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Any New Class/Race/Weapon Changes Needed?

 Panda_iMunch
Panda_iMunch
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Now that ESO has been on a steady build for the past two years (other than the choice to remove a monthly sub), I was wondering if there was anything new with regards to new races being implemented, new classes to be made, or new weapons that offer a different play style?

Abilities:

I know that ESO has done quite a bit with abilities and has replaced them over time. The issue is that they have replaced them, which has made more builds viable, wont argue with that, but has also just straight up taken other builds out of the game. Most of the new ability altering effects have taken the form of passives, which can marginally make builds viable, they offer very little when it comes to combat. It's the reason why Skyrim has so many mods that alter game-play to add more abilities with weapons and more spells from the fans and ones that were removed for streamlining purposes. My main beef is that they could've just added the new ability morphs with the old ones and let builds just naturally form as content is put into place. They also could add more morphs or spells into the game, which in itself is a big order. The main concern with this is balance, although most of the balance would simply be just to alter damaged so that you don't one shot people or elongating animations to prevent locking (looking at you Jesus beam). While I do not fault them for making sure their content is the utmost polished, I do hope they hold a bit of creative savvy and confidence. I don't want this game to die simply because everyone becomes fatigued with the same stuff, especially considering that builds are often trumped as opposed to unique.

Another thing to point out is that there are a lot of guilds and groups in the Elder Scroll Universe that could be used like the Fighter's Guild and offer their own abilities, just a thought.

Classes

Same gripe here, just try a direction and see how the fans see it as. If they hate it, take and redesign. Would've loved to see the Warden class in the flesh and I'm sure the community would've loved helped giving insight and ideas. Couldn't hurt. Take the plunge and expand on what ideas you have.

That said, the main issue with classes is that they often go through huge swings in magicka and stam dominance, the latest being magicka DK. Now all we got to do is wait 5 more months to see a lot of very little changes that alter builds and that make stam DK not feel like a magic candle with a sword and not a brutish dragon. This issue of balance is connected to ZOSs habit of perfecting their game in a way and then re-balancing due to some various reasoning that changes on a dime. They obviously have a lot of ideas on how to make classes 'work', but they often change them by replacing old abilities? Why? This seems like such an arbitrary constriction on creative direction. They could easily make stam DKs a type of poison dragon class to be more damage viable, but then go back to try to fit it in the same place where builds already exists. They keep reinventing the wheel when all they have a good base to start from. Why not grow and add to the game instead of rooting it every time you mess with numbers. This may manifest again when they make poison morphs for DKs and they mess with the DOT damage and end up remaking all the stam morphs to be some type of physical damage ability with spikes or something like that, going in circles (just a prediction).

Another issue is wish class identity. A lot of mage classes or builds tend to be fine with using a decent amount of abilities that are unique and really bring out the class they chose. Stam classes and abilities, not so much. They have gotten better over time with new morphs, but they are still somewhat lacking as a symbol of the chosen class. Stam sorcs get a AoE defense buff that gives a speed boost, sounds a lot like the DW ability, expect it's defensive in another way. While the morph isn't bad as it open build path, you can see that stam builds often get little use from class abilities. This has led me to make a v16 stam character on every class and yet they all seem the same with the exception of what gives them the main damage and defense buffs. I can make a set of gear for one character and it is still equally applicable to most of my stam characters as they do no use class abilities all that much, but weapon abilities. Wouldn't be as bad if we could be a weapons master, if only there were weapon ults. So in the end, stam characters are half baked weapons masters they use magicka ults and really don't don't have a class. What they need is more optimized abilities and some weapon ults.

Weapons

Weapons are under cooked as it currently stands. They act like a class on their own and yet they can't be as they have no ults and we already have a class. We picked it even before we had access to weapons. As it stands, they are really the only way to do a lot of physical damage, making it hard to really strive away from the same abilities and gain some class identity (see the previous paragraph for some more insight).

