New Classes

  • timborggrenlarsenb16_ESO
    Necromancer - more of an evil caster
    jkemmery wrote: »
    How about properly balancing the existing classes?

    Same goes for the expansions and new stuff the release = DONT fix the game, and the LAG before releaseing anything new to the game
    FFFRRREEEDDDOOOMMM!!!
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  • xcommyx
    xcommyx
    Necromancer - more of an evil caster
    I would love to see the introduction of conjuring into this game, seeing as it was what made Skyrim so enjoyable to me. Conjurable weapons, the ability to summon more than the two sorcerer pets (not including the stationary and temporary Storm Atronach), or even necromancy would make this game so much more enjoyable. Then maybe I would consider throwing money into it.

    Another idea I've been mulling over is a 1h/spell build, where you would only need one sword equipped with some other enhancement in the offhand, similar to Skyrim. I understand this is an mmo first and a TES game second, but those things would make this game far more enjoyable for me.
  • Van_0S
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    AfkNinja wrote: »
    I'd prefer them to add "class morphs" instead of new classes, so people who already have all character slots filled can benefit from it was well... and everyone can diversify their existing characters instead of having to level a new one from scratch...

    Lemme as I usually do when this or similar comes up post my idea once again, current revision:
    Personally 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/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...

    Some possibilities:

    Dragonknight
    - Gladiator (offensive self buffs & warcries; color: red/orange)
    - Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
    - Warlord (defensive group buffs, AoE standards, color: purple/gold)

    Nightblade
    - Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
    - Monk (melee support & assorted “matrial arts” magic; color: blue/purple)
    - Ranger (animal summoning and nature magic; color: brown/green)

    Sorceror
    - Cryomancer (ice magic, color: white/clear - NPC cryomancer)
    - Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
    - Spellsword (melee support & buff magic; color: yellow/orange)

    Templar
    - Druid/Shaman (nature magic, totems, animal summons; color: green/brown)
    - Crusader/Paladin (melee support and aura-style buff magic; color: white/gold)
    - Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)

    Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
    So for example if a sorceror goes necromancer, their spells might be color-shifted to necromancer “coldfire” cyan, and if they turn cryomancer, their dark magic crystals will turn ice-ish in effects, spells will get color-shifted to white-blue or white-purple, 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.

    ...of course, all those quick ideas are just very rough concepts, without much consideration but character fluff. I merely tried to give some options, and went for three instead of just two "magica-specialization / stamina specialization" - It's supposed to be more for added character diversity then anything else after all.

    Thus for example with nightblades, there might be one magica-caster based with "illusionist", one stamina melee based with "monk" (Yes, a nod at the old D&D class of the name, the first “martial arts” powered class I remember in fantasy gaming) and one pet based as "ranger" since nightblades mesh very well with bow, and giving them woodland creatures for the "hunter" playstyle would seem applicable.

    Similar thoughts for the sorceror - spellsword for stamina sorcerors, cryomancer since ice staves have no matching skill line yet (while fire and lightning staves sort of have), and necromancer because all too many people really, really want that... ;)

    Templar... the druid/shaman is a very natural idea, between breton wyressess, argonian treeminders and bosmer spinners, nature magic meshes very well with Templar healing and sunlight-powered spells; paladin is for stamina templars and a nod at the old D&D class of the same name (possibly subject to TES-ification change), and my "witch-hunter" idea is kinda inspired by the spanish inquisition (Yes, I know noone expected that :smirk: ), its "warhammer" imperial counterpart and also "Dragon Age", I admit it... seems logical to set up the aedric-flavored templars as natural enemies of the more deadric-flavored sorcerors...

    Dragonknight I had the fewest ideas, since I kinda dislike that class. More fire magic for dragonknight magica-casters with pyromancer is a natural first thought... so then I went with "leader-style group play support" and "berserker-style single combatant" flavors, though there may be better ideas then those...

    In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your “perfect” character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, 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.

    I like how you think. Replace Vet levels with an upgraded class.

    I seriously, Agree with you there .
  • Makkir
    Makkir
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    None....fix the more important issues first
  • Asherons_Call
    Asherons_Call
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    Beastmaster - train pets (non-magic version)
    Beast master would be awesome.. Especially if you could choose which mob you wanted to tame and train.
  • Paulhewhewria
    Paulhewhewria
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    I'm going to say no new classes till my damn DK can feel right again.
  • AhPook_Is_Here
    AhPook_Is_Here
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    DAEDRAGODSLAYER, Half-human, half-daedra, half-aedra, half-chuck norris, with shoulder mounded 50-caliber auto-cannons and a 30 ft. long GREAT SWORD, not a good sword, a GREAT SWORD he rides into battle on his rocket-propelled laser-shark ready to kill everything that stands in the DAEDRAGODSLAYER's way.

    His core ability is "1 shot", this ability 1 shots everything.
    Edited by AhPook_Is_Here on September 30, 2015 8:15PM
    “Whatever.”
    -Unknown American
  • LordSemaj
    LordSemaj
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    We need more classes? I thought the four RPG tropes were already here... just balance the existing classes and you can effectively make most of these. What is a Cleric other than a heavy-armored Templar using a mace and shield? Or a Berserker other than a raging Dragonknight with medium armor and a two-hander?

