dodgehopper_ESO wrote: »DB = Poisons... maybe shuriken
Well that's what I was expecting anyway.
I was hoping that TG would offer some more thieves tricks. Something like Blinding Powder, and another form of cloak (after all everyone can get purge from alliance skill line).
Agreed. There could be entirely convinience and non-combat skill lines all around, just to make the game better and more interesting for everyone (except PvPlayers I expect, they would just ignore those skills and do their usual whining about how the game "needs to be fixed, classes nerfed/buffed and lag eliminated")The reason ZOS has given for why they are not adding guild skill lines with the upcoming DLCs is because of imbalance in the current skillsets. While the current Guild skills are pretty squarely focused on combat, it is not imperative that future guild skills be combat-centric.
Thieves guild skills would be a great place to start with stuff thats only usable in stealing and not in combat.What Thieves Guild Skills could do:
Dark Brotherhood would likely have to have combat-oriented skills, but I love the idea of them only being somehow not all that applicable in PvP. Just making players immune (citing "vestige" status) might be plausible!What Dark Brotherhood Guild Skills could do:
Agreed!Without skill lines such as these, that the Thieves Guild and the Dark Brotherhood are going to feel incomplete. To me, it's akin to releasing a narrative story that has no voice acting. In ESO, Guilds have skill lines... that's the design.
Now, many of these thoughts are based on speculation because we have yet to see exactly what content is included with the Thieves Guild and Dark Brotherhood. If the DLC has players joining the Thieves Guild and Dark Brotherhood, then one would hope that ZOS has plans to release Thieves Guild and Dark Brotherhood Guild Skills to all players at some point in the future. While this wouldn’t be ideal, it would be preferable to never getting these Guild Skill lines.
Indeed. They could very easily add a skill line for -everyone- who joins these guilds, putting the "joiner" quest into non-DLC regions... and then let people slowly raise their guild skill through thievery/assassination dailies... but... give an extra big hepling of guild advancement to those who buy the DLC and play through the guild story.Spottswoode wrote: »Making them available and grindable to all players irrespective of their DLC purchases or subscription is a good start to avoid p2w.
I desperately hope that Zenimax will retract this idea of no new skill-lines, and give us a skill-line for both the Thieves Guild and the Dark Brotherhood. Especially considering they said from the very beta that both will come, and have the same representation similar to the Fighters Guild and Mages Guild.
I desperately hope that Zenimax will retract this idea of no new skill-lines, and give us a skill-line for both the Thieves Guild and the Dark Brotherhood. Especially considering they said from the very beta that both will come, and have the same representation similar to the Fighters Guild and Mages Guild.
It's probably way too late to put in a skill line for TG DLC.
I watched ESO Live but I must have missed that bit about no skill lines for TG and DB. What exactly did they say?
I watched ESO Live but I must have missed that bit about no skill lines for TG and DB. What exactly did they say?
To a question about new skill lines in general, Matt said (my paraphrasing): we wanna, but not now, get what's in-game at the moment right first (in terms of balance and performance), before adding potential complicating additions.
I watched ESO Live but I must have missed that bit about no skill lines for TG and DB. What exactly did they say?
To a question about new skill lines in general, Matt said (my paraphrasing): we wanna, but not now, get what's in-game at the moment right first (in terms of balance and performance), before adding potential complicating additions.
Honestly, I think that's the proper approach. There's so much that needs to be fixed already. It was one of the better answers, really. It made sense, and didn't involve "no ETA". Part of me even thinks delaying DLC all together so ZOS can concentrate on only fixing the mountain of issues ESO has, might be for the best.
I watched ESO Live but I must have missed that bit about no skill lines for TG and DB. What exactly did they say?
To a question about new skill lines in general, Matt said (my paraphrasing): we wanna, but not now, get what's in-game at the moment right first (in terms of balance and performance), before adding potential complicating additions.
