to unleash on their enemies.
- Guardian (Hybrid) - Focuses on absorbing burst damage into damage over time and transferring it into damage.
No, this defeats the whole purpose of ESO’s horizontal progression system. With more skills and different “subclasses” you typically end up with an even more strict meta. Not to mention less skill choice and harder balance for sure. Think about it, if a class specializes in a handful of skills, your main skill picks will be those handful of skills. With ESO differentiating between stam and mag already, further specific subclass will also need to cater to one or both of these resources as well, making balancing harder and variety more narrow.
With an unique approach at MMORPG genre and its class/combat system, ESO will not find an easy equivalent solution from more traditional MMORPGs. While it might sound nice and obvious to some people, a closer inspection shows the multitude of flaws this system creates. If ESO implements such a system as you suggest in the same manner you suggest it, this game will most definitely go down the gutter.
[Jabbs_Giggity wrote: »
Warden.
- Mage (Magicka-based) - Focusing on frost elements to hinder, debuff and damage enemies.
- Druid (Stamina-based) - Focusing on transformations into beasts and controlling the terrain to unleash on their enemies.
- Guardian (Hybrid) - Focuses on absorbing burst damage into damage over time and transferring it into damage.
I really like your idea for the warden👍
The warden has one big issue: class identity. It suffers from its own diversity, ice/plant/animals are not that compatible with each other.
By separating them(at least in name and specialization) I think that warden could finally be free of its identity problem.
Good work!
I like the idea (in fact, it reminds me a litle of PoE), but I think it should be developed a little more.
For example the blood mage option seems a little straightforward. Imho it should allow also the option to go Sap Tank, which was a very good example of the "play as you want" spirit this game used to have at launch, or the "vampiric killer" in which you are rewarded with sustain for killing/doing dmg to an enemy
Jabbs_Giggity wrote: »What I had thought about, as a replacement for CP Trees would be an alternative Identity given to each Class in the form of a "Specialization Focus". Each Class would retain their respective Skill Trees without morphs until they reach level 50. Upon reaching "Champion" Status, you would have a choice between 2-3 specialization roles, each with different Morph options on skills. CP Points would serve purely as passive bonuses based on your chosen focus.
Nightblades
- Rogues (Stamina-based) - focusing on traps, ranged projectiles and strategy.
- Assassins (Either focus) - focusing on quick and deadly strikes using fast movement and shadows. [Bleeds and Poison, or Oblivion{ish}] "Death by a thousand cuts"
- Blood Mages (Magicka-based) - focusing on elemental damage direct to the health of an opponent.
Dragonknights
- Dragonborn (Magicka-based) - Focusing on strength and control. [Tank Option]
- Striker (Stamina-based) - Focusing on prowess and quickness to deliver massive bleeds and overwhelming pressure. [Like that of a Dragon]
- **Cool Name for Dragon** (Magicka-based) - Focusing on fire to smelt their enemy.
Templar
- Cleric (Magicka-based) - Focusing on healing and group utility.
- Zealot (Stamina-based) - Focusing on speed and strength to stay in the battle delivering powerful devastation with physical damage.
- Paladin (Magicka-based) - Focusing on Holy infusion to smite their enemy from afar or near.
Sorcerer
- Wizard (Magicka-based) - Focusing on Lightning, Earth and Dark Magic using speed and slight of hand.
- Battle-mage (Hybrid) - Focusing on melee-play using the elements to supplement delivery of devastating attacks.
- Monk (Stamina-based) - Focusing on fast attacks and speed to suppress enemies and uses arcane knowledge to trick or disorient enemies.
Warden
- Mage (Magicka-based) - Focusing on frost elements to hinder, debuff and damage enemies.
- Druid (Stamina-based) - Focusing on transformations into beasts and controlling the terrain to unleash on their enemies.
- Guardian (Hybrid) - Focuses on absorbing burst damage into damage over time and transferring it into damage.
Necromancer
**This class was pretty well-thought-out, but could easily be turned into an assortment of undead type specializations.