    If anything, they can just add more skills to the existing classes to give us more build options.
  • Akrasjel
    Akrasjel
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    None
    [PC][EU][Daggerfall Covenant]
    Akrasjel Lanate - Imperial Nightblade | 50 | CP900+
    Born: 2E 551

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    Houses: Strident Springs Demesne,


  • Victus
    Victus
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    Yeah how about none? I'd rather get the ones they have juuuust right.
    Throm the First - Redguard Dragon Knight - Daggerfall Covenant
    vanquishguild.com
  • Hiero_Glyph
    Hiero_Glyph
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    ZOS just needs to add a 4th skill tree for each of the current classes. This would make grinding up a new character irrelevant and allow for more build diversity. The potential to have skill trees for the Thieves Guild and Dark Brotherhood would only make each class feel more unique as well. ZOS just needs to figure out how to handle stamina morphs, and give magicka users the possibility to use actual weapons for hitting things (my suggestion is a new trait that makes the weapon damage scale off of magicka). There is a lot of potential left in ESO so a new class is not required yet.
  • DisgracefulMind
    DisgracefulMind
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    I don't want them to add new classes, but new skill lines available for everyone would encourage a lot more builds, so I'd go with that.
    Unfortunate magicka warden main.
    PC/NA Server
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    Retired to baby bgs forever. Leave me alone.
  • ZioGio
    ZioGio
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    Levo18 wrote: »
    Shaman. There are plenty of them already in game as enemy NPCs why not let us use those skills too?

    Because that's something they shamelessly copied from world of warcraft and has never been in an elder scrolls game
    *avoids mentioning dragonknights*

    Shaman have long been part of Elder Scrolls lore prior to ESO. Do a search for the term at http://www.uesp.net/.
    PC NA
  • Mordenkainen
    Mordenkainen
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    Necromancer - more of an evil caster
    Necromancer.

    Been waiting for Necromancy to be added to the player repertoire since launch. It's a part of the ES universe and was available to the player in pretty much all of the games. Why not ESO ? Not like the related skills aren't already in the game.

    Look to the numerous XY necromancer enemies. I've even had some of them reanimating the skeleton of a fallen friend, the skeleton directly came out of the corpse.

    It's there. Make it available to us!
  • SirJesto
    SirJesto
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    Monk - hand to hand combat
    Salmonleap wrote: »
    None of the above.

    Give me Spellcrafting, Weapon Ultimates, and more weapon skill lines. With that I can make any "class".

    ZOS made a mistake by putting classes into ESO in the first place.

    No one says you need to use ANY of your skill points on class abilities.
    But more options to existing lines and new skill lines would be great.
  • LameoveR
    LameoveR
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    Another wet dreams about new classes.
    Wonderful.
  • Deheart
    Deheart
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    Monk - hand to hand combat
    One of the things I mised from skyrim, the ability to fight with fists ( or gauntlets)
    As a casual player I was satisfied that at one point I had a char max level and near max crafting with almost all motifs and I pretty much lost interest. Then ESO discovered DLC's and now my main is just a wanabe and I am happily pulled back into the game.
  • Digielf
    Digielf
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    Elder Scrolls isnt really class-focused the classes are the original RPG 3 - Warrior, Mage, Thief after that they have many categories that you can follow
    Old TESO Player
  • GreenSoup2HoT
    GreenSoup2HoT
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    Monk - hand to hand combat
    All i want is a hand to hand combat skill line. I use the undaunted infiltrator and go unarmed and get away with 1k heavy attack's with my fist's. xD
    Edited by GreenSoup2HoT on October 14, 2015 1:51PM
    PS4 NA DC
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    No new classes untill we get more Character slots.
  • gen_reynard2050
    gen_reynard2050
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    GI-TimeBomb.gif


    a class that can craft bomb.gif?? pleassssss
    "What the lion cannot manage to do, the fox can".
  • Cillion3117
    Cillion3117
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    Necromancer - more of an evil caster
    Necromancer or a druid/ranger summoning class would be my top picks.
  • teladoy
    teladoy
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    This game need two classes more, but for that, first need to try to pulish a lot more and rework some things of current classes. I believe is not already clear even for zinemax what they want right now, I think they had an idea in the past (that is not wrong at all), that then have been change by request and logic of the players and now is like ehhhhhhh ok, we are something lost, but we just need to sit on the table to finish debate about classes.

  • Frawr
    Frawr
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    Remove all restrictions and et everyone use all skill trees.

    Cue doomsayers.
  • Stranglehands
    Stranglehands
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    Bring back bards
    .kcoR gnillaF si noitadnuoF esohw ETIYREP oT
  • nimander99
    nimander99
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    An Agitator; Someone who trolls ESO forums picking on poster's and using sarcasm liberally.

    Main Bar: Bare Hands (free for typing)

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    Male, Dunmer, VR16, Templar, Aldmeri Dominion, Master Crafter & all Traits, CP450
  • shadow071179
    shadow071179
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    Beastmaster - train pets (non-magic version)
    Id also love a Druid or a shapschifter.
  • Kammakazi
    Kammakazi
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    Monk - hand to hand combat
    MELEE CLASS BABY
  • Taz
    Taz
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    I'd rather see new skill lines than new classes. Like something from the Wyresses (nature magic, shapeshifting), a necromancer skill line, etc. Preferably with some manner of questline that you have to complete before you unlock the skill like becoming a necromancer's apprentice, or even some kind of fun little thing like you encounter someone challenging you to a tavern brawl and you accept- SKILL LINE UNLOCKED: UNARMED COMBAT.

  • dday3six
    dday3six
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    I want ZOS to focus on the existing balance issues first, before creating new ones.
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