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Request: please remove classes

  • Faugaun
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    I agree multiple classes may extend replayability for some players in the same way Caldwell's gold and silver cause content to be reused. In silver/gold players did not like it...I am not sure if that tells us anything about the desirability of the replayability of classes from this technique...
  • Sphinx2318
    Sphinx2318
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    Revolutionary!!!
  • JD2013
    JD2013
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    Atarax wrote: »
    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.

    Actually, he doesn't.

    The balance would be much worse than it is now. Programming balance into a Single Player game is VASTLY different from programming balance in an mmo.

    Also I wouldn't expect to see Spellcrafting at any time in the near future.

    All ES titles sans Skyrim have had a class system. I hated for example that I was able to learn all spells and swords and bows and heavy armour and light armour and medium armour and so on and basically become an indestructible God in Skyrim. That's not how a game should be. Your character should not be *That* OP ever.
    Edited by JD2013 on February 27, 2015 6:01PM
    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!
  • starkerealm
    starkerealm
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    JD2013 wrote: »
    Actually, he doesn't.

    The balance would be much worse than it is now. Programming balance into a Single Player game is VASTLY different from programming balance in an mmo.

    Also I wouldn't expect to see Spellcrafting at any time in the near future.

    All ES titles sans Skyrim have had a class system. I hated for example that I was able to learn all spells and swords and bows and heavy armour and light armour and medium armour and do on and basically become an indestructible God in Skyrim. That's not how a game should be. Your character should not be *That* OP ever.

    To be fair, Elder Scrolls has always used the kind of Dark Souls approach to classes. It defines some of your starting tools and initial stats and lets you grow in whatever direction you want.

    But, at the same time, the single player games have a very strong theme of apotheosis. In Morrowind you are literally transforming from a Jesus figure into some kind of fantasy superhero. And the Dragonborn are, quite literally, demigods, with all kinds of unusual perks and anomalies, where magic just doesn't work the same way around them. For example, being able to handle Keening without being reduced to ashes on the spot. Also, the ability to kill dragons and make it stick. That just does not happen in Tamriel.

    It's less of the case with Oblivion, Arena, and Daggerfall. But the hilariously broken balance in Skryim and Morrowind is, weirdly enough, actually part of the theme.

    We get tastes of that with the player characters in ESO, but it isn't nearly as pronounced, because inevitably we're going to use our godlike powers on one another.

    I also have this weird suspicion that the classes are supposed to reflect affinities for various daedric princes in Elder Scrolls... and that in the process of being broken out you've been marked by one of them. Which would explain the downright strange behavior of our abilities. But, I've got no in game evidence of that, so, just speculation.
  • Egonieser
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    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.

    Exactly!
    In almost every single game, people want it to be like some other game, instead of enjoying what they have. Then they use "But it's constructive criticism.." argument. Bollocks to that, trying to change the game to suit their personal preference is not constructive criticism or anything alike, that's just wanting the game to be something it's not and was never meant to be.

    Complaints and disappointments about bugs is one thing, that's perfectly valid and understandable. But this constant "This game should be more Skyrim, this game should be more GW2, this game should be more... whatever.." is getting god damn stale. This is ESO, not Skyrim or GW2 or whatever other MMO. Just because it has some similarities to them does not mean they should instantly follow their path and be clones of them.

    Edited by Egonieser on February 27, 2015 6:10PM
    Sometimes, I dream about...cheese...

    Dermont - v16 Pompous Altmer Sorcerer (With a very arrogant face!)
    Egonieser - v16 Nord Stamina Dragonborn Wannabe
    Endoly - v16 Tiny Redguard Sharpened MaceBlade
    Egosalina - v16 Breton Cheesus Beam Specialist
    Egowen - v16 Dunmer Whipping Expert (Riding crops eluded her)
    (Yes, I had to grind all these to v16)
    Akamanakh - lvl 22 Khajiit GankBlade (Inspired by Top Cat)
    Targos Icewind - lvl 34 Imperial (Future) Jabplar
    (CP 830+)

    PC - EU
  • JD2013
    JD2013
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    JD2013 wrote: »
    Actually, he doesn't.

    The balance would be much worse than it is now. Programming balance into a Single Player game is VASTLY different from programming balance in an mmo.

    Also I wouldn't expect to see Spellcrafting at any time in the near future.

