Will there be more classes in the future?

Gothlander
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So far there are only 4 classes to choose from. Are there any Elder Scroll lore nerds on that could tell me if there are other classes in the Elder Scrolls universe that could be put into the ESO?
PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

TESO needs a wardrobe system badly. Something similar to WoW's tmog system would make this game one of the best mmorpg out there!
  • Artjuh90
    Artjuh90
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    nercomancer -> from the conjuration tree
    Illusionists have been in the game and this is from tes aswell
  • Tryxus
    Tryxus
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    First things first: ZOS promised a major class update and balancing early next year (Thieves Guild maybe)

    After that, I think the logical choice would be class morphs
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • Kammakazi
    Kammakazi
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    No.

    We're gonna be stuck with the same 4 classes.

    and the same abilities.

    For the next 10 years.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    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.
  • Artjuh90
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    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.

    have to agree though ...
  • Artjuh90
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    Have to add btw people with 8 chars now will have a problem aswell. this can be fixed by more slots but the question will rise will ZoS do this. otherwise the hardcore players or people who just like to RP alot will feel kinda screwed
  • Catblade
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    In Oblivion there were a bunch of classes and you could even make your own. I doubt we see more in ESO though due to balance issues
  • Artjuh90
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    Catblade wrote: »
    In Oblivion there were a bunch of classes and you could even make your own. I doubt we see more in ESO though due to balance issues

    morrowind had same leveling system with the same class creation
  • Messy1
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  • Artjuh90
    Artjuh90
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    Messy1 wrote: »

    he was so annoying to a skill to 1 to a thousand he probably died the times he scored on that score ....
  • TheShadowScout
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    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 :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.
  • Artjuh90
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    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?
  • MrDerrikk
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    Messy1 wrote: »

    I loved the Adoring Fan, he was a steady stream of free money if you killed him every time he spawned (all of 1-2 gold every time!)
    I have departed into the great unknown that is outside the game and the forums, and wish you well in your Tamriel adventures!

    DC - PC - EU - Australian
    VR11 Mrderrikk: Breton Stam Sorc (Vamp) | VR16 Derrikkinblack: Dunmer Mage DK | VR3 Cuts-Until-It-Dies: Argonian Magicka NB

    Oh look, Anook.
  • TheShadowScout
    TheShadowScout
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    Artjuh90 wrote: »
    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?
    Nevah!
    Doesn't even matter to me what the odds are of someone among the powers that be taking notice and getting inspired by my ramblings. I'll still post what I think would be the best option to diversify the class system without pis... uhm... annoying old guard players who may already have all their characters done with the original classes when they see a new class that yould have been "so much better" for their character idea...
    And it wouldn't really be 12, it would be four with three added flavors each.

    But yeah, I am aware that any new skills will be in dire need of balancing. Duh.
    Guess what?
    That will be true of -anything- they might -ever- add. Thieves Guild skill line? Dark Brotherhood skill line? Anything else they are considering?

    You are saying, they should never ever add anything unless they get what they have -perfect-?
    Guess what? Nothing is ever "perfect", things just get "good enough".
    Maybe they aren't that, yet. Adjustments to be made as they figure out more...
    Doesn't mean they shouldn't add new options.
    New options is what keeps people like me in a game, moreso then more balance.
    New options make things fun for me, even when I get my behind whupped in a very unbalanced way in cyrodil.

    You can keep your opinion of course. And ignore mine when I post it.
    Just please don't try to deny me having mine, or me posting mine.
  • ADarklore
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    If I was to guess, I'd say they will add new races and possibly classes... to the Crown Store. It makes logical and financial sense to do so, other games (DCUO) does the same thing... new powers in the Marketplace along with selling tokens to change powers.
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • Danikat
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    Previous TES games didn't have classes in the way most RPGs do, where you have to pick a class and that determines what skills and equipment you can use. Instead they had lots of skill lines which could be used in any combination and classes were just pre-determined selections. Even if you picked one you could still level any of the other skills.

    So it really depends on which part of that you want. They could add classes like the acrobat, battlements, archer etc. But I'm not sure they'd really be any different to what we can do now.

    Alternatively they could add new skill lines which everyone can use, like the various schools of magic (illusion, counjouration etc.) and things like agility, or unarmed combat, which might work better. Just like a templar in light armor with a restro staff plays differently to one in heavy armor with a Greatsword these would add new ways to vary your characters.

    Based on what they've done so far I think the second is more likely too.
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • TheShadowScout
    TheShadowScout
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    Danikat wrote: »
    Previous TES games didn't have classes in the way most RPGs do...
    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.
    MMOs like to have reasons to get people working together, and excluding some abilities for some characters is a good reason to bring people to group, so that allies can cover ones weakness, hence the classic "trinity".
    Not to mention, the need to prevent everyone by neccessity becoming one super-effective build for PvP... its very, very boring to PvP where everyone is the same, inneate class differences prevent that possibility.
    Which is what I presume would the developers have been thinking when they came up with the ESO system... which is why we have the most useful skills seperated in classes to "encourage" people into different character builds.

    I'm okay with that. They -did- allow way more and wider selection then many MMOs in terms of armor and weapon skills... most lock those to class as well. And yes, I would loooove to see more weapon options available for everyone to pick and choose...

    If anything, I would love to see more -flavor- thus my endless reposting of my "class morph" ideas, hoping to spawn some thought on the matter. And maaaybe someday even inspire some game enhancements if someone at ZOS takes notice. Not too likely I suppose, they have their own developer team after all but... one can dream... ;)
  • mtwiggz
    mtwiggz
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    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 :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.

    There is no "Bard" class mentioned in your post. Thus making the entire rant irrelevant.
  • Dominoid
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    I doubt there will be new classes. In fact class lines will be blurred nearly completely with the release of Spellcrafting.

    https://www.reddit.com/r/elderscrollsonline/comments/2xpn39/data_mining_spellcrafting_what_is_it_and_what_are/

    I can actually see them bringing a feature in the game that will allow you to learn other class skill lines. Perhaps you'd need to swap out one of your class skill lines for this to happen or simply limit a other class lines to a single skill line at a time.
  • TheShadowScout
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    mtwiggz wrote: »
    There is no "Bard" class mentioned in your post. Thus making the entire rant irrelevant.
    They were talking about classes.
    I would like to see "bard" as guild instead, like the mages and fighters guild, with a "musical instrument" special weapon that can only cast continous (as in, toggleable) song-spells (aka, guild abilities) to buff and debuff all in hearing range...
    Thus they don't get mentioned in my class morph ideas, since I consider the bardic guild idea a seperate topic...
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