Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Request: please remove classes

  • Samadhi
    Samadhi
    ✭✭✭✭✭
    ✭✭✭
    No. I'd rather not have a "DK" with cloak and fear ...

    DK already has Fear.
    When my Nightblade sees a DK coming, there is no option but to run the other way.
    P5asdx5.gif
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • driosketch
    driosketch
    ✭✭✭✭✭
    ✭✭✭
    They would need to change the whole skill tree system if they did this. Each class has a set of lackluster skills , morphs, and passives that only get by because the system locks you out of other options. And there are several redundant skills that would become usless.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • JD2013
    JD2013
    ✭✭✭✭✭
    ✭✭✭✭✭
    Getting rid of classes wouldn't add more flexibility, it wouldn't balance the game. It would severely limit diversity. EVERYONE would be pigeonholed into using 1 specific skillbar set up if they wanted to be as effective as possible.


    Just think, instead of a couple builds per each class that are the best for whatever roles, there would be 1 build, 1 batch of abilities, 1 this 1 that that works best for each role.

    By limiting accessibility to abilities, you're forced to make more diverse decisions.

    Also I can't think of a successful MMO that didn't have classes in it.

    This isn't Skyrowblivion 42: The Wreckoning. It's not Skyrim 2 With Friends. It's an MMO set in the Elder Scrolls universe. Not an Elder Scrolls game with an MMO flavor.

    This .... this guy gets it.
    Sweetrolls for all!

    Christophe Mottierre - Breton Templar with his own whole darn estate! Templar Houses are so 2015. EU DC

    PC Beta Tester January 2014

    Elder of The Black
    Order of Sithis
    The Runners

    @TamrielTraverse - For Tamriel related Twitter shenanigans!
    https://tamrieltraveller.wordpress.com/

    Crafting bag OP! ZOS nerf pls!
  • olsborg
    olsborg
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes please.

    When they announced spellcrafting, they said each spell would go into their respective spellschool. Restoration, destruction, illusion etc etc.

    Make all class skills go under their respective spellshcool. All passives are open to be chosen for your own "class"(same amount as you currently have). Remove classes. Welcome to the real TESO.

    PC EU
    PvP only
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Samadhi wrote: »
    No. I'd rather not have a "DK" with cloak and fear ...

    DK already has Fear.
    When my Nightblade sees a DK coming, there is no option but to run the other way.
    P5asdx5.gif

    Why? Clearly the solution is to mark target and then watch the DK shank themselves in terror.
  • Greycats
    Greycats
    ✭✭
    Samadhi wrote: »
    spellcrafting.
    Yep. They not totally abandoned it, but I wouldn't expect it in any time soon.
    Yep, this is basically correct. Spellcrafting isn't actively being worked on, it's just on the back burner for now.


    Best of wishes with your waiting.


    Depressing.
  • jelliedsoup
    jelliedsoup
    ✭✭✭✭✭
    The classes in this game made it a non es game.
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    The classes in this game made it a non es game.

    Yeah, because no prior Elder Scrolls game ever had classes... except Arena, Daggerfall, Battlespire, Morrowind, and Oblivion, but they don't count, right?
  • Iago
    Iago
    ✭✭✭✭✭
    I love the idea of classes I just strongly dislike the way they implemented them in eso. I wish there would have been more like they were in Morrowind or Oblivion.
    That which we obtain to cheap we esteem to lightly, it is dearness only that gives everything its value.

    -Thomas Pain

  • Shunravi
    Shunravi
    ✭✭✭✭✭
    ✭✭
    The classes in this game made it a non es game.

    Yeah, because no prior Elder Scrolls game ever had classes... except Arena, Daggerfall, Battlespire, Morrowind, and Oblivion, but they don't count, right?

    I would almost say it's subjective. The classes in previous games were not as restricted as the ones in ESO. In that sense, unless you wanted to play the class as purist, they did not exist as anything more than stats and leveling parameters (barring arena.)


    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Shunravi wrote: »
    The classes in this game made it a non es game.

