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There should be a new elemental/maormer inspired class added

Faltasë
Faltasë
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A trial group I ran with we discussed a dope idea.

Forget a new race, wheres is our Wind, Water, and Electricity class? Seriously, this could have been a perfect edition to add with High Isle. It sounds badass.

Now for people who don't like new classes, why don't we get an unarmed spellcasting weapon skill tree? Staffs being the only magicka-based weapon is kind of disrespectful to how magical the ESO world is supposed to be. Plus, like, it's something that every single entry into the franchise has had. PLEASE ZOS!!! PLEASE!

XBOX 2015-2019
PC-NA 2019-2022, 2025-present

Please keep fixing the combat. It's good to fix the combat.

Auri-El is the one true God.
  • Amottica
    Amottica
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    No class is based on a race and that should not start now. Besides, we have multiple elemental classes already.

    Btw, the “electricity class is the sorcerer.
  • GrizzlyTank
    GrizzlyTank
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    Moist mage!
  • Artim_X
    Artim_X
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    ZOS needs to make the elemental classes we have more viable, not add new ones.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Ratzkifal
    Ratzkifal
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    I am all for unarmed magic, although ESO's set bonus and weapon damage system still requires an item to be equipped, even if it won't be visible.

    As for Wind and Electricity, I feel Sorcerers have those covered well enough already with Hurricane + Dualwield + Relequen and Electricity with the rest of Stormcalling.

    Water as a source of power is a bit tricky as that seems more like a Conjuration- or Alteration-based magic than another element for Destruction. That in itself wouldn't be a problem but "water damage" really doesn't make a lot of sense if you think about it. High pressure water jets cut or deal blunt damage, which is both physical. Drowning is probably the only way to inflict damage that's somewhat exclusive to water but I'm not sure that should be the primary way of dealing damage for a class, especially since you can cut someone who has been cut already but you can't double drown someone...

    Which means that the best "water mage" interpretation would just deal physical damage with water-flavored animations. If you still like the idea, then let's go with it because thematically water mages are cool, but "water damage" makes no sense.
    This Bosmer was tortured to death. There is nothing left to be done.
  • TaSheen
    TaSheen
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    Ratzkifal wrote: »

    Which means that the best "water mage" interpretation would just deal physical damage with water-flavored animations. If you still like the idea, then let's go with it because thematically water mages are cool, but "water damage" makes no sense.

    Well, boiling water does damage, as well as steam (anyone who's ever canned foods knows all about that - just ask my scars!) And there's hailstones (frozen water), and creating sinkholes full of "quickmud". I can probably come up with other ideas given enough time to think about it.

    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • kieso
    kieso
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    Nah
  • BloodyStigmata
    BloodyStigmata
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    Faltasë wrote: »
    Forget a new race, wheres is our Wind, Water, and Electricity class?

    Sorcs already get an electric skill line. They really stole the thunder there.

    ...now, water and wind are a different story. Maybe earth too, though you could argue DK has the covered.
    Owner and proprietor of the Northern Elsweyr Guar Reserve and The Hunting Grounds Guar Reserve, Tamriel's home to all things guar.
    See the embedded brochures for all information regarding our reserves, as well as our collection status!
  • SainguinKrist
    SainguinKrist
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    Pretty sure ZOS can't add new classes or skill lines due to the old generation console limitations.

    At least that's what they've said.

    I'm also of the firm belief that the six classes we currently have are more than enough work for ZOS to keep balanced, and they offer a massive amount of diversity for players.

    We really don't *need* a new class.

    We need old content to get a quality check pass and a lot of other things first.
    Edited by SainguinKrist on June 13, 2022 4:07PM
    I have characters that have classes.

    I'm not sure what their names are.

    Leader of Casual Filth, a proudly LGBT+ led and friendly social guild.
  • SainguinKrist
    SainguinKrist
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    Faltasë wrote: »
    Forget a new race, wheres is our Wind, Water, and Electricity class?

    Sorcs already get an electric skill line. They really stole the thunder there.

    ...now, water and wind are a different story. Maybe earth too, though you could argue DK has the covered.

    Sorc definitely covers wind and electricity, and DK definitely covers earth, fire, and poison.

    Warden covers poison and frost, NB is physical/magic raw damage, templar is fire and physical/magic raw, necro is frost, magic, and poison

    We're missing water, but water has never been a main element of ESO, it's not a damage type on destro staves or anything.

    I get the request, but it just does not work here like the other damage types do.
    Edited by SainguinKrist on June 13, 2022 4:05PM
    I have characters that have classes.

    I'm not sure what their names are.