Honestly, I think that's the proper approach. There's so much that needs to be fixed already. It was one of the better answers, really. It made sense, and didn't involve "no ETA". Part of me even thinks delaying DLC all together so ZOS can concentrate on only fixing the mountain of issues ESO has, might be for the best.
Then, really, they should have planned to release another DLC. The Justice System pvp announcement hasn't exactly instilled confidence in their ability to "figure things out" to the point they feel they can release more complex content.
And this is what? The THIRD DLC and they're already starting to cut things out to keep on schedule because otherwise they'd break the game? That's not good.
I watched ESO Live but I must have missed that bit about no skill lines for TG and DB. What exactly did they say?
To a question about new skill lines in general, Matt said (my paraphrasing): we wanna, but not now, get what's in-game at the moment right first (in terms of balance and performance), before adding potential complicating additions.
Honestly, I think that's the proper approach. There's so much that needs to be fixed already. It was one of the better answers, really. It made sense, and didn't involve "no ETA". Part of me even thinks delaying DLC all together so ZOS can concentrate on only fixing the mountain of issues ESO has, might be for the best.
Then, really, they should have planned to release another DLC. The Justice System pvp announcement hasn't exactly instilled confidence in their ability to "figure things out" to the point they feel they can release more complex content.
And this is what? The THIRD DLC and they're already starting to cut things out to keep on schedule because otherwise they'd break the game? That's not good.
The point is @petraeus1 & @dday3six they are releasing this content (Thieves Guild and Dark Brotherhood) incomplete.
Why should we buy content from which they are admittedly removing features? Because they are going to "add them later"? Why should anyone believe that?
I'll consider buying the Thieves Guild and Dark Brotherhood DLC when they release the "rest" of the content. IF that ever happens.
ESO would get better (imo) if all skills and passives was put under skill lines, like TES games. Destruction, Restoration, Block, Blade etc etc. A classless open character system, there would be no balance issues. People could truely play as they wanted.
TheShadowScout wrote: »Agreed. There could be entirely convinience and non-combat skill lines all around, just to make the game better and more interesting for everyone (except PvPlayers I expect, they would just ignore those skills and do their usual whining about how the game "needs to be fixed, classes nerfed/buffed and lag eliminated")The reason ZOS has given for why they are not adding guild skill lines with the upcoming DLCs is because of imbalance in the current skillsets. While the current Guild skills are pretty squarely focused on combat, it is not imperative that future guild skills be combat-centric.Thieves guild skills would be a great place to start with stuff thats only usable in stealing and not in combat.What Thieves Guild Skills could do:
Active skills might include...
...something to distract roaming NPCs (not guards like the ones who keep an eye on things in the bank though - its their job to not let themselves be easily distracted) so you can burglar that lockbox they are wandering around without being spotted.
...a spell that costs a lot of magica, but has a chance to open a door or treasure chest lock (depending on lock quality and object - a strongbox should be harder then a treasure chest, a chest harder then a apartment door...) for those who forgot their lockpicks.
...a spell that gives you a "don't notice me" aura which makes pickpocketing more likely to succeed, or possibly an "out of stealth pickpocketing" (as described, bumping into someone, making your apologies and hopefully delaying their notice of their missing purse until you get a headstart)
...a toggle that increases your stealth capabilities (better sneak speed, lower sneak cost, harder to detect) at the expense of your sneak attack bonus (to make it quite useless for gankings)
...as mentioned, a "vanish/disguise" spell that can be used to break off guard pursuit if you manage to get a certain distance from them, or maybe not depending on distance, but with a chance to fail depending on your bounty (they might not put too much effort into chasing down someone who stole an apple, but would pursue that infamour outlaw with the huge price on their head way more seriously...)
Passives might include...
...the mendioned speechcraft passive that gives you a chance to convince normal vendors to buy -one- stolen object (with a bounty if failed, as described)
...a speechcraft passive that allows you try and to "bribe" a guard to let you go without confiscating your ill-gotten goods (for when you get nabbed -just- as you snatched that imperial motiv...)
