What new class should be added into the game

  • KaironBlackbard
    KaironBlackbard
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    MickHC wrote: »
    Daedric class should be very nice! No ES ever did that. I really want tho play as a Daedric!

    That's not a class. That's a race. They did that via Polymorph and Sorcerer. Therefore, unfortunately, we will never actually get a daedric race.
  • LunaFlora
    LunaFlora
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    Other
    MickHC wrote: »
    Daedric class should be very nice! No ES ever did that. I really want tho play as a Daedric!

    Sorcerer and Arcanist classes are daedric, but if you're expecting to play as any kind of daedra you will not be able to.
    miaow! i'm Luna ( she/her ).

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    PlayStation and PC EU.
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  • jlmurra2
    jlmurra2
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    I would still like to see the remainder of the planned Battlemage class be implemented. Destruction, Alteration, and Mysticism as the skill lines, at least in theme if not in name. The class would not have to be called Battlemage, it could be named something more flexible so to work with magic, tank, or stamina builds.

    https://en.uesp.net/wiki/Online:Battlemage


  • MindOfTheSwarm
    MindOfTheSwarm
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    Other
    Necromancer could be fixed with some small changes. Boneyard for example could have Blastbones baked into it. Then Blastbones could be replaced with a skeleton warrior pet.

    Like this:

    Boneyard:

    Desecrate the ground at the target location, dealing X Frost Damage over 10 seconds to enemies inside and applying Minor Vulnerability, increasing their damage taken by 5%. Every 3 seconds a Frozen Blastbones skeleton is summoned that charges a nearby enemy and detonates dealing X Frost Damage and applying Minor Brittle to all enemies within the blast radius for 6 seconds, and leaving behind a corpse.

    Deathlord’s Boneyard:

    While the boneyard is active, your necromantic energies are enhanced increasing your damage done with class abilities and damage over time effects by 15%.

    Blighted Boneyard:

    Desecrate the ground at the target location, dealing X Disease Damage over 10 seconds to enemies inside and applying Minor Defile and Minor Vulnerability, reducing healing received, health recovery and damage shield strength by 8% and increasing damage taken by 5%. Every 3 seconds a Blighted Blastbones skeleton is summoned that charges a nearby enemy and detonates dealing X Disease Damage and applying Major Defile to all enemies within the blast radius for 6 seconds, and leaving behind a corpse.

    Then I would add the pet in place of the original blastbones:

    Frozen Skeleton:
    Summon an icy skeleton warrior for 30 seconds whose attacks deal X Frost Damage. The skeleton’s attacks have an increased chance to chill targets. Produces a corpse on death.

    Frozen Army:
    Summons a second skeleton.

    Summon Zombie:
    Summon a putrid zombie for 30 seconds whose attacks deal X Disease Damage. When the zombie takes damage it releases a vile miasma in a 6 meter area around itself that deals X Disease Damage over 5 seconds. Further damage refreshes the duration. Produces a corpse on death.

    I would also change the totem skill:

    Bone Totem: (Base skill is remote totem)

    Summon an effigy of bone for 12 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.

    Spirit Totem:

    Summon an effigy of bone for 12 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Any minions you summon while this ability is active will gain 1000 increased damage and healing. The bonus damage will remain after the totem has expired.

    Soul Eater Totem:

    Summon an effigy of bone for 12 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Consumes a corpse to pulse a vile putrid gas every 2 seconds dealing X Disease Damage. This skill has a higher chance of inflicting the Diseased Status.
  • KaironBlackbard
    KaironBlackbard
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    Necromancer could be fixed with some small changes. Boneyard for example could have Blastbones baked into it. Then Blastbones could be replaced with a skeleton warrior pet.

    Like this:

    Boneyard:

    Desecrate the ground at the target location, dealing X Frost Damage over 10 seconds to enemies inside and applying Minor Vulnerability, increasing their damage taken by 5%. Every 3 seconds a Frozen Blastbones skeleton is summoned that charges a nearby enemy and detonates dealing X Frost Damage and applying Minor Brittle to all enemies within the blast radius for 6 seconds, and leaving behind a corpse.

    Deathlord’s Boneyard:

    While the boneyard is active, your necromantic energies are enhanced increasing your damage done with class abilities and damage over time effects by 15%.