    Leader of Casual Filth, a proudly LGBT+ led and friendly social guild.
  • Vaoh
    Vaoh
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    Well so far we have:
    Dragonknight: Flame, Earth
    Sorcerer: Shock, Daedric
    Warden: Ice, Nature
    Necromancer: Mixed, Undead
    Templar: Light, Holy Magic
    NB: Dark, Blood Magic

    Based on NPC classes, highly likely themed for future classes are:
    - Water + Wind (light blue/gray/white colors)
    - Void class (dark green/black colors)

    Also possible:
    - Gloam (dark purple/black colors)
    - Umbral (solid purple colors)
    - Blood (Blood red/orange colors)
    - Shaman (solid green colors)
    - Lava (orange colors)
  • Ratzkifal
    Ratzkifal
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    TaSheen wrote: »
    Ratzkifal wrote: »

    Which means that the best "water mage" interpretation would just deal physical damage with water-flavored animations. If you still like the idea, then let's go with it because thematically water mages are cool, but "water damage" makes no sense.

    Well, boiling water does damage, as well as steam (anyone who's ever canned foods knows all about that - just ask my scars!) And there's hailstones (frozen water), and creating sinkholes full of "quickmud". I can probably come up with other ideas given enough time to think about it.

    Boiling water damages through heat, so it's technically fire damage. Hail is blunt damage, sinkholes are fall damage and drowning in quickmud is just drowning again. None of it is water damage because touching water doesn't actually damage you.
    This Bosmer was tortured to death. There is nothing left to be done.
  • BloodyStigmata
    BloodyStigmata
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    I get the request, but it just does not work here like the other damage types do.

    It can work and does work. We've seen it used offensively through magic via whirlpools, waves, geysers ETC. Heck we've seen it recently in Dreadsail Reef with one of the main bosses. Hydromancy is hardly is hardly a new concept in TES and it could be expanded upon, though maybe not necessarily with full-blown class.

    Also I'd hardly consider one morph of one sorc skill as having wind covered.
    Edited by BloodyStigmata on June 13, 2022 4:55PM
    Owner and proprietor of the Northern Elsweyr Guar Reserve and The Hunting Grounds Guar Reserve, Tamriel's home to all things guar.
    See the embedded brochures for all information regarding our reserves, as well as our collection status!
  • Vaoh
    Vaoh
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    Ratzkifal wrote: »
    TaSheen wrote: »
    Ratzkifal wrote: »

    Which means that the best "water mage" interpretation would just deal physical damage with water-flavored animations. If you still like the idea, then let's go with it because thematically water mages are cool, but "water damage" makes no sense.

    Well, boiling water does damage, as well as steam (anyone who's ever canned foods knows all about that - just ask my scars!) And there's hailstones (frozen water), and creating sinkholes full of "quickmud". I can probably come up with other ideas given enough time to think about it.

    Boiling water damages through heat, so it's technically fire damage. Hail is blunt damage, sinkholes are fall damage and drowning in quickmud is just drowning again. None of it is water damage because touching water doesn't actually damage you.

    I woudn’t read too much into it. All that matters is the ability color and the wording of the description. Heck, tons of Physical Damage abilities in this game were converted to Bleed Damage just to have more Bleed abilities.

    In ESO “water damage” is Frost Damage (Whorl of the Depths set/NPC abilities) and in some cases it can also be Magic Damage (Turning Tide set).
  • Gnesnig
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    I'm also not missing elemental. I'm missing crowd control and charms, aka chanters, but they don't really fit in a 4-player group system focused on DPS.
  • GrizzlyTank
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    Artim_X wrote: »
    ZOS needs to make the elemental classes we have more viable, not add new ones.

    Wanted to make a fire templar and took a look at their actual damage type...

    Nearly all of their skills reference fire yet all the actual damage types are magic for some reason.

    Then there is necromancer which also for some reason have their damage types spread all over the place.

  • GrizzlyTank
    GrizzlyTank
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    Gnesnig wrote: »
    I'm also not missing elemental. I'm missing crowd control and charms, aka chanters, but they don't really fit in a 4-player group system focused on DPS.

    Looking at the meta builds, nearly every build is a "chanter" or buffer. Not much room for fun sets when every 5p has to give major/minor this and that.
    Edited by GrizzlyTank on June 13, 2022 6:53PM
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    Rather illusion and alteration types of magic got added as skillines.

    And of course some magicka weapon skilline that is not a staff. Or at least hides the staff.
    [Lie] Of course! I don't even worship Daedra!
  • Faltasë
    Faltasë
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    Pretty sure ZOS can't add new classes or skill lines due to the old generation console limitations.