    Yeah, because no prior Elder Scrolls game ever had classes... except Arena, Daggerfall, Battlespire, Morrowind, and Oblivion, but they don't count, right?

    I would almost say it's subjective. The classes in previous games were not as restricted as the ones in ESO. In that sense, unless you wanted to play the class as purist, they did not exist as anything more than stats and leveling parameters (barring arena.)


    In Morrowind there was a significant disadvantage to work off for going outside your major skills. It wasn't insurmountable, and you could end up as good as another class by the end. But you needed to work for it. Unless you were flat out cheating with alchemy.

    Oblivion tapered this back a bit. There was a disadvantage for trying to leave your class, but it was a lot easier to overcome. So playing off class was more viable. If anything removing the to hit rolls and spell failure chances seriously undermined the feel of classes in Oblivion.

    I can't speak for Daggerfall, I've never spent enough time with it, but I seem to recall the system did push your class' role pretty hard.
    Edited by starkerealm on February 27, 2015 6:09AM
  • AngryNord
    AngryNord
    ✭✭✭✭✭
    ✭✭
    Frawr wrote: »
    1, game more Elder Scrolls'y'
    2, easier to balance
    3, 'play as you want'
    4, endless replayability
    5, meaningful choices because fewer skillpoints relative to skills available.

    In summary; a better game.


    i prefer and want a classless system! this would be so AWESOME! i do hope the developers allow this and upon immediate would not be soon enough. please do this zenimax please do this :)

    Yeah, because, I mean, it isn't like this game is plagued with "FoTM or GTFO!" already... Not at all...
    Edited by AngryNord on February 27, 2015 7:12AM
  • AngryNord
    AngryNord
    ✭✭✭✭✭
    ✭✭
    The classes in this game made it a non es game.

    Strange, I've been able to select a class in all the TES games I've played except Skyrim...
  • SteveCampsOut
    SteveCampsOut
    ✭✭✭✭✭
    ✭✭
    Frawr wrote: »
    1, game more Elder Scrolls'y'
    2, easier to balance
    3, 'play as you want'
    4, endless replayability
    5, meaningful choices because fewer skillpoints relative to skills available.

    In summary; a better game.

    I hope blue is your color because that's what color you'll be holding your breath for this wish list.
    @ֆȶɛʋɛƈǟʍքֆօʊȶ⍟
    Sanguine & Psijic Group Beta Tester.

    NA Server:
    Steforax Soulstrong CH782 Sorcerer AD
    Grumpy Kahjiti CH782 Dragonknight AD
    Rheticia Le Drakisius CH782 Nightblade DC
    Razmuzan Thrasmas CH782 Templar EP
    Sheenara Soulstrong CH782 Dragonknight DC
    Erik Ramzey CH782 Nightblade AD
    Growling Kahjiti CH782 Nightblade EP
    One of Many Faces CH782 Sorcerer DC
    Grumpasaurus Rex CH782 Warden DC
    EU Server:
    Guildmaster of Pacrooti's Hirelings AD Based LGBT Friendly Guild.
    Stefrex Souliss CH701 Sorcerer AD
    Grumpy Kahjiti CH701 Dragonknight DC
    Slithisi Ksissi CH701 Nightblade EP
    Pokes-With-Fire CH701 Dragonknight AD
    Josie-The-Pussi-Cat CH701 Templar AD
    Stug-Grog M'God CH701 Templar DC
    One With Many Faces CH701 Nightblade DC
    Trixie Truskan CH701 Sorcerer EP
    Grumpetasaurus Rex CH701 Warden EP
  • Iago
    Iago
    ✭✭✭✭✭
    AngryNord wrote: »
    The classes in this game made it a non es game.

    Strange, I've been able to select a class in all the TES games I've played except Skyrim...

    I believe the OP is one of the many players who started playing the series with Skyrim and does not realize that. Skyrim is the odd man out
    That which we obtain to cheap we esteem to lightly, it is dearness only that gives everything its value.

