That feels like a bit of a cop out reply. Just because it is a mmo, does not mean classes or limited abilities are required.
Fallout 76 is a mmo and is classless. Yet players can make healing, tanking, and dps type builds. Plus they have a variety of ways each can be done.
In ESO they tried to make all classes do all things, and tried to make race choices multi functional as well. But they consistently fail at it.
If they had a system more like Skyrim’s they would not be in this mess.
76 is also the buggiest piece of crap game ever released in history so I wouldn't be using it as an example for anything good or sensible. Its not an MMO either, it is simply multiplayer.. hell its hardly even an rpg lol.
Name another MMO that does freedom of choice and RP aspects better than ESO and don't name some 20 year old game that no one plays anymore.
"Moving away from the stamina/magicka divide and having all skills available to everyone provides a greater variety of options for players to choose from."
No what it does is make it so choices do not matter. When you start a character you have a multitude of choices. Those choices dictate what future choices will be available to you. That is character development and needs to be left in the game. Getting rid of stamina and magicka only serves to take away choices that have meaning. Doesn't add choices at all.
amm7sb14_ESO wrote: »"Moving away from the stamina/magicka divide and having all skills available to everyone provides a greater variety of options for players to choose from."
No what it does is make it so choices do not matter. When you start a character you have a multitude of choices. Those choices dictate what future choices will be available to you. That is character development and needs to be left in the game. Getting rid of stamina and magicka only serves to take away choices that have meaning. Doesn't add choices at all.
The only choices we have in game now is, are we rolling with Alkosh / Galenwe / Thurvokin as a tank, or False Gods / Mother's Sorrow / Zaan for mag dps.
Not much choice.
amm7sb14_ESO wrote: »"Moving away from the stamina/magicka divide and having all skills available to everyone provides a greater variety of options for players to choose from."
No what it does is make it so choices do not matter. When you start a character you have a multitude of choices. Those choices dictate what future choices will be available to you. That is character development and needs to be left in the game. Getting rid of stamina and magicka only serves to take away choices that have meaning. Doesn't add choices at all.
The only choices we have in game now is, are we rolling with Alkosh / Galenwe / Thurvokin as a tank, or False Gods / Mother's Sorrow / Zaan for mag dps.
Not much choice.
Not sure why you feel the need to be boxed into those sets? Unless you are shooting for leader boards there is no need to follow the latest flavor of the day. The changes suggested wouldn't make best builds go away. It would only streamline switching characters to the new latest and greatest. It would actually remove choices for the vast majority of players.
amm7sb14_ESO wrote: »amm7sb14_ESO wrote: »"Moving away from the stamina/magicka divide and having all skills available to everyone provides a greater variety of options for players to choose from."
No what it does is make it so choices do not matter. When you start a character you have a multitude of choices. Those choices dictate what future choices will be available to you. That is character development and needs to be left in the game. Getting rid of stamina and magicka only serves to take away choices that have meaning. Doesn't add choices at all.
The only choices we have in game now is, are we rolling with Alkosh / Galenwe / Thurvokin as a tank, or False Gods / Mother's Sorrow / Zaan for mag dps.
Not much choice.
Not sure why you feel the need to be boxed into those sets? Unless you are shooting for leader boards there is no need to follow the latest flavor of the day. The changes suggested wouldn't make best builds go away. It would only streamline switching characters to the new latest and greatest. It would actually remove choices for the vast majority of players.
Why do I feel boxed into these sets? Because the game and community boxes you into those sets. If I show up to tank a trial without those sets, I'm probably gonna get booted, even if it's not a score run. At best, I'm probably gonna get a lot of criticism from my group for not running those sets, even if I can be tanking effectively. I've been called "not a real tank" plenty of times because I don't run Alkosh or Galenwe, or of course the standard "selfish tank", even if my tanking job is done well and we clear the trial in a smooth run.
At worst, the game itself mandates that you run those sets. At best, the community runs under the impression that they are necessary, and mandate it themselves.
Bradyfjord wrote: »Kiralyn2000 wrote: »Because it's an MMO based on Elder Scrolls, not an Elder Scrolls game that happens to have lots of players?
(also, trying to balance MMO content for a collection of defined classes is bad enough. Trying to design & balance it for a totally freeform min/max/powergaming mess? That would be awful.)
Was it harder for Ultima Online?
Ultima, though ahead of its time, had very few skills in total. The complexity of that game came from the players' interactions, both friendly and rivalry. The systems were, compared to today, quite simple.
