I don’t think we need to open up skill lines to other classes but classes need more skills in each skill line. Classes limit players to very little skills in an artificial way. If they started adding more skills, they’ll need to come up with more classes that can fill different niches and playstyles. I mean some players want melee magick builds or long range tanking.
As for reading at that blog post. It comes off as a way of saying, we want trinity gameplay even if it makes some types of builds useless. So, they’re definitely fine with players falling into “bait skills” that will force players to restart or grind for gold to re-spec. They’re just supporting build diversity to say they are. They’re not actually trying to do anything about it because they are almost flat out saying “ We like build diversity but we won’t make the game build diverse.”
VaranisArano wrote: »That could work well if ESO were a TES game, where the end game is questing and adventuring throughout the world. At a certain power level, your character can take on anything and win, so it becomes a matter of how you want to play the game. Bored of a Skyrim Stealth Archer? Try a Battlemage of Winterhold, etc.
However, ESO is an MMO, and its endgame for many players is PVP group content and PVP. What that means is that in the hardest content, players need to perform certain roles and they need to be fairly optimal when doing so. In PVE, group content means you need to hit certain benchmarks as a tank, healer, and damage dealer for your group to survive. In PVP, you need to be able to survive and kill to succeed at your goals.
What that means, quite simply, is that there's not a lot of freedom of choice in the endgame. Most players want to succeed and want to be efficient. They want the "most effective tactic available": the meta.
VaranisArano wrote: »What does that mean for making all skill lines unlockable?
It would kill diversity in the endgame.
VaranisArano wrote: »Right now, we have a "meta" for each class in a Stamina and Magicka build. StamNecro & Magneco. MagDK & StamDK. Each class has its own strengths and weakness that make it ideal or merely viable in PVE and PVP end game.
VaranisArano wrote: »If we unlock ALL the class lines, that diversity flattens out.
Now, instead of each class being viable as tanks, PVE tanks can cherrypick the best skill lines available from DKs, Wardens, etc.
Now, instead of each class being viable as healers, Healers can grab the twilight burst heal, Templar buffs, and Necro rez ultimate if they want.
Damage dealers are driven by the almighty DPS parse, so we'd quickly end up with a series of 3 skill lines that resulted in optimal stamina and magicka DPS.
Players who tried to do their own thing would end up much less effective than those who follow the new cherrypicked meta.
VaranisArano wrote: »PvP has its own problems. For one, the classes are balanced according to their abilities. DKs have strong CCs and DOTs in part because they have little ranged class abilities. If they get a Sorc streak or ranged execute to combine with their innate tankiness, well, PVP gets very difficult to balance. Second, PVP players recognize their opponents' likely abilities by their class skills (class specific colors and animation helps a lot). Making every skill line available to all players would make PVP that much harder.
VaranisArano wrote: »Now, for players who only quest, this diversity would be nice. They can build whatever they want and it won't matter, because brand new players on leveling builds can handle overland content.
For PVE and PVP players doing harder content, because players who want to be effective need to strive towards optimal builds for their purpose, this would ruin the current diversity we have with distinct classes.
VaranisArano wrote: »Will ZOS ever do it?
Probably not. I'm not a prophet, but here's my thinking:
1. Where the CP rework looks like its trying to reduce the variables ZOS needs to balance (12 stars slotted), throwing open every skill line vastly increases the variables that need to be balanced. Suddenly you've got Warden skills interacting with DK passives, Nightblade stealth and Sorc Streak in the same player, and a lot of combinations that ESO was never balanced for.
2. For a change who's goal is ostensibly to add variety and diversity to ESO, it ends up codifying the MMO Trinity in the PVE endgame and limiting players to the skill lines that are most effective, instead of ZOS' stated goal that every class be viable, though not necessarily optimal in every role.
3. Finally, you might be interested in reading ZOS' last statement on how they view class identity: https://www.elderscrollsonline.com/en-us/news/post/57025
Do you want 40k HP stamdens with Cloak? Because that's how you get them.
Mythreindeer wrote: »Have to agree that less is more, besides, you can already have a "classless" toon just choosing from the various nonclass skill lines and still get a viable build. Anything that adds more complexity in this game for the servers is only going to hurt.
I don’t think we need to open up skill lines to other classes but classes need more skills in each skill line. Classes limit players to very little skills in an artificial way. If they started adding more skills, they’ll need to come up with more classes that can fill different niches and playstyles. I mean some players want melee magick builds or long range tanking.
As for reading at that blog post. It comes off as a way of saying, we want trinity gameplay even if it makes some types of builds useless. So, they’re definitely fine with players falling into “bait skills” that will force players to restart or grind for gold to re-spec. They’re just supporting build diversity to say they are. They’re not actually trying to do anything about it because they are almost flat out saying “ We like build diversity but we won’t make the game build diverse.”