    -Thomas Pain

  • Shunravi
    Shunravi
    ✭✭✭✭✭
    ✭✭
    Shunravi wrote: »
    The classes in this game made it a non es game.

    Yeah, because no prior Elder Scrolls game ever had classes... except Arena, Daggerfall, Battlespire, Morrowind, and Oblivion, but they don't count, right?

    I would almost say it's subjective. The classes in previous games were not as restricted as the ones in ESO. In that sense, unless you wanted to play the class as purist, they did not exist as anything more than stats and leveling parameters (barring arena.)


    In Morrowind there was a significant disadvantage to work off for going outside your major skills. It wasn't insurmountable, and you could end up as good as another class by the end. But you needed to work for it. Unless you were flat out cheating with alchemy.

    Oblivion tapered this back a bit. There was a disadvantage for trying to leave your class, but it was a lot easier to overcome. So playing off class was more viable. If anything removing the to hit rolls and spell failure chances seriously undermined the feel of classes in Oblivion.

    I can't speak for Daggerfall, I've never spent enough time with it, but I seem to recall the system did push your class' role pretty hard.

    Oh, most certainly. I would say that's rather indisputable... (purist comment aside)

    But its not like you were completely barred from using everything available in the game. And in the single player games it could be fun to 'work for it.' I always made custom classes personally...

    I don't like how they implemented classes in this game. I would have much preferred them to make (12+) skill lines that are balanced against each other, and mixing and matching three of these lines would create different 'classes' with classic TES classes as templates... The lines would likely look nothing like the current class lines, as current skills would be rather imblalanced.

    Though, as is always pointed out in a multiplayer game, balance is an issue. As much as I dislike TESO classes and wish for their removal, I do see a purpose for their existence. (Though I would consider arguments of 'balance' to be laughable considering the history of balance in this game...)



    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • Shunravi
    Shunravi
    ✭✭✭✭✭
    ✭✭
    For anyone who cant use google; http://elderscrolls.wikia.com/wiki/Classes
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Majic wrote: »
    Balanced Imbalance
    Opening up all skill lines to all characters would completely destroy the balance of the game, and not just in the way that people could be snarky about it. In the way that people would stop playing because of how bad it was.
    Giving all characters access to the same skills is inherently balanced, so this claim seems somewhat specious.

    The only meaningful difference between a classless system and the current system is that some skill lines are partitioned off in the current regime, but since any player can choose to play any class, and all players have enough character slots to play two of each class, even that difference is arbitrary.

    As things stand, there are already uber "FOTM" builds, and if we go with your assumption, we would expect there to be four of them, since each class would have that one "uber-build", yet you say "there's actually a lot of diversity in the game".

    Or perhaps that's what you mean by "perceived" uber-builds?

    It's not clear and seems self-contradictory, hence my questions. :)

    That isn't actually what balance is. Granted, it would be "balanced" when everyone figured out exactly what skills they wanted to use, but that's not the same as having variety within a balance system.

    And classes actually don't have "uber-builds" at this point, because the weapon and armor lines create that build diversity. That would be severely impacted if everyone had access to all skill lines, because those skills were balanced with class limitations in mind.

    It's really not a good idea, which is why only a few people demand it every few months before it fades back into obscurity.

