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Each classes 3 hypothetical roles...

sindalstar
sindalstar
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Hi everyone.

This is more of a case study than really any kind of request. NB: I'm not asking for this to be implemented at all. I know how much it would shake the foundation of the game and upset a whole alotta people

So all classes in eso can do everything to varying degrees of success. That's not gonna change anytime soon.

Though I remember theres that one guy who suggested specializations for each class. So, keeping that in mind...

I'd like to ask you all, based entirely on your own opinion and reasoning (logical or no)

Q: If each class had three roles it could fulfill, one for each skill line
Which would you give each?


Now I know there are already 3 roles. But when I say roles I'm giving the following

Tank (stamina mostly)
Support (magicka mostly)

And three flavors of dps:
-melee (two handled and dual weild)
-ranged ( bow, since I found it weird that none of the bases classes were ever geared for an archer build when it's such a popular archetype.)
-caster (staves. Assumely at range but not the rule)

For this experiment, assume that you can only unlock the weapon line if your class caters to it (so if your class doesnt have tank as one of its 3 sets, it cant learn the S&B)

Feel free to give your reasoning if ya like :). Or give reasoning why somone elses picks are bleh. You do you.

I had a neat little spreadsheet for this but...

NB: melee, ranged, caster
● nightblades were easy to sus out for me. Nightblades sound like someone who will kill you and have many ways of doing it.

DK: melee, caster, tank
● dks have long been known as the core tanks of the game. Most people consider them melee centric. Both their melee and magic line would be smashing with might or burning people to crisps

Sorc: caster, melee, support
●probably gonna get flack for this one haha. So sorcerers to me are the people who actually bothered to go to a wizard college to learn stuff. Offensive magic is a give. Theres enough about bound weapons to make melee spellswords/warlocks a thing. And suprisly I'd take their pet line as their healer and support line, proving shields, buff and healing from their pet(s). Meridia or azuras boys and girls.

Templar:Tank, Support, ranged
●stepping on toes here too I know but narrowing them down. I could see the spear line being changed to be more like a spartan like phalanx tree. Healing is healing. As for ranged, shooting bolts and arrows of light could be pretty fun. People could pretend they're martial artists monks shooting ki or soemthing (cough dbz)

Warden: support, tank, melee
● getting to the classes that were added later, wardens have a very druid sort of theme. Healing is a given with nature. While we introduce warden as ranged friendly irl, I feel they might work better as close to mid range beastmaster kinda dudes. Ans then tank because theres only been 2 in the line up so far, plus wardens are protectors so itd pretty thematic.

necro : healer, caster, ranged
● this is where role overlap starts showing more favour but necro are decidedly magical to me. They're most just a weird reflection of sorcerors. Their caster line would be offensive pets instead of the sorcs defensive pets. Healing is a no brainers, given that ressinf people and healing is technically a form or necromancy by affecting the flow of life force. Again, ranged shows up because it's only shown up twice so far and needs some love. If the nightblade as assasin archers and templars are 'sun bullet' archers who constantly barrage you, necro would be some sort of hybrid between them. Maybe more trap themed with their corpses, keeping foes at a distance?.

What's your guys take?
How would you split the classes if they were going to be split
  • Noxavian
    Noxavian
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    For me, I personally quite hate how Necromancer tries to do everything. I dislike how it's a healer, damage dealer, and a tank. I really feel like either the tank or healing skill line or damage skill line should be edited around to fit in more summons. Or at the very least, if you're going to have a necromancer tank, make it to where they summon a big beefy creature that they need to maintain buffs and stuff on to do the tanking.

    I suppose I just feel like they really missed the mark with undead summoning with Necromancer.

    Imagine having an entire corpse mechanic yet not being able to raise a single undead from said corpses.... You know, the one thing necromancers are mainly known for.


    I also feel like the daedric summoning skill line for summoner's needs a bit of work too. As them not being able to summon at least a choice between fire, frost, or lightning atronachs is very weird considering those are the three most common among summoners.
  • idk
    idk
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    Using the Templar as an example, it is not that simple. One of the Templars iconic damaging skills is melee and has worked well for both stam and magicka builds.

    It is great to think of ideas and we are all entitled to that. However, I doubt Zos is going to do such a major change as OP has suggested. Though clearly OPs ideas are not well developed as that would take much more explanation and detail.
  • Glurin
    Glurin
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    IF we were going to split all the classes like that, here's how it's done.

    NB: Tank, DPS, Healer
    Templar: Tank, DPS, Healer
    DK: Tank, DPS, Healer
    Sorc: Tank, DPS, Healer
    Warden: Tank, DPS, Healer
    Necro: Tank, DPS, Healer

    I don't care if you're DPSing with a fire staff or a dagger. I don't care if you're tanking with S&B, a frost staff, or a friken bow. I don't care if you're healing with a resto staff or a battleaxe. If you can do the job, what does it matter? If I wanted to play a game where my character was born with some strange disease that caused their hand to burst into flame if they touched the "wrong" weapon, I'd go play WoW. TES has always been about doing things your way, whether that's meta or not.
    "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..."
  • Urzigurumash
    Urzigurumash
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    @Glurin

    Earlier today @J2JMC made a convincing point for how NB's assassin potential has been diminished to allocate part of its power budget towards filling roles other than assassin, at the expense of the original intent of the class. Post #111 in this thread

    https://forums.elderscrollsonline.com/en/discussion/497288/when-you-can-tell-who-is-going-to-win-a-bg-just-by-looking-the-classes-on-each-team#latest

    This is something worth being cautious of in such contemplation.

    Edited by Urzigurumash on October 14, 2019 8:24PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • sindalstar
    sindalstar
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    Glurin wrote: »
    IF we were going to split all the classes like that, here's how it's done.

    NB: Tank, DPS, Healer
    Templar: Tank, DPS, Healer
    DK: Tank, DPS, Healer
    Sorc: Tank, DPS, Healer
    Warden: Tank, DPS, Healer
    Necro: Tank, DPS, Healer

    I don't care if you're DPSing with a fire staff or a dagger. I don't care if you're tanking with S&B, a frost staff, or a friken bow. I don't care if you're healing with a resto staff or a battleaxe. If you can do the job, what does it matter? If I wanted to play a game where my character was born with some strange disease that caused their hand to burst into flame if they touched the "wrong" weapon, I'd go play WoW. TES has always been about doing things your way, whether that's meta or not.

    "What does it matter"
    Why does picking a class matter.

    This was just an experiment to see how people feel. Your opinion is clearly that nothing matters as long as they perform.

    For the heck of it, assume that structuring the game this way would let everyone perform because they'll get all the tools they need to perform. Happy?
    Edited by sindalstar on October 14, 2019 8:53PM
  • sindalstar
    sindalstar
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    idk wrote: »
    Using the Templar as an example, it is not that simple. One of the Templars iconic damaging skills is melee and has worked well for both stam and magicka builds.

    It is great to think of ideas and we are all entitled to that. However, I doubt Zos is going to do such a major change as OP has suggested. Though clearly OPs ideas are not well developed as that would take much more explanation and detail.

    I did say in my post, in bolded:
    NB: I'm not asking for this to be implemented at all.

    I know they'll never do it. That wasn't the point of this thread. Talking about what 'the iconic ability' of a class is pointless in this example because if they were redesigned to fit the suggested role, THOSE new abilities would become 'the new iconic abilities'.

    I'm asking you:
    If you had the choice to fit each class into little boxes so they could be designed more clearly, how would you spread the choices out.

    If you don't want to take part in the exercise that's fine. It's not going to interest everyone.
    Edited by sindalstar on October 14, 2019 9:13PM
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