I think that @VaranisArano pointed out why not well enough. As much as I would like this, because I'm just into the adventuring part of the game, I can well see that it would make PvP less interesting and too homogeneous.
VaranisArano wrote: »In addition, we see the Devs working on power fantasy and play patterns - that is, the ability of each class to play each role in their own way with their own flavor. To quote the article again: "These play patterns are critical to reinforcing class identity by differentiating the experience along three axis: playing the same role with different classes, playing different roles with the same class, and engaging in PvE vs. PvP activities. To temper expectations, it’s highly unlikely we’ll ever reach a point where every class, in every role, feels equally unique in both PvE and PvP. But it’s an ideal we can continue to strive toward as we revisit class kits and skill lines." (Bold is mine for emphasis.)
As long as that bolded statement is still true of the Devs thinking, its a fair bet that the OP's idea of throwing all the skill lines open to everyone is not on the Devs' agenda. (That's not to say that it can't happen, merely that their latest statements make it seem very unlikely.)
cjdean128ub17_ESO wrote: »I don’t think we need to open up skill lines to other classes but classes need more skills in each skill line. Classes limit players to very little skills in an artificial way. If they started adding more skills, they’ll need to come up with more classes that can fill different niches and playstyles. I mean some players want melee magick builds or long range tanking.
As for reading at that blog post. It comes off as a way of saying, we want trinity gameplay even if it makes some types of builds useless. So, they’re definitely fine with players falling into “bait skills” that will force players to restart or grind for gold to re-spec. They’re just supporting build diversity to say they are. They’re not actually trying to do anything about it because they are almost flat out saying “ We like build diversity but we won’t make the game build diverse.”
Don't you think open skill lines would meet that same demand? I'm also totally on board with more skills per tree if it gives more people access to play more ways they want to.
That blog post is also like 2 years old. I agree with your interpretation of it mostly.
Mythreindeer wrote: »Have to agree that less is more, besides, you can already have a "classless" toon just choosing from the various nonclass skill lines and still get a viable build. Anything that adds more complexity in this game for the servers is only going to hurt.
VaranisArano wrote: »
It depends on what you mean by build diversity.
Overland questing content supports a ton of build diversity, just like other TES games. The difficulty isn't so high that anyone needs to worry much about viability, so its pretty easy for hybrids, tanky players, and roleplaying builds to quest their way across Tamriel. Heck, when I started playing ESO, I figured this was like Skyrim. So there was my sword&board, heavy armored MagDK happily questing through the Pact areas with no idea of how non-meta her build was!
However, in the article I linked, the Devs are mostly talking about build diversity in PVE group content and PVP with the expectation that every class should be able to fulfill every role. This is something they support with their leveling Skill Advisor builds too.
What they generally aren't talking about build diversity in the sense of the often misunderstood phrase "Play the way you want." Many players who say that seem to want it to mean "I can build however I want, no matter how badly or inefficiently, and still complete all the content."
Instead in that article, the Devs clarified that they see it as meaning: "One of our mantras for ESO is "play the way you want," and in this case, it means any class can fulfill any role (tank, dps, support/healer). To better achieve this ideal while also maintaining the unique fantasy flavor of each class, all class kits need to include the basic tools required to fulfill each role. To be clear, our goal is for every class to be viable, not necessarily optimal, in any role without heavily relying on non-class skill lines."
There was a fair bit of criticism of the Devs when they posted that, in large part because they were moving away from the more straightforward "DKs are tanks, Templars are healers, Sorcs and NBs are damage dealers, period" plan that ESO started with.
So we see a renewed commitment to make each class able to play each role of the MMO Trinity in their own way, perhaps not optimally, but viably. That's more build diversity than ESO was originally designed for, but its not on the level of guaranteeing that every build is equally useful.
In addition, we see the Devs working on power fantasy and play patterns - that is, the ability of each class to play each role in their own way with their own flavor. To quote the article again: "These play patterns are critical to reinforcing class identity by differentiating the experience along three axis: playing the same role with different classes, playing different roles with the same class, and engaging in PvE vs. PvP activities. To temper expectations, it’s highly unlikely we’ll ever reach a point where every class, in every role, feels equally unique in both PvE and PvP. But it’s an ideal we can continue to strive toward as we revisit class kits and skill lines." (Bold is mine for emphasis.)
As long as that bolded statement is still true of the Devs thinking, its a fair bet that the OP's idea of throwing all the skill lines open to everyone is not on the Devs' agenda. (That's not to say that it can't happen, merely that their latest statements make it seem very unlikely.)
Mettaricana wrote: »
Go into detail please that sounds fun to confuse teammates
I'll take the bait.
Let's pretend ZOS opened up 18 skill lines for you and you want to make a Healer for group dungeons.
What skill lines would you pick for 5 different characters?
I'll take the bait.
