Rugby_hook wrote: »This would allow the game to create taunts/crowd control specific to each class for tanks, more options for stam/mag dps skills, and more healing/debuff options for healers. It would also solve the issue of trying to have a frost staff work for both mag dps and tanks, because they would each get completely different skills (both active and passive). This seems like it would solve a lot of pain points in PvE in allowing each class to be equally compatible for each role by opening up many skills for that role.
phaneub17_ESO wrote: »This would make dungeon queues even longer than they already are. Magicka builds can easily swap around between Damage, Tanking, and Healing, but forcing them to be one, most are going to choose to be Damage. Leveling as purely a Healer is a total pain in the butt, same for pure Tanks as well. This would also make Stamina Damage a lot more frustrating if they aren't allowed to slot a healing spell or those who build a Stamina Healer.
Rugby_hook wrote: »This would allow the game to create taunts/crowd control specific to each class for tanks, more options for stam/mag dps skills, and more healing/debuff options for healers. It would also solve the issue of trying to have a frost staff work for both mag dps and tanks, because they would each get completely different skills (both active and passive). This seems like it would solve a lot of pain points in PvE in allowing each class to be equally compatible for each role by opening up many skills for that role.
It might, but it would also be a massive re-work of every combat skill line.
They can do that without locking characters to roles (any more than they already are when they allocate skill points and CP). They won't. But they could.
Have some sympathy for actual noobs in character creation. Locking and forcing are generally bad mmkay.
Rugby_hook wrote: »This would allow the game to create taunts/crowd control specific to each class for tanks, more options for stam/mag dps skills, and more healing/debuff options for healers. It would also solve the issue of trying to have a frost staff work for both mag dps and tanks, because they would each get completely different skills (both active and passive). This seems like it would solve a lot of pain points in PvE in allowing each class to be equally compatible for each role by opening up many skills for that role.
It might, but it would also be a massive re-work of every combat skill line.
They can do that without locking characters to roles (any more than they already are when they allocate skill points and CP). They won't. But they could.
Have some sympathy for actual noobs in character creation. Locking and forcing are generally bad mmkay.
It's not if you actually know how to play MMOs with roles. The jack of all trade thing that TES games do is fine for single player but they actually make the MMO version quite bland. My characters are all different but none of them FEEL different. None of them feel unique. They feel like when you play a game with real roles and you pick your base class( thief, warrior, mage, etc) but you never get to pick a specialist class( berzerker, fire mage, druid,etc) so its like stuck playing a character with an identity crisis for eternity.
Character development in ESO is actually really terrible compared to similar MMOs. On one end of the spectrum you have games with no choices when you pick a class( usually Korean RPG style games) and ESO is the other extreme where you have so many options that nothing is unique to any character or class.
Rugby_hook wrote: »This would allow the game to create taunts/crowd control specific to each class for tanks, more options for stam/mag dps skills, and more healing/debuff options for healers. It would also solve the issue of trying to have a frost staff work for both mag dps and tanks, because they would each get completely different skills (both active and passive). This seems like it would solve a lot of pain points in PvE in allowing each class to be equally compatible for each role by opening up many skills for that role.
It might, but it would also be a massive re-work of every combat skill line.
They can do that without locking characters to roles (any more than they already are when they allocate skill points and CP). They won't. But they could.
Have some sympathy for actual noobs in character creation. Locking and forcing are generally bad mmkay.
It's not if you actually know how to play MMOs with roles. The jack of all trade thing that TES games do is fine for single player but they actually make the MMO version quite bland. My characters are all different but none of them FEEL different. None of them feel unique. They feel like when you play a game with real roles and you pick your base class( thief, warrior, mage, etc) but you never get to pick a specialist class( berzerker, fire mage, druid,etc) so its like stuck playing a character with an identity crisis for eternity.
Character development in ESO is actually really terrible compared to similar MMOs. On one end of the spectrum you have games with no choices when you pick a class( usually Korean RPG style games) and ESO is the other extreme where you have so many options that nothing is unique to any character or class.
Araneae6537 wrote: »Rugby_hook wrote: »This would allow the game to create taunts/crowd control specific to each class for tanks, more options for stam/mag dps skills, and more healing/debuff options for healers. It would also solve the issue of trying to have a frost staff work for both mag dps and tanks, because they would each get completely different skills (both active and passive). This seems like it would solve a lot of pain points in PvE in allowing each class to be equally compatible for each role by opening up many skills for that role.
It might, but it would also be a massive re-work of every combat skill line.
They can do that without locking characters to roles (any more than they already are when they allocate skill points and CP). They won't. But they could.
