Combine all that with the at least partial desire to make familiar tank/dps/healer options for traditional MMO players and yet give lots of players the option to create *mostly* diverse characters, and I think ESO did an admirable effort at trying to have their cake and eat it too.
I still feel they would have been better off committing to a more narrow vision of who they wanted to market the game for and not hybridize so many of the game's systems, but hey, not my call to make.
anyway, that's at least a partial attempt to answer your possibly rhetorical question - hope it helps someone.
Khivas_Carrick wrote: »
This actually bothers me and I find it both unrealistic and unappealing, even if it's a must have. Thankfully this game, while it does call for a form of optimization, does not require hard minmaxing.
Khivas_Carrick wrote: »I highly doubt that. The spells from Spellcrafting will/should be equal to class skills because our current weapon and guild skills match and at some pints even surpass our class skills
"classes" are a way of giving people unfamiliar with game systems, a way to get started without being overwhelmed by choices.
guybrushtb16_ESO wrote: »Personally, I believe there are 2 big reasons for going for classes over classless sytems.
1. Dumbing down the system for casual players. Most people don't really want to know anything about the game they play, they want to jump in and "be a tank" or "be a healer" without any effort and they expect the system to work like that. Having classes with a clear purpose helps giving them what they want. It comes at the expense of the players who want a deep, multi faceted system for character development, but as a mainstream product you have to build for the lowest common denominator.
2. Providing replayability without actual content. In a class system, many people will get bored with the way their character plays when it's "finished" sooner or later. In a class system, those people will want to reroll now, and you can make them go through the whole slow learning curve process again and again.
first of all, sometimes, "classes" are a way of giving people unfamiliar with game systems, a way to get started without being overwhelmed by choices.
I play a LOT Of rpg's over the years, lots of tabletop,and I discovered that often with new players or players new to a system that used totally open character design, players would basically build bad characters, or would get stymied because they just couldn't figure out how to be what they wanted to be.
classes can be a huge advantage to introducing a bunch of new people to at least semi-useful skill lines by narrowing their choices so that they have fewer confusing, contradictory options at their disposal.
That being said, that may not be why ESO chose to make classes - but it is a possibility.
I'd say, a more likely reason they made classes, is that this is a game with a competitive PVP environment and a relatively stock MMO design - MMO's are generally designed to appeal to large masses of people (that's where they make their money), and large masses of people have gotten used to classes - classes are comfortable, they're familiar, and they help, as mentioned above, to narrow down choices to relatively manageable levels.
and yet, the "class" system we have is surprisingly flexible overall. Classes aren't locked into single armor or weapon loadouts, and lots of classes have access to the same banks of skills, so that the things that make the classes distinctive from each other are a relatively small selection of the overall total skills.
Combine all that with the at least partial desire to make familiar tank/dps/healer options for traditional MMO players and yet give lots of players the option to create *mostly* diverse characters, and I think ESO did an admirable effort at trying to have their cake and eat it too.
I still feel they would have been better off committing to a more narrow vision of who they wanted to market the game for and not hybridize so many of the game's systems, but hey, not my call to make.
anyway, that's at least a partial attempt to answer your possibly rhetorical question - hope it helps someone.
So that everyone is not running
Scales
Dragonsblood
Talons
Blazing shield
Bolt Escape
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No a NBaleksandar.miticeb17_ESO wrote: »
So that everyone is not running
Scales
Dragonsblood
Talons
Blazing shield
Bolt Escape
Banner
Classless systems are wonderful- for single-player games where balancing isn't an issue. In the earlier TES titles, it didn't matter if you created something that was imbalanced. You could make some stuff that was just obscenely OP (thinking back on morrowind- like 3-shotting the final boss OP). You could also go the exact opposite direction and make something totally absurd that, while fun to you, was laughably underpowered compared to other builds.
Take things into multiplayer, and suddenly imbalanced isn't fun any more. Imbalance your character in the wrong way (under instead of overpowered) and regardless of how "fun" your build is, good luck finding a group. Just think of how fun it is right now to try to pug as a templar dps or a DK healer. Unless you are the ONLY person they can find to fill that role (and sometimes not even then), very few groups will take you. Now imagine a classless system- one where every player has access to every skill. I promise you, the "hardcores" will quickly figure out what the "optimal" dps, tank, or healer setup is. Once the cat is out of the bag, suddenly "optimal" becomes "expected". As counter-intuitive as it is, including restrictions on who can use certain skills actually adds diversity to what is considered a viable build.
Furthermore, remove class restrictions and suddenly balancing becomes even more of a nightmare than it already is. In most cases, what makes a skill "overpowered" is not the skill in and of itself, but how the skill can be combined with other skills. Remove all class restrictions, and suddenly you are faced with having to balance every possible combination of every skill in the game. This will go one of two ways- either a.) you end up with a VERY short list of FOTM builds (as in one or two for each role) that abuse a lapse in the balancing of how two skills interact, or b.) in the name of "balance", everything that makes particular skills unique is stripped away. You no longer get to make decisions about how you want your character to play. You are left with a bunch of generic skills that all do basically the same thing, and just have different names and animations. At that point, you may as well just change the skill names to "single target dps skill 3" or "AOE heal-over-time 5".
In a multiplayer game, classes force you to have to make decisions. Do I take this or this? Do I want to be better at "thing a" or "thing b"? Yes, sometimes it means you have to make a hard choice, but that is a good thing.
For those of you who still disagree, I'd like to point out one last thing. 95% of people who played skyrim used some kind of stealth/bow rogue type build. Think about that for a minute. Think about what that would look like if it happened in an MMO instead of a single player game. Think about how dull and repetitive that would get. Is that a game you would pay a subscription to keep playing? I sure wouldn't.