    Blighted Boneyard:

    Desecrate the ground at the target location, dealing X Disease Damage over 10 seconds to enemies inside and applying Minor Defile and Minor Vulnerability, reducing healing received, health recovery and damage shield strength by 8% and increasing damage taken by 5%. Every 3 seconds a Blighted Blastbones skeleton is summoned that charges a nearby enemy and detonates dealing X Disease Damage and applying Major Defile to all enemies within the blast radius for 6 seconds, and leaving behind a corpse.

    Then I would add the pet in place of the original blastbones:

    Frozen Skeleton:
    Summon an icy skeleton warrior for 30 seconds whose attacks deal X Frost Damage. The skeleton’s attacks have an increased chance to chill targets. Produces a corpse on death.

    Frozen Army:
    Summons a second skeleton.

    Summon Zombie:
    Summon a putrid zombie for 30 seconds whose attacks deal X Disease Damage. When the zombie takes damage it releases a vile miasma in a 6 meter area around itself that deals X Disease Damage over 5 seconds. Further damage refreshes the duration. Produces a corpse on death.

    I would also change the totem skill:

    Bone Totem: (Base skill is remote totem)

    Summon an effigy of bone for 12 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.

    Spirit Totem:

    Summon an effigy of bone for 12 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Any minions you summon while this ability is active will gain 1000 increased damage and healing. The bonus damage will remain after the totem has expired.

    Soul Eater Totem:

    Summon an effigy of bone for 12 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Consumes a corpse to pulse a vile putrid gas every 2 seconds dealing X Disease Damage. This skill has a higher chance of inflicting the Diseased Status.

    Our pain point of the Necromancer is the durational minions. We want them to be more like Sorc's Winged Twilight or Familiar.
  • Taril
    Taril
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    Druid
    Our pain point of the Necromancer is the durational minions. We want them to be more like Sorc's Winged Twilight or Familiar.

    I think the main problem with such a thing is that they're Criminal Acts...

    Having them being permanently out would be super annoying when you'd get tons of bounty just by going basically anywhere.

    Still, having them last longer wouldn't go amiss to give a better feeling of being summons, not just "Yet another 20s (16s for the Haunting Spirit for... Reasons...) buff to press" only with a clunky 2 second wind up.

    Though any sort of adjustment would need the whole "Corpses" mechanic to be redone since constantly dying summons is a source of corpses (Though, the whole mechanic makes little sense anyway. If I can literally pull up skeletons wherever I am, at will... How can I not simply raise a corpse to fuel the spell I'm casting that utilizes said corpses?)
  • Nerouyn
    Nerouyn
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    Other
    Taril wrote: »
    I think the main problem with such a thing is that they're Criminal Acts...

    Yes.

    However, most of the game's guards belong to the three warring factions and none of them are at all upset by necromancy in Cyrodiil and my pasty faced full throttle vampire can waltz through the streets of even Alinor.

    I think the problem is more canon than criminality. Necromancy is ill-reputed in most provinces and more importantly than just being illegal, freaks people out. Inserting a period into Tamriel's history when necromancers waltzed around towns with their skeletons out would jarr.

    When thinking of my vampirism going unremarked upon I head-canon that into me mesmerizing everyone around me.

    Perma necro pets could get the same treatment.

    Create a secret legal accord requiring necromancers to either unsummon their perma minions in populated areas and not summon there, or require them to cast illusions over them.

    Mechanically what that would translate into is auto-unsummoning in those areas and summon abilities being disabled, or an automatic temporary reskin of skeleton pets into either a random or player chosen non-combat pet's appearance.
  • KaironBlackbard
    KaironBlackbard
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    Taril wrote: »
    Our pain point of the Necromancer is the durational minions. We want them to be more like Sorc's Winged Twilight or Familiar.

    I think the main problem with such a thing is that they're Criminal Acts...

    Having them being permanently out would be super annoying when you'd get tons of bounty just by going basically anywhere.

    Still, having them last longer wouldn't go amiss to give a better feeling of being summons, not just "Yet another 20s (16s for the Haunting Spirit for... Reasons...) buff to press" only with a clunky 2 second wind up.

    Though any sort of adjustment would need the whole "Corpses" mechanic to be redone since constantly dying summons is a source of corpses (Though, the whole mechanic makes little sense anyway. If I can literally pull up skeletons wherever I am, at will... How can I not simply raise a corpse to fuel the spell I'm casting that utilizes said corpses?)

