SavageChain wrote: »
Give the classes their identity back please.
SavageChain wrote: »Btw i am totally up to bring back the strength of all the classes. Currently thx to the standardization most skills have a copy pasta skill in some other class skill line and only a few skills remained original. I mean every class should be a decent healer, a decent tank or a decent dd...but why make everything the same with different colors? I want class identity back, originality, speciality. Let templars be the class with the best healing power, let dks be the real tanks, nightblades the stealthy and bursty damage dealers while being squishy, etc. Give the classes the tools back to make them unique again, strong again in their own way....
Give the classes their identity back please.
SavageChain wrote: »Why would anyone wish for more classes if there is not any balance between the current ones?????
I mean we have 6 classes and 3 or 4 roles if we differ between magicka and stamina damage dealers. Dps wise they are quite balanced meanwhile one class brings a super strong 30% damage increase debuff.
There isnt much choice for healers and tanks though, there are certainly some meta classes for all roles.
In PvP we have a very strong disparity between most mag classes (except sorc) and any stam class. Additionally the stamina dlc classes, stamden and stamnecro, perform quite a bit better than the original stam classes.
So why more classes, if the current ones are so unbalanced.
Btw i am totally up to bring back the strength of all the classes. Currently thx to the standardization most skills have a copy pasta skill in some other class skill line and only a few skills remained original. I mean every class should be a decent healer, a decent tank or a decent dd...but why make everything the same with different colors? I want class identity back, originality, speciality. Let templars be the class with the best healing power, let dks be the real tanks, nightblades the stealthy and bursty damage dealers while being squishy, etc. Give the classes the tools back to make them unique again, strong again in their own way....
Give the classes their identity back please.
MindOfTheSwarm wrote: »
So the correct path now is to bring the other classes into a similar state of feeling unique, while still being able to excel at any play style the player chooses.
MindOfTheSwarm wrote: »As far as 'Identity' is concerned in general. There are 3 options you can take:
1. Identity = What a class does. I.e. Which class is Burst? Which is sustained DPS? Which is the healing class? etc.
This is bad as it bottlenecks people into playing as a dedicated role in group content, this basically ends up with all tanks being DK's and all healers being Templars. This is unhealthy as it is not letting players choose how they play and get rewarded for it.
2. Identity = Appearance only. No difference between classes other than aesthetics.
This is bad because Identity is effectively lost and the game becomes boring as all classes do the same thing.
3. Identity = How a class does. I.e. Any class can successfully fulfil any role just as well as other classes, BUT they way they achieve this is very different and unique to them alone.
This is the more favourable and best option as it lets players basically play any class they want and get rewarded for it.
Right now the game has moved from option 1 to option 2.
Only Necromancers can be regarded as a class that is definitively fulfils option 3.
So the correct path now is to bring the other classes into a similar state of feeling unique, while still being able to excel at any play style the player chooses.
The only way I can see classes with different identity and being balanced, is the old way: creating a need between them. If you remove the possibility to be able to do everything alone, and create a need for a team, then you balance the team, needing different abilities. But that's not what people want here, so no need to think about it.
No new classes until they balance the ones already in the game please.
MindOfTheSwarm wrote: »As far as 'Identity' is concerned in general. There are 3 options you can take:
1. Identity = What a class does. I.e. Which class is Burst? Which is sustained DPS? Which is the healing class? etc.
This is bad as it bottlenecks people into playing as a dedicated role in group content, this basically ends up with all tanks being DK's and all healers being Templars. This is unhealthy as it is not letting players choose how they play and get rewarded for it.
2. Identity = Appearance only. No difference between classes other than aesthetics.
This is bad because Identity is effectively lost and the game becomes boring as all classes do the same thing.
3. Identity = How a class does. I.e. Any class can successfully fulfil any role just as well as other classes, BUT they way they achieve this is very different and unique to them alone.
This is the more favourable and best option as it lets players basically play any class they want and get rewarded for it.
Right now the game has moved from option 1 to option 2.
Only Necromancers can be regarded as a class that is definitively fulfils option 3.
So the correct path now is to bring the other classes into a similar state of feeling unique, while still being able to excel at any play style the player chooses.
But you can't have 3 while having all classes perfectly balanced on 1v1 as a lot of people ask (I wonder why they don't just go play some CS:GO at this point).
For example you could have different type of healer: one better for HoT, one better for direct heal, one better for AOE. In this case, there are scenario where HoT will be best, people will then QQ that the hot of the sorcerer is lower that the one of the DK...
If you give the 2 healer a Hot and a targeted heal, well, you can add all the gimmick you want, it will just be cosmetic in the end.
Also people will always seek the best way to do the job, regardless of the classes. So if classes have different way of doing things, then there will be one better than the other. So you tends highly to the case 1 where one class = one role.
Because there are not a lot of way to do damage, or do heal, or tank, especially when the weapon skills are accessible for everyone, you can't have 3 without going 1 (unbalanced class vs class for the same role) or 2 (balanced class vs class for the same role).