    At least that's what they've said.

    I'm also of the firm belief that the six classes we currently have are more than enough work for ZOS to keep balanced, and they offer a massive amount of diversity for players.

    We really don't *need* a new class.

    We need old content to get a quality check pass and a lot of other things first.

    I partly disagree. We may have 6 classes already, but alot of them feel similar in terms of end game setup. The only outliers being necromancer and arguably Dragonknight.

    The diversity is kind of killed in the Magicka department due to just having 1 destruction staff skill line and 1 restoration staff skill line.

    Combat has been getting quite stale for sometime now and new content/trials/dungeons is not going to fix that.

    A solution would be to add more weapon/offensive skill lines kind of like the fighters guild/undaunted/mages guild but more focused on unarmed/a new weapon.

    We are in medieval inspired fantasy realms and we don't have spears? Etc

    Alot of the combat staleness can be combat by just adding more weapons or less samey classes.
    Amottica wrote: »
    No class is based on a race and that should not start now. Besides, we have multiple elemental classes already.

    Btw, the “electricity class is the sorcerer.

    So are the developers so uncreative that they can't make a combination of wind, water, and electricity without making this Electricity tree the same as the sorcerer's? So what if we have a sorcerer, you can still take skill trees and combine them with other ones to have more diversity. It kinda bugs me still that we aren't allowed to modulate the different skill trees anyways. I think being able to put DKs earth skill tree with the sorcs electric and the wardens frost all together would be cool. But what's stopping them from having a completely different electric tree to add on to the new class I suggested, and why is that an issue? The more the merrier, no? If the skills are different, there isn't really an issue.
    Artim_X wrote: »
    ZOS needs to make the elemental classes we have more viable, not add new ones.

    This is theoretically a good idea, but still doesn't really play into making combat less stale. New classes with less samey combinations of skills would make combat less stale just by adding another class variable(as long as they don't make it samey, aka the exact same style of skills, not necessarily the same style of element)

    The only way they'd be able to pull off refining our current classes is if they'd stop nerfing everything and start buffing everything. They have this dumb level the playing field philosophy that's antithetical to hybridization and makes things less diverse in the long term process. If everyone is running kinras wrath(Magicka and Stamina) for example, where is the diversity? Same argument can be said for class diversity. They are stripping the diversity because all of the good sets end up in Meta and all of the not so used sets end up being useless.

    XBOX 2015-2019
    PC-NA 2019-2022, 2025-present

    Please keep fixing the combat. It's good to fix the combat.

    Auri-El is the one true God.
  • Ratzkifal
    Ratzkifal
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    Vaoh wrote: »
    Ratzkifal wrote: »
    TaSheen wrote: »
    Ratzkifal wrote: »

    Which means that the best "water mage" interpretation would just deal physical damage with water-flavored animations. If you still like the idea, then let's go with it because thematically water mages are cool, but "water damage" makes no sense.

    Well, boiling water does damage, as well as steam (anyone who's ever canned foods knows all about that - just ask my scars!) And there's hailstones (frozen water), and creating sinkholes full of "quickmud". I can probably come up with other ideas given enough time to think about it.

    Boiling water damages through heat, so it's technically fire damage. Hail is blunt damage, sinkholes are fall damage and drowning in quickmud is just drowning again. None of it is water damage because touching water doesn't actually damage you.

    I woudn’t read too much into it. All that matters is the ability color and the wording of the description. Heck, tons of Physical Damage abilities in this game were converted to Bleed Damage just to have more Bleed abilities.

    In ESO “water damage” is Frost Damage (Whorl of the Depths set/NPC abilities) and in some cases it can also be Magic Damage (Turning Tide set).

    Bleed damage was originally just physical damage that ignored resistances, which made perfect sense as once you start bleeding from a particularly deep cut you keep losing life regardless of how much armor you are wearing elsewhere. Then they figured resistance ignore is overpowered and got rid of that, and then they figured that building for bleed was pointless after taking the axe proc away and so they added more sources of bleed damage to skills, some of which weren't dots, and eventually they turned bleed damage into a separate damage category all together, which is now part of the family of "martial damage" alongside physical, disease and poison damage. Personally I prefer the original design mainly because there was an actual difference between the damage types rather than just a difference in what status effect it procs.

    Ideally we should continue making damage types feel different from one another again because that's a big part of improving class identity, which increases ESO's replayability and variety. A big part of this would have to be thinking about each element and how exactly it deals damage from a fantasy standpoint and how that would translate into game mechanics. Basically "reading too much into it" is mandatory for improving the system.
    I can see water-based damage continuing to be Frost damage as cold water can give you hypothermia just the same, which honestly would already make it obvious how magicka/stamina morphs would work for a supposed water class.