    I don't agree with this. I think from a thematic point all characters in Elder Scrolls games start out with a Class or theme at the beginning. How you choose to develop from there usually grows and changes (but it doesn't need to). You say the game could not be balanced if they allowed an open class system, I disagree. TSW has done pretty well with such a system honestly. The real balance is in what powers and such that you have available at any given time. We have that exact same balance inherent to the gear we wear, the champion points we've spent, and the powers we have slotted in the tray. I highly expect us to get the 'removal' of classes in the form of the Spellcrafting system in the future. While I don't expect them to get rid of classes, I do think they will eventually open up the game with greater variety using the Spellcrafting system and I think that is great. The presumption of a lot of people in this thread against 'classless' seems to be that ZOS has utterly given up on the concept. I highly doubt that. I think instead they want to let the dust settle on the release of their console system, TU, and the release of Justice and Champion systems. They have a lot on their plate and they will need to put in a bit of energy making sure it goes along as smoothly as possible. I also suspect that Imperial City, Orcinium, and Black Marsh all are taking up a good deal of development time as well. I'd also like to add, that by opening up the options of what a player can put in the tray, it will actually help the Devs balance powers as a whole. If they find certain powers are vastly underperforming, they'll also see a lot of players moving away from them. I'm pretty sure they have people studying those metrics even now.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Shunravi
    Shunravi
    ✭✭✭✭✭
    ✭✭
    Majic wrote: »
    Balanced Imbalance
    Opening up all skill lines to all characters would completely destroy the balance of the game, and not just in the way that people could be snarky about it. In the way that people would stop playing because of how bad it was.
    Giving all characters access to the same skills is inherently balanced, so this claim seems somewhat specious.

    The only meaningful difference between a classless system and the current system is that some skill lines are partitioned off in the current regime, but since any player can choose to play any class, and all players have enough character slots to play two of each class, even that difference is arbitrary.

    As things stand, there are already uber "FOTM" builds, and if we go with your assumption, we would expect there to be four of them, since each class would have that one "uber-build", yet you say "there's actually a lot of diversity in the game".

    Or perhaps that's what you mean by "perceived" uber-builds?

    It's not clear and seems self-contradictory, hence my questions. :)

    That isn't actually what balance is. Granted, it would be "balanced" when everyone figured out exactly what skills they wanted to use, but that's not the same as having variety within a balance system.

    And classes actually don't have "uber-builds" at this point, because the weapon and armor lines create that build diversity. That would be severely impacted if everyone had access to all skill lines, because those skills were balanced with class limitations in mind.

    It's really not a good idea, which is why only a few people demand it every few months before it fades back into obscurity.

    I don't agree with this. I think from a thematic point all characters in Elder Scrolls games start out with a Class or theme at the beginning. How you choose to develop from there usually grows and changes (but it doesn't need to). You say the game could not be balanced if they allowed an open class system, I disagree. TSW has done pretty well with such a system honestly. The real balance is in what powers and such that you have available at any given time. We have that exact same balance inherent to the gear we wear, the champion points we've spent, and the powers we have slotted in the tray. I highly expect us to get the 'removal' of classes in the form of the Spellcrafting system in the future. While I don't expect them to get rid of classes, I do think they will eventually open up the game with greater variety using the Spellcrafting system and I think that is great. The presumption of a lot of people in this thread against 'classless' seems to be that ZOS has utterly given up on the concept. I highly doubt that. I think instead they want to let the dust settle on the release of their console system, TU, and the release of Justice and Champion systems. They have a lot on their plate and they will need to put in a bit of energy making sure it goes along as smoothly as possible. I also suspect that Imperial City, Orcinium, and Black Marsh all are taking up a good deal of development time as well. I'd also like to add, that by opening up the options of what a player can put in the tray, it will actually help the Devs balance powers as a whole. If they find certain powers are vastly underperforming, they'll also see a lot of players moving away from them. I'm pretty sure they have people studying those metrics even now.

    ^^^
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • WraithAzraiel
    WraithAzraiel
    ✭✭✭✭✭
    olsborg wrote: »
    Yes please.

    When they announced spellcrafting, they said each spell would go into their respective spellschool. Restoration, destruction, illusion etc etc.

    Make all class skills go under their respective spellshcool. All passives are open to be chosen for your own "class"(same amount as you currently have). Remove classes. Welcome to the real TESO.

    That'd be a great single player game. But it WOULD NEVER WORK in an MMO environment.


    No, what they NEED to do separate skill effects between PvP and PvE.

    In a perfect world, skills would have different effects dependent upon whether or not they were being used in a PvP setting or not.

