Forestd16b14_ESO wrote: »No. Now please stop asking for why should ZOS add more classes when the 4 we have are not only broken but shattered into 100s of pieces.
Nevah!plz stop with those class morphs won't be implemented ever and with 4 classes that can't be balanced properly you think they would do beter with 12?
True. They also didn't have OP class skills, and no ultimate skills... and all the skills and spells they did have were quite a bit weaker whereas weapon attacks did most of the killpower. They also had no need for any tank/healer/DPS distinction, since it was a solo game anyhow.Previous TES games didn't have classes in the way most RPGs do...
TheShadowScout wrote: »Additional classes? Not such a good idea as it might vex those who already had their alt quota filled a while ago...
Class morphs on the other hand that everyone can just tack on to theior existing class... well, lemme repost my notions on that, once again:
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), 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.
They were talking about classes.There is no "Bard" class mentioned in your post. Thus making the entire rant irrelevant.