im glad every class can use any set and any item and that they're not locked to one role. that would be an extremely boring game
Rapt0rtech wrote: »As a DK you can wear light armour and go full magicka..
Personally I think it is the weapon/world skills that kill class identity. I mean can you say you're a warden when 80% of your skills are weapon and world skills?
Look I am not blaming people for using them, but when world/weapon skills out preform class skills who can blame them?Some skills are just useless. I mean how often do you see a warden rocking Frozen Gate, Crystallized Shield, or Nature's Grasp?
Expected a thread about hybridization tbh, which leads indeed to some problems with class identity, zos should adress.
But this... Sry bro, what you're complaining about isn't alone ESO but TES since the very beginning. Implementing gear and build restrictions on classes would be like taking away lightsabers from jedi and force them to use some phaser or so. Hard no for me.
Expected a thread about hybridization tbh, which leads indeed to some problems with class identity, zos should adress.
But this... Sry bro, what you're complaining about isn't alone ESO but TES since the very beginning. Implementing gear and build restrictions on classes would be like taking away lightsabers from jedi and force them to use some phaser or so. Hard no for me.
but non-Jedi still cannot use lightsabers, or rather they can, but rather, because of his lightness and slowness, they will cut off something for themselves, because they do not have the superpowers of a Jedi. In general, I can understand the creator of the post, even though I support hybridization, but the game with the initial structure of building classes, weapons and armor does not have the ideas that I see, so it's pointless to blame someone for this, it remains to play according to an already thought out scheme and where it goes. If armor and weapons would adapt and change class skills as in gw2 (although this rule only applies to equipped weapons there), it might be more interesting, but it is unlikely that anyone will bother because of this, significantly redoing the balance of the whole game
Expected a thread about hybridization tbh, which leads indeed to some problems with class identity, zos should adress.
But this... Sry bro, what you're complaining about isn't alone ESO but TES since the very beginning. Implementing gear and build restrictions on classes would be like taking away lightsabers from jedi and force them to use some phaser or so. Hard no for me.
but non-Jedi still cannot use lightsabers, or rather they can, but rather, because of his lightness and slowness, they will cut off something for themselves, because they do not have the superpowers of a Jedi. In general, I can understand the creator of the post, even though I support hybridization, but the game with the initial structure of building classes, weapons and armor does not have the ideas that I see, so it's pointless to blame someone for this, it remains to play according to an already thought out scheme and where it goes. If armor and weapons would adapt and change class skills as in gw2 (although this rule only applies to equipped weapons there), it might be more interesting, but it is unlikely that anyone will bother because of this, significantly redoing the balance of the whole game
Yeah, the analogy is limping, as most of them do
But nonetheless, implementing rigid gear restrictions regarding classes is something eso (and tes) never were about. The only things you'd achieve by doing so is killing off the identity of the whole franchise, as well as freedom of choice regarding character development.
Expected a thread about hybridization tbh, which leads indeed to some problems with class identity, zos should adress.
But this... Sry bro, what you're complaining about isn't alone ESO but TES since the very beginning. Implementing gear and build restrictions on classes would be like taking away lightsabers from jedi and force them to use some phaser or so. Hard no for me.
but non-Jedi still cannot use lightsabers, or rather they can, but rather, because of his lightness and slowness, they will cut off something for themselves, because they do not have the superpowers of a Jedi. In general, I can understand the creator of the post, even though I support hybridization, but the game with the initial structure of building classes, weapons and armor does not have the ideas that I see, so it's pointless to blame someone for this, it remains to play according to an already thought out scheme and where it goes. If armor and weapons would adapt and change class skills as in gw2 (although this rule only applies to equipped weapons there), it might be more interesting, but it is unlikely that anyone will bother because of this, significantly redoing the balance of the whole game
Yeah, the analogy is limping, as most of them do
But nonetheless, implementing rigid gear restrictions regarding classes is something eso (and tes) never were about. The only things you'd achieve by doing so is killing off the identity of the whole franchise, as well as freedom of choice regarding character development.
what if I say that the identity of the same necro is also killed, we can refer to other parts of the scrolls, where the roleplaying of the necromancer is completely different than in eso, instead of normal undead pets we have pseudo, which are only a visual part of the ability, they do not tank , do not pull damage onto themselves, just like they practically do not inflict it, everything is done for the sake of balance, to which there are a lot of questions, so talking about the identity of the franchise, having MMOs on hand, with a completely different combat system than in single parts I don’t see the game of meaning, people who talk about lore and identity, as a rule, turn a blind eye to those things that spoil this identity, this is strange
Expected a thread about hybridization tbh, which leads indeed to some problems with class identity, zos should adress.
