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Why do we have classes at this point?

Chelo
Chelo
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"One of our mantras for ESO is "play the way you want," and in this case, it means any class can fulfill any role (tank, dps, support/healer). To better achieve this ideal while also maintaining the unique fantasy flavor of each class, all class kits need to include the basic tools required to fulfill each role. To be clear, our goal is for every class to be viable, not necessarily optimal, in any role without heavily relying on non-class skill lines"

Classes = Role Specialization. It's been like this in every MMORPG from the last 25 years...

There's always going to be a class more focus on damage, other focus on healing and other focus on tanking. If Devs want every class to be capable of doing everything, then why do we have classes at this point?

If I pick a DK, I expect to be tankier than a NB, but if we both are exactly the same tankier? Then what's the difference? First one have orange skills and the second one have red skills?

If they insist in this "play the way you want", they will have to rework the entire game, get rid of classes and just give us skill trees to chose (tank, healer, damage, utility, etc.)

Because this is a 5 year old game, and was develop with actual classes in mind (classes that specialize in different roles).

I'm so tire that they still trying to reinvent the wheel at this point. They should get rid of "play the way you want" already, accept that there's always going to be a Meta and that classes will always be better in specific roles...

Templar will always be the best healer, DK will always be the best tank, etc. Like any other MMORPG out there.

I know this doesn't appeal to the casual audience because they want to be the "master of everything", but MMOs were never for casuals anyway...

Edited by Chelo on September 28, 2019 7:58PM
  • Ghettokid
    Ghettokid
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    Oh, Orc in the sky, what is love?
    Can the Orc within my heart rise above?
    Can I sail through the changin' ocean Orcs?
    Can I handle the Orcs of my life?
    Mmm
    Well, I've been 'fraid of Orcs'
    'Cause I've built my life around Orc
    But time makes Orc bolder
    Even Orcs get older
    And I'm gettin' Orc, too
  • Glurin
    Glurin
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    Chelo wrote: »
    Classes = Role Specialization.

    Wrong.

    Class is a general descriptor for how a character goes about doing things. Role is a general descriptor for what job a character will perform in a group situation. They are by no means the same thing.

    "All classes fulfilling any role" does not mean everyone is exactly the same with exactly the same stats and exactly the same abilities performing exactly the same way to exactly the same degree of success. It's right there in black and white in that very section you quoted. "viable, not necessarily optimal" That means DKs may still be the best tanks around, but you're not automatically doomed to failure if your tank happens to be a Templar.

    Meta is not the only way to play or design a game.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Gilvoth
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    we should have a classless option and be able to choose from lists on how to make and build our own class.
  • TheShadowScout
    TheShadowScout
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    Chelo wrote: »
    Why do we have classes at this point?
    ...because that's how they built the game at the start??
    Duh!

    The main point of classes methings was to prevent the game becoming a "clone army" setup when everyone and their granny ended up running the same super-effective build after a while... and to keep characters more diverse, thus letting people have more fun when they play, as they get more flavors to compete with (PvE) or against (PvP)

    And yes, that could have been achieved some other way too... but this is the way they went with. And discussing any other way...
    ...well, that ship has sailed, been set on fire and sunk a looooong time ago.

    Maybe for the next game!
    Chelo wrote: »
    Classes = Role Specialization. It's been like this in every MMORPG from the last 25 years...
    Not quite.
    I recall quite a few where you can play one "class" in at least two roles... like "healer" or "damagedealer"; or "damagedealer" or "tank" on the same base class, depending on other things like gear, specializations, skills active, etc.
    And I did not even play many MMOs...
    Chelo wrote: »
    If I pick a DK, I expect to be tankier than a NB...
    ...but would be surprised when you meet a good saptank build turning your expectations around?
    Chelo wrote: »
    Then what's the difference? First one have orange skills and the second one have red skills?
    Yes, the difference is in the skills. Not the color, but the effects and whatever is available to each class!

    And yes, some classes will have a bit of an edge in some regards... but you are confusing the "play as you want" with a "be as good as everyone else no matter what you play" notion.

    Yes, people -can- play as they like. But there are consequences to suboptimal build choices... they will be rather unlikely to show up on a leaderboard, or may not be such a welcome sight in PUGs. But people still can play whatever they want, any way they want...
    Chelo wrote: »
    ...but MMOs were never for casuals anyway...
    You DO realize what everyone is now going to think of you, right? Like:
    fD3jRmx.jpg
    :p;):lol:

  • StormeReigns
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    Chelo wrote: »
    but MMOs were never for casuals anyway...

