I'm going to throw my hat in with the "wants major work done to the existing classes and cp system before we get any new classes" camp.
But yeah, if we get a new class it'll likely be battlemage. That is the most obvious and lore friendly choice, if also the most boring
Personally i don't want to see any new classes. They should rather start bringing the old ones up to date. If they add a new class it would be quite clear they are in it for the money only and don't care about the game. How can you add all these so in depth thought out classes and then have a class like the templar , who looks and plays like someone designed his entire skill line while on his lunch break. It just gets a bit too much i think. The game needs desperate attention in other fields. Quality of life, crafting buff (so master crafters actually feel important), balance, and honestly just something innovating.
Just look at MMO-s like Guild Wars 2 , their map design evolved to such a degree , they added one of the most badass mount systems ever created in an MMO. The devs seem to lack creativity here. Expansions are fun , the base game is solid. But we haven't gotten any big changes that would make you go "Wow that was cool!". From playing ESO on and off since the start (with really long breaks), the issue of them listening to feedback is their major issue.
LukosCreyden wrote: »My personal preference would be either a new, in-depth skill line available for all classes, or additional skill lines / overhauls for current classes.
I I had to choose a new CLASS specifically, a Battlemage would be the only sensible thing I could think of, off the top of my head.
With all sincerity they should toss their current class format and implement/add open skill-lines and transition classes similar to races, in which each class has a subset of unlockable passives, restrictions and advantages.
Optionally, add one skill-tree defined as their class signature; than the players fill in their character build with the open skill-lines. You would achieve a wider scope of builds both in class picks and skill combinations; with this design you can expand skills into specialty trees using the open skill-lines to form prerequisites.
This direction would mean they'll have to flush out all weapon choices and introduce new skill trees to have a more thorough and cerebral character build process. The arcade game character format thats in release is too simplified. You can use WoW for a use case argument that players want this type of character building depth with their Classic WoW release.
Personally i don't want to see any new classes. They should rather start bringing the old ones up to date. If they add a new class it would be quite clear they are in it for the money only and don't care about the game. How can you add all these so in depth thought out classes and then have a class like the templar , who looks and plays like someone designed his entire skill line while on his lunch break. It just gets a bit too much i think. The game needs desperate attention in other fields. Quality of life, crafting buff (so master crafters actually feel important), balance, and honestly just something innovating.
Just look at MMO-s like Guild Wars 2 , their map design evolved to such a degree , they added one of the most badass mount systems ever created in an MMO. The devs seem to lack creativity here. Expansions are fun , the base game is solid. But we haven't gotten any big changes that would make you go "Wow that was cool!". From playing ESO on and off since the start (with really long breaks), the issue of them listening to feedback is their major issue.
Scion_of_Yggdrasil wrote: »An anti-templar so to speak: cultist. Instead of aedric magic, we get daedric-esque skills and more soul magic. It could use some of the skills we see monsters use, such as hagravens, that aren't available to players now. Oh, and some of that red lightning from harrowstorms.
With all sincerity they should toss their current class format and implement/add open skill-lines and transition classes similar to races, in which each class has a subset of unlockable passives, restrictions and advantages.
Optionally, add one skill-tree defined as their class signature; than the players fill in their character build with the open skill-lines. You would achieve a wider scope of builds both in class picks and skill combinations; with this design you can expand skills into specialty trees using the open skill-lines to form prerequisites.
This direction would mean they'll have to flush out all weapon choices and introduce new skill trees to have a more thorough and cerebral character build process. The arcade game character format thats in release is too simplified. You can use WoW for a use case argument that players want this type of character building depth with their Classic WoW release.
I have wondered at times what a ESO would look like if it were designed more akin to Oblivion's class system instead of the way it is currently.
I'd imagine it would work similar to how you mention with general skill trees available to all players. There would be the schools of magic, weapon abilities, armor skills, and perhaps even new additions such as Acrobatics/Agility or a proper sneak skill. Classes would most likely function with powerful passives, with some giving boosts to certain other skill lines or weapons (ie. Healer class getting a boost to Restoration spells). For more diversity and defined classes, they could be given, as you said, a unique skill line all to themselves. So, if Battlemage was a class, then there would be a unique Battlemage line of abilities. I'd also expand it to include a unique skill tree for each race, so that playing a Spellsword class would be different on a Breton vs an Altmer vs a Nord.
Care would have to be made to make sure that each class felt unique enough, but it could be an interesting design.