...passives that give a chance not to recieve a bouty when spotted stealing, or to lessen that bounty
...passives that increase chances for chance-depending TG skills, or reduce costs...
...passives that unlock more interesting thievery quests (like the fighters guild cyrodil bounty, requiring more then sneak and grab to complete - at least a combination of thievery, like, pickpocket key first, sneak past guards, distract servant, steal & wear disguise, complete miniquest to deal with final watchdog, escape)Dark Brotherhood would likely have to have combat-oriented skills, but I love the idea of them only being somehow not all that applicable in PvP. Just making players immune (citing "vestige" status) might be plausible!What Dark Brotherhood Guild Skills could do:
Those skills might include...
...definitely something to deal with NPCs from stealth. But we already have an insta-kill mechanic (if their HP are low enough), so how about a snooze mechanic instead? Sneak up with that alchemy-soaked hanky, and knock them out with a big dose of medieval-magical chloroform so you can take pride in only killing your designated target, and not the poor schmucks just standing guard?
...possibly a toggle that allows some illusion disguise as "completely harmless" (visuals depending on surroundings, same mechanics like any other disguise - sentries looking through it, combat breaking it, etc.; in PvP you'd still have your "faction" designator so it'd be useless)
...maybe even some area-feature disguise skill that is proof against spotted by sentries, but requires you to stand still or it will break? To navigate guards, letting them pass you by while you play scrub or wall hanging
...perhaps some "escape" skill invloving throwing a smoke bomb and doing a short-range teleport that will break a pursuing guards aggro for a few seconds, allowing you a chance to enter stealth and get away
...possibly an skill that coats your weapons with an special extremely virulent poison (which for some reason just happens not to work on vestiges) for the next attack only allowing you to do one strike worth of poison damage (effectively a double damage attack for those assassinations where its doubtful you might get a second shot)
Passives...
...should really include a "this doesn't concern you, walk away..." skill that gives a chance for a single witness to be scared witless by a dangerous looking assassin and keeping their mouth shut when they see an assassination happening as to not become collateral damage
...might include some in-stealth regen boosts. Not entirely useless for PvP, but... not that big a deal in combat either.
...passives that reduce the bounty for being spotted doing your killings
...a passive that unlocks more interesting targets (like fighters guild cyrodil bounties, requiring more then sneak and stab to complete, stuff involving learning where your target might be, using mutliple disguises, dealing with guards, getting to the intercept location, perhaps even killing in one specific way - poison in a cup, arrow in the dark, cutting off the head and placing it in their lords bed...)Agreed!Without skill lines such as these, that the Thieves Guild and the Dark Brotherhood are going to feel incomplete. To me, it's akin to releasing a narrative story that has no voice acting. In ESO, Guilds have skill lines... that's the design.
Now, many of these thoughts are based on speculation because we have yet to see exactly what content is included with the Thieves Guild and Dark Brotherhood. If the DLC has players joining the Thieves Guild and Dark Brotherhood, then one would hope that ZOS has plans to release Thieves Guild and Dark Brotherhood Guild Skills to all players at some point in the future. While this wouldn’t be ideal, it would be preferable to never getting these Guild Skill lines.Indeed. They could very easily add a skill line for -everyone- who joins these guilds, putting the "joiner" quest into non-DLC regions... and then let people slowly raise their guild skill through thievery/assassination dailies... but... give an extra big hepling of guild advancement to those who buy the DLC and play through the guild story.Spottswoode wrote: »Making them available and grindable to all players irrespective of their DLC purchases or subscription is a good start to avoid p2w.
Meaning everyone can get there in time, the ones who go for the DLC just get extra advancement for playing through the guild story. Some people will still cry PtW, but in effects its not unlike crown XP boost scrolls...