    Gonna need infallible and undeniable evidence along with creditable sources and citations to back this claim up.
  • Chelo
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    Glurin wrote: »
    Chelo wrote: »
    Classes = Role Specialization.

    Wrong.

    Class is a general descriptor for how a character goes about doing things. Role is a general descriptor for what job a character will perform in a group situation. They are by no means the same thing.

    "All classes fulfilling any role" does not mean everyone is exactly the same with exactly the same stats and exactly the same abilities performing exactly the same way to exactly the same degree of success. It's right there in black and white in that very section you quoted. "viable, not necessarily optimal" That means DKs may still be the best tanks around, but you're not automatically doomed to failure if your tank happens to be a Templar.

    Meta is not the only way to play or design a game.

    If you are a DK and Im NB, we both are DPS and we pull exactly the same numbers? What's the difference between you and me? That you use Orange Skills to do your damage and I use Red Skills for my damage?... If that's what going to happen, they rather just give us skill trees and forget about classes at all...
  • DeathStalker_X
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    It's a valid point - everything has become homogeneous and blended.
  • Heyodude
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    "play the way you want,"

    has been a half truth from day one. And the developers have tried to deliver an impossible gaming experience under that banner. The game has only been worse off for it.
  • AcadianPaladin
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    ESO is a hybrid game - inspired by the Elder Scrolls rich history and tradition of SP rpg and adapted to support multiplayer. There's nothing that requires it to adhere to any genre rules since it is pretty unique and (happily) difficult or impossible to classify into a box.

    I would be perfectly happy with a classless system where you build your own. There is plenty of history of this approach in Elder Scrolls.

    I've never bought the counter argument that no class means everyone plays identical metas. Were that the case then right now, everyone would be playing the same setup that is currently deemed meta - race, class, skills, all of it. Obviously that is not the case. Players have differing objectives and goals. They do and will build characters to suit their own objectives. Would top level trial characters look pretty similar? Sure, just like they do now.
    PC NA(no Steam), PvE, mostly solo
  • Gilvoth
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    Heyodude wrote: »
    "play the way you want,"

    has been a half truth from day one. And the developers have tried to deliver an impossible gaming experience under that banner. The game has only been worse off for it.

    your right, i gotta go with that idea as truth.
    sad truth.
  • Chelo
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    It's a valid point - everything has become homogeneous and blended.

    That's the point... If me as a NB can pull the same healing numbers as a Templar, then why have 2 different classes at all? They rather just give us both healing skill trees and chose the skills you like...
  • Cloudless
    Cloudless
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    Ghettokid wrote: »
    Oh, Orc in the sky, what is love?
    Can the Orc within my heart rise above?
    Can I sail through the changin' ocean Orcs?
    Can I handle the Orcs of my life?
    Mmm
    Well, I've been 'fraid of Orcs'
    'Cause I've built my life around Orc
    But time makes Orc bolder
    Even Orcs get older
    And I'm gettin' Orc, too

    So, take this Orc and take it down
    Yeah, and if you climb an Orc and ya turn around
    And if you see my reflection in the Orcs covered hills
    Well the landslide will bring Orcs down
  • Chelo
    Chelo
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    ESO is a hybrid game - inspired by the Elder Scrolls rich history and tradition of SP rpg and adapted to support multiplayer. There's nothing that requires it to adhere to any genre rules since it is pretty unique and (happily) difficult or impossible to classify into a box.

    I would be perfectly happy with a classless system where you build your own. There is plenty of history of this approach in Elder Scrolls.

    I've never bought the counter argument that no class means everyone plays identical metas. Were that the case then right now, everyone would be playing the same setup that is currently deemed meta - race, class, skills, all of it. Obviously that is not the case. Players have differing objectives and goals. They do and will build characters to suit their own objectives. Would top level trial characters look pretty similar? Sure, just like they do now.

    The thing is that they don't know how to design their own game. They gave us classes 5 years ago, and differences between these classes were clear.

    Now 5 years later, they are homogenizing everything and making sure every class can do exactly the same but with different colors...