    In Skyrim the elements had different extra effects, like Lightning dealing damage to your magicka pool, Frost draining stamina and Fire having the weakest base damage value but gaining amplification and damage over time effects. This would translate directly to strengths and weaknesses for each element independent of specific elemental enemy weaknesses.
    The addition of Brittle is a good start, but Lightning cannot compete with the others in PvE as AOE is only good for the trash between the boss fights. But that is the topic for another thread.
    This Bosmer was tortured to death. There is nothing left to be done.
  • HerrKeinTipp_MrNoTip
    HerrKeinTipp_MrNoTip
    ✭✭✭✭
    We don't need wetromancers or dragonplumbers.
  • Einar_Hrafnarsson
    Einar_Hrafnarsson
    ✭✭✭✭✭
    Id play an Aquamancer, sure :)
  • SainguinKrist
    SainguinKrist
    ✭✭✭✭✭
    Faltasë wrote: »
    Pretty sure ZOS can't add new classes or skill lines due to the old generation console limitations.

    At least that's what they've said.

    I'm also of the firm belief that the six classes we currently have are more than enough work for ZOS to keep balanced, and they offer a massive amount of diversity for players.

    We really don't *need* a new class.

    We need old content to get a quality check pass and a lot of other things first.

    I partly disagree. We may have 6 classes already, but alot of them feel similar in terms of end game setup. The only outliers being necromancer and arguably Dragonknight.

    The diversity is kind of killed in the Magicka department due to just having 1 destruction staff skill line and 1 restoration staff skill line.

    Combat has been getting quite stale for sometime now and new content/trials/dungeons is not going to fix that.

    A solution would be to add more weapon/offensive skill lines kind of like the fighters guild/undaunted/mages guild but more focused on unarmed/a new weapon.

    We are in medieval inspired fantasy realms and we don't have spears? Etc

    Ok, but you're completely ignoring the fact that ZOS has said they cannot expand the weapon lines.

    It's a hard limitation set by the old console generation.

    ZOS isn't keeping new weapons from us out of spite, they literally cannot add them.
    I have characters that have classes.

    I'm not sure what their names are.

    Leader of Casual Filth, a proudly LGBT+ led and friendly social guild.
  • Faltasë
    Faltasë
    ✭✭✭✭✭
    Faltasë wrote: »
    Pretty sure ZOS can't add new classes or skill lines due to the old generation console limitations.

    At least that's what they've said.

    I'm also of the firm belief that the six classes we currently have are more than enough work for ZOS to keep balanced, and they offer a massive amount of diversity for players.

    We really don't *need* a new class.

    We need old content to get a quality check pass and a lot of other things first.

    I partly disagree. We may have 6 classes already, but alot of them feel similar in terms of end game setup. The only outliers being necromancer and arguably Dragonknight.

    The diversity is kind of killed in the Magicka department due to just having 1 destruction staff skill line and 1 restoration staff skill line.

    Combat has been getting quite stale for sometime now and new content/trials/dungeons is not going to fix that.

    A solution would be to add more weapon/offensive skill lines kind of like the fighters guild/undaunted/mages guild but more focused on unarmed/a new weapon.

    We are in medieval inspired fantasy realms and we don't have spears? Etc

    Ok, but you're completely ignoring the fact that ZOS has said they cannot expand the weapon lines.

    It's a hard limitation set by the old console generation.

    ZOS isn't keeping new weapons from us out of spite, they literally cannot add them.

    That's kind of sad. However, do you have a source? I have never heard them say this.
    Edited by Faltasë on June 16, 2022 7:16PM

    XBOX 2015-2019
    PC-NA 2019-2022, 2025-present

    Please keep fixing the combat. It's good to fix the combat.

    Auri-El is the one true God.
  • SainguinKrist
    SainguinKrist
    ✭✭✭✭✭
    Faltasë wrote: »
    Faltasë wrote: »
    Pretty sure ZOS can't add new classes or skill lines due to the old generation console limitations.

    At least that's what they've said.

    I'm also of the firm belief that the six classes we currently have are more than enough work for ZOS to keep balanced, and they offer a massive amount of diversity for players.

    We really don't *need* a new class.

    We need old content to get a quality check pass and a lot of other things first.

    I partly disagree. We may have 6 classes already, but alot of them feel similar in terms of end game setup. The only outliers being necromancer and arguably Dragonknight.