    That part is either A: Recast is unsummon, B: just go into character menu to unsummon, C: if they can't be used from either bar and must be on active bar like twilight, familliar, and bear, don't have it on alt bar and barswap to unsummon them. If C is applicable, A can be some ability like the other classes' pets have. B will always be applicable. I'd rather the pets be usable from either bar, not requiring to be on active bar. That way I could have actually usable abilities on active bar and pets covering me from back bar.
    I'm still miffed about the twilight and familliar. They do only about 200 damage every 2 seconds, aka nothing, and they are soooo squishy. Volatile Familiar's ability is somewhat useful, as it pulses 1k-2k damage every 2 seconds and the second burst stuns. Wish it was stuns on every burst though. Twilight tormentor.... 45% damage boost vs targets above 50% health turns 200 to about 300, not very useful at that minimal level. Honestly I feel like their basic attacks should do a minimum of 1k no matter your level or scale. Potentially getting up to 2k with your stats, maybe better. Meanwhile you're sitting there doing 8k+ per ability, vastly outdpsing your pets.
    I don't have a Warden on PC and I play Iceman Warden on console, so I don't know the Bear's stats.
    I just hope that if they ever do permanent undead for a true necromancer, that they have decent stats, not trash utterly useless stats like sorc's pets.
  • KaironBlackbard
    KaironBlackbard
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    Nerouyn wrote: »
    Taril wrote: »
    I think the main problem with such a thing is that they're Criminal Acts...

    Yes.

    However, most of the game's guards belong to the three warring factions and none of them are at all upset by necromancy in Cyrodiil and my pasty faced full throttle vampire can waltz through the streets of even Alinor.

    I think the problem is more canon than criminality. Necromancy is ill-reputed in most provinces and more importantly than just being illegal, freaks people out. Inserting a period into Tamriel's history when necromancers waltzed around towns with their skeletons out would jarr.

    When thinking of my vampirism going unremarked upon I head-canon that into me mesmerizing everyone around me.

    Perma necro pets could get the same treatment.

    Create a secret legal accord requiring necromancers to either unsummon their perma minions in populated areas and not summon there, or require them to cast illusions over them.

    Mechanically what that would translate into is auto-unsummoning in those areas and summon abilities being disabled, or an automatic temporary reskin of skeleton pets into either a random or player chosen non-combat pet's appearance.

    Nope, just bounty accumulation and hostile guards. People running away from you like you're a murderer. Quick way to get 5k bounty. Or it's just trespass style and only about 100 every so many seconds. Something anyway. Maximum heat regardless.
  • BasP
    BasP
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    Our pain point of the Necromancer is the durational minions. We want them to be more like Sorc's Winged Twilight or Familiar.

    Eh, I wouldn't want them to be permanent pets considering those take up two bar slots in ESO. And they'd probably also be even weaker than they are now, considering they'd be permanent.
  • Taril
    Taril
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    Druid
    That part is either A: Recast is unsummon, B: just go into character menu to unsummon, C: if they can't be used from either bar and must be on active bar like twilight, familliar, and bear, don't have it on alt bar and barswap to unsummon them. If C is applicable, A can be some ability like the other classes' pets have. B will always be applicable. I'd rather the pets be usable from either bar, not requiring to be on active bar. That way I could have actually usable abilities on active bar and pets covering me from back bar.

    It's still unlikely even with all this, simply because of the annoyance factor and the number of complaints it will cause when people accidentally get tons of bounty simply because they didn't realize they walked past some random NPC.

    I've been considering if they could be sort of like a "While on either bar" type skill where they simply summon when in combat (Affirmed by you actually attacking, so they don't pop up if you simply aggro something)

    Of course, this still does require a rework of the whole Corpses mechanic given the necessity of them timing out to generate corpses for non-DD builds (Even then, if what some people (Including myself) would like happens and Sacrificial Bones gets reworked into an actual pet then even they'd need to replace the loss of Blastbones spam or the Flame Skull corpse buff)

    Honestly, what would be cool is if there was a pet for each skill line. Some sort of Warrior skeleton for Bone Tyrant that featured the current Spirit Guardian's 10% damage transfer (With it also having a morph to make it more focused on damage for DD pet builds) with Spirit Mender morphs being changed into one selfish morph (To help offset the loss of Tank builds Bitter Harvest given the corpse mechanic rework) and one selfless morph for the healer builds.
    I just hope that if they ever do permanent undead for a true necromancer, that they have decent stats, not trash utterly useless stats like sorc's pets.

    Honestly, all the pets have reasonably similar stats as is.