    So why the hell they gave us classes in the first place? They should had gave us blank characters with just skill trees to chose...
    Edited by Chelo on September 28, 2019 8:58PM
  • Ghettokid
    Ghettokid
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    Cloudless wrote: »
    Ghettokid wrote: »
    Oh, Orc in the sky, what is love?
    Can the Orc within my heart rise above?
    Can I sail through the changin' ocean Orcs?
    Can I handle the Orcs of my life?
    Mmm
    Well, I've been 'fraid of Orcs'
    'Cause I've built my life around Orc
    But time makes Orc bolder
    Even Orcs get older
    And I'm gettin' Orc, too

    So, take this Orc and take it down
    Yeah, and if you climb an Orc and ya turn around
    And if you see my reflection in the Orcs covered hills
    Well the landslide will bring Orcs down

    Orc <3
  • Glurin
    Glurin
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    Chelo wrote: »
    Glurin wrote: »
    Chelo wrote: »
    Classes = Role Specialization.

    Wrong.

    Class is a general descriptor for how a character goes about doing things. Role is a general descriptor for what job a character will perform in a group situation. They are by no means the same thing.

    "All classes fulfilling any role" does not mean everyone is exactly the same with exactly the same stats and exactly the same abilities performing exactly the same way to exactly the same degree of success. It's right there in black and white in that very section you quoted. "viable, not necessarily optimal" That means DKs may still be the best tanks around, but you're not automatically doomed to failure if your tank happens to be a Templar.

    Meta is not the only way to play or design a game.

    If you are a DK and Im NB, we both are DPS and we pull exactly the same numbers? What's the difference between you and me?

    How we pull those numbers. As a DK, maybe I'm standing more toe to toe with the enemy while I incinerate him, not necessarily tanking but not afraid of getting hit. As a NB, maybe you are dodging back and forth while draining the life out of him with quick strikes that destroy his resistances.

    There is more to the game than meta and damage meters.
    Edited by Glurin on September 28, 2019 9:35PM
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • SeaGtGruff
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    Class is definitely an interesting topic. I should preface the following comments by stressing that they're my own thoughts, based on my personal experiences as a game player, and not based on any inside familiarity with the history of RPGs.

    If you look at early RPGs, they tended to have very few classes-- sometimes only three or four, such as Fighter, Thief, and Magician/Cleric. This helped simplify the process of forming a group where each member had a specific role to fill. You could still form a group of all Fighters, or all Thieves, etc., but it was generally best to have a well-rounded group.

    The problem was, you still needed each class of character to be able to fill various roles in a pinch, because if your group ran into a bunch of giant rats or whatever, you couldn't afford to have the Thief dodging and the Cleric healing every turn while the Fighter and the Magician tried their best to deal with the entire bunch of enemies, since that would usually end with the group getting overwhelmed and wiped out. So the different classes needed to have abilities they could call on in a pinch that would let them do damage, or heal (even if perhaps it was only self healing), or pilfer, etc., even if that wasn't their principal role in the group.

    Perhaps as an outgrowth of this, or maybe simply because players (and designers) wanted more variety, RPGs began to have more classes. At first they may have been created by taking an existing class and splitting it up, such as taking a generic Magic-User class and separating it into Magician and Cleric. But it developed into an explosion of classes which were really subclasses of a few major classes. These might be likened to specialization within a given profession, such as Fighters who specialized in Archery, or Scouting, etc.; or Magic-Users who specialized in Illusion, or Conjuring, etc.

    If you look back at TES:Arena, where the player's class could be assigned by answering questions, you can analyze how each of the subclasses is at least partially defined by how much emphasis is placed on fighting, magic, and thievery. If there are only 3 major classes (Thief, Mage, Warrior), you can create 18 subclasses by using just 5 questions to divide each major class into 6 subclasses:

    5T + 0M + 0W
    4T + 1M + 0W
    4T + 0M + 1W
    3T + 2M + 0W
    3T + 1M + 1W
    3T + 0M + 2W

    5M + 0T + 0W
    4M + 1T + 0W
    4M + 0T + 1W
    3M + 2T + 0W
    3M + 1T + 1W
    3M + 0T + 2W

    5W + 0T + 0M
    4W + 1T + 0M
    4W + 0T + 1M
    3W + 2T + 0M
    3W + 1T + 1M
    3W + 0T + 2M

    There are 3 more possible subclasses-- and there were in fact 3 more subclasses added with TES3:Morrowind-- but they don't have a clear emphasis on one of the 3 major classes:

    2T + 2M + 1W
    2T + 2W + 1M
    2M + 2W + 1T

    Of course, TES:Arena, TES2:Daggerfall, and TES3:Morrowind actually used 10 questions, not 5, presumably to help reduce mistaken class assignments due to the player choosing answers that didn't obviously suggest which choice a Thief, Mage, or Warrior might be expected to make. In fact, I believe that some of the answers were reassigned to different major classes between TES:Arena and TES2:Daggerfall. But you can create 18 (or 21) subclasses by taking just 5 points and spreading them out between 3 major classes.

