Thee_Cheshire_Cat wrote: »i see your new classes and raise you new races.
DMuehlhausen wrote: »DMuehlhausen wrote: »Why so we have more classes that use the exact gear setups and 9 of 10 same skills. Sounds exciting..now if they had story lines for the classes like SWTOR did fine who cares if they all feel and look the same, but here no not needed. You literally could remove classes and you wouldn't see a difference. Just need Tank , Healer, Damage classes and it would still be the exact same game.
Actually pvp can be pretty creative with sets/builds. I find pve trial groups to be more stagnant yes. And the point would be to have a monk. Something many would enjoy. If it's not your cup of tea then cool, don't play it. But even after all these years I'd be willing to take a monk through the story. From the requests over the years I'd bet others would too.
As for removing classes, we've asked for that as well. New skill lines would be a bit more beneficial imo in that case. While possible, I'd be surprised if zos went that way.
PvP might have creative builds, but PvP is a mini game tact onto the game at best. So decisions will or should never be made based on PvP. When they are the entire game gets worse.
Well now I'm in an awkward position of defending pvp when I've quit it in disgust several times over the years. It's an aspect many enjoy, and we'll just say it's your opinion that it's a mini game as for others it's the most enjoyable part. Pve can be creative in builds too as many of us enjoy theory crafting. It's only when you're in top rigid guilds that everyone runs the same sets rather than use their imagination.
DMuehlhausen wrote: »DMuehlhausen wrote: »DMuehlhausen wrote: »Why so we have more classes that use the exact gear setups and 9 of 10 same skills. Sounds exciting..now if they had story lines for the classes like SWTOR did fine who cares if they all feel and look the same, but here no not needed. You literally could remove classes and you wouldn't see a difference. Just need Tank , Healer, Damage classes and it would still be the exact same game.
Actually pvp can be pretty creative with sets/builds. I find pve trial groups to be more stagnant yes. And the point would be to have a monk. Something many would enjoy. If it's not your cup of tea then cool, don't play it. But even after all these years I'd be willing to take a monk through the story. From the requests over the years I'd bet others would too.
As for removing classes, we've asked for that as well. New skill lines would be a bit more beneficial imo in that case. While possible, I'd be surprised if zos went that way.
PvP might have creative builds, but PvP is a mini game tact onto the game at best. So decisions will or should never be made based on PvP. When they are the entire game gets worse.
Well now I'm in an awkward position of defending pvp when I've quit it in disgust several times over the years. It's an aspect many enjoy, and we'll just say it's your opinion that it's a mini game as for others it's the most enjoyable part. Pve can be creative in builds too as many of us enjoy theory crafting. It's only when you're in top rigid guilds that everyone runs the same sets rather than use their imagination.
There is literally nothing to defend. There is no arguing it's a mini game. I didn't say people don't find it fun, but it's a mini game, or an afterthought as it should be. Less than 5% of the population engages in it on a regular basis that is probably a high estimate as well. There was Cyrodil at launch...then battlegrounds when 2016 or something then nothing new since then?
PvP is the bane of all PvE based MMOs and even ARPG games. It's mathematically impossible to balance skills designed to kill enemies with 100s of millions of HP to kill characters with 30k hp. Every game keeps trying and every game keeps failing at it. Thus ruining the experience for the other 95% of players.
It honestly should just be removed from the game, then Cyrodil can become and amazing large PvE zone and the game would be better for it.
DMuehlhausen wrote: »DMuehlhausen wrote: »DMuehlhausen wrote: »Why so we have more classes that use the exact gear setups and 9 of 10 same skills. Sounds exciting..now if they had story lines for the classes like SWTOR did fine who cares if they all feel and look the same, but here no not needed. You literally could remove classes and you wouldn't see a difference. Just need Tank , Healer, Damage classes and it would still be the exact same game.
Actually pvp can be pretty creative with sets/builds. I find pve trial groups to be more stagnant yes. And the point would be to have a monk. Something many would enjoy. If it's not your cup of tea then cool, don't play it. But even after all these years I'd be willing to take a monk through the story. From the requests over the years I'd bet others would too.
As for removing classes, we've asked for that as well. New skill lines would be a bit more beneficial imo in that case. While possible, I'd be surprised if zos went that way.
PvP might have creative builds, but PvP is a mini game tact onto the game at best. So decisions will or should never be made based on PvP. When they are the entire game gets worse.
Well now I'm in an awkward position of defending pvp when I've quit it in disgust several times over the years. It's an aspect many enjoy, and we'll just say it's your opinion that it's a mini game as for others it's the most enjoyable part. Pve can be creative in builds too as many of us enjoy theory crafting. It's only when you're in top rigid guilds that everyone runs the same sets rather than use their imagination.
There is literally nothing to defend. There is no arguing it's a mini game. I didn't say people don't find it fun, but it's a mini game, or an afterthought as it should be. Less than 5% of the population engages in it on a regular basis that is probably a high estimate as well. There was Cyrodil at launch...then battlegrounds when 2016 or something then nothing new since then?
PvP is the bane of all PvE based MMOs and even ARPG games. It's mathematically impossible to balance skills designed to kill enemies with 100s of millions of HP to kill characters with 30k hp. Every game keeps trying and every game keeps failing at it. Thus ruining the experience for the other 95% of players.
It honestly should just be removed from the game, then Cyrodil can become and amazing large PvE zone and the game would be better for it.
New classes sound fun, they've been teasing us with water magic in the latest chapter so maybe something in that theme would be nice?
The biggest counter argument for adding new classes is balance issues and I understand that. I'd also be content to have updates and more visual customization options for current classes.
High Isle chapter and Firesong dlc have new assets which would work well with the Warden class. Give us an option to conjure spriggans and other forest spirits instead of Morrowind-themed creatures, or let us transform into or conjure one of those giant forest guardian spirit things instead of summoning a bear as an ultimate.
Same with Necromancer class and Vampire skills. NPCs get all those cool animations/skills while what we have pale in comparison.
Probably not the first time this has been said and I'm sure there will be loads of people who may disagree but it's time. The game needs to draw people back to it given the apparent exodus of late. New class(es) could help stimulate that.
e.g.
Archer/Ranger - a proper bow class with all the skills and perks associated plus new ones specific to the class and not cobbled together skills with Warden/Nightblade etc.
Wizard - not Daedra-based with perhaps a different magic path to the Fire/Shock/Ice
Druid - TBH I'm shocked this wasn't a thing for this year's story. Would have been a great tie-in to new toons joining the druids as a base story.
Anyway, just a few ideas.
Thanks for listening.
NotaDaedraWorshipper wrote: »Elder Scrolls is not Dungeons and Dragons, meaning we don't have bards of the variety that plays music and sings to fight.
Bards are either: One, a musician, usually playing music in inns/taverns. Or two, a "class" name for someone who is of the thief archtype and uses skills such as speech, blades, mercantile, illusion, alchemy or such. They don't string a lute and stun enemies or call down a thunderstorm.