    Just looking at base stats the numbers are:

    Skeleton Mage/Archer - 878 damage (Archer of course scales up 15% per attack... Which would need to be reworked if it was permanent because lmao that'd be so broken)
    Skeleton Arcanist - 906 damage

    Clannifear/Familiar - 680 damage
    Familiar activated ability - 824 damage
    Twilight Matriarch - 659 damage
    Twilight Tormenter - 906 damage

    Eternal Bear - 1134 damage occasional 4541 swipe
    Wild Bear - 1247 damage occasional 4994 swipe

    So it's not like the permanent pets are particularly crippled by their duration (At least, unless stat scaling makes them completely worthless comparatively...)

    There's of course the other potential for the whole "Pet necro" type of build, which is applying pet buffs to skills similar to how Empowering Grasp adds that bonus to pet damage and healing temporarily (Which could be an alternative means of obtaining bonus damage from pets without slapping on activated abilities and other pets dependence on being on both bars to offer an overall different pet experience than simply making Necro just Pet Sorc but with extra bounty)
  • KaironBlackbard
    KaironBlackbard
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    Taril wrote: »
    So it's not like the permanent pets are particularly crippled by their duration (At least, unless stat scaling makes them completely worthless comparatively...)

    My sorc deals 8k from curse and 6k from crushing weapon, average 10k from instant crystal when it procs.
    Pets do effectively nothing.
    I sit there in meditate for a good 45 seconds waiting for my pets to take out a duneripper whereas I take it out in 5 spamming crushing weapon and slap, with the occasional crystal proc, no pets.
  • Aggrovious
    Aggrovious
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    Druid
    We should delete Necromancer and re-add it.
    • Rapid Rot passive is back to 12% ( current is 10%)
    • Blastbones can launch at my enemies again.
    • I can have an army of the dead (never implemented). Animate Blastbones isn't enough. An army that is a pet game mech wise.
    • To add to ^ Kill a NPC and raise him from the dead. I don't care how much lag this may cause, let us do it, its 2024.
    Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • KaironBlackbard
    KaironBlackbard
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    Aggrovious wrote: »
    We should delete Necromancer and re-add it.
    • Rapid Rot passive is back to 12% ( current is 10%)
    • Blastbones can launch at my enemies again.
    • I can have an army of the dead (never implemented). Animate Blastbones isn't enough. An army that is a pet game mech wise.
    • To add to ^ Kill a NPC and raise him from the dead. I don't care how much lag this may cause, let us do it, its 2024.

    Nah, deleting is never a solution. Talk about the hours and hours people have put into it. Reworking is also a bad idea because many people use much of what the death dealer has to offer. Just rename current necro to something like death dealer.
    Make a new Necromancer who is purely about raising the dead. No hard skills, no transforms, just raising the dead.
    Reanimate could be carried over, possibly altered but I think it embodies a necromancer nicely. Bone goliath is a transform and not raising the dead. Colossus is more daedric summoning than dead raising.
    I think that Tank could have an ultimate summon skeletal bulwark who taunts enemies, and DD could raise a ton of zombies, at least 5. They don't have to be permanent, but it would be nice if Bulwark was sort of like Warden's Bear, but criminal act due to undead. Well... Polymorphs and whatnot have people running around as skeletons, could play it off as the skeleton is just an illusion, or persuade people as such.

    I'm probably gonna theorize a new Necromancer, full set of abilities, probably without morphs. An outline basically.
  • Taril
    Taril
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    Druid
    My sorc deals 8k from curse and 6k from crushing weapon, average 10k from instant crystal when it procs.
    Pets do effectively nothing.
    I sit there in meditate for a good 45 seconds waiting for my pets to take out a duneripper whereas I take it out in 5 spamming crushing weapon and slap, with the occasional crystal proc, no pets.

    Well, that's comparing instant damage abilities to effectively DoT skills.

    Comparing the aforementioned base damage for pets versus some DoT effects:

    Degeneration - 8778 damage over 20 seconds (877.8 damage per 2 seconds like pet attack rate)
    Stampede - 604 damage per 1 second (1208 damage per 2 seconds like pet attack rate)
    Deadly Cloak - 1072 damage per 2 seconds
    Barbed Trap - 6800 damage over 20 seconds (680 damage per 2 seconds like pet attack rate)
    Hurricane - 906 damage per 2 seconds

    Pets aren't particularly lacking compared to other DoTs. Even more for Sorcs whom will be utilizing Daedric Prey to boost pet damage by 26% (As well as their activated abilities, which will also be boosted by Daedric Prey)

    Again, unless scaling is wonky for pets compared to actual abilities (I'm not particularly up to date on exactly how pet damage scales)
  • Aggrovious
    Aggrovious
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    Druid
    Aggrovious wrote: »
    We should delete Necromancer and re-add it.
    • Rapid Rot passive is back to 12% ( current is 10%)
    • Blastbones can launch at my enemies again.
    • I can have an army of the dead (never implemented). Animate Blastbones isn't enough. An army that is a pet game mech wise.
    • To add to ^ Kill a NPC and raise him from the dead. I don't care how much lag this may cause, let us do it, its 2024.