    The diversity is kind of killed in the Magicka department due to just having 1 destruction staff skill line and 1 restoration staff skill line.

    Combat has been getting quite stale for sometime now and new content/trials/dungeons is not going to fix that.

    A solution would be to add more weapon/offensive skill lines kind of like the fighters guild/undaunted/mages guild but more focused on unarmed/a new weapon.

    We are in medieval inspired fantasy realms and we don't have spears? Etc

    Ok, but you're completely ignoring the fact that ZOS has said they cannot expand the weapon lines.

    It's a hard limitation set by the old console generation.

    ZOS isn't keeping new weapons from us out of spite, they literally cannot add them.

    That's kind of sad. However, do you have a source? I have never heard them say this.

    I believe it was a livestream, and I'm sorry I just do not have the time or willpower to comb through those for a 2 minute clip.
    I have characters that have classes.

    I'm not sure what their names are.

    Leader of Casual Filth, a proudly LGBT+ led and friendly social guild.
  • Amottica
    Amottica
    ✭✭✭✭✭
    ✭✭✭✭✭
    Faltasë wrote: »
    Amottica wrote: »
    No class is based on a race and that should not start now. Besides, we have multiple elemental classes already.

    Btw, the “electricity class is the sorcerer.

    So are the developers so uncreative that they can't make a combination of wind, water, and electricity without making this Electricity tree the same as the sorcerer's? So what if we have a sorcerer, you can still take skill trees and combine them with other ones to have more diversity. It kinda bugs me still that we aren't allowed to modulate the different skill trees anyways. I think being able to put DKs earth skill tree with the sorcs electric and the wardens frost all together would be cool. But what's stopping them from having a completely different electric tree to add on to the new class I suggested, and why is that an issue? The more the merrier, no? If the skills are different, there isn't really an issue.

    I did not say that nor did I even suggest they could not manage it so I am not sure why that is being suggested in relation to my post.

    Since we already have an electric class and technically a water class (warden), it would be better to focus on something more unique since there is a lot of room Zenimax has to work with before rehashing what we already have.

    Further, as I stated, no class should be based on a Maormer as that truly goes against the design of ESO and TES itself. No class is race-based.

  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    Faltasë wrote: »
    Faltasë wrote: »
    Pretty sure ZOS can't add new classes or skill lines due to the old generation console limitations.

    At least that's what they've said.

    I'm also of the firm belief that the six classes we currently have are more than enough work for ZOS to keep balanced, and they offer a massive amount of diversity for players.

    We really don't *need* a new class.

    We need old content to get a quality check pass and a lot of other things first.

    I partly disagree. We may have 6 classes already, but alot of them feel similar in terms of end game setup. The only outliers being necromancer and arguably Dragonknight.

    The diversity is kind of killed in the Magicka department due to just having 1 destruction staff skill line and 1 restoration staff skill line.

    Combat has been getting quite stale for sometime now and new content/trials/dungeons is not going to fix that.

    A solution would be to add more weapon/offensive skill lines kind of like the fighters guild/undaunted/mages guild but more focused on unarmed/a new weapon.

    We are in medieval inspired fantasy realms and we don't have spears? Etc

    Ok, but you're completely ignoring the fact that ZOS has said they cannot expand the weapon lines.

    It's a hard limitation set by the old console generation.

    ZOS isn't keeping new weapons from us out of spite, they literally cannot add them.

    That's kind of sad. However, do you have a source? I have never heard them say this.

    This is what they actually said in 2021.
    When asked whether ESO might one day become unable to be updated, forcing either a rebuilt version "from the ground up" or a sequel, Firor said, "We're obviously doing our job right if you haven't noticed, but we're tearing down the engine, one room at a time, all the time." Firor laughed. "So the engine right now is much different from when we launched. It could never have scaled to what we do now. So we're constantly, behind the scenes, making it better."


    According to Firor, that stream of updates have made a big impact on ESO. "The game, [as it is] right now, wouldn't run on the... last-generation base consoles. At one point we had to stop adding new animations to the game for six months because it would just run out of memory on those devices if we had. But they're a core part of our community, so we're going to support them.

    Although these updates introduced new bugs, Firor says, the team was able to fix them, allowing them to stay true to their goal to "keep the game relevant and looking fantastic." As far as "ESO 2" is concerned, Firor responded, "It's like... when is Netflix 2 going to launch? Right? We're a service... that people log into every day and play. As long as they're doing that, there's no reason to do a 'Version 2.'"

    https://www.ign.com/articles/eso2-zenimax-online-studio-head-talks-possibility-of-elder-scrolls-online-sequel-ign-unfiltered

    And an update they made recently to this topic.
    Just to see if we can dispel one of the myths running within The Elder Scrolls Online community, is it true that you'd have problems introducing any additional skill trees due to the limited memory of old-generation consoles (PlayStation 4, Xbox One)?

