They can't even handle the classes and skill lines they have currently. Imagine the chaos with more ugh.
They need to add skills, abilities or classes in the game eventually or people would get bored with it.
TheShadowScout wrote: »Did someone call for me? Ooo, another "new classes" threat to repost my class morph idea:
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 “martial 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.
As for skill lines...
Yeah, we could really use more weapon skills. Stuff like:
Polearms
(steal some animations from the aedric spear line, and add some new ones, to wield stuff like spears, halberds, glaives, nagianta, poleaxes, tridents, monks spades, spetums, etc.)
One-handed and Ranged
(offhand choices like javelins, throwing axes, shuriken, throwing knives, etc. much like the sword&javelin fighters in Wrothgar...)
One-handed and Magic
(offhand runestone/wand for a mix of elementally charcted melee strikes and magican AoE and mid-range attacks)
Brawling
(less damage then "proper weapons" even with stuff like punch daggers, brass knuckles, cresti, etc., but more CC through wrestling moves - punches won't do much against armor, but wrestling moves might...)
We also could use more options for some existing skill lines. Like...
- adding Crossbows to "Bow" (maybe renaming it "Archery", possibly even "Marksmanship" and also adding slings...)
- adding flails and similar flexible weapons to One-handed and Two-handed weapon choices. Short stabbing spears might also go well as one-handed weapon (check out the fighters training near the Skywatch fighters guild!)
- adding some alternate weapon for destruction or restoration magic. I'd love to see some "Spell Focus" type item, that has basically the same effects, but different visuals, for items like holy symbols, ornate spellbooks, gemmed skulls, meditation crystals, shamans rattles, etc.
And finally... another guild, the Bardic Guild, which might allow people to wield musical instuments as "weapon", and use them to case continous AoE buff/debuff "song-spells"... stuff like mobility buff, offensive buff, enemy debuff, defensive buff, XP gain buff, maybe a sleep spell as ultimate... stuff like that.
@TheShadowScout howmany times have you spammed that list on the forums already? at least 6 times.
this game ddoesn't need need classes or morphs of them. see how already they are stuck at balancing things out. weapon skill lines i would be fne with because everybody has acces to them. furthermore people with 8 toons already will feel themself leftout
Thevampirenight wrote: »@TheShadowScout howmany times have you spammed that list on the forums already? at least 6 times.
this game ddoesn't need need classes or morphs of them. see how already they are stuck at balancing things out. weapon skill lines i would be fne with because everybody has acces to them. furthermore people with 8 toons already will feel themself leftout
Which is why they need to give us more charater slots or allow us to buy more.
Well whatever way they add more skilllines they need to do so in lots of abilties and skill lines.
Balance would be still an issue but everyone would want to branch out and use cool ablities and spells and they are adding a spell crafting system or so they where that was going to add tons of new abilties.
But yes spell crafting they would have to do it like this find the ingredients spell tomee and mix them together and thus premade spell is made for you to play around with. So people would not just make op spells and mixing spells together with less damage from both but they are mixed together in animation.
Thevampirenight wrote: »@TheShadowScout howmany times have you spammed that list on the forums already? at least 6 times.
this game ddoesn't need need classes or morphs of them. see how already they are stuck at balancing things out. weapon skill lines i would be fne with because everybody has acces to them. furthermore people with 8 toons already will feel themself leftout
Which is why they need to give us more charater slots or allow us to buy more.
Well whatever way they add more skilllines they need to do so in lots of abilties and skill lines.
Balance would be still an issue but everyone would want to branch out and use cool ablities and spells and they are adding a spell crafting system or so they where that was going to add tons of new abilties.
But yes spell crafting they would have to do it like this find the ingredients spell tomee and mix them together and thus premade spell is made for you to play around with. So people would not just make op spells and mixing spells together with less damage from both but they are mixed together in animation.
Why more character slots? 8 is enough, you can be every class as every gender as possible
At least that! And I will keep at it every time the topic comes up... or until I come up with a better idea for this matter, which I haven't so far...howmany times have you spammed that list on the forums already? at least 6 times.
That is your opinion.this game ddoesn't need need classes or morphs of them.
...and that is why I always propose class morphs available for -everyone- instead of "new classes" only people who start a fresh character might be able to enjoy. Since I am one of those people with "8 toons already" (and all of them in the veteran ranks too, where rerolling isn't really all that painless when one considers all the time invested)furthermore people with 8 toons already will feel themself leftout