But this... Sry bro, what you're complaining about isn't alone ESO but TES since the very beginning. Implementing gear and build restrictions on classes would be like taking away lightsabers from jedi and force them to use some phaser or so. Hard no for me.
but non-Jedi still cannot use lightsabers, or rather they can, but rather, because of his lightness and slowness, they will cut off something for themselves, because they do not have the superpowers of a Jedi. In general, I can understand the creator of the post, even though I support hybridization, but the game with the initial structure of building classes, weapons and armor does not have the ideas that I see, so it's pointless to blame someone for this, it remains to play according to an already thought out scheme and where it goes. If armor and weapons would adapt and change class skills as in gw2 (although this rule only applies to equipped weapons there), it might be more interesting, but it is unlikely that anyone will bother because of this, significantly redoing the balance of the whole game
Yeah, the analogy is limping, as most of them do
But nonetheless, implementing rigid gear restrictions regarding classes is something eso (and tes) never were about. The only things you'd achieve by doing so is killing off the identity of the whole franchise, as well as freedom of choice regarding character development.
what if I say that the identity of the same necro is also killed, we can refer to other parts of the scrolls, where the roleplaying of the necromancer is completely different than in eso, instead of normal undead pets we have pseudo, which are only a visual part of the ability, they do not tank , do not pull damage onto themselves, just like they practically do not inflict it, everything is done for the sake of balance, to which there are a lot of questions, so talking about the identity of the franchise, having MMOs on hand, with a completely different combat system than in single parts I don’t see the game of meaning, people who talk about lore and identity, as a rule, turn a blind eye to those things that spoil this identity, this is strange
Well, I don't talk about the lore here.
Fact is, that you're suggesting to change core mechanics of this game: freedom of choice and build diversity. You may counter, that there is no diversity when it comes to meta builds, but that's the same in every game. That's why we call it meta.
Fact is, you won't find any other game with a nearly big number of viable builds than this one. Why should we sacrifice this? What is won, if we forbid DKs going full magicka in light armor, as OP suggests? What do we gain by limiting sorcerers to light armor and magicka sets?
On top of that: Would it stop any of the behaviours OP is really complaining about? No, it wouldn't. Look at gw2, swtor, wow or any other mmo out there. Whole classes aren't viable for endgame content and if we go for meta the amount of possibilities is declining even more.
Expected a thread about hybridization tbh, which leads indeed to some problems with class identity, zos should adress.
But this... Sry bro, what you're complaining about isn't alone ESO but TES since the very beginning. Implementing gear and build restrictions on classes would be like taking away lightsabers from jedi and force them to use some phaser or so. Hard no for me.
but non-Jedi still cannot use lightsabers, or rather they can, but rather, because of his lightness and slowness, they will cut off something for themselves, because they do not have the superpowers of a Jedi. In general, I can understand the creator of the post, even though I support hybridization, but the game with the initial structure of building classes, weapons and armor does not have the ideas that I see, so it's pointless to blame someone for this, it remains to play according to an already thought out scheme and where it goes. If armor and weapons would adapt and change class skills as in gw2 (although this rule only applies to equipped weapons there), it might be more interesting, but it is unlikely that anyone will bother because of this, significantly redoing the balance of the whole game
Yeah, the analogy is limping, as most of them do
But nonetheless, implementing rigid gear restrictions regarding classes is something eso (and tes) never were about. The only things you'd achieve by doing so is killing off the identity of the whole franchise, as well as freedom of choice regarding character development.
what if I say that the identity of the same necro is also killed, we can refer to other parts of the scrolls, where the roleplaying of the necromancer is completely different than in eso, instead of normal undead pets we have pseudo, which are only a visual part of the ability, they do not tank , do not pull damage onto themselves, just like they practically do not inflict it, everything is done for the sake of balance, to which there are a lot of questions, so talking about the identity of the franchise, having MMOs on hand, with a completely different combat system than in single parts I don’t see the game of meaning, people who talk about lore and identity, as a rule, turn a blind eye to those things that spoil this identity, this is strange
Well, I don't talk about the lore here.
Fact is, that you're suggesting to change core mechanics of this game: freedom of choice and build diversity. You may counter, that there is no diversity when it comes to meta builds, but that's the same in every game. That's why we call it meta.
Fact is, you won't find any other game with a nearly big number of viable builds than this one. Why should we sacrifice this? What is won, if we forbid DKs going full magicka in light armor, as OP suggests? What do we gain by limiting sorcerers to light armor and magicka sets?
On top of that: Would it stop any of the behaviours OP is really complaining about? No, it wouldn't. Look at gw2, swtor, wow or any other mmo out there. Whole classes aren't viable for endgame content and if we go for meta the amount of possibilities is declining even more.
