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In the interest of making meaningful choices, is it time to lock characters to roles?

Rugby_hook
Rugby_hook
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With the intent of CP 2.0 to force us to make meaningful choices, I think it is time to force us to choose roles when we create characters. This would not only alleviate the issue of fake tanks and healers in queues, but would also allow for more choices in skills for each role. As the way the game is currently designed to allow every class to do every role, there become numerous options of skills that one can (or should) never take, which results in most builds being almost identical and not allowing for much variety. The way I see it, when you choose a race and class, you would also choose a role (tank, dps, or healer), which would then each provide a different set of skills for class abilities, world skills, weapon & armor skill lines, etc. 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. With the implementation of companions coming in the next chapter, healers and tanks would still be able to complete solo content by using them (but to be fair if on a properly spec'd healer or tank solo content is already slow moving). In terms of PvP, it would really force decisions to be made in terms of whether you wanted to be more tanky or more damage oriented, but still would allow freedom of choice in terms of which armor you wear. To gain access to crowd control you would need to be a tank role, but your damage would be severely limited. To gain access to being able to put out a lot of damage, you would have to sacrifice options for crowd control, healing, etc. This seems like it would force people to form well put together groups to maximize their effectiveness. I would also imagine that you would be able to change roles with a role change scroll that would be provided to you as a level 50 reward (to allow people to more easily complete solo content before they might have access to companions - not sure when you will be able to get them) and could then be purchased through the crown store similar to a race change token.

In the interest of making meaningful choices, is it time to lock characters to roles? 118 votes

This sounds great, I want my choices to be meaningful in my role
4%
SuddwrathiMuz86JoSePHRiNGThorianBmadmidwestmark 5 votes
No, I like the way it currently is
89%
NestorSirAndyBlue_RadiumDarcyMardinlolo_01b16_ESOmartinhpb16_ESOSkayaqc_parsons40b16_ESOMagdalinaAektannphaneub17_ESOTanadrielWolfpawmarke1actoshInaMoonlightDjennkuKliffRagnaroek93Xuhora 106 votes
Unsure how I feel about this
5%
ke.sardenb14_ESOArcVelariangiantpixieXargas13TheUndeadAmuletApostateHobocptqrk 7 votes
  • Faded
    Faded
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    No, I like the way it currently is
    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.
  • phaneub17_ESO
    phaneub17_ESO
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    No, I like the way it currently is
    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.
  • Araneae6537
    Araneae6537
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    No, I like the way it currently is
    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.

    Exactly! And part of the appeal of ESO is to play it your way so you can make a stamina healer, use something other than staff for tank backbar, etc. More choices is good; limiting what choices we can make never is.
  • mobicera
    mobicera
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    My tanks have all been planned and built to tank.
    The 6 tanks I have(1 or each class) are only tanks.
    This doesn't help fake roles in the least.
    I will not random que without at least 2 others on any true tank.
    If I want a random normal I remove channeled or trap and slot inner fire, if I'm going to carry people who don't know the first thing about group content in eso or doing damage I assure you I will bring a dd with inner fire to control bosses.
    This is more because people like to run around panicking because something that really doesn't do any damage looked at them, this is really annoying, hence inner fire.
    What this locking will not do is make me que on my tank or not que as a dd with a taunt for normal, it will make me never random que lol.
  • Ilsabet
    Ilsabet
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    No, I like the way it currently is
    I mean... the new CP system forces us to make choices, and then lets us swap things around if we want to do something else. So I don't think that's quite the rationale you're looking for. :D

    One of the great things about this game is the flexibility we have in building our characters. I think it would be a loss to take some of that away.
  • SirAndy
    SirAndy
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    No, I like the way it currently is
    [snip]

    Also, biased poll is biased ...

