moderatelyfatman wrote: »Most recent dlc classes (Warden, Necromancer, Arcanist) have their skill lines split amongst dps, tank and healer roles.
Other than templar, the older classes (Dragon Knight, Sorc and Nightblade) do not have this although the Nightblade has had enough changes to be viable as a healer.
It would be nice to have these classes updated this way.
moderatelyfatman wrote: »Most recent dlc classes (Warden, Necromancer, Arcanist) have their skill lines split amongst dps, tank and healer roles.
Other than templar, the older classes (Dragon Knight, Sorc and Nightblade) do not have this although the Nightblade has had enough changes to be viable as a healer.
It would be nice to have these classes updated this way.
moderatelyfatman wrote: »Most recent dlc classes (Warden, Necromancer, Arcanist) have their skill lines split amongst dps, tank and healer roles.
Other than templar, the older classes (Dragon Knight, Sorc and Nightblade) do not have this although the Nightblade has had enough changes to be viable as a healer.
It would be nice to have these classes updated this way.
MashmalloMan wrote: »moderatelyfatman wrote: »Most recent dlc classes (Warden, Necromancer, Arcanist) have their skill lines split amongst dps, tank and healer roles.
Other than templar, the older classes (Dragon Knight, Sorc and Nightblade) do not have this although the Nightblade has had enough changes to be viable as a healer.
It would be nice to have these classes updated this way.
I actually don't want this, I think it's a mistake they've ran with for way too long. Yeah, it's easy to understand for newer players, but it's made the newer classes feel very restrictive; lacking variety in their damage kit because they have bunch of unnecessary healer/tank/utility morphs that could easily be combined into 1. There's always a winning morph that overshadows the other.
Warden as an example, I could easily see 3 damage skills be introduced from 1 of the morphs on Nature's Grasp (gap closer), Healing Seed (aoe dot), and Frozen Gate (aoe spammable) while keeping the original skill identity's alive. Like what are even some of these morphs meant for? Expansive Frost Cloak vs Ice Fortress, Expansive is next to useless and extremely niche. Ice Fortress still shares its Major Resolve in a smaller radius.
The original design introduces some fun passive synergies as well. NB's get Major Resolve from their spammable being in Shadow instead of Assassination. Sorc's get 10% health return from their spammable being in Dark Magic instead of Storm Calling. Templars get better ult gen from Dawns Wrath as the 6s cd lines up with POTL. Tons of examples I won't bother going over.
- Templar definitely has mixed skill lines, a total of 5 non ult damage skills (not including morph choices). Aedric Spear is the DPS line, but only 2/5 are dps skills, Dawns Wrath has 2, Restoring Light has 1.
- Sorc has 9 non ult damage skills, if you really wanted to, you could slot a class skill in every single slot. Crystal Frag/Crystal Weapon are functionally different on many levels. Deadric Prey and Haunting Curse enable completely different playstyles. Sorcs have some of the best skill variety in the game right now and a part of that is because they were introduced over time in all 3 lines.
- Warden has 5, 2 are from their tank line. They really had to fight to get Arctic Blast as a viable damage skill. They launched with only 4 damage skills.
- Necro has 6, 1 is from their tanking line, but is objectively not good enough for damage dealers because it's meant as their % HP heal. Skull, Siphon, BB, and Skeleton all have their own list of issues.
- Arcanist has 5, but really 1 is a buff skill, 1 is a spammable overshadowed by their debuff aoe skill that executes and generates crux for some reason. They basically crutch on 3 damage abilities in all content and their is 0 choice in playstyle.
If you think about it realistically, why should the classes have an even split of 5 damage, 5 healing, and 5 tanking skills when there has always been an implied ratio in the game of at least 50% towards DPS. I mean ZOS doesn't even entirely think this way because they snuck in dps skills into the support lines for Warden/Necro.
- 50%/25%/25% = 4 man dungeons have 1 tank, 1 healer, 2 damage dealers.
- 66%/16%/16% = 12 man trials usually have 2 tanks, 2 healers, 8 damage dealers.
- 50%/25%/25% = Sets come in Stam DD (med), Mag DD (light), Healer (light), Tank (heavy).
I'm not saying you need to ignore support roles entirely, they're important, but what I am saying is they don't need nearly as much real estate in the class kit.
The one part that makes the new design work a little better for Necro and Arcanist (not Warden) is that they have their own unique mechanics that bind all skill lines together. Corpses for Necro and Crux for Arcanist.
KaosWarMonk wrote: »All the class skill lines should be available and you can have any 3 active at any one time.
The original class setups can be there for players who don't want to make their own.
