Honestly... and this is going to be a really unpopular opinion but I don't care...
Instead of a new class, I would love to see an entire overhaul of the class system.
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That said, I also recognize that this is an MMO, that would likely never happen because it would never work and trying to balance it would be an impossible nightmare. But I can dream.
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On the contrary - with classes gone there would be no need to balance things very carefully
as long as everybody can use any skill there shouldn't be too mcuh problems,
just watch out which skills areused very often and which are never used
then adjust them a little bit.
I would really appreciate it, if they gave up on classes altogether.
I want a real assassin class, nightblades right now (exceptions exist, but that's restrict to some really good players) are some sort of priests that pray for their cloack to work and rely on lag to score some kills.
Nemesis7884 wrote: »in case next years chapter is cyrodiil and imperials, a battlemage class would kinda fit...a more melee oriented magicka class, i'd play it...
ZOS should either add a new Class, or a new Weapon, or a new Guild skill line.
Because the cycle of buffing/nerfing the same abilities over and over again isn't exactly exciting.
WoW and GW2, ESO's closest competitors regularly add new class abilities and interactions.
Whatever they do add, it should be 1) Lore-friendly, 2) Distinct from existing classes and 3) Interesting.
The 'interesting' part is subjective, but here are some of my suggestions.
THE DWEMERMANCER - class (name subject to change)
This could be a skill line too, not just a class itself. It would be a Dwemer researcher/tinkerer person which is possible in ESO and would fulfil the 'engineer' archetype from other games (just as Warden was a 'druid/hunter' archetype addition). Some skill ideas include:THE SPELLFOCUS - weapon
- Dwemervamidium: based on the memento of the same name, this would be your class-specific shield. Manifesting a mechanical body-armor and doing general class-shield-type things (like Obsidian Shield, Bone Armor, Frost Cloak, etc).
- Steam Blast: frontal Cone AoE spammable for damage
- Focus Lens: laser beam attack, could be single target or pierce everything in a line.
- Dwemer Sphere: Launch a Dwemer Sphere in a straight line, knocking down the first target hit
- March of Spiders: Command your squad of Dwemer Spiders to use their claws to tunnel up and create uneven ground. Ground-targeted AoE damage over time with a snare or offbalance component. If your Dwemer Sphere hits targets in your March of Spiders, your constructs will short-circuit, stunning everything in the area.
- Centurion: Ultimate, summons a Dwemer Centurion that starts spinning after 3 seconds, knocking back everything in the area for 5 seconds. (Imagine the possibilites in PvP!!!
During the 3 seconds arming phase, it can be CC-ed or pull-chained away, but afterwards it becomes immune.)
Magicka specs are really boring with only staves, so finally we could use a different Magicka weapon! It would be classified as a 'two-hander' in terms of stats and set bonuses, but you'd have a magical focus floating next to you, and you'd use your free hands to cast spells. Alternatively, it could be a guild skill line too.THE ELDER SCHOLAR- guild skill line
- Light Attack: would use the Force Pulse visuals, you'd shoot an elemental blast from your hand. Enchantments on the focus affect the damage and visuals of the LA (Fire damage Glyph will make it a fireblast, etc).
- Heavy Attack: would use the Vampire Drain visual, casting with two hands
- Combust: single target spammable, you make your target erupt with Magicka dealing damage to them, and splashing minor damage to enemies around it too.
- Echo of Magicka: enemies in the ground AoE take damage over time, with a different morph that regens resources for you instead
- Incantation: You raise both hands and cast a cone of magic. AoE spammable, but channelled like Jabs.
- Spellwave: Ult, release a wide wave of magic that travels froward, dealing minor damage while applying a random status effect to each (burning, concussed, chilled), and leaving a powerful DoT on your targets for major damage
We come across a group of Moth Priests who study the Elder Scrolls, and join their order to learn some long-forgotten techniques. We only get brief glimpses of the parts they deem safe, but we learn more about the prophecies in the scrolls.
- Prophecy of Resurrection: Foretell Mannimarco's return, resurrecting your allies (like Reanimate from Necro).
- Prophecy of Disappearance: Foretell the Dwemer's disappearance (a bit late
), causing you to phase out of existence and be immune to damage.
- Prophecy of Destruction: Foretell Vvardenfell's destruction, opening a rift in the sky to rain down rocks and magma on the target area.
- Prophecy of Portals: Foretell Mehrunes Dagon's invasion, creating an Oblivion Gate at the target area and at your location. Allies near the Gates can use the Synergy to teleport to the other gate (like Frozen Gate from Warden).
- Prophecy of Dragons: Foretell the rise of Dragons, invoking the shout of Alduin which quickly spreads from your location to cover a circular area around you then causes all enemies caught in the thuum to tremble in fear.
I think ESO needs to be careful. Some games have way to many classes, some have way to few. ESO is at the moment in a good place where we don't have to many classes or to few. The ones we have are all unique in their own way.
However I do agree that there is a lot of potential for new classes. Some druid nature class, some warrior berserk class or some class for the elements. There are a lot of good ideas for potential new classes.
barney2525 wrote: »Let's Just Make A New Class !
This is Not as easy as people make it out to be. A lot of what I see here is Not making a new Class, but simply making a specialization of an existing class. They could focus on Light magic- Great, you are a Sorceror. They could focus on lightning - Great. you are a Sorceror. They could use a scepter and shield or scepter and dagger - Great- thats not a Class, thats a weapon style. Dwarves are Not classes, they are a Race.
It is Not easy to actually create a New Class.
The one option is to do what other games have done. Every class skill is separate. You select the 3 skill trees you want. That specific combination is a Class. So, for example, take Daedric Summoning, Ardent Flame, and Shadow. Give that "class" a name.
Now you got variety
IMHO
Scion_of_Yggdrasil wrote: »Hear me out... instead of a new class, a 4th skill line for all classes?
Maybe even a special weapon skill line for each class. They could have specialties: i.e. Nightblades have some unique duel wield abilities no other classes can do, that are not included in the duel wield skill line. Sorcs have unique staff abilities. Wardens get bows. etc. etc. Classes could even get skills for multiple weapons, not just one, the point is its unique to the class. Why not go further and make them morph-able to mag vs stam? It would be the perfect way to salvage hybrids. *cough* a longstanding TES tradition *cough*