    That way you wouldn't see the nerfing of skills that are useful in PvE, reasonably so, but are RIDICULOUSLY overpowered in PvP with the right combination of other skills.

    Sure it's more work now but it's less work in the long run.
    Shendell De'Gull - V14 Vampire Nightblade

    Captain of the Black Howling

    "There's no such thing as overkill..."

    "No problem on the face of the Earth exists what can't be fixed with the proper application of enough duct tape and 550 cord."

    P2PBetaTesters
    #Tamriel_BETA_Team
    #BETA_TESTER4LYF
    DominionMasterRace
    #GOAHEADTHEYGOTCANDY
    #SEEMSLEGIT
  • TheShadowScout
    TheShadowScout
    ✭✭✭✭✭
    ✭✭✭✭✭
    I would have liked a game without classes. If they had made all powers balanced with all other powers, and given players full access to learn everything, making the "classes" only what one starts with... I'd have liked that.

    But I like a game with classes just as well. They decided to go with classes, and ran with that this year. So they are unlikely to completely throw away all their game mechanics just because some are feeling nostalgic about skyrim, a game where "balance between players" was a total non-issue anyhow.

    I do hope however we will be seeing more skill lines to customize our characters. I really would love to have more dark-magic-ish skills for my goth sorceror instead of using the lightning stuff, or retire the red-flavored nightblade skills of my bosmer archer and replace them with some sort of green-flavored nature magic instead... be it from spellcrafting or some added skill line in another way, doesn't matter to me. I just hope we will get more options to further add diversiveness to our characters, one way or another.

    I suppose, in time something along those lines will be added, one way or another. But for now, other things are more important anyhow.
  • Frawr
    Frawr
    ✭✭✭✭✭
    There's a lot of negativity and fear-mongering going on here.

    in Star Wars Galaxies, pre combat upgrade, there were 32 professions and players had 250 skill points to assign as they wanted through those professions. It worked very well. Sure there were some balance issues, such as dodge-stacking leading to about 90% dodge, but those were ironed out. The game was a lot of fun.. Some picked the FOTM (rifleman/combat medic, dodge-stacking fencer pistoleer etc) for pvp, many grinded out to jedi, some played as dedicated crafters and entertainers and others simply played their spec as they wanted.

    The game is more than PVP. Removing classes would give people more freedom to do what they want, change their skills, play more on 1 character. Make the world come alive a bit more. A few people running around with streak, talons, breath of life, cloak and bats really isn't the doomsday that you predict. Sure there will be some copycats and some FOTMers but that is no different from now. Endless batswarming block-casting lightarmourwearing incredibles. Look at how many DKs copy Sypher's builds for example.

    The game, as a whole, would benefit from a more open skill system. PVP would change but not suffer more (or likely, less) than the current system. Don't be scared.



    Edited by Frawr on February 27, 2015 7:59AM
  • jelliedsoup
    jelliedsoup
    ✭✭✭✭✭
    The classes in this game made it a non es game.

    Yeah, because no prior Elder Scrolls game ever had classes... except Arena, Daggerfall, Battlespire, Morrowind, and Oblivion, but they don't count, right?

    LOL - If you think it's the same i'm not going to burst your bubble.
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • Seraphyel
    Seraphyel
    ✭✭✭✭✭
    spellcrafting.

    "Put on hold."

    Remove classes? Mhm, no. Make them more flexible? Yes please. What I mean? Give every class a tree dedicated for healing and tanking - and another one or two for DPS.
    Edited by Seraphyel on February 27, 2015 8:20AM
  • Atarax
    Atarax
    ✭✭✭
    There's a lot of misinformation and misinterpretation in this thread.

