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New classes, weapons.

Zerin19
Zerin19
When will new classes be added? I have played with all four classes just a little, and they are all getting dull and repetitive. I would also like to see a spear added, and maybe a move set and weapons that require either bare hands or gauntlets, and maybe some good looking features with the move set. Not part of the topic, but why are the servers lagging all the time?
  • ajwest927
    ajwest927
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    Maybe not new classes but new class skill line, like a sorcerer healer for explain.

    They need to add dual battles pvp for 1v1 - 4v4
  • TheShadowScout
    TheShadowScout
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    -pops up frm behind the scenery-
    Did someone say "new classes"?

    Lemme repost something then... ;)
    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.


    And as for weapons I dream of...

    Adding crossbows to the "bow" skill line (maybe rename that to "marksman" instead). Possibly slings as well.

    Adding short stabbing spears as one-handed weapons.

    Adding flails as one- and two-handed weapons.

    Adding more options for destruction & restoration magic. Spell foci that work just like staves, but have different visuals - ornate spellbooks, holy symbols, gemmed skulls, shama rattles, meditation crystals, etc.

    A "one-handed and ranged" skill line, like the javelin-throwers in orsinium, with options for offhand - javelin, throwing knife, throwing axe, hand crossbow...

    A "one-handed and magic" skill line with some elemental wand or rune as offhand and a mix of elementally-enhanced melee strikes and wand mid-range and AoE attacks, restoring half-half stamina and magica on heavy attacks... (maybe even allow the wands/runes to be dual-wielded for destruction magic, alternating elemental type with each cast, but doing less damage then the two-handed options to balance the additional trait&set slot...)

    A "polearm" skill line for halberds, pikes, glaives, tridents, poleaxes, hunting spears, spetums, military forks, war scythes, naginata, monk's spade, partisans, bardiches, etc. (steal some animations from the aedric spear, and the line is halfway done anyhow...)

    A "brawling" skill line with weapons like punch daggers, brass knuckles, cesti and such, doing much less damage then "proper" weapons, but having skills with more CC instead... and allowing empty-hand non-lethal attacks for a possible area championship fight or tavern brawl options...
  • Zerin19
    Zerin19
    I only read half that really long post, but I liked most of it. I agree with the class evolution, but I would hope they would make it available after a certain amount of champion points are earned because in all honesty some players might not get much time to play. I was hoping they would add a healer tree to every class that are a lot different from the staff. Some kind of class tree for every class like priest or cleric that have heals that have detail behind them like the templar ultimate. I do like ranger, monk, and illusionist idea, but if I had to choose it would be difficult. The last thing i would like to add is if they add a new class I would hope they add the option to change classes by buying a token with crowns, but I would hope that the first class change would be free.
  • Essiaga
    Essiaga
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    Before we call for more skills lines etc ...

    @ZOS_BrianWheeler, @ZOS_RichLambert, @wrobel

    Where AOE caps added and Blinding Flashes removed for the same reason the 666 Deer were removed from Cyro?

    Brian Wheeler stated (with the assistance of his white board) on ESO Live that all the additional calculations from skills being unlocked at the time of the lighting patch are the cause of lag issues in Cyro, but not the lighting patch its self. Those would be Alliance Skills, Undaunted skills, Mages Guild Skills, and Fighters Guild skills. That must be why BWL seems to performs better then Vet. That and the limited CP.

    Why not just remove these skills (and reintroduce them later) rather then screwing with class skills and play the juggling act for the rest of the games existence? Those are also the skills, imo, that unbalance the classes as well. ZOS added Legerdemainan passives ... next we'll have Dark Brotherhood skills coming that are just going to add to the mix. Hence the adjustment to DOTs and AOE skills, etc.

    From the 2 Guild trees only Expert Hunter, Entropy and the 2 ultimate are typically used in PVP. Of the Alliance skills only Vigor and Magica Det are typically used out side the mass groups. Why not just consolidate these trees and reduce the passives, nerfing the ball groups in the process?

    Performance and balance need to be priority 1. Class skills should be sacred above and beyond all other skills as they are the IDENTITY of the character.

    Champion points and non class skils and passives can and should be sacrificed to fix the lag. Dumb down the game for the sake of all of us and then reintroduce stuff as you work things out. Siege should not replace skills in PVP to buy time for more tinkering.
  • ajwest927
    ajwest927
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    They should add new element to the game like, earth and wind
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