Another issue is that as they're the only way a person can do physical damage, I've found myself using the same abilities in the same fashion across my 4 stam characters since BETA. The only thing that has changed is that they have had some balancing with numbers. So they're polished, but old and could use some creative love. Maybe some new morphs that offer new play-styles, like having a ability that acts as a parry or counter attack. Maybe a type of ultimate ability? Some of these are ideas being worked on now, but the changes are coming at very slow rate and I've become quite fatigued with stam builds even though they are my favorite play style. This could be improved with more viable item sets in crafting and found, but you could easily just revive old sets to some of the same effect.

TL:DR: Add new stuff please :^)
Edited by Panda_iMunch on April 12, 2016 5:35AM
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  • UltimaJoe777
    UltimaJoe777
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    New Playable Race? No.
    New Playable Class? No.
    New Type of Weapon? Maybe.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • LiquidSchwartz
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    New Playable Race? No.
    New Playable Class? No.
    New Type of Weapon? Maybe.

    Not true at all
    They tweeted about a new class being introduced possibly necromancer a while ago
    Once they fix the classes to a cetain extent im sure a new one will emerge for cash
    May the Schwartz be with you.
    EP/XB1/NA

  •  Panda_iMunch
    Panda_iMunch
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    New Playable Race? No.
    New Playable Class? No.
    New Type of Weapon? Maybe.

    Not true at all
    They tweeted about a new class being introduced possibly necromancer a while ago
    Once they fix the classes to a cetain extent im sure a new one will emerge for cash

    They also has a Warden class a long time ago, but that was scraped for being too similar with summons. Same might happen here, but it does look promising. I would love to be a litch :^)
    Yeetus that fetus

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  • LiquidSchwartz
    LiquidSchwartz
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    New Playable Race? No.
    New Playable Class? No.
    New Type of Weapon? Maybe.

    Not true at all
    They tweeted about a new class being introduced possibly necromancer a while ago
    Once they fix the classes to a cetain extent im sure a new one will emerge for cash

    They also has a Warden class a long time ago, but that was scraped for being too similar with summons. Same might happen here, but it does look promising. I would love to be a litch :^)

    Yeah new stuff would be refreshing to the grind
    May the Schwartz be with you.
    EP/XB1/NA

  • UltimaJoe777
    UltimaJoe777
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    Zenimax stated awhile back that no class changes would be granted. For this reason making a new class would force interested players to make a new character from scratch in order to use it. Due to how much negative feedback players having to do this would give I would not get your hopes up on a new class if I were you.

    New Skill Lines on the other hand are not out of the question. Necromancy would contradict the game's main story though so don't expect it to ever come.
    Edited by UltimaJoe777 on April 12, 2016 6:09AM
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  •  Panda_iMunch
    Panda_iMunch
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    Zenimax stated awhile back that no class changes would be granted. For this reason making a new class would force interested players to make a new character from scratch in order to use it. Due to how much negative feedback players having to do this would give I would not get your hopes up on a new class if I were you.

    New Skill Lines on the other hand are not out of the question. Necromancy would contradict the game's main story though so don't expect it to ever come.

    Seems like such an arbitrary reason not to make content: People would have to play it. And with DB, they wouldn't even have to do silver or gold for levels as they would be max at level 50.

    With regards to necromancy, it wouldn't be against the main story as it is really about bad guy wanted to be a good. The only thing is that necromancy would be shunned by the mass of population as vile. So unless you killed people in the city and they raised them, you really shouldn't have too much of a issue as a necromancer in the eyes of the people as a hero. You'd be like a anti-hero.
    Yeetus that fetus

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  • UltimaJoe777
    UltimaJoe777
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    Zenimax stated awhile back that no class changes would be granted. For this reason making a new class would force interested players to make a new character from scratch in order to use it. Due to how much negative feedback players having to do this would give I would not get your hopes up on a new class if I were you.

    New Skill Lines on the other hand are not out of the question. Necromancy would contradict the game's main story though so don't expect it to ever come.