    Nah, deleting is never a solution. Talk about the hours and hours people have put into it. Reworking is also a bad idea because many people use much of what the death dealer has to offer. Just rename current necro to something like death dealer.
    Make a new Necromancer who is purely about raising the dead. No hard skills, no transforms, just raising the dead.
    Reanimate could be carried over, possibly altered but I think it embodies a necromancer nicely. Bone goliath is a transform and not raising the dead. Colossus is more daedric summoning than dead raising.
    I think that Tank could have an ultimate summon skeletal bulwark who taunts enemies, and DD could raise a ton of zombies, at least 5. They don't have to be permanent, but it would be nice if Bulwark was sort of like Warden's Bear, but criminal act due to undead. Well... Polymorphs and whatnot have people running around as skeletons, could play it off as the skeleton is just an illusion, or persuade people as such.

    I'm probably gonna theorize a new Necromancer, full set of abilities, probably without morphs. An outline basically.

    Whatever it takes to give me a proper Necromancer
    Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • KaironBlackbard
    KaironBlackbard
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    Taril wrote: »
    My sorc deals 8k from curse and 6k from crushing weapon, average 10k from instant crystal when it procs.
    Pets do effectively nothing.
    I sit there in meditate for a good 45 seconds waiting for my pets to take out a duneripper whereas I take it out in 5 spamming crushing weapon and slap, with the occasional crystal proc, no pets.

    Well, that's comparing instant damage abilities to effectively DoT skills.

    Comparing the aforementioned base damage for pets versus some DoT effects:

    Degeneration - 8778 damage over 20 seconds (877.8 damage per 2 seconds like pet attack rate)
    Stampede - 604 damage per 1 second (1208 damage per 2 seconds like pet attack rate)
    Deadly Cloak - 1072 damage per 2 seconds
    Barbed Trap - 6800 damage over 20 seconds (680 damage per 2 seconds like pet attack rate)
    Hurricane - 906 damage per 2 seconds

    Pets aren't particularly lacking compared to other DoTs. Even more for Sorcs whom will be utilizing Daedric Prey to boost pet damage by 26% (As well as their activated abilities, which will also be boosted by Daedric Prey)

    Again, unless scaling is wonky for pets compared to actual abilities (I'm not particularly up to date on exactly how pet damage scales)

    Daedric Prey is 45% boost to pets damage against the cursed and causes them to target that target. 8k blast damage after the 4-6 second timer. No boost to other damage. My twilight tormentor deals 800 damage every 2 seconds (not boosted), volatile familiar 600 every 2 seconds, 2k per blast every 2 seconds while ability active. My hurricane deals 1.5k per tick. My Lightning Splash deals 1.2k per tick. The pets are useless, save familiar's ability. I use Negate Magic so I find its second blast stun to hinder my effectiveness. Sometimes its useful, hurts bad when I'm about to use negate magic and they get CCI because volatile stunned them.
  • Nerouyn
    Nerouyn
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    Other
    Aggrovious wrote: »
    We should delete Necromancer and re-add it.

    Personally I think they're rather good as is - at least now that they have blast bones back.

    But not having any perma pets was always going to leave many people who enjoy this class deeply unsatisfied because they are widely known and loved as a pet class.

    As I outlined in another post in this thread, there are ways the devs could make perma pets fit TES's canon of necromancy being widely reviled.

    I don't think the class needs the bin and replace treatment.

    A single scribing skill giving every class the option of a permanent pet would do the trick.

    The base form could be something generic and daedric, and the class script could alter that into something class specific, or the base form could be class specific.

    And when people realise this isn't a canon-breaker for TES necromancy, maybe the devs could relax their stance on necro class pets and either make them perma or offer one perma morph.
  • Aggrovious
    Aggrovious
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    Druid
    Nerouyn wrote: »
    Aggrovious wrote: »
    We should delete Necromancer and re-add it.

    Personally I think they're rather good as is - at least now that they have blast bones back.

    Skeletal Blastbones (ole blue) was gutted, what? It dies from depression instead of launching itself to its target. This also changed Animated Blastbones that uses Blighted Blastbones now. Just uncalled for of a change.