TheShadowScout wrote:...something to distract roaming NPCs (not guards like the ones who keep an eye on things in the bank though - its their job to not let themselves be easily distracted) so you can burglar that lockbox they are wandering around without being spotted.
The point is @petraeus1 & @dday3six they are releasing this content (Thieves Guild and Dark Brotherhood) incomplete.
Why should we buy content from which they are admittedly removing features? Because they are going to "add them later"? Why should anyone believe that?
I'll consider buying the Thieves Guild and Dark Brotherhood DLC when they release the "rest" of the content. IF that ever happens.
You're presenting what your perception of 'incomplete' for this instance is. It's your opinion, and not everyone will share it.
The point is @petraeus1 & @dday3six they are releasing this content (Thieves Guild and Dark Brotherhood) incomplete.
Why should we buy content from which they are admittedly removing features? Because they are going to "add them later"? Why should anyone believe that?
I'll consider buying the Thieves Guild and Dark Brotherhood DLC when they release the "rest" of the content. IF that ever happens.
You're presenting what your perception of 'incomplete' for this instance is. It's your opinion, and not everyone will share it.
You're right @dday3six , this is an opinion... based on how ZOS has set up their game. In-Game Guilds have skill lines. I don't think that's unreasonable for a player to expect new guilds to include their own skill lines.
The point is @petraeus1 & @dday3six they are releasing this content (Thieves Guild and Dark Brotherhood) incomplete.
Why should we buy content from which they are admittedly removing features? Because they are going to "add them later"? Why should anyone believe that?
I'll consider buying the Thieves Guild and Dark Brotherhood DLC when they release the "rest" of the content. IF that ever happens.
.The point is @petraeus1 & @dday3six they are releasing this content (Thieves Guild and Dark Brotherhood) incomplete.
Why should we buy content from which they are admittedly removing features? Because they are going to "add them later"? Why should anyone believe that?
I'll consider buying the Thieves Guild and Dark Brotherhood DLC when they release the "rest" of the content. IF that ever happens.
You're presenting what your perception of 'incomplete' for this instance is. It's your opinion, and not everyone will share it.
You're right @dday3six , this is an opinion... based on how ZOS has set up their game. In-Game Guilds have skill lines. I don't think that's unreasonable for a player to expect new guilds to include their own skill lines.
What if you can't actually join either guild? Which is how the skill lines are unlocked currently. What if you only help them, and as a result are exposed to their backstory. What if the game...huh...changes?
You seem to think that the base game established a pattern, and it's inconceivable to break that pattern. I think ultimately you have an issue with a need for familiarity and patterns. You have a plan, and any deviation bothers you.
If the DLC has players joining the Thieves Guild and Dark Brotherhood, then one would hope that ZOS has plans to release Thieves Guild and Dark Brotherhood Guild Skills to all players at some point in the future.
The point is @petraeus1 & @dday3six they are releasing this content (Thieves Guild and Dark Brotherhood) incomplete.
Why should we buy content from which they are admittedly removing features? Because they are going to "add them later"? Why should anyone believe that?
I'll consider buying the Thieves Guild and Dark Brotherhood DLC when they release the "rest" of the content. IF that ever happens.
I don't feel like its incomplete. The only reason to see it that way, is to generalize from the Fighters' and Mages' Guilds that all in-game guilds have skill lines. Given that they're the only two guilds in the game, I feel like this is hardly a fair extrapolation. ZOS set up a precedent, nothing more. It's like saying: all new zones should have a public dungeon. Or: all DLC should be in DC territory (given Wrothgar and Hew's Bay are in DC territory). Whereas ZOS never said such a thing. But hey Gidorick, don't spend money you don't want to part ways with.
The point is @petraeus1 & @dday3six they are releasing this content (Thieves Guild and Dark Brotherhood) incomplete.
Why should we buy content from which they are admittedly removing features? Because they are going to "add them later"? Why should anyone believe that?
I'll consider buying the Thieves Guild and Dark Brotherhood DLC when they release the "rest" of the content. IF that ever happens.