Just like every other TES game.
moderatelyfatman wrote: »It would be nice to have these classes updated this way.
moderatelyfatman wrote: »Most recent dlc classes (Warden, Necromancer, Arcanist) have their skill lines split amongst dps, tank and healer roles.
Other than templar, the older classes (Dragon Knight, Sorc and Nightblade) do not have this although the Nightblade has had enough changes to be viable as a healer.
It would be nice to have these classes updated this way.
Araneae6537 wrote: »moderatelyfatman wrote: »Most recent dlc classes (Warden, Necromancer, Arcanist) have their skill lines split amongst dps, tank and healer roles.
Other than templar, the older classes (Dragon Knight, Sorc and Nightblade) do not have this although the Nightblade has had enough changes to be viable as a healer.
It would be nice to have these classes updated this way.
I strongly disagree and think this division rather lazy and lame, and suits Warden the worst. In my opinion, it’s much more interesting to have different morphs of a skill serve different functions. Many of Warden’s morphs are wasted mostly being magicka versus stamina. More ice skills should have both primarily defensive and offensive variants to fulfill the ice mage fantasy and I’d love to see more done with the nature magic skill line, including roots to entangle enemies and apply a bleed (a common ability for enemy NPCs) and maybe a vine for pulling, as some examples.
ItsNotLiving wrote: »Araneae6537 wrote: »moderatelyfatman wrote: »Most recent dlc classes (Warden, Necromancer, Arcanist) have their skill lines split amongst dps, tank and healer roles.
Other than templar, the older classes (Dragon Knight, Sorc and Nightblade) do not have this although the Nightblade has had enough changes to be viable as a healer.
It would be nice to have these classes updated this way.
I strongly disagree and think this division rather lazy and lame, and suits Warden the worst. In my opinion, it’s much more interesting to have different morphs of a skill serve different functions. Many of Warden’s morphs are wasted mostly being magicka versus stamina. More ice skills should have both primarily defensive and offensive variants to fulfill the ice mage fantasy and I’d love to see more done with the nature magic skill line, including roots to entangle enemies and apply a bleed (a common ability for enemy NPCs) and maybe a vine for pulling, as some examples.
Agree wholeheartedly, ESO is interesting because each class fulfills a variety of normal RPG functions. Dragonkight being your basic warrior or a fire mage, Templar being a cleric or a paladin, Sorcerer being a summoner, a classic mage, or a speedy martial guy, and so on, but warden should be tackling a Druid, a frost mage, and the ranger archetype and it fails at all of them except the frost mage at the moment and the new way classes are built is a main culprit.
Minstrel9806 wrote: »ItsNotLiving wrote: »Araneae6537 wrote: »moderatelyfatman wrote: »Most recent dlc classes (Warden, Necromancer, Arcanist) have their skill lines split amongst dps, tank and healer roles.
Other than templar, the older classes (Dragon Knight, Sorc and Nightblade) do not have this although the Nightblade has had enough changes to be viable as a healer.
It would be nice to have these classes updated this way.
I strongly disagree and think this division rather lazy and lame, and suits Warden the worst. In my opinion, it’s much more interesting to have different morphs of a skill serve different functions. Many of Warden’s morphs are wasted mostly being magicka versus stamina. More ice skills should have both primarily defensive and offensive variants to fulfill the ice mage fantasy and I’d love to see more done with the nature magic skill line, including roots to entangle enemies and apply a bleed (a common ability for enemy NPCs) and maybe a vine for pulling, as some examples.
Agree wholeheartedly, ESO is interesting because each class fulfills a variety of normal RPG functions. Dragonkight being your basic warrior or a fire mage, Templar being a cleric or a paladin, Sorcerer being a summoner, a classic mage, or a speedy martial guy, and so on, but warden should be tackling a Druid, a frost mage, and the ranger archetype and it fails at all of them except the frost mage at the moment and the new way classes are built is a main culprit.
Is it tho? Is DK really a basic warrior? Both the stamina and magicka skills make me feel like i'm playing a mage either way.
As far as i'm concerned ESO lacks a real warrior class, granted it wouldn't really work cause of the weapon skill lines being available to anyone
I believe they talked about making some changes that were something similar to Arcanist's crux system to all classes... so I do believe some class design changes may be headed our way. However, this scares me more than excites me as ZOS doesn't have the greatest track record for making good changes to class skills.
I believe they talked about making some changes that were something similar to Arcanist's crux system to all classes... so I do believe some class design changes may be headed our way. However, this scares me more than excites me as ZOS doesn't have the greatest track record for making good changes to class skills.
The difference is that this is an MMORPG. You pick a class during creation. This class is fixed, and can't be changed.