    All I am saying is that my discontent with the class can be supported by tanks running turning tide and arch druid. Why do they run it? For major vulnerability, which is not there because there are little to no necromancer dps. You can get minor vulnerability with the scribe system also, so there is no good reason to play a very clunky/lack of damage/lack of fun of a class. I can only play this class as a tank.
    Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • Nerouyn
    Nerouyn
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    Other
    Aggrovious wrote: »
    I can only play this class as a tank.

    That's you.

    Me with blast bones back - hooray - can play them as solo whatever. Usually mag dps/heals.

    Group content in this game bores me, so can't comment on that.
  • Aggrovious
    Aggrovious
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    Druid
    Nerouyn wrote: »
    Aggrovious wrote: »
    I can only play this class as a tank.

    That's you.

    Me with blast bones back - hooray - can play them as solo whatever. Usually mag dps/heals.

    Group content in this game bores me, so can't comment on that.

    you with blastbones back? Skill was changed, I don't know what you are talking about.
    Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • sneakymitchell
    sneakymitchell
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    fizzylu wrote: »
    I'm simply good on classes, would much rather see new weapons (especially staff types).

    Alteration Staff
    Illusion Staff
    Bostaff (melee)
    Javelin (throwing weapon and partial melee)
    Spear (mostly melee)
    Halberd
    Tower Shield (all styles more square and much much bigger, more mitigation, less block cost, random interception chance from specific directions, but slow movement. Bracing may always immobilize, or a special ability does that with incredible blocking power. Perhaps a toggle ability.)
    {Probably never gonna happen}: Titan/Tank Armor. (Much heavier than heavy armor but slows insanely. Higher armor cap can render wearer seemingly immune to all damage. At full suit it's like you're walking through an enemy shadow ultimate 24/7, but nothing can knock you around and all damage is negligible, never dealing more than 30% of your health in one hit. Ah, it's not armor cap, it's they can't dealt more than 100%-10%*pieces in a single hit, thus 100%-70%=30%, like a weak version of magma armor at all times. Still only takes 4 hits to kill you minimum, but you can't be one-tapped in it. Nor knocked around, or it resists knockbacks and stuns by 10% per piece and.... I should separate this so it isn't filling up my list. Hiding in spoiler.)
    Knuckle Dusters (fisticuffs/brawling tree)
    Handwraps (^^^ and is first cloth weapon, negligible draw time like putting up fists)
    Small Throwing Weapons (Throwing Knives, Kunai, Shuriken, Throwing Axe, Throwing Hammer, Chakram, etc.)
    Runes and Magic Melees
    Chain Knife
    Flail
    I feel like I'm forgetting some others
    Crossbow didn't really exist, but they have hand crossbow in fighters guild, sooo.... potentially? Spoiler with more notes.
    I'd say it should have a different tree than archery, probably some of the same passives but the abilities wouldn't be the same. It can't rapid fire, and it can't fire very fast because reload time. It can't shotgun blast. It could probably do snipe or a piercing shot that hits everyone in a line. No volley or shotgun unless there's some sort of splitting arrow that becomes that sort of thing.

    This spoiler is more on the first spoiler, a bit cleaner and a little more detailed.
    Titan/Tank Armor continued. (Enemies cannot exceed your max health in damage -10% per piece, resulting in no more than 30% of your max health at full pieces. You are slowed by 10% per piece worn. You resist snares by 10% per piece worn, this does not effect the penalty from wearing this armor, nor buffs that have that penalty. You have a chance to resist or be immune to stuns, knockbacks, and pulls, by 10%-15% per piece worn {70%-105%(aka immunity at full if 15% per piece.)}. Other effects are similar to Heavy Armor, and may constitute as heavy armor with extra benefits and penalties. Each piece has higher armor than heavy, therefore hitting the armor cap faster. Roll Dodge may be disabled, or has 10% higher cost per piece equipped, due to its much heavier weight than regular metal {heavy} armor. Definitely a face tank, as evasion is next to impossible. Better block mitigation and reduced block costs. Potentially has a unique style or sound that cannot be changed by outfit stations to notify other players that the user is wearing Titan armor, even if they appear completely in light due to outfitting or costume. May have a higher stealth penalty.)

    same. More weapons. They put this game too much like skyrim (almost). Morrowind had spears.
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • MindOfTheSwarm
    MindOfTheSwarm
    ✭✭✭✭✭
    Other
    Why not revert Blastbones to what it used to be?