Expected a thread about hybridization tbh, which leads indeed to some problems with class identity, zos should adress.
But this... Sry bro, what you're complaining about isn't alone ESO but TES since the very beginning. Implementing gear and build restrictions on classes would be like taking away lightsabers from jedi and force them to use some phaser or so. Hard no for me.
but non-Jedi still cannot use lightsabers, or rather they can, but rather, because of his lightness and slowness, they will cut off something for themselves, because they do not have the superpowers of a Jedi. In general, I can understand the creator of the post, even though I support hybridization, but the game with the initial structure of building classes, weapons and armor does not have the ideas that I see, so it's pointless to blame someone for this, it remains to play according to an already thought out scheme and where it goes. If armor and weapons would adapt and change class skills as in gw2 (although this rule only applies to equipped weapons there), it might be more interesting, but it is unlikely that anyone will bother because of this, significantly redoing the balance of the whole game
Yeah, the analogy is limping, as most of them do
But nonetheless, implementing rigid gear restrictions regarding classes is something eso (and tes) never were about. The only things you'd achieve by doing so is killing off the identity of the whole franchise, as well as freedom of choice regarding character development.
what if I say that the identity of the same necro is also killed, we can refer to other parts of the scrolls, where the roleplaying of the necromancer is completely different than in eso, instead of normal undead pets we have pseudo, which are only a visual part of the ability, they do not tank , do not pull damage onto themselves, just like they practically do not inflict it, everything is done for the sake of balance, to which there are a lot of questions, so talking about the identity of the franchise, having MMOs on hand, with a completely different combat system than in single parts I don’t see the game of meaning, people who talk about lore and identity, as a rule, turn a blind eye to those things that spoil this identity, this is strange
Well, I don't talk about the lore here.
Fact is, that you're suggesting to change core mechanics of this game: freedom of choice and build diversity. You may counter, that there is no diversity when it comes to meta builds, but that's the same in every game. That's why we call it meta.
Fact is, you won't find any other game with a nearly big number of viable builds than this one. Why should we sacrifice this? What is won, if we forbid DKs going full magicka in light armor, as OP suggests? What do we gain by limiting sorcerers to light armor and magicka sets?
On top of that: Would it stop any of the behaviours OP is really complaining about? No, it wouldn't. Look at gw2, swtor, wow or any other mmo out there. Whole classes aren't viable for endgame content and if we go for meta the amount of possibilities is declining even more.
I agree that there is really more diversity in pve in terms of choosing sets, in comparison with what it was a few years ago, especially now ha builds have gained popularity, which everyone whines who does not play with this build, this is of course a plus , but also a minus, because they were completely removed from pvp, like crit builds, with the exception of broken builds through the mechanics, while contradicting the concept, play as you want, by the way about pvp, the meta in choosing sets has not changed very much, in any case it has changed a lot slowly, a lot of useless and unnecessary sets are being released for the sake of show, which do not find application, like the same vampire lord, which even after the rebalance is not even a middle or narrowly focused, but just a another useless set. Rallying, daedric trck, wretched, mechanica (especially broken on who? ofc on lovely dk), way of fire, draugrkin, master weapons, mythic Sets and Trainee cuirass still remain in the meta, well, each of them of course has its own parts build structure, however, there are not so many other effective variations, in the end we have exclusively meta sets, and other sets that are absolutely useless, you might say, look how many of the listed sets have accumulated, and then I have not listed everything, but, only in other games there is also no +100 sets, most of which are thrown into the trash, let's see how many sets are inoperative from the word at all, or not strong enough to even a little bit to compete with the current meta, the problem with zos is that they make mostly useless sets that need to either be redone or removed from the game and further introduce thoughtful sets that will actually be useful
SandandStars wrote: »There is clear class identity in PvP:
DK n NB are incredibly skilled and dangerous warriors, Necro n Magsorc are clumsy, ineffectual wimps.
Rapt0rtech wrote: »I’ve played ESO since day 1 and I can say 100% that the class individuality has almost died! The biggest culprit is the inclusion of everything for player characters. As a sorcerer you can wear heavy armour or even stamina sets. As a DK you can wear light armour and go full magicka.
It just seems that everyone playing just simply wants to know how much damage you can do or how tanky you are without really caring about what class you have. Countless other MMOs make your class feel needed when groups need a certain skill that only a specific class has access to. In ESO that need is very nearly completely vanished. One of the few times in matters is when trial groups need a Necro for Colossus.
I just feel like in allowing everyone to use everything the games classes become kind of pointless. Why play a class you like when this other one does more damage and so on. It takes away that individuality you have with your class because everyone can use everything anyway. It needs to change in my opinion.