    In any case, the existence of so many subclasses-- coupled with different Races and the various Attributes-- allowed players to create characters having a variety of skills, specializations, interests, and backstories.

    It's interesting that ESO chose to go in the other direction, and return to the simpler system of having just a few Classes. I'm not sure what the intention was, but it has the potential of helping players focus on the specific role they want their character to fill within a group-- tanking, damage-dealing, or healing. This would seem to make perfect sense in a MMORPG where it's assumed that players will want to form groups and go adventuring together. And the additional simplification of having just 3 basic Attributes-- Health, Stamina, and Magicka-- sort of goes along with the simplification of Classes, since each Class is expected to have a greater interest in developing just whichever Attribute is most important to that Class.

    Unfortunately, players still want the freedom to do their own thing, whether that means going solo on adventures, or filling any group role while playing a character of any Class. I didn't play ESO when it first came out, but I have the impression that a lot of players weren't very happy with the much-reduced number of Classes. So ESO:Morrowind added another Class, and now ESO:Elsweyr has added yet another.

    But even without the addition of more Classes, from the beginning players have had the freedom to create a character of any Race and Class, and develop that character in a nearly limitless number of directions based on which Attributes they choose to increase, and which Skills-- and corresponding active and passive abilities-- they want to use. The addition of Champion Points gives the system even more flexibility.

    Anyway, it's going to be difficult for RPG designers to create a game that completely satisfies everyone, because everyone is going to have their personal preferences and opinions about how the game should be. ZOS might take a lot of flak from all the players who are dissatisfied with ESO, but I think they've done-- and continue to do-- an admirable job.
    I've fought mudcrabs more fearsome than me!
  • barney2525
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    apparently another individual who did not read the recent ad they put out Explaining their stance on classes as they pertain to the roles - DPS/Tank/Healer

    It's really not that hard to read what they write

    https://elderscrollsonline.com/en-us/news/post/57025


    In a nutshell,

    Yes, Every class Can perform Every role and be effective in that role. However, the strategy and tactics that will be used will be different, depending on the class that you play. The strategy and tactics used to be an effective Nightblade Healer will be different from those of the Templar Healer. Your class skills will determine the Style of play you need to be successful.

    Additionally, they recognize that not all classes will perform all roles at an equal level. You may use the NIghtblade healer, and be effective and successful with it, BUT, the Templar healer may be More effective as a healer.

    Thus, they allow you to perform any role in any class you want, yet keep all the distinctiveness of the individual class.


    :#
    Edited by barney2525 on September 29, 2019 12:36AM
  • FearlessOne_2014
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    ESO is a hybrid game - inspired by the Elder Scrolls rich history and tradition of SP rpg and adapted to support multiplayer. There's nothing that requires it to adhere to any genre rules since it is pretty unique and (happily) difficult or impossible to classify into a box.

    I would be perfectly happy with a classless system where you build your own. There is plenty of history of this approach in Elder Scrolls.

    I've never bought the counter argument that no class means everyone plays identical metas. Were that the case then right now, everyone would be playing the same setup that is currently deemed meta - race, class, skills, all of it. Obviously that is not the case. Players have differing objectives and goals. They do and will build characters to suit their own objectives. Would top level trial characters look pretty similar? Sure, just like they do now.

    I highly agree with you.
  • Aznarb
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    SkerKro wrote: »
    Chelo wrote: »
    but MMOs were never for casuals anyway...

    Gonna need infallible and undeniable evidence along with creditable sources and citations to back this claim up.

    He can't since WoW was specifically aim to casual population when it release, it was way easier than the game around at this time like everquest, 4p, Lineage2 (endless grind fest and wild pvp <3) ultima, RO, etc...