    All ES titles sans Skyrim have had a class system. I hated for example that I was able to learn all spells and swords and bows and heavy armour and light armour and medium armour and do on and basically become an indestructible God in Skyrim. That's not how a game should be. Your character should not be *That* OP ever.

    To be fair, Elder Scrolls has always used the kind of Dark Souls approach to classes. It defines some of your starting tools and initial stats and lets you grow in whatever direction you want.

    But, at the same time, the single player games have a very strong theme of apotheosis. In Morrowind you are literally transforming from a Jesus figure into some kind of fantasy superhero. And the Dragonborn are, quite literally, demigods, with all kinds of unusual perks and anomalies, where magic just doesn't work the same way around them. For example, being able to handle Keening without being reduced to ashes on the spot. Also, the ability to kill dragons and make it stick. That just does not happen in Tamriel.

    It's less of the case with Oblivion, Arena, and Daggerfall. But the hilariously broken balance in Skryim and Morrowind is, weirdly enough, actually part of the theme.

    We get tastes of that with the player characters in ESO, but it isn't nearly as pronounced, because inevitably we're going to use our godlike powers on one another.

    I also have this weird suspicion that the classes are supposed to reflect affinities for various daedric princes in Elder Scrolls... and that in the process of being broken out you've been marked by one of them. Which would explain the downright strange behavior of our abilities. But, I've got no in game evidence of that, so, just speculation.

    Actually I like that. Have an awesome.

    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!
  • Frawr
    Frawr
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    I have seen several examples of where class-less system works.

    Some people are claiming that it won't work because it will unbalance because everyone will play 1 spec:

    1, everyone playing the same spec = Devs buff/nerf skills to level the playing field.
    2, everyone playing same spec = everyone BALANCED!!!!!!!

    Could those of you claiming that it won't work provide examples of where it hasn't worked please.

    @Egonieser, yes it is my preference to have a class-less game. I personally think that it would be a better game for all of the players if it were class-less. I enjoy this game sufficiently to keep playing for the last year, however, I believe that it would be vastly improved as a whole game (not merely an AVA pvp game) by having skill trees available to all characters.

    [Moderator Note: Edited to match moderated version]

    Edited by ZOS_ShannonM on February 28, 2015 10:34PM
  • Shunravi
    Shunravi
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    JD2013 wrote: »
    Atarax wrote: »
    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.

    Actually, he doesn't.

    The balance would be much worse than it is now. Programming balance into a Single Player game is VASTLY different from programming balance in an mmo.

    Also I wouldn't expect to see Spellcrafting at any time in the near future.

    All ES titles sans Skyrim have had a class system. I hated for example that I was able to learn all spells and swords and bows and heavy armour and light armour and medium armour and so on and basically become an indestructible God in Skyrim. That's not how a game should be. Your character should not be *That* OP ever.

    I'm curious what games you played before Skyrim, because according to the part I bolded, it was not Elderscrolls games. I have always been able to level up all the lines. That was not exclusive to Skyrim.

    Oh, and the dragonborn is essentially a demigod anyways.
    Edited by Shunravi on February 27, 2015 6:56PM
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • thelordoffelines
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    Idk if I posted here and said this already buuut.....
    Without classes everyone would slot breath of life, bolt escape, and reflective scales (in pvp at least). Some people are saying everyone using the same skills is balanced and I guess you could say they are right although it would be boring. However they would need to make pve a lot harder to compensate for the over powered builds.
    Edited by thelordoffelines on February 27, 2015 7:49PM
  • dafox187
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    i completely dissagre then i cant make jokes about how much kewler us sorcs are

    don't get mad at my spelling, autocorrect doesn't cover fantasy.
    Why couldn't the Khajiit go to the party? She had to be Elsweyr.
  • newtinmpls
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    I do agree that the class system as it is would be better dumped, opening up abilities.

    The more basic problem here, though is the use/abuse of magic within skill design. Look at the actual skill options; the most powerful, most useful, most "cool" ones are linked to magic.

    What about backstabbing and sneaking as thief abilities (fingersmith for folks who liked the skyrim mods), not as magicka abilities?

    Light armor ends up being magicka based as well.

    What about more with weapons, relating to skill with weapons? I think there is a lot of unused potential here.
    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
  • WraithAzraiel
    WraithAzraiel
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    Atarax wrote: »
    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.