    Nothing is impossible. I mean, we do have to be careful. There's only so much memory on those consoles for sure and we have to be smart about what we do. We do have a focus on performance and making the game run really well. So there's a balance.

    Okay. But it is not impossible that new skill trees may be added to The Elder Scrolls Online in the future.

    It is not impossible, no.

    Source: https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/
    Edited by spartaxoxo on June 16, 2022 11:07PM
  • SainguinKrist
    SainguinKrist
    ✭✭✭✭✭
    spartaxoxo wrote: »
    Faltasë wrote: »
    Faltasë wrote: »
    Pretty sure ZOS can't add new classes or skill lines due to the old generation console limitations.

    At least that's what they've said.

    I'm also of the firm belief that the six classes we currently have are more than enough work for ZOS to keep balanced, and they offer a massive amount of diversity for players.

    We really don't *need* a new class.

    We need old content to get a quality check pass and a lot of other things first.

    I partly disagree. We may have 6 classes already, but alot of them feel similar in terms of end game setup. The only outliers being necromancer and arguably Dragonknight.

    The diversity is kind of killed in the Magicka department due to just having 1 destruction staff skill line and 1 restoration staff skill line.

    Combat has been getting quite stale for sometime now and new content/trials/dungeons is not going to fix that.

    A solution would be to add more weapon/offensive skill lines kind of like the fighters guild/undaunted/mages guild but more focused on unarmed/a new weapon.

    We are in medieval inspired fantasy realms and we don't have spears? Etc

    Ok, but you're completely ignoring the fact that ZOS has said they cannot expand the weapon lines.

    It's a hard limitation set by the old console generation.

    ZOS isn't keeping new weapons from us out of spite, they literally cannot add them.

    That's kind of sad. However, do you have a source? I have never heard them say this.

    This is what they actually said in 2021.
    When asked whether ESO might one day become unable to be updated, forcing either a rebuilt version "from the ground up" or a sequel, Firor said, "We're obviously doing our job right if you haven't noticed, but we're tearing down the engine, one room at a time, all the time." Firor laughed. "So the engine right now is much different from when we launched. It could never have scaled to what we do now. So we're constantly, behind the scenes, making it better."


    According to Firor, that stream of updates have made a big impact on ESO. "The game, [as it is] right now, wouldn't run on the... last-generation base consoles. At one point we had to stop adding new animations to the game for six months because it would just run out of memory on those devices if we had. But they're a core part of our community, so we're going to support them.

    Although these updates introduced new bugs, Firor says, the team was able to fix them, allowing them to stay true to their goal to "keep the game relevant and looking fantastic." As far as "ESO 2" is concerned, Firor responded, "It's like... when is Netflix 2 going to launch? Right? We're a service... that people log into every day and play. As long as they're doing that, there's no reason to do a 'Version 2.'"

    https://www.ign.com/articles/eso2-zenimax-online-studio-head-talks-possibility-of-elder-scrolls-online-sequel-ign-unfiltered

    And an update they made recently to this topic.
    Just to see if we can dispel one of the myths running within The Elder Scrolls Online community, is it true that you'd have problems introducing any additional skill trees due to the limited memory of old-generation consoles (PlayStation 4, Xbox One)?

    Nothing is impossible. I mean, we do have to be careful. There's only so much memory on those consoles for sure and we have to be smart about what we do. We do have a focus on performance and making the game run really well. So there's a balance.

    Okay. But it is not impossible that new skill trees may be added to The Elder Scrolls Online in the future.

    It is not impossible, no.

    Source: https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/

    Yea which is a lot of marketing speak for "we can't do that, but we don't want to blame old consoles cause they make us a good bit of money, and we cannot alienate those customers"

    Like they had to stop adding animations to the game for months, what are entire new skill lines going to do?

    So yes, it very much reads as "old consoles stop us from doing new weapon lines".
    I have characters that have classes.

    I'm not sure what their names are.

    Leader of Casual Filth, a proudly LGBT+ led and friendly social guild.
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    spartaxoxo wrote: »
    Faltasë wrote: »
    Faltasë wrote: »
    Pretty sure ZOS can't add new classes or skill lines due to the old generation console limitations.

    At least that's what they've said.

    I'm also of the firm belief that the six classes we currently have are more than enough work for ZOS to keep balanced, and they offer a massive amount of diversity for players.