    After that every mmorpg released was easier and easier.
    Dunno if it a bad or good thing, but saying mmorpg are not for casual in 2019, really ?

    Also for OP, I was bored 2 week ago to play the same as other in every char so I removed all skill and have totally change them.
    My necro and templar healer are almost full skill class and work like charm even in vtrial.
    I've even build a fun off-tank who can heal the team like crazy (don't think it's good enough for vet though, need some test).

    To much ppl stay in the meta mood and don't take the time to test other thing. Lot of build/gear work, even if they're not as strong as meta, you don't need that much to clear all content.
    Stop whining, test thing meta is only for score pushing and most ppl using meta build don't play them correctly anyway.

    Edited by Aznarb on September 29, 2019 9:06AM
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

  • bmnoble
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    Quite simple, there are players out there that feel the need to have a tank/DPS/Healer of each class, multiple classes get players to buy more character slots and level more characters increasing the amount of time they play the game, increasing the chance of them spending money in the crown store.

    Or is it just a coincidence that when they add more character slots its 3 at a time?


    If you had no classes, players would be able to do everything on one character and just respec their skills when they wanted to change roles, from tank/healer/DPS etc...


    What happens now when a class becomes less popular due to nerfs? Player either create a new character of the current best class or switch to one they previously created, spending more time in game on that character.


    Classes exist to make you create a new character to get access to a different skill set/play style, to keep you playing the game as long as they possibly can.
  • FierceSam
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    Why have classes?

    Because class isn’t the same as role

    Because being a DK, for example, should be different from being, say, a NB

    And this should have nothing to do with the role your class is playing. Each class needs to be able to play 5 distinct roles, solo PvE, dd, tank, healer and PvP. DK does not just mean tank, any more than Warden just means healer.

    It means that new players choosing their first character can safely make their choice based on their ‘vision’ of what a DK, Templar, NB, Sorc, Warden or Necro is (which is permanent) rather than the role it does (which is temporary and situational).

    It means that six months down the line, when the player is more sophisticated and has put a lot of care/energy into the character, they can still play any role. Sure there will always be meta builds, but hopefully the differences between these and other builds will be much smaller than now.

    It might mean that not every Stam build has the same blend of non-class skills, which might make for more varied and fun gameplay.

  • Tandor
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    Gilvoth wrote: »
    we should have a classless option and be able to choose from lists on how to make and build our own class.

    Groups would still call out for a healer or tank etc, and would expect players to have the appropriate build. Moreover, for those who worry about such things there would be a FOTM template and they would all feel bound to respec every time it changed. Respec tokens would, of course, be available in the Crown Store...
  • carlos424
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    It is already the case that any class can play any role and be "viable, not necessarily optimal." It seems to me that they are really trying to make every class as close to “optimal” as they can, which is homogenizing classes/game play.
  • Hashtag_
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    barney2525 wrote: »
    apparently another individual who did not read the recent ad they put out Explaining their stance on classes as they pertain to the roles - DPS/Tank/Healer

    It's really not that hard to read what they write

    https://elderscrollsonline.com/en-us/news/post/57025


    In a nutshell,

    Yes, Every class Can perform Every role and be effective in that role. However, the strategy and tactics that will be used will be different, depending on the class that you play. The strategy and tactics used to be an effective Nightblade Healer will be different from those of the Templar Healer. Your class skills will determine the Style of play you need to be successful.

    Additionally, they recognize that not all classes will perform all roles at an equal level. You may use the NIghtblade healer, and be effective and successful with it, BUT, the Templar healer may be More effective as a healer.

    Thus, they allow you to perform any role in any class you want, yet keep all the distinctiveness of the individual class.


    :#

    Imagine being so naive and falling for that PR article that looks to be written by a marketing guy who passed a dev in the hallway and had a conversation. Was written to make casuals and new players feel that their poor choices in class/race are okay when ideally they’re not for the content they want to complete.

    Literally was written at a time when publicity is at an all time low due to multiple bad patches in a row. The game is getting roasted by content creators this patch all over the forums, Twitch, and YouTube for the homogenizing and lack of knowledge by this development team of what a specifically a class is supposed to be.
  • Delparis
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    Chelo wrote: »
    "One of our mantras for ESO is "play the way you want," and in this case, it means any class can fulfill any role (tank, dps, support/healer). To better achieve this ideal while also maintaining the unique fantasy flavor of each class, all class kits need to include the basic tools required to fulfill each role. To be clear, our goal is for every class to be viable, not necessarily optimal, in any role without heavily relying on non-class skill lines"

    Classes = Role Specialization. It's been like this in every MMORPG from the last 25 years...

