Huggernaut wrote: »I'd like to see all the classes removed and the game turned into a skill based system. Which we basically already have at this point.
Then the devs can just keep adding new abilities to the game without the need of adding an entirely new class to the game, forcing people to roll alts in what is probably the most hostile environment for rolling alts I've ever played in.
Another idea that has come since that post was to maybe even morph the existing effects with this system. So for example if a sorceror goes necromancer, their summons will be morphed from familiar/clannfear/twilight/storm atronarch to necromancer stuff like skeletons, flesh atronarchs, wraiths, bone collossus... and if they go cryomancer, their dark magic crystals will turn ice-ish in effects and their summons will be something along the lines of ice wraiths and frost atronatrchs... or a nightblade going ranger would have their reddish effects recolored to something nature-ish green & brown... that sort of stuff. for more visual goodieness and varietee between classes.TheShadowScout wrote: »I had a similar suggestion a while back, for a class morph to be choosen after completing Cadwells silver/gold... to reward people who do play through that - a variation of the idea was to let them do the class morph after silver, and let them pick a cross-class skill line (basic class skills only) after gold...
I'll just repost it here:
So I would think the best way to add more "classes" is to give each class, say, three different "class morphs", each with its own new skill/passives line. Perhaps becoming available after completing cadwells silver? Some possibilities:
Dragonknight
- Berzerker (self buffs, warcries?)
- Conqueror (group buffs, standarts)
- Pyromancer (flame resist and even more fire)
Nightblade
- Illusionist (illusion summoning, mind magic)
- Monk (melee support & assorted magic?)
- Ranger (animal summoning and magic)
Sorceror
- Cryomancer (ice magic)
- Necromancer (death magic and undead summoning)
- Spellsword (melee support & magic)
Templar
- Druid (plant magic, some summons)
- Shaman (primal nature magic, totems)
- Witchhunter (counterspells)
Those were quick ideas of course, without much consideration but flavor. I went for three options instead of two to add more choices for added character diversity. Since that is always something I would love to see... much more fun having more diversity, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose, so adding more active skills only increases a characters choices, not exactly their power...
And yes, spellcrafting might be able to cover some of those... but spellcrafting won't give you passives, which these skill lines should.
No No No No.. and No
They should add new skill lines and not new classes. I wanna continue on progressing on my Character, I don't want to feel like I need to lvl up a new to take part of a new update.
Agreed, spread the few Templar abilities that work to the other three classes or weapon skills.c.p.garrett1993_ESO wrote: »I would like to see more variety than what is currently given.
I think the classes should actually be reduced to the classic warrior, mage, and rogue. Sub-classes could be established from there and a wider (but more limited [skill points]) range of abilities could be provided to create your unique build.
I also think resetting your build should be cheaper and more accessible to compensate.
You should also be able to change builds (resetting all skill points) in the event you are unsatisfied with your choice. Often times this is because of changes beyond your control.
c.p.garrett1993_ESO wrote: »Agreed, spread the few Templar abilities that work to the other three classes or weapon skills.c.p.garrett1993_ESO wrote: »I would like to see more variety than what is currently given.
I think the classes should actually be reduced to the classic warrior, mage, and rogue. Sub-classes could be established from there and a wider (but more limited [skill points]) range of abilities could be provided to create your unique build.
I also think resetting your build should be cheaper and more accessible to compensate.
You should also be able to change builds (resetting all skill points) in the event you are unsatisfied with your choice. Often times this is because of changes beyond your control.
Mostly the healing abilities. I started off with an Imperial Templar (DC) and moved to a High Elf Sorcerer. The damage is pretty impressive early on but I kept dying from enemies that only slightly outleveled me (3-4 Levels) due to the lack of any healing. I ended up deleting the character and starting from scratch just so I could get the Clannfear instead of the exploding Scamp.
So far it's going better but I think that's just because I'm getting used to how to use it. I still wish I had at least one or two healing abilities to keep myself going.
Sorcerer also seems to have no use in a support role. I could use a healing staff, but I would be less usefully than any Templar.