    We really don't *need* a new class.

    We need old content to get a quality check pass and a lot of other things first.

    I partly disagree. We may have 6 classes already, but alot of them feel similar in terms of end game setup. The only outliers being necromancer and arguably Dragonknight.

    The diversity is kind of killed in the Magicka department due to just having 1 destruction staff skill line and 1 restoration staff skill line.

    Combat has been getting quite stale for sometime now and new content/trials/dungeons is not going to fix that.

    A solution would be to add more weapon/offensive skill lines kind of like the fighters guild/undaunted/mages guild but more focused on unarmed/a new weapon.

    We are in medieval inspired fantasy realms and we don't have spears? Etc

    Ok, but you're completely ignoring the fact that ZOS has said they cannot expand the weapon lines.

    It's a hard limitation set by the old console generation.

    ZOS isn't keeping new weapons from us out of spite, they literally cannot add them.

    That's kind of sad. However, do you have a source? I have never heard them say this.

    This is what they actually said in 2021.
    When asked whether ESO might one day become unable to be updated, forcing either a rebuilt version "from the ground up" or a sequel, Firor said, "We're obviously doing our job right if you haven't noticed, but we're tearing down the engine, one room at a time, all the time." Firor laughed. "So the engine right now is much different from when we launched. It could never have scaled to what we do now. So we're constantly, behind the scenes, making it better."


    According to Firor, that stream of updates have made a big impact on ESO. "The game, [as it is] right now, wouldn't run on the... last-generation base consoles. At one point we had to stop adding new animations to the game for six months because it would just run out of memory on those devices if we had. But they're a core part of our community, so we're going to support them.

    Although these updates introduced new bugs, Firor says, the team was able to fix them, allowing them to stay true to their goal to "keep the game relevant and looking fantastic." As far as "ESO 2" is concerned, Firor responded, "It's like... when is Netflix 2 going to launch? Right? We're a service... that people log into every day and play. As long as they're doing that, there's no reason to do a 'Version 2.'"

    https://www.ign.com/articles/eso2-zenimax-online-studio-head-talks-possibility-of-elder-scrolls-online-sequel-ign-unfiltered

    And an update they made recently to this topic.
    Just to see if we can dispel one of the myths running within The Elder Scrolls Online community, is it true that you'd have problems introducing any additional skill trees due to the limited memory of old-generation consoles (PlayStation 4, Xbox One)?

    Nothing is impossible. I mean, we do have to be careful. There's only so much memory on those consoles for sure and we have to be smart about what we do. We do have a focus on performance and making the game run really well. So there's a balance.

    Okay. But it is not impossible that new skill trees may be added to The Elder Scrolls Online in the future.

    It is not impossible, no.

    Source: https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/

    Yea which is a lot of marketing speak for "we can't do that, but we don't want to blame old consoles cause they make us a good bit of money, and we cannot alienate those customers"

    Like they had to stop adding animations to the game for months, what are entire new skill lines going to do?

    So yes, it very much reads as "old consoles stop us from doing new weapon lines".

    Reads to me like that explicitly answered that other to question to clarify that was not the case. And that they have already changed things with way the game works to handle the no new animations issue (btw also why we got mementos). It also reads to me like anything new would not be as extensive as a class due to console, but that they very much could add something more limited in nature like a skill line in the future. Console is not a hard limit and "impossible" but it does make whatever they are able to do limited and small scale.
    Edited by spartaxoxo on June 17, 2022 12:58PM
  • Faltasë
    Faltasë
    ✭✭✭✭✭
    Amottica wrote: »
    Faltasë wrote: »
    Amottica wrote: »
    No class is based on a race and that should not start now. Besides, we have multiple elemental classes already.

    Btw, the “electricity class is the sorcerer.

    So are the developers so uncreative that they can't make a combination of wind, water, and electricity without making this Electricity tree the same as the sorcerer's? So what if we have a sorcerer, you can still take skill trees and combine them with other ones to have more diversity. It kinda bugs me still that we aren't allowed to modulate the different skill trees anyways. I think being able to put DKs earth skill tree with the sorcs electric and the wardens frost all together would be cool. But what's stopping them from having a completely different electric tree to add on to the new class I suggested, and why is that an issue? The more the merrier, no? If the skills are different, there isn't really an issue.

    I did not say that nor did I even suggest they could not manage it so I am not sure why that is being suggested in relation to my post.

    Since we already have an electric class and technically a water class (warden), it would be better to focus on something more unique since there is a lot of room Zenimax has to work with before rehashing what we already have.