    There's always going to be a class more focus on damage, other focus on healing and other focus on tanking. If Devs want every class to be capable of doing everything, then why do we have classes at this point?

    If I pick a DK, I expect to be tankier than a NB, but if we both are exactly the same tankier? Then what's the difference? First one have orange skills and the second one have red skills?

    If they insist in this "play the way you want", they will have to rework the entire game, get rid of classes and just give us skill trees to chose (tank, healer, damage, utility, etc.)

    Because this is a 5 year old game, and was develop with actual classes in mind (classes that specialize in different roles).

    I'm so tire that they still trying to reinvent the wheel at this point. They should get rid of "play the way you want" already, accept that there's always going to be a Meta and that classes will always be better in specific roles...

    Templar will always be the best healer, DK will always be the best tank, etc. Like any other MMORPG out there.

    I know this doesn't appeal to the casual audience because they want to be the "master of everything", but MMOs were never for casuals anyway...

    ZoS is a progressive company with big ideas so don't expect anything to be as usual.
  • Hashtag_
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    Delparis wrote: »
    Chelo wrote: »
    "One of our mantras for ESO is "play the way you want," and in this case, it means any class can fulfill any role (tank, dps, support/healer). To better achieve this ideal while also maintaining the unique fantasy flavor of each class, all class kits need to include the basic tools required to fulfill each role. To be clear, our goal is for every class to be viable, not necessarily optimal, in any role without heavily relying on non-class skill lines"

    Classes = Role Specialization. It's been like this in every MMORPG from the last 25 years...

    There's always going to be a class more focus on damage, other focus on healing and other focus on tanking. If Devs want every class to be capable of doing everything, then why do we have classes at this point?

    If I pick a DK, I expect to be tankier than a NB, but if we both are exactly the same tankier? Then what's the difference? First one have orange skills and the second one have red skills?

    If they insist in this "play the way you want", they will have to rework the entire game, get rid of classes and just give us skill trees to chose (tank, healer, damage, utility, etc.)

    Because this is a 5 year old game, and was develop with actual classes in mind (classes that specialize in different roles).

    I'm so tire that they still trying to reinvent the wheel at this point. They should get rid of "play the way you want" already, accept that there's always going to be a Meta and that classes will always be better in specific roles...

    Templar will always be the best healer, DK will always be the best tank, etc. Like any other MMORPG out there.

    I know this doesn't appeal to the casual audience because they want to be the "master of everything", but MMOs were never for casuals anyway...

    ZoS is a progressive company with big ideas so don't expect anything to be as usual.

    They’re regressive with short sided ideas.
  • GraphicArtistYT
    GraphicArtistYT
    ✭✭✭
    Chelo wrote: »
    "One of our mantras for ESO is "play the way you want," and in this case, it means any class can fulfill any role (tank, dps, support/healer). To better achieve this ideal while also maintaining the unique fantasy flavor of each class, all class kits need to include the basic tools required to fulfill each role. To be clear, our goal is for every class to be viable, not necessarily optimal, in any role without heavily relying on non-class skill lines"

    Classes = Role Specialization. It's been like this in every MMORPG from the last 25 years...

    There's always going to be a class more focus on damage, other focus on healing and other focus on tanking. If Devs want every class to be capable of doing everything, then why do we have classes at this point?

    If I pick a DK, I expect to be tankier than a NB, but if we both are exactly the same tankier? Then what's the difference? First one have orange skills and the second one have red skills?

    If they insist in this "play the way you want", they will have to rework the entire game, get rid of classes and just give us skill trees to chose (tank, healer, damage, utility, etc.)

    Because this is a 5 year old game, and was develop with actual classes in mind (classes that specialize in different roles).

    I'm so tire that they still trying to reinvent the wheel at this point. They should get rid of "play the way you want" already, accept that there's always going to be a Meta and that classes will always be better in specific roles...

    Templar will always be the best healer, DK will always be the best tank, etc. Like any other MMORPG out there.

    I know this doesn't appeal to the casual audience because they want to be the "master of everything", but MMOs were never for casuals anyway...

    Ye. Rip ESO
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