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What is the next class?

Aertew
Aertew
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As a pattern is seen in Expansions. Morrowind gave the warden, Summerset gave jewelry. Elswheyr gave necromancer. And Greymoor gave antiques. If the pattern is correct the next expansions will give us a new class. So what do you guys think? I wonder what class the ESO community wants. So go type out a idea or rough draft of a class. Mabye the devs will use it or borrow it.

I hope for a battlemage.
People asked for necro and got it. I hope for a battlemage. We had sorcerer but that was closer to summoning than an actual mage. Would like to see a class that's a battle mage that uses alot of combat spells with DoT's and AOE's. The battle mage would consist of using destruction magic, which would go with the Lore of elder scrolls. It would use fire, ice and lighting magic, but it would go far more IN DEPTH than what we have in the staff skill line. Ice can be used to throw blizzards at enemies. Fire balls can be thrown and when they hit the enemy it's a aoe that applies a DoT. Ice could allow shards to be thrown at enemies and the more they stack the more the next one does.

Lighting is a bit harder to unique as it has a skill line in sorcerer. However I believe seeing lightning skills make a come back from skyrim would be a refreshing and nice.

This is just a rough draft of what I think the battlemage could be. But in the end I think it would be a purely DPS class. Since I dont know how you would tank with elementals since warden has that and fire cant heal or protect you. Though nightblade is also mostly a DPS class so I dont think it would be too far fetched to ask for another DPS class. Hopefully the elemental abilities look great if they decide to make it.

What class do you think they will release?
  • Mitaka211
    Mitaka211
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    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.


  • Mindcr0w
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    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
    Edited by Mindcr0w on November 1, 2020 7:45AM
  • JTD
    JTD
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    No. Just NO.
  • ichsuisme
    ichsuisme
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    I don’t want a new class.
  • Husan
    Husan
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    Mindcr0w wrote: »
    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.
    +1

  • Aertew
    Aertew
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    Mindcr0w wrote: »
    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

    Gonna be honest never thought about it. I always thought classes weren't going to be fixed. But if there is a option to make classes more fun then absolutely.
  • Aertew
    Aertew
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    Mitaka211 wrote: »
    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.


    I actually heard that templar is the most unique out of all the classes. However I have only played Sorcerer and dragonknight as well as warden and necro. So i dont know that much.

    For me i remember thinking crystal fragments was really cool as a sorc. Also thought the destrution staff AOE and ult were cool.
  • Crowigor
    Crowigor
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    I write this in every new topic about classes, I will write it here too. I want the Warrior class.

    Although the text why I want it, I will change it a little.
    I'll start with my experience.
    The very first character back on the release of the game was the Dragon Knight, as the game showed he is more of a fire / poisonous magician than a warrior.
    When I returned, I again faced the problem of choosing a class. The lack of an expressive Warrior archetype made me choose the Nightblade, I removed it after a couple of days, I didn't really like playing them at the initial level. For a beginner, and I could be compared with a beginner, because it is not a game for 6 years, this class is quite difficult.

    Then there was a necromancer, the class is not bad, I got to 200g, dressed the character and removed it along with all the good, realizing that the corpses were not mine.
    Xli think the necromancer is one of the uniquely pronounced and canon classes from the point of view of fantasy, well, if you consider stamina as green manna.
    Then he made a templar. The class is also kaonic, the most that is the paladin. But after playing them for a month, of course, having dressed, having farmed content, except for trials (I don't want to raid again), I thought again that I do not feel attachment either to the character or to this class. True, this time I did not delete the character, I already realized that ESO is a game about creating many characters.

    Then I tried all the remaining classes, and now I'm back at the Nightblade.
    Fortunately, I already know what PTS is and that there you can try out the character as he will become in the future.

    What I want to say, of course, I still can't find a class that I like, but if before the main reason was RP moment and archetypes, now I understand why this is so important.
    The point is in the mechanics, in fact, if you play stamina DD, then the mechanics do not change from class, and even the location of the buttons alone, only the icon changes. Hang up all the buffs and debuffs from the second panel and hit spam abilities. The only difference is in timing and animation.
    This is why the animation and the essence of the class come to the fore.

    And we get
    Dragon Knight - Fiery Mage
    Templar - Paladin
    Sorcerer - magician of incomprehensible magic
    Nightblade - Blood and Shadow Mage
    Necromancer - Necromancer
    Warden - the protector of nature
    There are no weapons masters, no ordinary warriors, no elementalist magicians in this game. Weapon branches, too, are not developed, one lack of pole-arm is worth something.