    Then have each gravestone of graveyard crumble every 3 seconds as a Skeleton Warrior is summoned to attack nearby enemies for 20 seconds each.

    They wouldn’t follow you around, instead they would die when no enemies are nearby, but they would continue to chase down fleeing enemies. They would leave corpses on death.

    Reactivating the Graveyard would kill any active skeletons. This would allow you to sacrifice them if you needed clutch corpses for healing or other uses.

    This way you would have one skill that summons a mini army. While also being a corpse generator.

    If three would be too much you could lower the time they are alive, alternatively the skill could simply summon a single Bone Golem.
    Edited by MindOfTheSwarm on October 26, 2024 7:12AM
  • universal_wrath
    universal_wrath
    ✭✭✭✭✭
    Instead of new classes, I prefer to expand on the current classes like adding a 4th skill like or 3rd morph of skills. For example:
    1-sorcerer should be able to use more daedric creatures like imps and flame/ice atronachs.
    2- Templar having access to more aedric abilities like some NPCs in wrathgar DLC and maybe even interduce a new unique "dark" templar skill line.
    3-Dragonknight with shouts?

    I personaly prefer morphs over skill lines because it is easier to build upon than creating a complete unique skills.
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    Instead of new classes, I prefer to expand on the current classes like adding a 4th skill like or 3rd morph of skills. For example:
    1-sorcerer should be able to use more daedric creatures like imps and flame/ice atronachs.
    2- Templar having access to more aedric abilities like some NPCs in wrothgar DLC and maybe even introduce a new unique "dark" templar skill line.
    3-Dragonknight with shouts?

    I personally prefer morphs over skill lines because it is easier to build upon than creating a complete unique skills.

    Third morph choices: A gets C or D, B gets D or E, or would each have their own for AA, AB, BA, and AB?
    As for the CDE, D is basically A+B, whereas C is a unique improvement on A and E is a unique improvement on B.
    Perhaps in some cases D could be splitting the cost between mag and stam, for those skills that change costs by morph.
    Like Imbue Weapon:
    6k physical damage to your next light attack in 2 seconds, stamina.
    A) It also applies Major Breach
    B: Changes to mag and magic damage and applies a random elemental status effect
    Mk1
    C) A but Also applies Minor Breach
    D) Even distribution of cost between mag and stam, evenly split damage 3k magic 3k physical, applies major breach and a random elemental status effect.
    E) B but applies all elemental status effects, not just one.
    Mk2:
    AA) stamina, 6k physical damage, Major and Minor Breach
    AB) stamina, 6k bleed damage, Major Breach, Hemorrhaging status effect
    BA) magicka, 6k magic damage, random elemental status effect, something..... Magickasteal?
    BB) magicka, 2k fire damage, 2k frost damage, 2k shock damage, all elemental status effects

    wait... isn't BB just Force Shock but added to light attack with all elemental status effects? No wonder I felt like I had the same damage with crushing weapon and crushing shock.....
    Edited by KaironBlackbard on October 26, 2024 5:33PM
  • Taril
    Taril
    ✭✭✭✭
    Druid
    Instead of new classes, I prefer to expand on the current classes like adding a 4th skill like or 3rd morph of skills.

    Personally, I'm on the fence about additional morphs. Since they will still be beholden to the same passives for a skill line which leaves me unenthused.

    That and they're likely to simply use Scribing in lieu of additional morphs (Which again, leaves me with the same feeling in regards to passives... Like how with Scribing you can get a Taunt using 2H or Bow skills... But neither of those skill lines has passives that really let you use it properly like SnB and DStaff do)

    An additional skill line opens things up a bit more, since it will come with a new set of passives which can bring new playstyles and flavour to existing builds (As well as alleviating the core design issues that Arcanist suffers from with the whole Crux generator vs spender morphs that could make new morphs as obsolete as current ones because of the way in which Crux management forces specific morphs)

    On a side note; I had been considering the notion of Passive skill morphs to shift the overall direction of a particular skill line.

    Most notably, for weapon skill lines due to things like the aforementioned access to Taunt with no real support for a 2h/Bow. But also to open up more options, like having better use for things like Lightning Staff by trading its weird AoE bonuses for better DPS to compare to Inferno Staff. Turning SnB into a competitive DPS option for those who think it'd be cool. Allowing tanks more than just SnB and Ice Staff.