    1. Prior Elder Scrolls games allowed you to select a class, but the class just helped you learn some skills faster than others, the classes did not restrict you from learning skills outside the class; in fact, most savvy players designed their own class and were able to master every skill and ability, and max all stats, fairly quickly. While the classes were there, they did not restrict you from doing anything, and by the time you maxed everything, classes were nothing more than a title.
    2. Classless systems DO in fact work in MMOs, and quite well, better than class based systems in my experience; TSW is the prime example of this; every player can learn every ability, you pick which ones to use (7 active and 7 passive) and can swap them out freely, while some abilities are key for a given role, there is a huge variety of builds; I think I had something like 32 different builds that I'd switch between depending on the situation when I stopped playing; not only that, the flexibility of the system lets the developers build some pretty unique mechanics into fights, each of the NM dungeons plays quite a bit differently, and players have the flexibility to adapt, it's fantastic and is a system that promotes teamwork instead of dividing people into raging class monkeys; and before you say it, the only reason I don't play there anymore is because of the augment system which became a total grind and you had to run scenarios over and over instead of being able to earn them playing whatever content you want; but the classless system itself was awesome; and guess what, it worked in both PvP and PvE, and yeah, there were FOTM builds, that quickly got obliterated once someone figured out a way to beat them

    I realize people who haven't played games like TSW, or who think that because Google says a game has classes (even though in reality the classes don't mean anything at the end of the day) that it must mean they work like WoW or LOTRO (both of which I also played for years), and that must be the way to go, "because that's the way we've always done it."

    To them, I introduce:

    http://academic.udayton.edu/richardghere/IGO NGO research/Argyris.pdf

    Classes are fine to have as long as I'm not restricted from picking skills from any tree I want from any class. And in fact, if they were unrestricted, that would free the devs to make the various classes even more distinct without having to worry about balance.

    Other options are:

    1) Remove classes
    2) Give the guild trees better or equivalent abilities and prevent class passives from affecting non-class abilities
    JD2013 wrote: »
    Getting rid of classes wouldn't add more flexibility, it wouldn't balance the game. It would severely limit diversity. EVERYONE would be pigeonholed into using 1 specific skillbar set up if they wanted to be as effective as possible.


    Just think, instead of a couple builds per each class that are the best for whatever roles, there would be 1 build, 1 batch of abilities, 1 this 1 that that works best for each role.

    By limiting accessibility to abilities, you're forced to make more diverse decisions.

    Also I can't think of a successful MMO that didn't have classes in it.

    This isn't Skyrowblivion 42: The Wreckoning. It's not Skyrim 2 With Friends. It's an MMO set in the Elder Scrolls universe. Not an Elder Scrolls game with an MMO flavor.

    This .... this guy gets it.

    No..... actually.....



    Majic wrote: »
    Balanced Imbalance
    Opening up all skill lines to all characters would completely destroy the balance of the game, and not just in the way that people could be snarky about it. In the way that people would stop playing because of how bad it was.
    Giving all characters access to the same skills is inherently balanced, so this claim seems somewhat specious.

    The only meaningful difference between a classless system and the current system is that some skill lines are partitioned off in the current regime, but since any player can choose to play any class, and all players have enough character slots to play two of each class, even that difference is arbitrary.

    As things stand, there are already uber "FOTM" builds, and if we go with your assumption, we would expect there to be four of them, since each class would have that one "uber-build", yet you say "there's actually a lot of diversity in the game".

    Or perhaps that's what you mean by "perceived" uber-builds?

    It's not clear and seems self-contradictory, hence my questions. :)

    That isn't actually what balance is. Granted, it would be "balanced" when everyone figured out exactly what skills they wanted to use, but that's not the same as having variety within a balance system.

    And classes actually don't have "uber-builds" at this point, because the weapon and armor lines create that build diversity. That would be severely impacted if everyone had access to all skill lines, because those skills were balanced with class limitations in mind.

    It's really not a good idea, which is why only a few people demand it every few months before it fades back into obscurity.

