So...It feels like I'm playing a game where it was MEANT to have a design that allowed me to pick any skill line I liked, and instead, I have a mishmash of 'no classes!' and 'there are classes' (in the form of classes where I'm forced to take three skill lines together). It really seems like this design is at war with itself, like ZOS tried to do both and so did both of them badly.
Furthermore, I'm beginning to notice that a lot of things are...well, basically the same thing.
Take Templar's BoL/morphs/etc skill. Compare it to necromancer's Render Flesh. These two skills are effectively the exact same thing with minor variation. ZOS could reskin the morphs of one into the aesthetic of the other and nobody would notice. Hell, one morph of Render Flesh consumes a corpse to basically do the same thing one morph of the templar skill does, except stronger. This is just one example - I'm trying to keep this from becoming a massive wall 'o text, but this issue springs up multiple times across other skills.
Another issue that highlights this...class design issue, I think, is the illusion of choice on some morphs. Now - I want to say that ZOS has been doing a pretty good job, imo, with this portion of things. It used to be a lot worse, and I gotta admit they seem to be starting to cover their bases on this one. That said - remember when Surge has two morphs, one of which was garbage for magicka builds while great for stam setups, and the other morph was the other way around?
So, ultimately, classes are more...a collection of skill lines that feel arbitrarily stitched together, instead of an actual class. In fact, necromancer is the only one I would say has any sort of 'class mechanic' in the form of corpses - every other 'class' (and even necro to an extent - I like the corpse mechanic, but still...) is just a collection of skills with an aesthetic with few actual differences.
Now, whether or not this is ZOS' intent, I can't say, and it doesn't really matter to me - because it seems to result in 'classes' that have few differences to the point where playing a different class is just...a slight change. And it's boring.
Now - I'm not saying the classes are *entirely* the same. There are differences between them (bolt escape vs cloak, for example) and I can appreciate how the availability of certain types of skills can shift a playstyle (sorc's Bolt Escape and shields resulting in a more mobile playstyle, while templar's stand to be a little slower/burlier). However, as I said in the first bit of the post, it seems ZOS tried to smash together two conflicting class design methods and it's making it hard - for me, anyway - to enjoy the game cuz...well, class design impacts almost everything, doesn't it?
Also, I won't get into it too much but I also find the whole...homogenized buff thing to be utterly boring as well - I don't like how ZOS has implemented how classes buff themselves (major/minor system). Anyway, that aside...
In summary - there are differences between classes, but ZOS's class design ideas and the clash between 'play how you want' and 'this is a class because we say so' has resulted in 'classes' that, imo, are nowhere near different enough...to the point where it's the primary reason I stopped playing regularly. I hope they start to implement more things like necromancer's corpse mechanic, OR start to peel apart enforced 'classes' and let people pick whatever they like.
As a side note - you may ask why I haven't extensively detailed how I would fix this issue. Thaaat is because there's a *ton* of different things ZOS could implement and I care more about their design philosophy over the choices they make w/in that.
Anywho, if you've read this far - thanks! I just wanted to get this off my chest. I think the game is great and, ah, wish I could actually stand to play it.
Hell, one morph of Render Flesh consumes a corpse to basically do the same thing one morph of the templar skill does, except stronger.
starkerealm wrote: »Hell, one morph of Render Flesh consumes a corpse to basically do the same thing one morph of the templar skill does, except stronger.
So it's a stronger ability with an added drawback. No corpses, no benefit. That's not, "the same thing," it's a different skill that fills a similar role.
With respect, it's very apparent your understanding of the game is fairly limited. You look at two abilities in isolation and think, "well, these are similar, so everything else must be." The best example of this is your comparison of Bolt Escape and Cloak.
Cloak is defensive skill that can be used to break combat. It also provides a brief, but significant buff to your resistances each time you cast it. It passively increases your max health for being slotted. And it comes from a skill line that increases all three regen stats.
You can use cloak to better position yourself for an opening strike, but the primary application is to break contact or avoid detection entirely.
Bolt Escape is an offensive CC. It is the most versatile gap closer in the game. It can be used defensively to put distance between you and something trying to kill you, but it's inelegant for that. It passively increases your weapon and spell damage for being slotted, and comes from a skill line that regens your Magicka faster. It also exists in a class that has reduced ability costs (including ultimates), but it's resource recovery will never match that of the Nightblade.