    And adding Battlemage won't fix that. Basically all the classes of this Battlemage game

    It might be more interesting to add a Sword Singer class.
    And make it without attacking abilities.
    Let each of the branches simply enhance this or that weapon, well, and drop the missing weapon branches in advance.
    Edited by Crowigor on November 3, 2020 11:52AM
  • Zatox
    Zatox
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    Any new class would be great. New classes, new skill lines, and new DLC dungeons are the most interesting things in this game to me
  • universal_wrath
    universal_wrath
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    Next class would class balance
  • Dunning_Kruger
    Dunning_Kruger
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    Hand to hand class with all physical damage/ magic damage focus. The automaton/ war maiden god!
    ____________________________________
    A G G R O - the legendary stamplar GM of <HALL MONITORS>

    For the Queen bby
  • Scion_of_Yggdrasil
    Scion_of_Yggdrasil
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    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.
  • LukosCreyden
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    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.
    Struggling to find a new class to call home.Please send help.
  • Scion_of_Yggdrasil
    Scion_of_Yggdrasil
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    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.

    Ditto. I would rather see 1H+Rune weapon skill line (spellsword) than a new class. Instead of a stamina block, it blocks with magicka (passive).
  • Grianasteri
    Grianasteri
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    For the next major update, I would prefer a new "duel wield" Magica weapon skill line.

    With the option and new mechanics to have a 1h weapon in one hand, and a magic rune/tomb/open hand, for the other, OR duel wield a combination of the new magica weapons - rune, tomb, open hand etc. Note that these single handed magica weapons, should convey status effects as a appropriate.

    If it is to be a new class, I think something innovative would be welcome.

    I also think existing classes should be more focused on 1 or 2 areas of "magic". I mean what is a DK? Fire, poison, earth... what even is that. Warden? Animals, nature healing and... oh just give ice. Eh? Basically they have tended to go for 3 different types of skill tree and I think that has been a mistake. Focus on say two. Or at least make the skill trees related. How much better if there had been some form of elemental destruction mage that had 3 skill lines, each for fire, ice, shock.

    Im just riffing out loud now. I'll stop rambling.
  • katorga
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    Every class in ESO is a battlemage.

    Necro was pretty darned outside the box....BB, tethers, siphons. Self synergy. Tons of delayed action skills. Maybe a little too much out of the box. All of it was build around a slow, bruising, in your face playstyle predicated on access to massive damage mitigation. That is gone. The oddball mechanics definitely get punished in pvp.

    For a new class...monk. Hand2Hand, physical or magic, add a 4th physical tree to destro staff and a 2nd magicka mechanic to DW (like destro works). Crit focused build, with class passives for movement speed, evasion. Zero healing skills, focusing on regeneration. Class penalties for heavy armor, No change for medium, Class buffs for light. Introduce stamina oriented LA sets.
    Edited by katorga on November 3, 2020 6:37PM
  • ealdwin
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    I'd personally rather see improvements to the already existing classes, or improvements to the existing systems that allow for increased build diversity & viability of hybrid play-styles. (Like adjusting damage scaling from highest offensive resource to total offensive resources, so 64 mag or stam provides the same damage boost as 32 mag and 32 stam).

    However...

    IF they are going with the addition of a new class, the trick will be in finding a theme or play style that is not currently covered by the already existing classes. At launch, the idea around the classes was that they embodied different trains of thought about magical spells and effects during a time when the schools of magic had yet to be defined. Thus, with the original classes we got:

    Sorcerers: Shock Magic & Conjuration - focused around embracing the power of the arcane
    Nightblades: Shadow Magic & Illusion - focused around embracing their cunning nature
    Templars: Sun Magic & Restoration - focused around dispensing aid to friends and harm to foes
    Dragonknights: Flame Magic & Alteration - focused around honing ancient martial tradition

    Each of the original 4 classes focused on a general theme that involved one of the schools of magic that would develop, in addition with a favoritism towards a certain "type" or "theme" of magic. Then, with Morrowind, there was the introduction of the Warden, the first class added to the game:

    Wardens: Frost Magic & Restoration - focused on channeling the power of nature

    As the original classes more or less had already embodied every potential school of magic, Warden doubled back on an already represented school, restoration. Then, we got the addition of the Necromancer class in Elsweyr, which doubled back to the school of conjuration:

    Necromancer: Undead Magic(?) & Conjuration - focus on defying death and summoning the undead

    So, IF, a new class is added, the question would be what combination of magical spells and effects would it utilize and what general theme and play style would it embrace that has not been or cannot be covered by one of the previous classes.

