You mean to say you're not crazy about that 50% chance to fill an empty soul gem af resurrecting someone? Surely even the Arcanists envy us for that one!Billium813 wrote: »Too many Passives are VERY dated or don't encourage any play patterns.
Here's a take that I've seen a couple times, and I'm an advocate of: rather than doubling down on class identity and solidifying 3 skill lines for every class in the game, which harbor meaning that is specific and you need to choose one of... Let's dissolve that whole thing. Make each class a Theme, and each theme has a number of skill lines. It doesn't need to be 3 skill lines in each theme; older themes like the Nightblade theme could have 4 or more skill lines, and newer themes may only have 1 at first. When you start the game, you choose three skill lines from any theme. Now rather than being tied to a specific archetype that follows specific logic, you could make your own logic. Beast tamer class? Well, that's just Animal Companions from the Warden theme, Daedric Summoning from the Sorcerer theme, and Grave Lord from the Necromancer theme. Your identity, like in all the previous elder scrolls games, is now primarily up to how you want to build your identity.
Are there downsides? Yes, of course. Balance would be an obvious issue, but with the game having a limit to the skills you can slot, and the fact that it would be easier to balance one skill line at a time than whole classes at a time, that issue would be easier to remedy than even the current class system in my opinion. I can see more upsides than downsides. For one, the game wouldn't be locked at each class only having 3 skill lines. Instead, themes can get more skill lines, you just get 3 choices. Sorcerer doesn't have a dedicated healing skill line? Well it can get one. Warden doesn't have a plant-based DPS skill line? It can get that, too. New weapon skill lines? Well, rather than creating new weapons in the game and having to do a ton of retrospective additions to content, just make a theme based around different weapon types. Zos wouldn't need to make 3 skill lines and release a whole class, they could just release one skill line for a theme at a time, meaning they could release them more often. And, they'd definitely make bank by having a theme change coupon in the cash shop.
Class identity is important. But I think this game is more suited to allowing the player to choose that identity.
DrNukenstein wrote: »I think they should reinforce identity through intended weaknesses.
Right now every class is very good at dealing, healing and mitigating with no down time all on the same load out.
[...] When you start the game, you choose three skill lines from any theme. Now rather than being tied to a specific archetype that follows specific logic, you could make your own logic. Beast tamer class? Well, that's just Animal Companions from the Warden theme, Daedric Summoning from the Sorcerer theme, and Grave Lord from the Necromancer theme.[...]
but with the game having a limit to the skills you can slot, and the fact that it would be easier to balance one skill line at a time than whole classes at a time[...]
Class identity is basically what your class can bring to table as buffs.
Nightblade and Sorcerer giving Minor Savagery and Prophecy. Sorcerer also giving Major Berserk to everyone in your group provided that they are in range. Arcanist giving Minor Evasion. Warden giving Minor Toughness. Templar and Dragonknight giving Minor Sorcery and Brutality.
Necro giving Major Vulnerability to foes but why they added other sets for this buff is still unknown for me, as it hits the class identity most. But they are good for Elemental Catalyst. Commonly used buff set for raids.
Woodenplank wrote: »...However, I think it would be a nightmare to balance, rather than being easier...
The compartmentalization of having distinct classes gives, I think, a greater measure of control. If Sorcerers are overperforming, you can just nerf the Sorcs without touching anyone else.
(And since ZOS seems to love the idea of nerfing Sorcs, I guess it's a good thing that it's at least happening in a vacuum:D )
Woodenplank wrote: »[*] Sorcerer
- This is our Pet Class. A Sorcerer is committing horrible self-nerf by not including Class pets (preferably both. And the ultimate one too) in their build.
- The pets also have active abilities. One or two of which are actually useful on occasion.
- This is also our Mobility Class. It is integral to the Sorcerer play-style that they can run away from all the fights they'll never win.
Woodenplank wrote: »
- Necromancer
- Necromancer is one of the Classes in The Elder Scrolls Online.
derpy_mushroom wrote: »Woodenplank wrote: »[*] Sorcerer
- This is our Pet Class. A Sorcerer is committing horrible self-nerf by not including Class pets (preferably both. And the ultimate one too) in their build.
- The pets also have active abilities. One or two of which are actually useful on occasion.
- This is also our Mobility Class. It is integral to the Sorcerer play-style that they can run away from all the fights they'll never win.
Sorcerer shouldn't be pigeonholed into the Pet Class niche (although I might be biased from when I began the game) but it's the Storm Mage class too. There used to be great diversity in in the fact that Sorcerer could do well both with pets and without them, and many of us ran the class without pets because of this, we want Non-pet back too.
