deepseamk20b14_ESO wrote: »No. I'd rather not have a "DK" with cloak and fear ...
WraithAzraiel 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.
deepseamk20b14_ESO 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.
TheMachineKiller wrote: »spellcrafting.ZOS_GinaBruno wrote: »Yep, this is basically correct. Spellcrafting isn't actively being worked on, it's just on the back burner for now.AshySamurai wrote: »Yep. They not totally abandoned it, but I wouldn't expect it in any time soon.
Best of wishes with your waiting.
jelliedsoup wrote: »The classes in this game made it a non es game.
starkerealm wrote: »jelliedsoup 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?
1, game more Elder Scrolls'y'
starkerealm wrote: »jelliedsoup 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.)
dwemer_paleologist 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
jelliedsoup wrote: »The classes in this game made it a non es game.
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.
jelliedsoup 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...
starkerealm wrote: »starkerealm wrote: »jelliedsoup 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.
nerevarine1138 wrote: »Balanced ImbalanceGiving all characters access to the same skills is inherently balanced, so this claim seems somewhat specious.nerevarine1138 wrote: »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.
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.
dodgehopper_ESO wrote: »nerevarine1138 wrote: »Balanced ImbalanceGiving all characters access to the same skills is inherently balanced, so this claim seems somewhat specious.nerevarine1138 wrote: »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.
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.
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.
starkerealm wrote: »jelliedsoup 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?
TheMachineKiller wrote: »spellcrafting.
WraithAzraiel 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.
dodgehopper_ESO wrote: »nerevarine1138 wrote: »Balanced ImbalanceGiving all characters access to the same skills is inherently balanced, so this claim seems somewhat specious.nerevarine1138 wrote: »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.
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.
'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.
nerevarine1138 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.