    I want to see a working system. That's all I want, I don't care if it's classes or classless, Doesn't matter.

    At this current point in time, there is NO WAY in Hell that they would find a way to properly implement the removal of classes. There's just no way. They haven't even removed Veteran Ranks yet.

    Spellcrafting got shelved because it was trumped in priority with console launch and B2P. BUT likely in it's current incarnation is broken as hell.

    I'm sure there's a small team (probably like 1 dude) that was working on it prior to it's announcement at QuakeCon. I'm sure some of it's already been QA'd and I bet ZOS is worried about releasing something that could possibly break the game.

    So it's going to stay shelved until they can release it without fear of it being abused by the same bunch of knuckleheads that abused the lack of a Cap on Ultimate Cost Reduction.


    Mind you this is all pure conjecture, but I firmly believe that if done right (AND MAN DO I HOPE IT'S DONE RIGHT) Spellcrafting will remove the need for the removal of classes.


    All we gotta do is be patient and keep hounding ZOS.

    Regardless of what happens, as the consumer base we're in this together.
    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
  • Atarax
    Atarax
    ✭✭✭
    JD2013 wrote: »
    Atarax wrote: »
    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.

    Actually, he doesn't.

    The balance would be much worse than it is now. Programming balance into a Single Player game is VASTLY different from programming balance in an mmo.

    Straw man argument much? Where did I say programming balance into a single player game isn't any different than an MMO? I only mentioned other Elder Scrolls games to correct what people were saying about there being classes in the other games, which is less than half of the story. There were classes, but they didn't mean anything.

    Also, TSW is an MMO.....

    So yeah, @dodgehopper_ESO gets it, you guys still don't seem to.
    JD2013 wrote: »
    I hated for example that I was able to learn all spells and swords and bows and heavy armour and light armour and medium armour and so on and basically become an indestructible God in Skyrim. That's not how a game should be. Your character should not be *That* OP ever.

    I liked being able to use any weapon or armor I wanted... oh wait, that's also possible for you to do in ESO as it is now! So I guess you hate ESO? Also, regardless, no matter how many abilities you have access to, you're still limited to 5 (+1) on each bar anyway, so in that context, you're prevented from accessing everything at once.

    Lastly, the biggest difference between having a restricted class system, and an open system where players can pick up whatever they want is... if for whatever reason, a given build is deemed to be the go to build, then in an open system, I can simply get the skill points to make the build, whereas with a closed system I may have to re-roll.


    I'd like to play how I want in ESO as well. No more blocking off abilities please.


    [Moderator Note: Edited quote to match moderated version]
    Edited by Atarax on March 1, 2015 1:44AM
    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
  • Atarax
    Atarax
    ✭✭✭
    Atarax wrote: »
    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.

    I want to see a working system. That's all I want, I don't care if it's classes or classless, Doesn't matter.

    At this current point in time, there is NO WAY in Hell that they would find a way to properly implement the removal of classes. There's just no way. They haven't even removed Veteran Ranks yet.

    Spellcrafting got shelved because it was trumped in priority with console launch and B2P. BUT likely in it's current incarnation is broken as hell.

    I'm sure there's a small team (probably like 1 dude) that was working on it prior to it's announcement at QuakeCon. I'm sure some of it's already been QA'd and I bet ZOS is worried about releasing something that could possibly break the game.

    So it's going to stay shelved until they can release it without fear of it being abused by the same bunch of knuckleheads that abused the lack of a Cap on Ultimate Cost Reduction.


    Mind you this is all pure conjecture, but I firmly believe that if done right (AND MAN DO I HOPE IT'S DONE RIGHT) Spellcrafting will remove the need for the removal of classes.


    All we gotta do is be patient and keep hounding ZOS.

    Regardless of what happens, as the consumer base we're in this together.

    Nice post mate. Awesome for you. We are in this together and we all want a better game. I am hopeful that Spellcrafting will allow us to recreate any class ability outside the class, or at least something equally effective. The problem is, you'd still have the class passives affecting non-class abilities, so they'd need to address that. Then we'd have a balanced system.
    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
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Atarax wrote: »

    Nice post mate. Awesome for you. We are in this together and we all want a better game. I am hopeful that Spellcrafting will allow us to recreate any class ability outside the class, or at least something equally effective. The problem is, you'd still have the class passives affecting non-class abilities, so they'd need to address that. Then we'd have a balanced system.

