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Suggestion: 12 New Advanced ("Dual") Classes

ForestGuard
ForestGuard
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3437215.jpg



Only having four classes was always a downside for TESO, one that I think turned a lot of people off from the game. Having played MMORPGs off and on for about 12 years, I believe that this suggestion could vastly increase replayability and draw in more people from other MMOs, especially those who heard that the options for classes were so few and so restrictive.

So here is my suggestion, Advanced Classes or "Dual Classing".

To unlock Advanced Classes you must first level two characters of different classes to level 50. This allows you to change either of their Base Classes to an Advanced Class, using Skill Lines from each one. Two Advanced Classes exist between each of the Base Classes, and both are unlocked at the same time. For example, if you leveled a Nightblade and a Sorcerer to 50, you can make either or both of those characters into Ritualists or Demonologists.

If you have a level 50 Templar, Sorcerer, Nightblade AND Dragon Knight, your characters can become any Advanced Class connected to their original class, potentially 6 total Advanced Classes per character. For example, your level 50 Templar could become a (Dragon Knight) Warden, Zealot, (Sorcerer) Evoker, Apostate, (Nightblade) Heretic or Seer.

Each Advanced Class, like existing classes, can have only 3 Class Skill Lines. Two of the Skill Lines are chosen for you depending on the Advanced Class you pick, the third is entirely up to you and may be reassigned later for a Scroll of Knowledge (50 Pack = 50 Crowns). Advanced Classes may be abandoned for 50 Crowns, returning you to your original class and allowing you to choose a new one or remain as a Base Class.

The image is pretty self-explanatory, some of the names and given Skill Lines may need tuning, but this is essentially what I think could help the game.


Sorcerer/Nightblade - Ritualist & Demonologist

Nightblade/Templar - Heretic & Seer

Templar/Dragon Knight - Warden & Zealot

Dragon Knight/Sorcerer - Shaman & Occultist

Dragonknight/Nightblade - Reaver & Shadowflame

Sorcerer/Templar - Evoker & Apostate

Personally? (And clearly I am biased.) I would be infinitely more excited to play my Sorcerer as a Shaman with Earthen Heart, Ritualist with Siphoning or Evoker with Restoring Light.

  • teladoy
    teladoy
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    Level two classes to 50, ok that's all I start to need to hear, next post pls.
  • Nirnrot
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    I'll do you one better.. Get rid of all the classes, but keep the skill lines, and then just let people build however their heart wants. Now that's an Elder Scrolls title right there lol

    I like your idea though, dual class is something I've mused about. I appreciate how well thought out this is. +1
  • AngryNord
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    Nirnrot wrote: »
    I'll do you one better.. Get rid of all the classes, but keep the skill lines, and then just let people build however their heart wants. Now that's an Elder Scrolls title right there lol

    ???????

    http://www.uesp.net/wiki/Arena:Classes
    http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes
    http://www.uesp.net/wiki/Battlespire:Intrinsic_Classes
    http://www.uesp.net/wiki/Morrowind:Classes
    http://www.uesp.net/wiki/Oblivion:Oblivion


    Besides - this game needs LESS FoTM, not MORE.
  • Jitterbug
    Jitterbug
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    Cool.
  • Dracane
    Dracane
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    No and no and no.
    The class system is fine and these 4 classes aren't even fully balanced and most abilities are still trash.
    Just improve and fix the available classes and good.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • ColoursYouHave
    ColoursYouHave
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    teladoy wrote: »
    Level two classes to 50, ok that's all I start to need to hear, next post pls.

    Leveling two classes to 50 isn't that difficult to do...
  • Alucardo
    Alucardo
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    Dracane wrote: »
    No and no and no.
    The class system is fine and these 4 classes aren't even fully balanced and most abilities are still trash.
    Just improve and fix the available classes and good.
    Don't always agree with Dracane, but I have to here.
  • Dracane
    Dracane
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    Alucardo wrote: »
    Dracane wrote: »
    No and no and no.
    The class system is fine and these 4 classes aren't even fully balanced and most abilities are still trash.
    Just improve and fix the available classes and good.
    Don't always agree with Dracane, but I have to here.

    But we love each other.....
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Merlight
    Merlight
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    Each Advanced Class, like existing classes, can have only 3 Class Skill Lines. Two of the Skill Lines are chosen for you depending on the Advanced Class you pick, the third is entirely up to you and may be reassigned later for a Scroll of Knowledge (50 Pack = 50 Crowns). Advanced Classes may be abandoned for 50 Crowns, returning you to your original class and allowing you to choose a new one or remain as a Base Class.

