exeeter702 wrote: »People often misunderstand this.
The distinction is in the class thematics and how each class achieves performance in a given role through their own unique mechanics. It does not have anything to do with the group roles of which they are balanced around. The meta in terms of which class is taken for which role is entirely independent to the identity and themes of each class.
The reality is that you have to look at this in terms of each class essentially being 2 distinct classes maybe even three in some cases. We have what is essentially 12 unique playable classes, a magicka and stamina version of each. Having only one of those be intended to tank or heal is grossly shallow for an mmo of this scale.
exeeter702 wrote: »People often misunderstand this.
The distinction is in the class thematics and how each class achieves performance in a given role through their own unique mechanics. It does not have anything to do with the group roles of which they are balanced around. The meta in terms of which class is taken for which role is entirely independent to the identity and themes of each class.
The reality is that you have to look at this in terms of each class essentially being 2 distinct classes maybe even three in some cases. We have what is essentially 12 unique playable classes, a magicka and stamina version of each. Having only one of those be intended to tank or heal is grossly shallow for an mmo of this scale.
my problem with this is rather, every dps has a 2hander on the mainbar and a bow on the backbar, no mather what "character" one is going to play
"play as you want"? not rlly
"play as you get the best dps, because otherwise, you get kicked out of dungeons and there is very few variety to that"
but that already started with the whole skill design
whats the point of a "nightblade", running around with a huge 2 hand stat stick, not using it because you will just always just pull out some summoned daggers to stab your enemies
KillsAllElves wrote: »In this game these terms are an oxymoron.
Class identity comes from specific themed abilities.
Best in slot tank-DK
Best in slot healer-templar.
Trying to make all classes have the abilities to fill all roles is not only ridiculous, it shows the lack of imagination on the developers part.
KillsAllElves wrote: »In this game these terms are an oxymoron.
Class identity comes from specific themed abilities.
Best in slot tank-DK
Best in slot healer-templar.
Trying to make all classes have the abilities to fill all roles is not only ridiculous, it shows the lack of imagination on the developers part.
There are ways to fulfill both, provided you don't do so in a stupid way, which Zenimax has.
Want every class to be able to tank? DK has naturally high mitigation to help it survive, Templar can sustain itself through its raw healing, Sorc can use their pet(s) to take agro and heal themselves in a pinch, NB can just be hard to hit while taking agro, Warden can buff itself to the moon and back to keep itself going, and Necro can use its debuffs and utility to keep itself alive.
Want every class to be able to heal? DK can share its mitigation with everyone else while healing using generic tools, Templar can use its raw healing to just flood group heals, Sorc can maybe use their pet to provide AoE healing near the players who need it, NB can share its evasive tools with everyone else while healing using their healing skills on top of generic tools, Warden can provide passive healing with some general group support, and Necro can use corpses as healing wells.
Boom. Every class can fit as both tank and healer, in unique ways.
Like is there? Because literally everyone can tank, everyone can heal, everyone can do damage. Like even everyone can do both single target and aoe damage! The difference is just icons and animations lol.
SmukkeHeks wrote: »Isn’t identity also tied to abilities? Or roles?
When everyone can be anything, none will have something they excellent in, yes?
When they don’t expect players can separate kitty’s from wood elves, only due to both abilities in stealth, how will they ever expect from us to recognize other races from each other.
The “play as you like” is dumbing down the game. Choices will include something you don’t get. In my opinion it’s not a negative to have races that are strong in one role.
SmukkeHeks wrote: »Isn’t identity also tied to abilities? Or roles?
When everyone can be anything, none will have something they excellent in, yes?
When they don’t expect players can separate kitty’s from wood elves, only due to both abilities in stealth, how will they ever expect from us to recognize other races from each other.
The “play as you like” is dumbing down the game. Choices will include something you don’t get. In my opinion it’s not a negative to have races that are strong in one role.
Identity comes down to how a class approaches a particular role. Being tanky can be done in a variety of ways, including through straight passive mitigation, active mitigation, passive healing, active healing, etc.
Take Warrior, Guardian and Necromancer from GW2, three incredibly tanky classes. While all three can be incredibly sturdy, they do so in different ways.
Warrior combines high passive mitigation with passive healing, allowing you to face tank moderately heavy hits, at the cost of being unable to recover if your passive mitigation/healing is overwhelmed.
Guardian combines multiple active mitigation and active healing tools, offering a slew of tools that enable you to deal with hits and recover if your main tools are overwhelmed, at the cost of having all tools on cooldowns and requiring an active playstyle.
Necromancer uses a unique class mechanic that basically offers a second health pool that can be charged and used to eat heavy hits that you'd otherwise die from, at the cost of pushing most of the class's offense into this same mechanic forcing you to make the choice between killing or surviving, and dealing with the moderately long cooldown once you deactivate the second health pool.
ESO classes can be set up in similar ways, approaching roles or playstyles in different ways. As I outlined above, if every class is meant to have options to make them tanky, DK can mirror Warrior with high passive mitigation and aggressive healing, Templar can mirror Guardian with multiple active mitigation and healing options, NB can rely on its evasiveness to avoid being hit in the first place, Sorc can use their pets to share agro and provide some off heals, Warden can use the myriad of buffs and high sustained healing to keep itself alive, and Necro can debuff opponents while using their raw utility to mitigate or heal through damage.