Have some sympathy for actual noobs in character creation. Locking and forcing are generally bad mmkay.
It's not if you actually know how to play MMOs with roles. The jack of all trade thing that TES games do is fine for single player but they actually make the MMO version quite bland. My characters are all different but none of them FEEL different. None of them feel unique. They feel like when you play a game with real roles and you pick your base class( thief, warrior, mage, etc) but you never get to pick a specialist class( berzerker, fire mage, druid,etc) so its like stuck playing a character with an identity crisis for eternity.
Character development in ESO is actually really terrible compared to similar MMOs. On one end of the spectrum you have games with no choices when you pick a class( usually Korean RPG style games) and ESO is the other extreme where you have so many options that nothing is unique to any character or class.
That’s on YOU to give your characters identity and make them feel unique from one another! I like that we have unique class abilities but also skill lines available to all. Then I truly can make each character how I wish and if, for example, I find I really don’t like most necromancer skills, I can use guild and weapon abilities instead.
Rugby_hook wrote: »This would allow the game to create taunts/crowd control specific to each class for tanks, more options for stam/mag dps skills, and more healing/debuff options for healers. It would also solve the issue of trying to have a frost staff work for both mag dps and tanks, because they would each get completely different skills (both active and passive). This seems like it would solve a lot of pain points in PvE in allowing each class to be equally compatible for each role by opening up many skills for that role.
It might, but it would also be a massive re-work of every combat skill line.
They can do that without locking characters to roles (any more than they already are when they allocate skill points and CP). They won't. But they could.
Have some sympathy for actual noobs in character creation. Locking and forcing are generally bad mmkay.
It's not if you actually know how to play MMOs with roles. The jack of all trade thing that TES games do is fine for single player but they actually make the MMO version quite bland. My characters are all different but none of them FEEL different. None of them feel unique. They feel like when you play a game with real roles and you pick your base class( thief, warrior, mage, etc) but you never get to pick a specialist class( berzerker, fire mage, druid,etc) so its like stuck playing a character with an identity crisis for eternity.
Character development in ESO is actually really terrible compared to similar MMOs. On one end of the spectrum you have games with no choices when you pick a class( usually Korean RPG style games) and ESO is the other extreme where you have so many options that nothing is unique to any character or class.
When people like you talk about how ESO isn't and should be like every other MMO, all I can think is, "Or you could go play one of those instead."
It's a less compelling argument than you think it is.
Araneae6537 wrote: »Rugby_hook wrote: »This would allow the game to create taunts/crowd control specific to each class for tanks, more options for stam/mag dps skills, and more healing/debuff options for healers. It would also solve the issue of trying to have a frost staff work for both mag dps and tanks, because they would each get completely different skills (both active and passive). This seems like it would solve a lot of pain points in PvE in allowing each class to be equally compatible for each role by opening up many skills for that role.
It might, but it would also be a massive re-work of every combat skill line.
They can do that without locking characters to roles (any more than they already are when they allocate skill points and CP). They won't. But they could.
Have some sympathy for actual noobs in character creation. Locking and forcing are generally bad mmkay.
It's not if you actually know how to play MMOs with roles. The jack of all trade thing that TES games do is fine for single player but they actually make the MMO version quite bland. My characters are all different but none of them FEEL different. None of them feel unique. They feel like when you play a game with real roles and you pick your base class( thief, warrior, mage, etc) but you never get to pick a specialist class( berzerker, fire mage, druid,etc) so its like stuck playing a character with an identity crisis for eternity.
Character development in ESO is actually really terrible compared to similar MMOs. On one end of the spectrum you have games with no choices when you pick a class( usually Korean RPG style games) and ESO is the other extreme where you have so many options that nothing is unique to any character or class.
That’s on YOU to give your characters identity and make them feel unique from one another! I like that we have unique class abilities but also skill lines available to all. Then I truly can make each character how I wish and if, for example, I find I really don’t like most necromancer skills, I can use guild and weapon abilities instead.
No, it's not on me. It is on the developer to make classes feel unique and different. Those unique class abilities you speak of are not all that unique. Most classes have very very similar abilities in very similar skill lines.
Why would you play a necromancer if you don't like any of its abilities? The fact that you can play a necromancer and have a completely viable build without ANY of its abilities actually proves my point.Rugby_hook wrote: »This would allow the game to create taunts/crowd control specific to each class for tanks, more options for stam/mag dps skills, and more healing/debuff options for healers. It would also solve the issue of trying to have a frost staff work for both mag dps and tanks, because they would each get completely different skills (both active and passive). This seems like it would solve a lot of pain points in PvE in allowing each class to be equally compatible for each role by opening up many skills for that role.