    If you've thrown this paragraph in to attract the bean counters, it's missing a couple of zeros.
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
    The offspring of the root of all evil in ESO by DeanTheCat
    Why ESO needs a monthly subscription
    When an MMO is designed around a revenue model rather than around fun, it doesn’t have a long-term future.Richard A. Bartle
    Their idea of transparent, at least when it comes to communication, bears a striking resemblance to a block of coal.lordrichter
    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • aidenmoore
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    I do really like the idea of class advancement but with the game current condition, they need to focus on improving what is currently in the game. Bug fixes, class balance, PvP, etc2.
    Daggerfall Covenant
    Gorrag gro-Gar - Dragonknight ( Vehemence )
    YT : Gorrag gro-Gar
  • Nirnrot
    Nirnrot
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    AngryNord wrote: »
    Nirnrot wrote: »
    I'll do you one better.. Get rid of all the classes, but keep the skill lines, and then just let people build however their heart wants. Now that's an Elder Scrolls title right there lol

    ???????

    http://www.uesp.net/wiki/Arena:Classes
    http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes
    http://www.uesp.net/wiki/Battlespire:Intrinsic_Classes
    http://www.uesp.net/wiki/Morrowind:Classes
    http://www.uesp.net/wiki/Oblivion:Oblivion


    Besides - this game needs LESS FoTM, not MORE.

    Sarcasm is still lost 99% of the time, everytime online. Nice use of links though.

    Let me be blunt.. Dual class will never happen. We can still let people be creative and share their ideas, and even try to be supportive while we're at it.
  • dday3six
    dday3six
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    ZOS can barely balance the existing classes...
  • Sausage
    Sausage
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    You guys are so out of control, if we are lucky we get one new class with each expansion. ESO isnt designed to be class game, theres lots of universal skills too. If I see this right, Spell Crafting is going to turn this into classless game and its the right choice as population keeps going down.
    Edited by Sausage on November 8, 2015 12:30PM
  • Armitas
    Armitas
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    With the whole 4 people to a dungeon it's really hard to add any new classes, there is no room for a support class and adding anything else would just be redundant. This is a really insightful way of getting around that. I hope they see this before it gets buried because at some point they will need to expand the class system in a way that works. Hopefully this will be at the top come Monday.
    Edited by Armitas on November 8, 2015 12:59PM
    Retired.
    Nord mDK
  • Zardayne
    Zardayne
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    Dracane wrote: »
    No and no and no.
    The class system is fine and these 4 classes aren't even fully balanced and most abilities are still trash.
    Just improve and fix the available classes and good.

    No, the 4 class system is boring as hell. Sure I can theorycraft all day and I love to try to build something new and unique but I always give up since my choices are pretty slim. If you're magic based you can throw out half the abilities. Same thing if you go for a stamina build. After they removed the soft caps being a hybrid is shot..At least give us some more skills to build with.

    I will agree there are quite a few abilities that are worthless but i want some variety
  • TheShadowScout
    TheShadowScout
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    I don't really like that idea. Why? Two reasons - for one, it allows people to cherry pick skill lines for some extra-cheesy FotM builds to take the best of two classes, for another it depends on making new characters to enjoy the added diversity.

    If there was an expansion system for classes, it should be something -every- character can benefit from one way or another, not something that requires people to retire the characters they may have spent over a year on and start a new one...

    Personally I would much prefer a system that allows people to add to the existing classes, add to existing characters, yet stays balanced within itself, instead of new duel classed characters having a power edge over everyone else due to ability cherry-picking...

    Naturally I would must prefer something like my class morph idea, which I continuelly repost just because... so I'll do that here, again... (as some knew was bound to happen ;) )

    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 – which incidentally would also give people the whole of cadwells gold to focus on making this new skill line… (a "reward" for finishing cadwells gold might be some alliance change quest, but that is another topic, to be discussed elsewhere…)
    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 – golden lightning!)

    Templar
    • Shaman (nature magic, totems, summons; color: green/brown)
    • Crusader (melee support and aura-style buff magic; color: white/gold – holy light)
    • 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.
    Perhaps even morph the spell effects to some degree... like, for summoned armor might look daedric on normal sorc, worm cult / lich on necromancer, and ice armor on cryomancer, etc.
    That idea might perhaps take a bit too much coding to be viable though... I'd be happy with pure color shifts.

    ...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; crusader is for stamina templars as the class name has been appearing in TES games before, despite tamrielic religions having less a focus on "cross" then where the name originated, 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...

    The skills itself are also just rough concepts - some I am quite happy with, others I feel might benefit from more thought and ideas… but it's a start I suppose, a proof of concept kind of notion, something like that… with ample room for refinement and reworking.
    (also note that many of those I "borrowed" from existing mobs without knowing the actual in-game name of the abilities, just by remembering what I could from the time some mob used them unsuccessfully against one of my characters, so please, don't get too hung up on the names I used here, all right? ;) )

    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.
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