It's not hard.
Like is there? Because literally everyone can tank, everyone can heal, everyone can do damage. Like even everyone can do both single target and aoe damage! The difference is just icons and animations lol.
Like is there? Because literally everyone can tank, everyone can heal, everyone can do damage. Like even everyone can do both single target and aoe damage! The difference is just icons and animations lol.
In my opinion there is a distinctive identity to classes. In general magicka classes seem to have better identity than stamina classes due to using more class abilities.
Here is what I think the class identity is with each class (excluding necromancer, never played one):
- Nightblades are the assassins of ESO. Identity skills - cloak, killers blade, teleport strike. Pretty straight forward. Teleport strike got copied into dual wield skill line. Which is a high crime in my opinion!
- Templars are the devout knights or healers of Tamriel. Identity skills - puncturing sweeps, power of the light, aurora javelin and extended ritual. They are the "good" guys always helping others.
- Dragonknights is pretty cool and unique class! They are the dark knights with draconic powers: ability to spread wings and jump your enemies like the mighty Dovah! Identity skills - Ferocious leap, whip, spiked armor, fiery breath.
- Sorcerers are the magic users of ESO. Lightning hurling mages or warriors that are enveloped in powerful winds. Identity skills - frags, fury, streak, power surge, Atronach, overload, hurricane, shields. Stamina sorcerers give me huge Thor/Odin vibes.
- Wardens are the druids or rangers of Tamriel. They have animal companions and can call magic predators from the sky. Strong identity in flora/fauna of Vvardenfell. Also they use cold magics (huge miss in identity department in my opinion). Identity skills - cutting dive, netch, bear, permafrost, wings (cant recall the name)
Like is there? Because literally everyone can tank, everyone can heal, everyone can do damage. Like even everyone can do both single target and aoe damage! The difference is just icons and animations lol.
In my opinion there is a distinctive identity to classes. In general magicka classes seem to have better identity than stamina classes due to using more class abilities.
Here is what I think the class identity is with each class (excluding necromancer, never played one):
- Nightblades are the assassins of ESO. Identity skills - cloak, killers blade, teleport strike. Pretty straight forward. Teleport strike got copied into dual wield skill line. Which is a high crime in my opinion!
- Templars are the devout knights or healers of Tamriel. Identity skills - puncturing sweeps, power of the light, aurora javelin and extended ritual. They are the "good" guys always helping others.
- Dragonknights is pretty cool and unique class! They are the dark knights with draconic powers: ability to spread wings and jump your enemies like the mighty Dovah! Identity skills - Ferocious leap, whip, spiked armor, fiery breath.
- Sorcerers are the magic users of ESO. Lightning hurling mages or warriors that are enveloped in powerful winds. Identity skills - frags, fury, streak, power surge, Atronach, overload, hurricane, shields. Stamina sorcerers give me huge Thor/Odin vibes.
- Wardens are the druids or rangers of Tamriel. They have animal companions and can call magic predators from the sky. Strong identity in flora/fauna of Vvardenfell. Also they use cold magics (huge miss in identity department in my opinion). Identity skills - cutting dive, netch, bear, permafrost, wings (cant recall the name)
Nice, ...but what are necros?
Anotherone773 wrote: »They are basically all the same. Every class can do everything in every gear with every weapon. Every class has the same formula for skills to make sure they are roughly the same.
In other games a class will be strong at X, average at Y, and weak at Z. A different class will be average at X, strong at Y, and weak at Z. Another class will be weak at X, average at Y, and strong at Z, etc. etc.
In ESO, a class will be slightly above average at X, average at Y, and slightly below average at Z. Another class will be slightly below average at X, average at Y, and slightly above average at Z. Etc. Etc. Zzzzzzz....zzzzzz...zzzzzz.
They call that snooze fest balance, i call it Xeroxing. They do the same with gear sets. ZOS creates some beautiful worlds but their character/class development is pretty much 50 shades of grey. It requires zero strategy and thought to pick a character and class in this game.
Emma_Overload wrote: »Anotherone773 wrote: »They are basically all the same. Every class can do everything in every gear with every weapon. Every class has the same formula for skills to make sure they are roughly the same.
In other games a class will be strong at X, average at Y, and weak at Z. A different class will be average at X, strong at Y, and weak at Z. Another class will be weak at X, average at Y, and strong at Z, etc. etc.
In ESO, a class will be slightly above average at X, average at Y, and slightly below average at Z. Another class will be slightly below average at X, average at Y, and slightly above average at Z. Etc. Etc. Zzzzzzz....zzzzzz...zzzzzz.
They call that snooze fest balance, i call it Xeroxing. They do the same with gear sets. ZOS creates some beautiful worlds but their character/class development is pretty much 50 shades of grey. It requires zero strategy and thought to pick a character and class in this game.
Other games have dozens of classes, though. If ZOS wanted to differentiate classes the way you want, they would need to create a whole lot more classes. Otherwise, there would only be one or two classes for each role! Now THAT would be boring.