    Lastly, the answer to your question (i think, didn't read anything besides the headline) is NO!
    bye1.gif
    [Edited to remove Rude Comments]
    Edited by ZOS_ConnorG on March 29, 2021 1:17PM
  • FantasticFreddie
    FantasticFreddie
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    No, I like the way it currently is
    The big appeal of eso and ALL es games is:
    Any race, any class, any role.
    Think of the *worst* race and class combo for a role.
    How about high elf sorc tank?
    Guess what, you can still build for it and make it work for vet content, I've bulled and jammed my way through vet pledges on just that.
  • zvavi
    zvavi
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    I am still bumped my main can't be an all rounder like he was till like 2400 cp, no need to pour salt on my wounds. And no, I don't like neither your suggestion, nor how it is.
  • ke.sardenb14_ESO
    ke.sardenb14_ESO
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    Unsure how I feel about this
    I wanna say this can be a good idea, and I've seen it work for other systems. It functions like FF, where one character can access other class and take multiple roles then that would not be the worst thing, I can tell you how many alt I could get rid of if I could do that.
    But hard locking a character to a role does not vibe well with ES and the theme of TES, where diversity of build and play style can have an impact. I have character build for the purpose of high meta DPS, and endgame game tanking, but I always find myself going back to my OG redguard DK, that full tanks, full DPS, or does somethings in between when 2 man content with a friend. I feel like all this would do is force the meta upon people, and kill some classes for good.
  • ThorianB
    ThorianB
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    This sounds great, I want my choices to be meaningful in my role
    Faded 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.
    Edited by ThorianB on March 29, 2021 2:21AM
  • Araneae6537
    Araneae6537
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    No, I like the way it currently is
    ThorianB wrote: »
    Faded 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.
  • Faded
    Faded
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    No, I like the way it currently is
    ThorianB wrote: »
    Faded 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.

    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.
  • ThorianB
    ThorianB
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    This sounds great, I want my choices to be meaningful in my role
    ThorianB wrote: »
    Faded 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.
    Faded wrote: »
    ThorianB wrote: »
    Faded 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.

    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.
  • BejaProphet
    BejaProphet
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    No, I like the way it currently is
    I’d say this poll is decisive enough that no argument is needed.
  • Everest_Lionheart
    Everest_Lionheart
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    ThorianB wrote: »
    ThorianB wrote: »
    Faded 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.
    Faded wrote: »
    ThorianB wrote: »
    Faded 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.

    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.

    As someone who plays warden, Necro, DK, NB and Templar I find them all different both thematically and in their play style. I find some things to just be so aesthetically pleasing that the game is a joy to play like MagDK when you get all the fire dots and procs going and everything is burning. That’s a major power fantasy. Warden with the blend of weapon play, pet skills and ice magic is always neat. Magcro as clunky as it can play is just so versatile it can be used in any content in any role. Templar is kind of classic light magic user, a little too bling blingy for my taste but still worth running some content that requires an AOE death machine for tons of adds. NB is also kind of like that rogue feeling to me as well. The class plays very fast and in your face or can play from stealth if you choose. Nothing overly flashy or fancy about it though and that’s a good thing. Too much flash takes away from the rest of the allure of the game.

    Maybe the game needs some more unique animations or skill morphs to make things a bit more interesting, but for sure all my characters play different from one another.
  • Araneae6537
    Araneae6537
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    ✭✭✭✭✭
    No, I like the way it currently is
    ThorianB wrote: »
    ThorianB wrote: »
    Faded 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.
    Faded wrote: »
    ThorianB wrote: »
    Faded 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.

    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.

    I agree that the classes could use even more unique abilities and I’d live to see additional weapon ability morphs or other skill lines to customize our characters further. My point is, it should be our option if and how we want our characters to be different either from one another or others of that class. More restrictions makes characters of a particular class or role more the same as one another and, more importantly at least to me, is a lot less fun.

    As to why the necromancer, well, I thought there were going to be more or different ability options based on NPCs encountered in the game (this was not too long after I’d started ESO). So for a while they were just a crafting alt but I experimented and found a combination of abilities, gear, etc. that I like so I’m happy with the character after all and that’s what counts. :)
    Edited by Araneae6537 on March 29, 2021 6:08PM
  • Ryuvain
    Ryuvain
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    No, I like the way it currently is
    Already played a mmo like that. That would make me instantly drop this game.
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • Larcomar
    Larcomar
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    No, I like the way it currently is
    Of for the love of god. Leaving aside that most of my characters have changed role several times - my warden started as mag healer, became a stam tank before going pvp and is now dps, my necro started as a mag dps, became a stam dps then switched to tank - half of the fun of ESO is that you can do all sorts of diffierent builds and all sorts of different things. Half of my characters now run 3-1-3 and theyre designed to be able to do a bit of tanking, a bit of dps, and a bit of healing at the same time.
  • AcadianPaladin
    AcadianPaladin
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    No, I like the way it currently is
    Bad idea to force soloists (and there are tons of us) into a 'triad' role when good soloists are a very different build that necessarily combine aspects of dps, healer, tank.

    The frequent 'balance' changes that are inflicted upon us force continuing evolution and adaptation of characters - to include sometimes 'resting' them until the nerf gun completes its full neverending circular cycle, sometimes respeccing chars and sometime simply retiring characters. It is important to retain build flexibility to avoid rage quitting.