Hmm, how about Runescape then?
amm7sb14_ESO wrote: »amm7sb14_ESO wrote: »"Moving away from the stamina/magicka divide and having all skills available to everyone provides a greater variety of options for players to choose from."
No what it does is make it so choices do not matter. When you start a character you have a multitude of choices. Those choices dictate what future choices will be available to you. That is character development and needs to be left in the game. Getting rid of stamina and magicka only serves to take away choices that have meaning. Doesn't add choices at all.
The only choices we have in game now is, are we rolling with Alkosh / Galenwe / Thurvokin as a tank, or False Gods / Mother's Sorrow / Zaan for mag dps.
Not much choice.
Not sure why you feel the need to be boxed into those sets? Unless you are shooting for leader boards there is no need to follow the latest flavor of the day. The changes suggested wouldn't make best builds go away. It would only streamline switching characters to the new latest and greatest. It would actually remove choices for the vast majority of players.
Why do I feel boxed into these sets? Because the game and community boxes you into those sets. If I show up to tank a trial without those sets, I'm probably gonna get booted, even if it's not a score run. At best, I'm probably gonna get a lot of criticism from my group for not running those sets, even if I can be tanking effectively. I've been called "not a real tank" plenty of times because I don't run Alkosh or Galenwe, or of course the standard "selfish tank", even if my tanking job is done well and we clear the trial in a smooth run.
At worst, the game itself mandates that you run those sets. At best, the community runs under the impression that they are necessary, and mandate it themselves.
I've never been kicked from a group because I wasn't running particular gear. I have been asked if I had it available. I play all three roles and for PuGs it has never been a problem for me. I was a member of a guild that started requiring certain gear and certain skills on the bar to participate in vet trials. I had the gear they wanted but don't like being dictated to so I found a different guild. Takes longer to finish content sometimes and we might even fail to finish some but the groups are a lot more fun than the old guild where everything was set in stone before you could participate.
Again the idea of getting rid of stamina and magicka would do nothing to fix the problem of favored sets and skills. It would only mean fewer choices when developing your character and those fewer choices would have no later consequences in character development. No matter the system used players will find the best set-up and other players will follow. You don't have to follow though and there are plenty of players in the game that will not care.
Spearpoint wrote: »... How come TES don't do what runescape does? Multiple levels for different skill trees. Like levelling one eventually lets you do telekinesis and lets you steal money from banks.
Another level determines what kind of armor you can use. Whereas in skyrim, all exp goes into one bar and all skills are accessible through that.
Oh man, I would honestly love to go for 99 Woodcutting again! The skill system in RuneScape is still my favorite.
This is not entirely correct, Oblivion had the select correct skills to level up and do so in an planned manner or you nerfed yourself. Same in Morrowind but Morrowind had more skills unlimited training and end game was easy outside the expansions.Azuramoonstar wrote: »I liked it better when I could pick and choose skills in skyrim.
The elder scrolls existed prior to skyrim, and to be frank skyrim's set up is weaker the previous iterations. It limited your play as ANYTHING leveled you up so you had to make sure you had the weapon, armor, spells you wanted or you ended up out leveling your other skills and making the world harder due to enemy scaling.
In every other elder scrolls you picked a class, or created one by picking skills. You could level them well up, but only chosen skills leveled you.
MMo work a bit differently, but of the mmo i played ESO is pretty free form.
But yes the older games had an on paper better system but Oblivion with 3 skills for an attribute showed the system weakness.
And as you say MMO works differently, none of the old games was anything near balanced, spell crafting in old games and crafting in Skyrim was off the table. With illusion you could make an control creature who made goblin warlords permanent hostile to the goblin factionPopcorn time. Or one shooting mammoths in Skyrim.
Morrowind fortify intelligence potions
amm7sb14_ESO wrote: »"Moving away from the stamina/magicka divide and having all skills available to everyone provides a greater variety of options for players to choose from."
No what it does is make it so choices do not matter. When you start a character you have a multitude of choices. Those choices dictate what future choices will be available to you. That is character development and needs to be left in the game. Getting rid of stamina and magicka only serves to take away choices that have meaning. Doesn't add choices at all.
The only choices we have in game now is, are we rolling with Alkosh / Galenwe / Thurvokin as a tank, or False Gods / Mother's Sorrow / Zaan for mag dps.
Not much choice.
Not sure why you feel the need to be boxed into those sets? Unless you are shooting for leader boards there is no need to follow the latest flavor of the day. The changes suggested wouldn't make best builds go away. It would only streamline switching characters to the new latest and greatest. It would actually remove choices for the vast majority of players.