    Considering that the next chapter will most likely be set in a part of Cyrodiil, and that, like Warden, this class was part of the game in a stage of development, then the next class added will most likely be Battlemage, looking something like this:

    Battlemage: Elemental Magic & Alteration - focused around merging the sword and spell, being both scholar and soldier
  • FoolishOptimist
    FoolishOptimist
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    I'd enjoy seeing some form of Bard class.

    Tanking/Healing: utilising war cries/chants and drums to rally/buff/heal allies, debuff enemies and taunt.

    Offensive: an acrobatic/sword juggler/fire breather style.
  • Sahidom
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    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.
  • ealdwin
    ealdwin
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    Sahidom wrote: »
    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.
  • Araneae6537
    Araneae6537
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    Mitaka211 wrote: »
    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.

    Mounts are one of the things I really miss from GW2 — their unique styles of movement and animations and how you could customize them with dyes and they still sold lots of skins because the ways you could dye them differed and many gave the mount different features or made them look totally different!

    I think GW2 map design was at its peak for Heart of Thorns. Path of Fire was comparatively bland in map design, meta events and story IMHO. Then Anet decided to systematically remove the fun from each class and make any choice in build illusion only. :disappointed:

    Well, now, here I am! And character design and options are MUCH better! Now regarding class, a new class could be fun, but as others have detailed, could it really be anything new? Perhaps not... Perhaps better would be new weapon and skill line options for all classes?
  • ApolloCentauri
    ApolloCentauri
    Soul Shriven
    One option, as mentioned, could be a Battlemage that expands further with the fire, ice, and lightning abilities. Another option I've seen, and as @katorga mentioned, the Monk/Shaman class. A close combat skill line, a green magic skill line (similar to what the high elf in the cinematic trailers wields), and perhaps a tree with healing and debuffs.
    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.

    I really like this idea too! I haven't heard this one before.

    Something I would like is a Dark Magic Staff. Those purple/black magic abilities that many enemies use as a new staff skill tree I think would be really fun and a good alternative to those who don't want to use an elemental staff or a restoration staff for either the aesthetics or the way they work.

    I would like to see updates to all of the current classes though instead of a new class. I know the Sorcerer, Templar, and Necromancer classes need some skills to be changed or updated. I'd even like an expansion to the current classes, providing additional skills to the existing trees, different morphs for more variety, or even a fourth skill line for the classes.
  • Calm_Fury
    Calm_Fury
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    Instead of a new class, give us 3 new weapons.

    Same amount of skills, ultimates and passives, but everyone gets to us them.

    To this day, Warden and Necro do not feel as good as other classes to play.
  • Starlight_Whisper
    Starlight_Whisper
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    Bard
  • Mr_Nobody
    Mr_Nobody
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    Another class that is similar to a Templar but much better.

    Eh eh Warden.
    H hm Necro.
    ~ @Niekas ~




  • Husan
    Husan
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    Mr_Nobody wrote: »
    Another class that is similar to a Templar but much better.

    Eh eh Warden.
    H hm Necro.

    :'(
  • Brander12
    Brander12
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    go dwarves!
  • Sahidom
    Sahidom
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    ealdwin wrote: »
    Sahidom wrote: »
    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.

    The potential is limitless. The developers should have the existing framework to implement this type of class and skill design structure. The Devs have standardized combat mechanics where their class system now is unbalanced and broken. Its more an apparent pain point when they try and try again with their duality for the different offense pools.

    Classes gain one unique skill line that defines tha class in a 1-10 class skills e.g. q 10 pts unlocks an actionable skill, restrictions e.g. armor allowance or penalties on open skills to further define their advantage and restrictions, and advantages, such as a bonus, to a small number of open skills that are associated to the class. This doesn't restrict any skill development, however, the method dives more into the diversity of builds.

    You could introduce racial skills. Same things as Mundus stone passives or possibly 2-3 sub skills that reset when you change stones - no different than vampire or WW resetting after the cure.

    There are many ways you can introduce numerous class with diverse play styles and build options for a cerebral character development that layers over the many gear choices - more variables.

    Some people may say I'm disconnected puyting this out there and thats fine. The game has been sold with no certainty the game will reach its full potential since its been stuck in its infancy stage.
  • OneForSorrow
    OneForSorrow
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    I'd be down for a battlemage for sure but throw myself into the "update all classes" camp. It would be great if each class felt exciting and unique.
    PC NA. Various alts, trying to find a main, I have no idea what I'm doing.
  • dmvab
    dmvab
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    No more class, please.
    No more nerfs, please.
    More bug fixes, please.
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