    Seems like such an arbitrary reason not to make content: People would have to play it. And with DB, they wouldn't even have to do silver or gold for levels as they would be max at level 50.

    With regards to necromancy, it wouldn't be against the main story as it is really about bad guy wanted to be a good. The only thing is that necromancy would be shunned by the mass of population as vile. So unless you killed people in the city and they raised them, you really shouldn't have too much of a issue as a necromancer in the eyes of the people as a hero. You'd be like a anti-hero.

    The player assumes the role of someone killed by a necromancer and handed over to Molag Bal. The character itself is anti-necro. They would not willingly perform necromancy unless they had no other choice, hence the Flesh Atronach in Castle of the Worm.

    Regardless of what players, businesses, etc. think breaking lore is a no no.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Cadbury
    Cadbury
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    Hand-to-hand weapon skill, please.
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  •  Panda_iMunch
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    The player assumes the role of someone killed by a necromancer and handed over to Molag Bal. The character itself is anti-necro. They would not willingly perform necromancy unless they had no other choice, hence the Flesh Atronach in Castle of the Worm.

    Regardless of what players, businesses, etc. think breaking lore is a no no.

    While it is true your character was killed by a necromancer, it doesn't necessarily mean they wouldn't use necromancy. The only real reason for the player not to use necromancy is that they don't want to as it is seen as very bad throughout Tamriel or that they are not proficient in it (that is why the main character is walked through even time a necromancer). That, and from what I understand, it's not even illegal at the time as many Dark Elfs use necromancy to guard tombs and to aid in combat.
    Yeetus that fetus

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  • shugg
    shugg
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    Update 10 will focus on stam skills, melee weapons and tanking.. New classes maybe late this year along with atena 4v4 and 8v8
  • UltimaJoe777
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    The player assumes the role of someone killed by a necromancer and handed over to Molag Bal. The character itself is anti-necro. They would not willingly perform necromancy unless they had no other choice, hence the Flesh Atronach in Castle of the Worm.

    Regardless of what players, businesses, etc. think breaking lore is a no no.

    While it is true your character was killed by a necromancer, it doesn't necessarily mean they wouldn't use necromancy. The only real reason for the player not to use necromancy is that they don't want to as it is seen as very bad throughout Tamriel or that they are not proficient in it (that is why the main character is walked through even time a necromancer). That, and from what I understand, it's not even illegal at the time as many Dark Elfs use necromancy to guard tombs and to aid in combat.

    It isn't really a matter of morals or skill though. If the Vestige took up Necromancy they may as well be saying "Well the Worm Cult killed me and handed me over to Molag Bal but now that I am alive again I will become one of them".
    Edited by UltimaJoe777 on April 12, 2016 6:42AM
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  •  Panda_iMunch
    Panda_iMunch
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    It isn't really a matter of morals or skill though. If the Vestige took up Necromancy they may as well be saying "Well the Worm Cult killed me and handed me over to Molag Bal but now that I am alive again I will become one of them".

    There are variations in necromancy in Elder Scrolls and how each group applies their power dictates how it's viewed. Necromancy applied correctly can be good, as in the case of a wondering skeleton that has necromancy applied to him to allow him to wonder the desert forever with his dog (can't remember the quest's name atm). So using this type of power isn't bad unless the character makes it that way. It's the difference of harvesting civilian corpses for power, as in case of Reachmen, and using the corpses of your dead enemies to overwhelm you enemies.
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  • UltimaJoe777
    UltimaJoe777
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    It isn't really a matter of morals or skill though. If the Vestige took up Necromancy they may as well be saying "Well the Worm Cult killed me and handed me over to Molag Bal but now that I am alive again I will become one of them".

    There are variations in necromancy in Elder Scrolls and how each group applies their power dictates how it's viewed. Necromancy applied correctly can be good, as in the case of a wondering skeleton that has necromancy applied to him to allow him to wonder the desert forever with his dog (can't remember the quest's name atm). So using this type of power isn't bad unless the character makes it that way. It's the difference of harvesting civilian corpses for power, as in case of Reachmen, and using the corpses of your dead enemies to overwhelm you enemies.