Let's pretend ZOS opened up 18 skill lines for you and you want to make a Healer for group dungeons.
What skill lines would you pick for 5 different characters?
I would use the daedric summoning, grave lord and living death skill lines. That way I could have 7 pets active at once, when using the maw of the infernal set and atro ulti.
It would probably be pretty bad, but it would look hilarious for sure.
VaranisArano wrote: »
It depends on what you mean by build diversity.
Overland questing content supports a ton of build diversity, just like other TES games. The difficulty isn't so high that anyone needs to worry much about viability, so its pretty easy for hybrids, tanky players, and roleplaying builds to quest their way across Tamriel. Heck, when I started playing ESO, I figured this was like Skyrim. So there was my sword&board, heavy armored MagDK happily questing through the Pact areas with no idea of how non-meta her build was!
However, in the article I linked, the Devs are mostly talking about build diversity in PVE group content and PVP with the expectation that every class should be able to fulfill every role. This is something they support with their leveling Skill Advisor builds too.
What they generally aren't talking about build diversity in the sense of the often misunderstood phrase "Play the way you want." Many players who say that seem to want it to mean "I can build however I want, no matter how badly or inefficiently, and still complete all the content."
Instead in that article, the Devs clarified that they see it as meaning: "One of our mantras for ESO is "play the way you want," and in this case, it means any class can fulfill any role (tank, dps, support/healer). To better achieve this ideal while also maintaining the unique fantasy flavor of each class, all class kits need to include the basic tools required to fulfill each role. To be clear, our goal is for every class to be viable, not necessarily optimal, in any role without heavily relying on non-class skill lines."
There was a fair bit of criticism of the Devs when they posted that, in large part because they were moving away from the more straightforward "DKs are tanks, Templars are healers, Sorcs and NBs are damage dealers, period" plan that ESO started with.
So we see a renewed commitment to make each class able to play each role of the MMO Trinity in their own way, perhaps not optimally, but viably. That's more build diversity than ESO was originally designed for, but its not on the level of guaranteeing that every build is equally useful.
In addition, we see the Devs working on power fantasy and play patterns - that is, the ability of each class to play each role in their own way with their own flavor. To quote the article again: "These play patterns are critical to reinforcing class identity by differentiating the experience along three axis: playing the same role with different classes, playing different roles with the same class, and engaging in PvE vs. PvP activities. To temper expectations, it’s highly unlikely we’ll ever reach a point where every class, in every role, feels equally unique in both PvE and PvP. But it’s an ideal we can continue to strive toward as we revisit class kits and skill lines." (Bold is mine for emphasis.)
As long as that bolded statement is still true of the Devs thinking, its a fair bet that the OP's idea of throwing all the skill lines open to everyone is not on the Devs' agenda. (That's not to say that it can't happen, merely that their latest statements make it seem very unlikely.)
What are the differences in viability and optimally? Hmm. It's usually code for it's viable in X, Y, and Z but don't you dare try to do A because it won't work. Essentially locking someone out of content because the system said "*** them". So, Skill Advisor isa tool that is supposed to tell the player that I'm picking the wrong abilities regardless of my playstyle or character. Essentially, they know there are "bait skills" that actually useless and just opt to not change/alter them because it helps feed into the 6k gold sink. When people say they want to play the way they want, they don't bow skills while using a dagger. That's just convenient cop-out. Also, there's that word "inefficient". If a skill is inefficient then it's not viable.
VaranisArano wrote: »
As I see it, the difference between viability and optimization is simply:
Can a particular class complete the content in a particular role? That's looking at viability.
Will a scorepushing team who's focused on the meta use a particular class in that particular role? That's looking at optimization.
Viable means you've got the tools on every class to be able to play every role, and how well you do is up to you. Experienced players can and have done a lot with unoptimized class/role combinations. "Optimal" acknowledges that there will always be one class that is "better" or "more effective" at a particular role, and you aren't guaranteed that your class will be it.
Just look at the periodic debates over DPS every update: every class can pull viable DPS, yet everyone argues over who's pulling that extra couple thousand that makes them optimal choices. Or for that matter, the Racial Passive debate going on now. All the races are going to stay viable, but there's a big argument over who's going to be optimal.
In the wider context of discussions of class identity at the time, it was a pretty strong rebuke to the idea that "When ESO started, Templars were THE healing class, and thus they should always be the meta healers." Or "When ESO started, Dragonknights were THE tankng class, how DARE these Wardens and Necros infringe on DK tanking turf?!" I recall discussing Sorcs with a player who was using the "when ESO started, Sorcs were the Damage Dealing class" argument to beg for massive buffs to Sorc damage in PVP/PVE so they could go back to being on top where he felt they belonged.
ZOS wants players to be viable for each role...but they don't want players thinking they are guaranteed to be the new meta every update.