It might, but it would also be a massive re-work of every combat skill line.
They can do that without locking characters to roles (any more than they already are when they allocate skill points and CP). They won't. But they could.
Have some sympathy for actual noobs in character creation. Locking and forcing are generally bad mmkay.
It's not if you actually know how to play MMOs with roles. The jack of all trade thing that TES games do is fine for single player but they actually make the MMO version quite bland. My characters are all different but none of them FEEL different. None of them feel unique. They feel like when you play a game with real roles and you pick your base class( thief, warrior, mage, etc) but you never get to pick a specialist class( berzerker, fire mage, druid,etc) so its like stuck playing a character with an identity crisis for eternity.
Character development in ESO is actually really terrible compared to similar MMOs. On one end of the spectrum you have games with no choices when you pick a class( usually Korean RPG style games) and ESO is the other extreme where you have so many options that nothing is unique to any character or class.
When people like you talk about how ESO isn't and should be like every other MMO, all I can think is, "Or you could go play one of those instead."
It's a less compelling argument than you think it is.
"Go play that other MMO" is a lazy rebuttal and isn't a good counter argument.
Araneae6537 wrote: »Rugby_hook wrote: »This would allow the game to create taunts/crowd control specific to each class for tanks, more options for stam/mag dps skills, and more healing/debuff options for healers. It would also solve the issue of trying to have a frost staff work for both mag dps and tanks, because they would each get completely different skills (both active and passive). This seems like it would solve a lot of pain points in PvE in allowing each class to be equally compatible for each role by opening up many skills for that role.
It might, but it would also be a massive re-work of every combat skill line.
They can do that without locking characters to roles (any more than they already are when they allocate skill points and CP). They won't. But they could.
Have some sympathy for actual noobs in character creation. Locking and forcing are generally bad mmkay.
It's not if you actually know how to play MMOs with roles. The jack of all trade thing that TES games do is fine for single player but they actually make the MMO version quite bland. My characters are all different but none of them FEEL different. None of them feel unique. They feel like when you play a game with real roles and you pick your base class( thief, warrior, mage, etc) but you never get to pick a specialist class( berzerker, fire mage, druid,etc) so its like stuck playing a character with an identity crisis for eternity.
Character development in ESO is actually really terrible compared to similar MMOs. On one end of the spectrum you have games with no choices when you pick a class( usually Korean RPG style games) and ESO is the other extreme where you have so many options that nothing is unique to any character or class.
That’s on YOU to give your characters identity and make them feel unique from one another! I like that we have unique class abilities but also skill lines available to all. Then I truly can make each character how I wish and if, for example, I find I really don’t like most necromancer skills, I can use guild and weapon abilities instead.
No, it's not on me. It is on the developer to make classes feel unique and different. Those unique class abilities you speak of are not all that unique. Most classes have very very similar abilities in very similar skill lines.
Why would you play a necromancer if you don't like any of its abilities? The fact that you can play a necromancer and have a completely viable build without ANY of its abilities actually proves my point.Rugby_hook wrote: »This would allow the game to create taunts/crowd control specific to each class for tanks, more options for stam/mag dps skills, and more healing/debuff options for healers. It would also solve the issue of trying to have a frost staff work for both mag dps and tanks, because they would each get completely different skills (both active and passive). This seems like it would solve a lot of pain points in PvE in allowing each class to be equally compatible for each role by opening up many skills for that role.
It might, but it would also be a massive re-work of every combat skill line.
They can do that without locking characters to roles (any more than they already are when they allocate skill points and CP). They won't. But they could.
Have some sympathy for actual noobs in character creation. Locking and forcing are generally bad mmkay.
It's not if you actually know how to play MMOs with roles. The jack of all trade thing that TES games do is fine for single player but they actually make the MMO version quite bland. My characters are all different but none of them FEEL different. None of them feel unique. They feel like when you play a game with real roles and you pick your base class( thief, warrior, mage, etc) but you never get to pick a specialist class( berzerker, fire mage, druid,etc) so its like stuck playing a character with an identity crisis for eternity.
Character development in ESO is actually really terrible compared to similar MMOs. On one end of the spectrum you have games with no choices when you pick a class( usually Korean RPG style games) and ESO is the other extreme where you have so many options that nothing is unique to any character or class.
When people like you talk about how ESO isn't and should be like every other MMO, all I can think is, "Or you could go play one of those instead."
It's a less compelling argument than you think it is.
"Go play that other MMO" is a lazy rebuttal and isn't a good counter argument.