    I don't agree with this. I think from a thematic point all characters in Elder Scrolls games start out with a Class or theme at the beginning. How you choose to develop from there usually grows and changes (but it doesn't need to). You say the game could not be balanced if they allowed an open class system, I disagree. TSW has done pretty well with such a system honestly. The real balance is in what powers and such that you have available at any given time. We have that exact same balance inherent to the gear we wear, the champion points we've spent, and the powers we have slotted in the tray. I highly expect us to get the 'removal' of classes in the form of the Spellcrafting system in the future. While I don't expect them to get rid of classes, I do think they will eventually open up the game with greater variety using the Spellcrafting system and I think that is great. The presumption of a lot of people in this thread against 'classless' seems to be that ZOS has utterly given up on the concept. I highly doubt that. I think instead they want to let the dust settle on the release of their console system, TU, and the release of Justice and Champion systems. They have a lot on their plate and they will need to put in a bit of energy making sure it goes along as smoothly as possible. I also suspect that Imperial City, Orcinium, and Black Marsh all are taking up a good deal of development time as well. I'd also like to add, that by opening up the options of what a player can put in the tray, it will actually help the Devs balance powers as a whole. If they find certain powers are vastly underperforming, they'll also see a lot of players moving away from them. I'm pretty sure they have people studying those metrics even now.

    This is the guy who gets it.
    Edited by Atarax on February 27, 2015 11:30AM
    50 Bosmer Nightblade
    50 Breton Sorcerer
    50 Dunmer Dragonknight
    50 Imperial Templar
    50 Khajit Nightblade
    50 Imperial Dragonknight
    50 Altmer Sorcerer
    50 Argonian Templar

    Discussions of Interest:
    Class Balance in 1.6
    Quest Choices
    Request to Reinstate Night's Silence and Dark Stalker stacking
  • newtinmpls
    newtinmpls
    ✭✭✭✭✭
    ✭✭✭✭
    Frawr wrote: »

    'Balance' = everyone has access to the same skills/abilities/passives.

    'Choice' = insufficient skill points to take everything so you have to choose

    Balance + Choice = good game.

    I really appreciate the logic here. As it is, limiting my bars to only 2, and a total of 10 (okay 11 if you count the ultimate box) choices makes me end having quite limited use of abilities. The idea of "best builds" overall simply means that the skills are not (yet) balanced. Or that there are a few unimaginative players posting (or both).

    I tend to play sorcerers, and I really like having summoned familiars, AND I really don't like having them dissapear when I switch bars. So for me that is two boxes on each bar occupied. So depending on how you want to look at it I "hardly have any choices" or I have the opportunity to really be thoughtful and creative in what I DO choose to use.

    I think opening up all skills to all players will make a better game experience, partly because it will make us have to think harder about choices.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • kelly.medleyb14_ESO
    kelly.medleyb14_ESO
    ✭✭✭✭✭
    Very bad idea, there is very little uniqueness as it is in ESO we don't want a casual dumbed down Skyrim. tyvm.
  • Faugaun
    Faugaun
    ✭✭✭✭✭
    Robbmrp wrote: »
    So remove the "Class" requirement and have all skill tree's available for everyone. That's what they should have done from the start. Then everyone would have been able to pick the Skill lines they preferred. If you wanted pets there you go. The freedom to really "Play as you want" would be there for sure.

    Balance would be out the window with that, and there would absolutely be an "uber-build" that would be pretty much required of all players if they wanted to be competitive. It's not a feasible option.

    Actually all players having access to all skills, balances the game for all players...putting everyone on equal ground.....if one Uber build appeared then that is not the result of an unbalanced system...a balanced system is where all players have equal opportunity... Lack of build diversity is the issue you fear, and this is a matter of balancing the skills...do you honestly think if all players decided to use the same build that any mmo wouldn't either decrease the power of the respective skills a little or boost other skills a little?

    As skills became balanced then the uber builds would disappear...

    @nerevarine1138 go try "The Secret World" and play in a system where it has been done before you make a judgment call on the idea.
  • Aeratus
    Aeratus
    ✭✭✭✭✭
    I agree in principle, but I think the purpose of the classes is to artificially extend replayability of this game. If there were no classes, then people would get bored after reaching v14 and quit. But since we have 4 classes, that means you have 4x the content as you normally would.
Sign In or Register to comment.