The closest equivalent to Bolt Escape on the Nightblade is Teleport Strike, not cloak. This is, again, say it with me, an offensive CC ability with gap closer functionality. However, it differs from Bolt Escape significantly, because it needs a target, (Bolt Escape can gap close to empty space, making it entirely unique in ESO.) The trade off is that while Teleport Strike has to have a target, it does not have a fixed distance.
The three class lines significantly alter how each class plays. Now, there's some truth that stam builds tend to be a bit more homogeneous than mag builds, but each class does have unique elements. For example: Arguing that a Stamblade and a StamKnight are just the same build with minor changes in their ability visuals would be laughable.
I understand that there are a number of superficially similar elements in various classes, however, the classes themselves have a far greater effect on your playstyle than you may realize. Especially if you're not dealing with level capped characters.
Now - I'm not saying the classes are *entirely* the same. There are differences between them (bolt escape vs cloak, for example) and I can appreciate how the availability of certain types of skills can shift a playstyle
With respect, it's very apparent you either didn't read any-...yeah.
they should remove classes and let us choose 2 major and 2 minor skills 2 damage skills and 2 healing skills from a list the same way we can in morrowind SP.
starkerealm wrote: »With respect, it's very apparent you either didn't read any-...yeah.
I read enough to get the gist. You're complaining because there isn't enough class variety in ESO. That means, regardless your /played all, that you haven't spent enough time actually learning to play your classes, and/or, you've spent too much time looking at cookie cutter builds from someone who's dead set on forcing square pegs into round holes.
The class differences are more visible in healer and tank roles. DDs of every class will feel and play very close to each other. buff yourself, Layer dots/ AOEs, place a light attack between each skill and and up with your filler attack, rince and repeat.
Tanks however and healers feel really different. The traditional DK stam tank with 1h + shield is really of a complete design and gameplay from lets say a magika warden tank with a forst + healing staff. A necro tank has a larger focus on control powers and AOEs.
Aside from this, I agree with you that the more the powers get "normalized" the more I find myself doing the nearly exact same rotation on every stam DD or magika DD.
MEBengalsFan2001 wrote: »The reason why some class skills seem similar in design is that all classes can play all roles. If certain classes could only be healers, magika DD, Stamina DD and tanks it would allow the devs to fine tune the game more but imagine you been playing ESO since launch and your main is a Tank Templar or a Tank Sorc and the devs decide those two classes will not be tanks going forward and can be healers or only magika damage dealers. How do you think the community would react? Pitch forks and torches would be grabbed and players would be headed over to their local Zenimax headquarter with all players no longer playing do to such a dramatic change to the core/base of the game.
starkerealm wrote: »they should remove classes and let us choose 2 major and 2 minor skills 2 damage skills and 2 healing skills from a list the same way we can in morrowind SP.
Which would kneecap build diversity, and result in far more uniformity in high level play. With a bonus that new players could cripple themselves before they even started the tutorial before they got their hands on the game.
starkerealm wrote: »they should remove classes and let us choose 2 major and 2 minor skills 2 damage skills and 2 healing skills from a list the same way we can in morrowind SP.
Which would kneecap build diversity, and result in far more uniformity in high level play. With a bonus that new players could cripple themselves before they even started the tutorial before they got their hands on the game.
no one was crippled and it worked (still works) perfectly even untill today its perfect and everyone loves it now almost 20 years later!
It seems like the OP is kind of all over the place with the point here. On one hand, it seems like you're complaining that abilities are too much like one another:
"Take Templar's BoL/morphs/etc skill. Compare it to necromancer's Render Flesh. These two skills are effectively the exact same thing with minor variation. ZOS could reskin the morphs of one into the aesthetic of the other and nobody would notice. Hell, one morph of Render Flesh consumes a corpse to basically do the same thing one morph of the templar skill does, except stronger. This is just one example - I'm trying to keep this from becoming a massive wall 'o text, but this issue springs up multiple times across other skills."
On the other hand, it seems like you're complaining that there aren't enough abilities that provide the same kind of gameplay:
"I really enjoy that stamina warden was a feasible healer at some point, that nightblade had the whole...attack to siphon health and distribute it to allies thing going - I just wish those kinds of options in playstyle were more widely available."