Sorcerer should be the master of magic, with or without pets, much like how Templar was THE healer or DK is THE Heavy Knight. The fact that we're so gimped without pets is a miserable experience, especially considering we can make use of more of the Sorcerer's abilities when we don't have 4 slots filled by pets.
Woodenplank wrote: »Imagine someone picks Animal Companions, Daedric Summoning, and Grave Lord themes as you suggest.
Well imagine they use Bear Guardian Ultimate, grab a Skeletal Archer from back-bar, slot both Sorcerer pets, pop Blastbones and then throws on Daedric Prey for +45% damage from all those skills - most of which were balanced without Daedric Prey in mind. And I think it would be rather overpowered (guessing).
So how do the devs react? Do we nerf the Bear Companion? Heck no, that would ruin it for all the poor sods that just wanted to play a druid type with a single animal companion.
Do we nerf Daedric Prey? Hopefully not; that would trash the whole daedric summoning theme.
Do we nerf Blast Bones and Skeletal Archer? Ya' kiddin' me?
The compartmentalization of having distinct classes gives, I think, a greater measure of control. If Sorcerers are overperforming, you can just nerf the Sorcs without touching anyone else.
(And since ZOS seems to love the idea of nerfing Sorcs, I guess it's a good thing that it's at least happening in a vacuum:D )
There would be no need to hammer a class into being bad, as currently happens too often. They might hammer some skill lines into being bad, but that's less detrimental than the current system where it effects a whole class.
If a skill line is overperforming, you can just nerf a skill line in this concept, rather than a whole class. By nerfing a skill or two, it doesn't effect a whole class, but just a single skill line choice.
With my example, and your rebuttle, here's the probable correct course of action; buff the daedra pets, nerf daedric prey. If prey is causing problems with skill lines not built for it, then it shouldn't be as huge of a buff. But at the same time, the daedric pets are built around it, so they should have proportional buffs. Prey used to be a 20% buff, but was buffed after a lot of pet nerfs. Ergo, buff the daedra pets up by 25%, nerf prey down to 10-20%.
As I mentioned, at first there would be a lot of balancing needed. Unseen combinations the devs didn't think of during the creation of the skill lines would need to be balanced properly. They'd pop up, and there would be quite a few I'd imagine if this was implemented. But it would be the same as if they implemented any major change like this; it would introduce a phase of balance patches to make it stable, and then it would be easier to balance thereafter.
moderatelyfatman wrote: »Regarding class identity, which skill is better: the class skill or the generic one?
I really don't understand the logic behind this.
Turtle_Bot wrote: »moderatelyfatman wrote: »Regarding class identity, which skill is better: the class skill or the generic one?
Elusive mist is better than ball of lightning.
The major advantages of mist over ball are the secondary effects and passives that the skill procs and the significantly reduced base cost of the ability.
Mist gives:
Major Evasion (20% AoE mitigation)
Major expedition (30% movement speed)
+300 weapon/spell damage from strike from shadows passive
Better at blocking quick bursts of multiple projectiles
33% cheaper to cast
Harder to master, but has higher skill ceiling
Ball gives:
Snare immunity (only 2 seconds though other abilities give 4+ of this)
Better at blocking random once off projectiles
easier to learn how to use effectively
Streak (other morph of ball) is better than both due to its stun, but yeah, BoL needs some improvements.
And this is why I have no idea why they did this. It like having Silver Leash cost less and do more than DK chains or making Warden heals do less than Echoing Vigor.
At this stage there isn't much point playing sorc when one of your main strengths is gone.
Class identity is essential for replayability and long term survival of this game. Otherwise there will be a revolving door of new players who get bored with the game after a few months and then move on to the next shiny new thing.
Woodenplank wrote: »[*] Templar[/list]
- This is the official Holy Vampire class since Jabs animation now uses the Nighthollow staff.
Woodenplank wrote: »Class identity is basically what your class can bring to table as buffs.
Nightblade and Sorcerer giving Minor Savagery and Prophecy. Sorcerer also giving Major Berserk to everyone in your group provided that they are in range. Arcanist giving Minor Evasion. Warden giving Minor Toughness. Templar and Dragonknight giving Minor Sorcery and Brutality.
Necro giving Major Vulnerability to foes but why they added other sets for this buff is still unknown for me, as it hits the class identity most. But they are good for Elemental Catalyst. Commonly used buff set for raids.
What about solo PVE and how you go about that? What about PVP? There are other considerations to this than just optimizing Trial Groups.
On the opposite side you have supposed classes like necromancy who have a "DOT" damage passive LOL. Yet blastbones does a higher percentage of their damage than most classes spammables.