twisttop138 wrote: »Can we talk for a second about "holistic approach". I'm unsure what's meant by that, I'm a little older, maybe I'm not getting the lingo, but what I read is this. "We're getting nowhere using science, so we're going for Karen at the herb store. She says these crystals work wonders.
I didn't get quite the same evil/good sentiment you did; "opportunistic use of forbidden powers" doesn't equate to evil necessarily. And the necromancer description was pretty matter-of-fact with no morality stated. Templar does say "holy warrior," however, and warden is described as a protector, so those do seem more good aligned than any of the others. But mostly I didn't pick up on any definitive intended alignment in the descriptions.
LukosCreyden wrote: »A few things:
6. Many people enjoy subclassing. It'd be good to not make the system completely obsolete.
If they change some classes by a significant margin, can we have a class-change token?
I didn't get quite the same evil/good sentiment you did; "opportunistic use of forbidden powers" doesn't equate to evil necessarily. And the necromancer description was pretty matter-of-fact with no morality stated. Templar does say "holy warrior," however, and warden is described as a protector, so those do seem more good aligned than any of the others. But mostly I didn't pick up on any definitive intended alignment in the descriptions.
Taking the sorcerer as an example, I think this does sounds quite "immoral" at least:
"daedric pacts"
"dark magic"
"opportunistic use of forbidden powers"
And I think for some sorcerer characters people play this doesn't apply at all.
As well as sorcerer npcs, by the way - we know there are many uses of magic in TES lore, the whole range from "moral" and altruistic to, well, the opposite of that. But the sorcerer class seems to focus very much on only one very specific idea of what a sorcerer is supposed to be. I think part of what makes me be sceptical about this is that the class name is rather generic. It's not "dark conjurer" or whatever, it's just "sorcerer", which is a very broad term.
Erickson9610 wrote: »
PeacefulAnarchy wrote: »Will you redesign content so that these different playsyles have meaning outside pvp?
"For example, Nightblades rely on cunning and shadow to stay elusive in battle, striking while the moment is right,"
Which PvE boss can I have this power fantasy on? So many things don't work on bosses, including stealth and CC, not to mention the less obvious things like how some playstyles synergize with the way content is designed and others just make things harder with no benefit. I wouldn't mind if there was more variety where some playstyles are better in some places than others, but currently big cleave is king and the faster you do damage the more mechanics you can skip and fights get not just easier but exponentially easier. so 10% less than optimal damage can make a fight 25% longer and 25% less can make a fihht twice as long and half the damage can make a fight 4 or 5 times longer (obviously the scaling is different in different fights, but it is a general trend in trial and dungeon and even WB design).
This means some play styles are better than others even if they parse the same or are numerically balanced.
One overarching pattern you’ll see as we move toward improving this experience is reorganizing class skill lines, adding in more benefits for sticking with the core skill lines of your class, and decentralizing role-specific power so that a single skill line won’t have every tool you need to achieve your goals.

The_Meathead wrote: »Erickson9610 wrote: »
From what they said, Class Change mechanics weren't possible for some coding reason - and thus we got Subclassing as sort of an alternative with entirely unforeseeable consequences (kidding, we all saw them from miles out. We got ignored.)
I would much have preferred Class Change Tokens, too, but... here we are.
Each class should have a role specific skill line with the necessary tools for that role.