That's also why every other rpg have roles bound to class (bound to races sometimes, that's how you get 36 classes in old Lineage 2 with all their identity).
I would love to have classes with true identity, but a lot would really cry about nerf and balance in this case, because that's the only way to bring identity if you want different effects rather than cosmetic effect.
The only way I can see classes with different identity and being balanced, is the old way: creating a need between them. If you remove the possibility to be able to do everything alone, and create a need for a team, then you balance the team, needing different abilities. But that's not what people want here, so no need to think about it.
MindOfTheSwarm wrote: »As far as 'Identity' is concerned in general. There are 3 options you can take:
1. Identity = What a class does. I.e. Which class is Burst? Which is sustained DPS? Which is the healing class? etc.
This is bad as it bottlenecks people into playing as a dedicated role in group content, this basically ends up with all tanks being DK's and all healers being Templars. This is unhealthy as it is not letting players choose how they play and get rewarded for it.
2. Identity = Appearance only. No difference between classes other than aesthetics.
This is bad because Identity is effectively lost and the game becomes boring as all classes do the same thing.
3. Identity = How a class does. I.e. Any class can successfully fulfil any role just as well as other classes, BUT they way they achieve this is very different and unique to them alone.
This is the more favourable and best option as it lets players basically play any class they want and get rewarded for it.
Right now the game has moved from option 1 to option 2.
Only Necromancers can be regarded as a class that is definitively fulfils option 3.
So the correct path now is to bring the other classes into a similar state of feeling unique, while still being able to excel at any play style the player chooses.
But you can't have 3 while having all classes perfectly balanced on 1v1 as a lot of people ask (I wonder why they don't just go play some CS:GO at this point).
For example you could have different type of healer: one better for HoT, one better for direct heal, one better for AOE. In this case, there are scenario where HoT will be best, people will then QQ that the hot of the sorcerer is lower that the one of the DK...
If you give the 2 healer a Hot and a targeted heal, well, you can add all the gimmick you want, it will just be cosmetic in the end.
Also people will always seek the best way to do the job, regardless of the classes. So if classes have different way of doing things, then there will be one better than the other. So you tends highly to the case 1 where one class = one role.
Because there are not a lot of way to do damage, or do heal, or tank, especially when the weapon skills are accessible for everyone, you can't have 3 without going 1 (unbalanced class vs class for the same role) or 2 (balanced class vs class for the same role).
That's also why every other rpg have roles bound to class (bound to races sometimes, that's how you get 36 classes in old Lineage 2 with all their identity).
I would love to have classes with true identity, but a lot would really cry about nerf and balance in this case, because that's the only way to bring identity if you want different effects rather than cosmetic effect.
The only way I can see classes with different identity and being balanced, is the old way: creating a need between them. If you remove the possibility to be able to do everything alone, and create a need for a team, then you balance the team, needing different abilities. But that's not what people want here, so no need to think about it.
I don't think that's what he means. I mean, his 1st point is that making them different in that way is *not* the best idea.
Necros are unique because they have unique mechanics that revolve around creating and exploiting corpses to reach their full potential. So why shouldn't the other classes have some sort of gimmick or mechanic that makes them feel like a fundamentally different class?
I don't feel any desire for new classes personally. But I would still love to see a new weapon skill line (magicka melee, spellsword, etc). I was really excited by the idea that it might come with Greymoor when all that speculation was happening before the reveal. My disappointment was real.
ESO model for the game mirrors World of War craft when they did away with the talent trees towards an overly simplified approach. While ESO has hundreds of sets and a diversity of skills; but the game itself boils down to using only a fragment of those choices. Just like another poster said, "90% of stam users use d-swing," and execute. Class identity is a false carrot when too many classes have had their gameplay style mirrored and copied over to other classes and non-class skills; its the why can't I do this with my class too argument...
Nightblades, for example, need a serious update, along with other classes. You think the cloak was their signature move but that skill was gutted out and limited. Same with Assassins Will. One or two skills should not define class identity.
For instance,, Nightblade class skills are not optimized to the appropriate tree passives. Other original classes have similar problems except Temllars and Sorcerors which seem to carry some preferential bias favor from the dev teams: opinion but can be well argued using past changes to debate the statement. We have had the world of necro and world of wardens, gap fillers can be pulled from the original core classes.
Right now, they can't afford to fix the core classes. Class identity and their ideal power fantasy was a PR stunt, just like their Class Rep., to manage negative feedback over a game that has serious gameplay flaws.
Not sure if they ever had them (quite new player myself) but it would indeed be nice to have them distiguished a bit more.SavageChain wrote: »Give the classes their identity back please.
Not sure if they ever had them (quite new player myself) but it would indeed be nice to have them distiguished a bit more.SavageChain wrote: »Give the classes their identity back please.
After playing a number of MMOs I am quite surprised that ideal setups, CP distribution for a lot of classes and roles is getting pretty identical. All the weapon, guild and world skills often already makes up almost half the skills (even more for healers).
What's the use of adding more classes, then?