    I think there was a mention of passives in the spell school skill lines, though that could be power of suggestion.
    Edited by starkerealm on February 28, 2015 3:17AM
  • Atarax
    Atarax
    ✭✭✭
    Atarax wrote: »

    Nice post mate. Awesome for you. We are in this together and we all want a better game. I am hopeful that Spellcrafting will allow us to recreate any class ability outside the class, or at least something equally effective. The problem is, you'd still have the class passives affecting non-class abilities, so they'd need to address that. Then we'd have a balanced system.

    I think there was a mention of passives in the spell school skill lines, though that could be power of suggestion.

    If they add passives to spell school lines, cool, but if they leave in passives with discrepancies (ex. reduce spell cost for all abilities, flat increase to spell resistance, flat increase to block, flat increase to crit damage) in the classes that effect stuff outside the class trees, then you're stuck with inherent dis-balance again.
    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
  • Grao
    Grao
    ✭✭✭✭✭
    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.

    Do you think Zenimax's devs would be capable of such undertaking? They've even failed to remove the veteran system in time for the release of Tamriel Unlimited, I don't see removing classes happening... Ever.

    It would be interesting though, for those reasons you mentioned.
  • OtarTheMad
    OtarTheMad
    ✭✭✭✭✭
    ✭✭
    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.

    Sorry but just no. If anything they should add a class or two and speed up the deletion of Veteran Ranks. I can only speak for me but I believe one of the major downfalls to starting another character is the leveling past level 50, it's just painful. I, for one, would love to try about different builds with different races and just kind of have fun but I can't because it would take way too long to get to max rank so it's not worth it.

    You can, in a way, play the way you want but it just takes a lot of time to get to a point where you are able to contribute in PvP and end game content. I'd love to try out a Nord DK magicka based build or a Bloodmage or a Vampire Hunter build and other things but having a life outside this game makes it next to impossible to do these things with VR areas being a massive (and boring) quest grind. Just my opinion though.

  • Frawr
    Frawr
    ✭✭✭✭✭
    Grao wrote: »
    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.

    Do you think Zenimax's devs would be capable of such undertaking? They've even failed to remove the veteran system in time for the release of Tamriel Unlimited, I don't see removing classes happening... Ever.

    It would be interesting though, for those reasons you mentioned.

    As it happens, a friend played in the first betas. He told me that, in the early beta, there were no classes; only ES-style skill trees. Somewhere along the way, the classes were added. I don't know why. Perhaps they feared that their target audience wouldn't be able to cope without classes after playing other class-based MMOS (although that would be odd since there have been 5 previous games to use for practice!)

    Since they bolted them on to the game, in the first place, I would like to think that it wouldn't be so hard to remove them.
  • Grao
    Grao
    ✭✭✭✭✭
    Frawr wrote: »
    Grao wrote: »
    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.

    Do you think Zenimax's devs would be capable of such undertaking? They've even failed to remove the veteran system in time for the release of Tamriel Unlimited, I don't see removing classes happening... Ever.

    It would be interesting though, for those reasons you mentioned.

    As it happens, a friend played in the first betas. He told me that, in the early beta, there were no classes; only ES-style skill trees. Somewhere along the way, the classes were added. I don't know why. Perhaps they feared that their target audience wouldn't be able to cope without classes after playing other class-based MMOS (although that would be odd since there have been 5 previous games to use for practice!)

    Since they bolted them on to the game, in the first place, I would like to think that it wouldn't be so hard to remove them.

    Interesting, I guess I came too late into the Beta and didn't got that stage of creation. Maybe you are right and it would be easier since the classes were added as a second thought, but I doubt Zenimax would be willing to do such an alteration now, not when Console is about to come out. And if it is not done before consoles, we can't be sure it will ever be done.
  • seanvwolf
    seanvwolf
    ✭✭✭✭
    People make self-justified, quicker and better decisions with less in front of them, not more. Classes are fine, just need tweaking.
    Edited by seanvwolf on February 28, 2015 9:18PM
  • Frawr
    Frawr
    ✭✭✭✭✭
    seanvwolf wrote: »
    People make self-justified, quicker and better decisions with less in front of them, not more. Classes are fine, just need tweaking.