    Out of character I am not opposed to Necromancy. It is however generally an immoral practice as it disrespects the dead, regardless of whose corpse it is.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • TheShadowScout
    TheShadowScout
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    Any New Class/Race/Weapon Changes Needed?
    Needed? No...
    Wanted? Oh, yes, Yes, YES!

    Well, maybe not classes per se, since just adding some classes would -really- vex the old hands. But... something could be done in that regard, like: http://forums.elderscrollsonline.com/en/discussion/240186/class-morph-idea/p1

    And just adding new races similar to the Imperials would likely be the easiest thing for them to do... Maormer, Goblins, Reachmen are all in the game, all have their own crafting style, and all might be viable as player character... there could be a few more, like Akaviri, or such...

    More weapon options would also revitalize quite a few characters that might be left on the back burner due to "done it all" reasons, as well as spawn new ones as people think about new and different things to try with stuff like: http://forums.elderscrollsonline.com/en/discussion/259011/additional-weapon-skill-ideas
  • Uviryth
    Uviryth
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    More weapons would be awesome. Spears/Glaives please!
  • phaneub17_ESO
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    If they ever have a full fledged expansion, it should add a new skill line to each class that is Stamina based right from the get go.
  • Serenityx
    Serenityx
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    Zenimax stated awhile back that no class changes would be granted. For this reason making a new class would force interested players to make a new character from scratch in order to use it. Due to how much negative feedback players having to do this would give I would not get your hopes up on a new class if I were you.

    New Skill Lines on the other hand are not out of the question. Necromancy would contradict the game's main story though so don't expect it to ever come.


    Screw the whiners. That's a horrible reason to not implement new content especially such as new classes. I'm quitting at DB release if they go forward with this "one character levels all". No other MMO has that and for good reason. I'm half tempted to just quit now because of how many hours would be thrown out the window.
    Edited by Serenityx on April 12, 2016 10:09AM
  • UltimaJoe777
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    Serenityx wrote: »
    Zenimax stated awhile back that no class changes would be granted. For this reason making a new class would force interested players to make a new character from scratch in order to use it. Due to how much negative feedback players having to do this would give I would not get your hopes up on a new class if I were you.

    New Skill Lines on the other hand are not out of the question. Necromancy would contradict the game's main story though so don't expect it to ever come.


    Screw the whiners. That's a horrible reason to not implement new content especially such as new classes. I'm quitting at DB release if they go forward with this "one character levels all". No other MMO has that and for good reason. I'm half tempted to just quit now because of how many hours would be thrown out the window.

    Alts will still have to reach Lv50 I'm sure, at the very least in order for them to help the account earn CPs. I too was against CPs replacing Vet Ranks when they first spoke of it as well but it seems we may be getting it anyway.
    Edited by UltimaJoe777 on April 12, 2016 10:39AM
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  •  Panda_iMunch
    Panda_iMunch
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    Any New Class/Race/Weapon Changes Needed?
    Needed? No...
    Wanted? Oh, yes, Yes, YES!

    Well, maybe not classes per se, since just adding some classes would -really- vex the old hands. But... something could be done in that regard, like: http://forums.elderscrollsonline.com/en/discussion/240186/class-morph-idea/p1

    And just adding new races similar to the Imperials would likely be the easiest thing for them to do... Maormer, Goblins, Reachmen are all in the game, all have their own crafting style, and all might be viable as player character... there could be a few more, like Akaviri, or such...

    More weapon options would also revitalize quite a few characters that might be left on the back burner due to "done it all" reasons, as well as spawn new ones as people think about new and different things to try with stuff like: http://forums.elderscrollsonline.com/en/discussion/259011/additional-weapon-skill-ideas

    Seems like a flushed out skill set, although all we might see in the near future is poison morphs of the stam skills. Riveting
    Yeetus that fetus

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