    But it could also be utilized in some other skill lines too. Like adjusting some class passives to better suit your role. Adjusting the bonuses of some Guild passives. Providing more utility options for WW/Vamp lines etc.
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    Taril wrote: »
    Most notably, for weapon skill lines due to things like the aforementioned access to Taunt with no real support for a 2h/Bow. But also to open up more options, like having better use for things like Lightning Staff by trading its weird AoE bonuses for better DPS to compare to Inferno Staff. Turning SnB into a competitive DPS option for those who think it'd be cool. Allowing tanks more than just SnB and Ice Staff.

    Fire is single target DPS - boss killer
    Lightning is AoE DPS - crowd control - ad clear
    Frost is mag tank

    2H is ad clear
    Dual is boss killer
    shield is tank

    bow is a mix of single and area, stamina ranged dps

    Healing Staff is healing.

    Wish they had 1H, and various sub forms for dual at least.
    Dual Axe, Dual Dagger, Dual Sword, Dual Mace, Florentine (Main Sword, Off Dagger), Shield Killer (Main sword, off axe), etc.
    • Axe Axe: Berserker
    • Sword Axe: Shield Killer
    • Mace Axe: Shield Killer
    • Dagger Axe: Executioner
    • Axe Sword:
    • Sword Sword: Gladiator
    • Mace Sword:
    • Dagger Sword:
    • Axe Mace:
    • Sword Mace:
    • Mace Mace: Skull Crusher
    • Dagger Mace:
    • Axe Dagger:
    • Sword Dagger: Florentine
    • Mace Dagger:
    • Dagger Dagger: Assassin
    Mayhaps a little help naming?

    Sometimes I wish your 1H item granted bonuses whilst using a shield or its lonesome. That would then grant A: a reason to level dual wield and put points into it, for tanks, and B: a reason to use a specific type of weapon with your shield.
    Does it? I don't think it does. If it does, I wish it said so. Labelling says only while using dual wield.
  • Ajaxandriel
    Ajaxandriel
    ✭✭✭✭✭
    Other
    Aquamancer

    or Elementalist if you don't include Fire and Earth already taken by DK, and Air's lightning already taken by Sorc and Shock Staff.
    TESO:Triskelion - forum RP, guilde francophone
    Ajaxandriel - haut-elfe gardien 50 ;
    Altarya - haute-elfe templière 50 ;
    Angelith - elfe des bois gardienne 50 ;
    Antarius Scorpio - impérial chevalier-dragon 50 ;
    Artémidore de Corbeaulieu - bréton lame noire 50 ;
    Azothos Sadras - elfe noir sorcier 50 ;
    Celestras - haut-elfe sorcier 50 ;
    Diluviatar - elfe des mers sorcier 50 ;
    Dorguldun gro-Arash - orque sorcier 50 ;
    Hjarnar - nordique sorcier 50 ;
    Jendaya al-Gilane - rougegarde chevalier-dragon 50 ;
    Sabbathnazar Ullikummi - elfe noir chevalier-dragon 50 ;
    Selvaryn Virotès - elfe noire lame noire 50 ;
    Tahajmi - khajiit sorcière 50 ;
    Telernil - haut-elfe templier 50 ;
    Zadzadak - gobelin nécromancien 50 ;
    Zandoga - rougegarde chevalier-dragon 50
  • Nihilr
    Nihilr
    ✭✭✭
    Other
    My husband would buy this whole game again for both his and my account if we could have a classless system with a co-op storymode for ALL content. We play to play together, just us. The fact that we can't build characters to swap skill lines because they're locked in to classes, just frustrates us and we stop playing for long periods of time because it takes so much dedication and energy to redo a character from scratch with all the grinding/discovery/training-cooldown times...

    Scribing was some of the best content we've ever got because it allows us to build unique to our playstyle. Character creation should be the same. We would start over and play 1 character, and also purchase outfit slots, armory slots, etc and simply pay for skill-line tokens to respec different skills if nerfs/buffs happened. But with how many character slots we have because class-skill locking limitations and no tokens for class swapping, there's no need to buy armory slots. I'll just try my build on another character, etc.

    I still want Shock Sorc skills and Flame DK skills on one char, Shadow NB skills and Crystal Sorc on one char, Frost Warden skills and Necro's Bone Totem + Grave Grasp + Death Scythe (with frost damage) + Boneyard + and Freezing Siphon (instead of Shock).

    If the game doesn't go this direction, ESO will die catering the gameplay to hardcore endgamers that don't care that most people play ESO for the build and fashion variety. Fashion Scrolls Online. Skill styles was another great example.
  • birdik
    birdik
    ✭✭✭
    Delete arcanist
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