This is not WoW where classes only fit strictly one role
ThePhantomThorn wrote: »This is not WoW where classes only fit strictly one role
No. But all classes should be better at some things than others.
As it is nbs are better tanks than dds, and Templar’s have better burst. It doesn’t make sense. Classes should be able to do every role, just some should be better than others. The classes should be unique.
ThePhantomThorn wrote: »This is not WoW where classes only fit strictly one role
No. But all classes should be better at some things than others.
As it is nbs are better tanks than dds, and Templar’s have better burst. It doesn’t make sense. Classes should be able to do every role, just some should be better than others. The classes should be unique.
This is not WoW where classes only fit strictly one role
This is not WoW where classes only fit strictly one role
@Nemesis7884
This is an MMO the whole point of an MMO is that you have millions of possible companions around you.
Also the point of classes is character theme
A class system works - there is nothing wrong with some form of restriction.
I like the nature theme of Warden and the holy & light theme of Templar
I like that Necromancer is it's own class
This is not WoW where classes only fit strictly one role
This is not WoW where classes only fit strictly one role
Precisely. Classes should not be built around roles, but around different ways how to tackle these roles.
IMO they should lean heavily into the different passives, make them more pronounced. +10% lightning damage for Sorcerers is a nice idea for example, but it's not enough to sway people into using lightning staffs over inferno.
Give classes more unique mechanics that only apply to them. Building Necromancers around corpses as a resource is a good direction, even thought it hasn't hit the mark yet. Why not try something similar with Sorcerers and Soul Gems, or Nightblades and Poisons?
StrandedMonkey wrote: »so what makes all these classes the same exactly?
so what about the ults, buffs, passives and aesthetics that make all these classes totally different?ThePhantomThorn wrote: »StrandedMonkey wrote: »so what makes all these classes the same exactly?
Well, there not the same, there just not unique.
Dk has better burst than nb
Warden is tankyer than dk
Classes don’t have the skilled that made them unique.
Like dk wings
Or nb incap
Their identity has been removed due to random nerfs.
The current team seems to want every class to be as good as each other at everything.
And that is just boring.
@Nemesis7884
This is an MMO the whole point of an MMO is that you have millions of possible companions around you.
Also the point of classes is character theme
A class system works - there is nothing wrong with some form of restriction.
I like the nature theme of Warden and the holy & light theme of Templar
I like that Necromancer is it's own class
StrandedMonkey wrote: »so what about the ults, buffs, passives and aesthetics that make all these classes totally different?ThePhantomThorn wrote: »StrandedMonkey wrote: »so what makes all these classes the same exactly?
Well, there not the same, there just not unique.
Dk has better burst than nb
Warden is tankyer than dk
Classes don’t have the skilled that made them unique.
Like dk wings
Or nb incap
Their identity has been removed due to random nerfs.
The current team seems to want every class to be as good as each other at everything.
And that is just boring.
this problem seems more opinionated than legitimate
ThePhantomThorn wrote: »Imo every class should have a unique identity. And this is what I think they should be.
Dk:
Tanky, able to stand ground. Strong ults.
Stone, fire, and poison elements.
Sorc:
Fast strong burst.
Wind and lightning elements
Nb:
Squishy stealthy and bursty.
Shadow elements with illusion magic.
Templar:
Healing and group utility,
Light based.
Warden:
All round but not super strong at any.
Plant, ice, and animal based
Necro:
All round like warden. Summon based.
Disease element for stam. Mag is debatable.
Any thoughts? Zos keeps homogenising classes. They should all be different and unique.
Nemesis7884 wrote: »@Nemesis7884
This is an MMO the whole point of an MMO is that you have millions of possible companions around you.
Also the point of classes is character theme
A class system works - there is nothing wrong with some form of restriction.
I like the nature theme of Warden and the holy & light theme of Templar
I like that Necromancer is it's own class
i disagree
you can have class themes as well through the combination of skills as all the elder scrolls have done it in the past - as an idea that lets you strive towards a template or create your own unique class - that is the essence of an rpg...
exactly how for example the secret world did which i think was brilliant - a vast amount of skills to choose from and "idea" templates to work towards that even rewarded you with a costume
IMO eso would be the same to play but would allow for so much more freedom, identity, rping and feels so much more like an elder scrolls game if we had no classes but only skills/lines to choose from as all the other elder scrolls in the past...
you want to be a necromancer? great, combine destruction with conjuration
you want to be a nightblade? great combine dual wielding with sneak and illusion
you want to be a spellsword? great combine alteration with two handed
you want to be a paladin? great combine heavy armor and shield with restoration
etc. etc. etc.
This way you could also stay much truer to past experience and the lore with having proper spell schools etc.
Nemesis7884 wrote: »honestly if we could go back in time best would be to design eso with a classless system...with a purely skill based system where you can mix and match from learning different skill lines (like the weapon or guild lines but a lot more of those) and have maybe class templates as "ideas" like they are in other elder scrolls games...
oh and you'd also implement a companion system similar to swtor
i'd be so glorious
Nemesis7884 wrote: »@Nemesis7884
This is an MMO the whole point of an MMO is that you have millions of possible companions around you.
Also the point of classes is character theme
A class system works - there is nothing wrong with some form of restriction.
I like the nature theme of Warden and the holy & light theme of Templar
I like that Necromancer is it's own class
i disagree
you can have class themes as well through the combination of skills as all the elder scrolls have done it in the past - as an idea that lets you strive towards a template or create your own unique class - that is the essence of an rpg...
exactly how for example the secret world did which i think was brilliant - a vast amount of skills to choose from and "idea" templates to work towards that even rewarded you with a costume
IMO eso would be the same to play but would allow for so much more freedom, identity, rping and feels so much more like an elder scrolls game if we had no classes but only skills/lines to choose from as all the other elder scrolls in the past...
you want to be a necromancer? great, combine destruction with conjuration
you want to be a nightblade? great combine dual wielding with sneak and illusion
you want to be a spellsword? great combine alteration with two handed
you want to be a paladin? great combine heavy armor and shield with restoration
etc. etc. etc.
This way you could also stay much truer to past experience and the lore with having proper spell schools etc.
This is not WoW where classes only fit strictly one role
This is not WoW where classes only fit strictly one role
I'd still argue that cramming fun and unique identity for a tank, healer, magDD, stamDD and a couple of viable PvP builds in 15 skills and 12 passives is not a feasible concept though. Classes doing more than one role is fine. But they don't have to do every role.
Anotherone773 wrote: »Exactly and the fact that some roles *cough* healer*cough are optional in group content because everyone has awesome heals tells you how garbage the system is. None healers should have to depend on pots mainly to regen health. Not able to back bar an entire triage center.
ThePhantomThorn wrote: »Imo every class should have a unique identity. And this is what I think they should be.
Dk:
Tanky, able to stand ground. Strong ults.
Stone, fire, and poison elements.
Sorc:
Fast strong burst.
Wind and lightning elements
Nb:
Squishy stealthy and bursty.
Shadow elements with illusion magic.
Templar:
Healing and group utility,
Light based.
Warden:
All round but not super strong at any.
Plant, ice, and animal based
Necro:
All round like warden. Summon based.
Disease element for stam. Mag is debatable.
Any thoughts? Zos keeps homogenising classes. They should all be different and unique.