    You are implying that people cannot handle that amount of choice. The whole series has had that same amount of choice though.

    It would empower people to be good or to be bad.
  • ZOS_ShannonM
    ZOS_ShannonM
    ✭✭✭
    Hello, folks.

    We have removed multiple comments from this thread for being off topic. While we understand that posters may want to compare and contrast other games with ESO in order to make a point, we do ask that conversations continue to be mostly related to ESO, rather than other games. We would like to allow this thread to continue but if it veers off topic again, we will have to close it.

    Thank you for understanding.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
    Facebook | Twitter | Google+ | Tumblr | Pinterest | YouTube | ESO Knowledge Base
    Staff Post
  • FrostixX
    FrostixX
    ✭✭
    Man, you forgot this is an MMO, and in every MMO, there are always classes whether you like it or not. Deal with it.
  • olsborg
    olsborg
    ✭✭✭✭✭
    ✭✭✭✭✭
    FrostixX wrote: »
    Man, you forgot this is an MMO, and in every MMO, there are always classes whether you like it or not. Deal with it.

    This is simply not true, there are mmo's out there without a class system.

    PC EU
    PvP only
  • dharbert
    dharbert
    ✭✭✭✭✭
    ✭✭
    There are a few things you are just going to have to come to terms with in ESO. There will always be classes. There will never be open world, no holds barred, whether you want to or not, PvP. There will never be more than 5 + 1 skill buttons. There will always be grinders. There will never be children. These are just a few of the topics that come up all the time that are pointless because it won't change anything.
  • Squa
    Squa
    Just in case a dev reads this, what about implementing a very lore friendly, elder scrolls style major and minor class (I know its, specialties but those dont exist in eso). This would open up more classes, but require little work from the developers. For example, A major dragon knight and a minor dragon knight is a dragon knight. But a major dragon knight and a nightblade would be a shadowknight.

    For implementation, just make it so when you make a character you can chose a main and a secondary. Once in game, you chose two skill sets from your main, and one from your secondary. These become your skills. There should be no respecing or make it absurdly expensive, either costing crowns (and a lot of em) or 100k+ in game currency.

    Each class skill group has powerful skills and passives. So while it would definitely allow for some min maxing, it would also allow for some really interested and specialized characters. Some characters could use it to diversify there class, and others could use it to become super specialized.

    I think this would be more true to the elder scrolls play style, while not creating the chaotic min maxing from fully opening up all skill bars.

    Squa Zer (v14 NB NA)
  • Atarax
    Atarax
    ✭✭✭
    dharbert wrote: »
    There are a few things you are just going to have to come to terms with in ESO. There will always be classes. There will never be open world, no holds barred, whether you want to or not, PvP. There will never be more than 5 + 1 skill buttons. There will always be grinders. There will never be children. These are just a few of the topics that come up all the time that are pointless because it won't change anything.

    I think it's worthwhile to have the discussion and let devs know what we'd like to see. And they can accomplish the same thing (balance) as removing classes by giving people access to all classes eventually. Removing classes may be unlikely and would be a shame as you'd lose access to those skills entirely, but giving people access to all classes? Possible I imagine, and the game would be better for it, imo.
    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
  • b_archaonpreeb18_ESO
    Lorkhan is LIMIT.

    Lorkhan introduced LIMIT to the Aurbis, the 'gray maybe' so things other than gray, like Mundus, could exist.

    Classes are limits, ability slots are limits, races are limits. Remove limits and all you have is a gray soup of identical characters. They'd keep changing depending on the month, but in the end they'd all be the same.

    What we need is more diversity:
    -Hagraven, Briarheart and Lich transformations along with Vamp and Werewolf.
    -New classes.
    -Choose ONE daedric prince, get his skill line. Or choose ONE of the eight divines.

    It's better to balance by ADDING instead of by REMOVING. More things are left behind that way.
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    -Choose ONE daedric prince, get his skill line. Or choose ONE of the eight divines.

    I still can't shake the feeling that this is what the classes in ESO actually are though. A connection, one of the daedric princes... Mephala or Nocturnal for NBs, Meridia for Temps, Peyrite or Mehrunes Dagon for DKs, and Hermaeus Mora for Sorcs.
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