    Further, as I stated, no class should be based on a Maormer as that truly goes against the design of ESO and TES itself. No class is race-based.

    No class is race based? Warden is literally a combination of Nord, Argonian, and Dunmer style skills tho.

    XBOX 2015-2019
    PC-NA 2019-2022, 2025-present

    Please keep fixing the combat. It's good to fix the combat.

    Auri-El is the one true God.
  • Faltasë
    Faltasë
    ✭✭✭✭✭
    spartaxoxo wrote: »
    spartaxoxo wrote: »
    Faltasë wrote: »
    Faltasë wrote: »
    Pretty sure ZOS can't add new classes or skill lines due to the old generation console limitations.

    At least that's what they've said.

    I'm also of the firm belief that the six classes we currently have are more than enough work for ZOS to keep balanced, and they offer a massive amount of diversity for players.

    We really don't *need* a new class.

    We need old content to get a quality check pass and a lot of other things first.

    I partly disagree. We may have 6 classes already, but alot of them feel similar in terms of end game setup. The only outliers being necromancer and arguably Dragonknight.

    The diversity is kind of killed in the Magicka department due to just having 1 destruction staff skill line and 1 restoration staff skill line.

    Combat has been getting quite stale for sometime now and new content/trials/dungeons is not going to fix that.

    A solution would be to add more weapon/offensive skill lines kind of like the fighters guild/undaunted/mages guild but more focused on unarmed/a new weapon.

    We are in medieval inspired fantasy realms and we don't have spears? Etc

    Ok, but you're completely ignoring the fact that ZOS has said they cannot expand the weapon lines.

    It's a hard limitation set by the old console generation.

    ZOS isn't keeping new weapons from us out of spite, they literally cannot add them.

    That's kind of sad. However, do you have a source? I have never heard them say this.

    This is what they actually said in 2021.
    When asked whether ESO might one day become unable to be updated, forcing either a rebuilt version "from the ground up" or a sequel, Firor said, "We're obviously doing our job right if you haven't noticed, but we're tearing down the engine, one room at a time, all the time." Firor laughed. "So the engine right now is much different from when we launched. It could never have scaled to what we do now. So we're constantly, behind the scenes, making it better."


    According to Firor, that stream of updates have made a big impact on ESO. "The game, [as it is] right now, wouldn't run on the... last-generation base consoles. At one point we had to stop adding new animations to the game for six months because it would just run out of memory on those devices if we had. But they're a core part of our community, so we're going to support them.

    Although these updates introduced new bugs, Firor says, the team was able to fix them, allowing them to stay true to their goal to "keep the game relevant and looking fantastic." As far as "ESO 2" is concerned, Firor responded, "It's like... when is Netflix 2 going to launch? Right? We're a service... that people log into every day and play. As long as they're doing that, there's no reason to do a 'Version 2.'"

    https://www.ign.com/articles/eso2-zenimax-online-studio-head-talks-possibility-of-elder-scrolls-online-sequel-ign-unfiltered

    And an update they made recently to this topic.
    Just to see if we can dispel one of the myths running within The Elder Scrolls Online community, is it true that you'd have problems introducing any additional skill trees due to the limited memory of old-generation consoles (PlayStation 4, Xbox One)?

    Nothing is impossible. I mean, we do have to be careful. There's only so much memory on those consoles for sure and we have to be smart about what we do. We do have a focus on performance and making the game run really well. So there's a balance.

    Okay. But it is not impossible that new skill trees may be added to The Elder Scrolls Online in the future.

    It is not impossible, no.

    Source: https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/

    Yea which is a lot of marketing speak for "we can't do that, but we don't want to blame old consoles cause they make us a good bit of money, and we cannot alienate those customers"

    Like they had to stop adding animations to the game for months, what are entire new skill lines going to do?

    So yes, it very much reads as "old consoles stop us from doing new weapon lines".

    Reads to me like that explicitly answered that other to question to clarify that was not the case. And that they have already changed things with way the game works to handle the no new animations issue (btw also why we got mementos). It also reads to me like anything new would not be as extensive as a class due to console, but that they very much could add something more limited in nature like a skill line in the future. Console is not a hard limit and "impossible" but it does make whatever they are able to do limited and small scale.

    Does this mean they're only ever going to add locational/dungeon/trial dlc to ESO? If so, they may as well make an ESO 2 lol.
    Edited by Faltasë on June 17, 2022 5:38PM

    XBOX 2015-2019
    PC-NA 2019-2022, 2025-present

    Please keep fixing the combat. It's good to fix the combat.

    Auri-El is the one true God.
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