I don't feel like its incomplete. The only reason to see it that way, is to generalize from the Fighters' and Mages' Guilds that all in-game guilds have skill lines. Given that they're the only two guilds in the game, I feel like this is hardly a fair extrapolation. ZOS set up a precedent, nothing more. It's like saying: all new zones should have a public dungeon. Or: all DLC should be in DC territory (given Wrothgar and Hew's Bay are in DC territory). Whereas ZOS never said such a thing. But hey Gidorick, don't spend money you don't want to part ways with.
But ZOS recognizes this precedent by announcing that they are not going to release the skill lines with the DLC @petraeus1 . The way ZOS is handling them it appears as if they are holding back the skill lines because of balancing issues... am I wrong about this? They insinuated that they may add them later, right?
The point is @petraeus1 & @dday3six they are releasing this content (Thieves Guild and Dark Brotherhood) incomplete.
Why should we buy content from which they are admittedly removing features? Because they are going to "add them later"? Why should anyone believe that?
I'll consider buying the Thieves Guild and Dark Brotherhood DLC when they release the "rest" of the content. IF that ever happens.
I don't feel like its incomplete. The only reason to see it that way, is to generalize from the Fighters' and Mages' Guilds that all in-game guilds have skill lines. Given that they're the only two guilds in the game, I feel like this is hardly a fair extrapolation. ZOS set up a precedent, nothing more. It's like saying: all new zones should have a public dungeon. Or: all DLC should be in DC territory (given Wrothgar and Hew's Bay are in DC territory). Whereas ZOS never said such a thing. But hey Gidorick, don't spend money you don't want to part ways with.
But ZOS recognizes this precedent by announcing that they are not going to release the skill lines with the DLC @petraeus1 . The way ZOS is handling them it appears as if they are holding back the skill lines because of balancing issues... am I wrong about this? They insinuated that they may add them later, right?
Afaik they didn't say anything about TG and DB specific, they answered a question that was like: 'Will we ever see new skill lines?' To which Matt replied: yes, but not soon, because performance/balance issues we wanna solve first, then slowly add to that so it stays manageable and easy to pinpoint should problems pop up. I don't recall they ever specifically used the words skill line in conjunction with either DLC. Matt might as well have referred to Spellcrafting skill lines.
Ah OK, so they didn't say specifically that TG and DB weren't getting skill lines, they said that generally, there will be no new skill lines for a while. That's fair, I can see how that leads to the stated inference of no TG and DB skill lines. Thanks!To a question about new skill lines in general, Matt said (my paraphrasing): we wanna, but not now, get what's in-game at the moment right first (in terms of balance and performance), before adding potential complicating additions.I watched ESO Live but I must have missed that bit about no skill lines for TG and DB. What exactly did they say?
Yeah, I think "normal for everyone, bonus for those who shell out for the DLC" would be a very good idea to handle -everything- they might want to add in the future. Reward those who suppoert ESO, but not in any way that all others can't get to as well (though at a slower pace)The last part here is what I hope ZOS eventually does... add the guild skills for all players and those who have the DLC will just be able to experience more with it. That just makes me want to wait for the skill lines to buy the DLC.
I was thinking more of "throw some noisemaker into the far corner that's just enough to make people go check it out, yet not enough to put them on high alert" for thievery.Your skill idea...would be PERFECT for a prostitute skill line. One of the skills ideas I had for that was "allure" which would get an NPC or guard to follow you. This "Public Exposure" skill would fit in really well with the concept of a support prostitutes skill line.TheShadowScout wrote:...something to distract roaming NPCs (not guards like the ones who keep an eye on things in the bank though - its their job to not let themselves be easily distracted) so you can burglar that lockbox they are wandering around without being spotted.
...that would feel even more incomplete. For me anyhow. TG and DB memberships have been a high point in my TES character development since Morrowind!What if you can't actually join either guild?