The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/

Class specific weapon morphs

Ranger209
Ranger209
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Some people are wondering if a new weapon type might be introduced in the next DLC. I've been toying with the idea for a while concerning the weapon types we already have. What if the morphs were different based on the class of a character. What if the upper cut morphs for example had class specific morphs. Dizzy swing would do something different for a templar, or a night blade, or a Necro. It wouldn't be dizzy swing as such any longer. but would have different names for the morph for different classes and act quite differently altogether. Everyone would get uppercut, but once the morphs came into play they would differ by class. This would pertain to all other weapon skill morphs as well. There could even be some magika morphs of stam weapons and stamina morphs of some mag weapons, not necessarily but it could be on the table. This might be a great way to get some of the lost class identity back in the game. Balance could be a challenge or a con to doing this, or not. Thoughts?
  • Lughlongarm
    Lughlongarm
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    This would be the dream, probably the thing I liked the most in GW2.

    In the article - "DEVELOPER DEEP DIVE – LET’S TALK ABOUT CLASS IDENTITY IN ESO" - https://www.elderscrollsonline.com/en-us/news/post/57025

    The devs wrote -
    "Now you may be asking yourself how non-class skill lines fit into this theoretical world of strong class identities. After all, if class abilities are the embodiment of power fantasy and class kits include all the basic tools required to fulfill a role, why would you bother with using abilities outside those kits? The team is still exploring this problem space, but our current thinking is that non-class lines should fulfill two primary purposes. First, they should allow you to “fill gaps” in your build when your class kit doesn’t provide the exact behaviors you need or are comfortable with. Second, they should open up the possibility space of your character’s build, both in terms of power fantasy and play patterns, by mixing and matching from the large pool of available abilities."

    Class specific weapon skills(or at-least, one additional morph) will be a very good solution.
    We also still need to see in ZOS will introduce spell crafting and how will they do it(Perhaps it will be related) .
  • Bradyfjord
    Bradyfjord
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    If ZOS doesn't want to make a true spell crafting system, a system of morphing abilities in predefined ways might be more interesting to them. Class specific morphs could be part of this kind of system.
  • Ranger209
    Ranger209
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    Without getting too specific this could open up a lot of new play styles or reinforce some existing ones. Think of a stamina templar that uses a healing staff as a melee weapon for a monk style of fighting where the more light armor he or she wears the harder the staff hits and more evasive they become. Think spell sword where a magicka sorcerer can actually dual wield at melee range and sword and board defensively creating small radii electrical fields with their shields. Think nightblades with bow abilities specific to them that can make them fight as true archers.

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

    Reading through this, which is a great read, there is one area of "play your way" that they don't touch on. Right now certain classes thrive at close quarters while others thrive at range. I'm not sure if this is a line that they want to cross, but by creating class specific weapon morphs they could bridge that gap so that classes that are typically not good at ranged fighting could be built to be range fighters, while classes that are typically not good at close quarters could be built to excel there. On the surface this may seem to homogenize, but if it is done in class specific ways it will further differentiate the classes from each other while making them more effective in non traditional playstyles through unique morphs of otherwise identical skills.

    Kind of grand thoughts and maybe it shouldn't be pushed that far, but you have to look at how far this could possibly be taken and then draw it back to where it should be taken. Where that line is? I leave it to the imagination.
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