    Who likes to have less choices and flexibility? Not me.

    Fake roles in pug queues are a problem, but not a big enough problem to justify such a draconian and clearly (based on this poll) unpopular change. There are already existing measures one can take to help mitigate encountering fake roles ranging from vote-kick to organizing your own group to running guild events. Not perfect solutions, granted, but I've never seen a posted cure involving a change to the game to preclude 'fake roles' that was not worse than the disease.
    Edited by AcadianPaladin on March 29, 2021 11:27AM
    PC NA(no Steam), PvE, mostly solo
  • katorga
    katorga
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    No, I like the way it currently is
    Why on earth would I want to be forced to level up multiple instances of the same class to perform different roles? Not to mention the havoc it would cause with pvp builds.

    My two mains have migrated between mag and stam builds, pve and pvp builds, dps, heal and tank roles over the past 7 years. It keeps the game from being boring.
  • Agenericname
    Agenericname
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    No, I like the way it currently is
    And if we dont want to use companions? I have zero interest in using them. Im glad others can use them if they want, but I dont want anything to do with them.

    Just dont do anything other than group content?
  • Fennwitty
    Fennwitty
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    No, I like the way it currently is
    I appreciate the sentiment, but this is asking for a complete overhaul of the game.
    PC NA
  • peacenote
    peacenote
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    No, I like the way it currently is
    Horrible horrible idea. I have hybrid characters, and all my PvE tank characters have a DPS spec to be able to get things done and for PvP.

    For those who haven't been around long enough, most of the "blandness" you feel comes from the standardization of abilities initiative and the constant simification of combat in the never-ending quest to "fix performance."

    Taking away player choice is NEVER a way to make things better, sheesh.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    You lost me at the end of the first sentence. No way would I ever agree to tie character role to character creation. Full Stop.
  • redspecter23
    redspecter23
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    No, I like the way it currently is
    A proposal that requires a large amount of back end work, a rewrite and rebalance of the skill trees of all classes only to remove options. I can't vote NO fast enough.
  • El_Borracho
    El_Borracho
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    No, I like the way it currently is
    Could you imagine how much fun this game would be if you had to level a tank as a tank? Or a healer as a healer? Or, better still, a tank or healer if your CP is below 300? People would leave in droves.

    This might be the worst suggestion I have ever heard of in this game.
  • cynicalbutterfly
    cynicalbutterfly
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    No, I like the way it currently is
    If we got locked into a role and found out later that we hated being that role, what then? You'd have to recreate the character or buy a role change token from the crown store. That doesn't sound nice at all. Actually that feels terrible. You'd have us locked into one single role when in reality that's not at all what ZOS is aiming for. Play how you want.

    Just because you've had a few bad experiences doesn't mean you have the right to lock everyone else out of what they want. You want better groups? Then look for groups in zone chat or guild like everyone else does. Honestly, when I que for a random I expect to be grouped with a bunch of random players that probably have no idea what they're doing. Sometimes I get lucky, sometimes I don't. But I sure as heck am not going to complain about it because I asked for a random group of strangers that are playing how they want.
  • GreenHere
    GreenHere
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    No, I like the way it currently is
    This is an impressively bad idea! I don't think I've ever seen a poll so decisively condemn something before. :D

    I swear it seems like people are in a contest to think up the worst possible changes they can submit for the game sometimes. Honestly, I'm inclined to think we're all being trolled; there's no way this was an actual suggestion... right?
  • Xargas13
    Xargas13
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    Unsure how I feel about this
    Coming from PvP perspective... I like the idea to be honest, as hybrid builds are over performing in BGs, some have everything in one character, heal to full in two clicks, high damage reduction, and high damage output. I've seen other MMOs like SWTOR and WoW kind of did that, they had hybrids that were over performing too and they had no idea how to deal with them as I understand, so they just made you choose between 3 specs and you can't have anything from the other spec, they over simplified it and made it boring, but that's off topic...

    I'm not sure about this idea, because I don't see how it would work, current system just won't do IMO, they will have to rework a lot of things.

    This is how your idea might work in current state and make things better as I see it:
    You have a triangle, each corner represents the role, you can drag the point anywhere you wish, if you move closer to tank for example, you get more damage reduction but loose on the points which are further from your dot. This way, people still can be hybrids, but won't have everything in one character, and be master of all.
  • ArcVelarian
    ArcVelarian
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    Unsure how I feel about this
    This would only really work if they added a third morph option to Class Abilities.
    Murphy's Law of PvP : If it can be abused and or exploited, it will be abused and or exploited.
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