I have to admit, I play my first templar patterned after D&D "Paladin" as well, so the "Crusader" idea was derived entirely from that starting point. (that's her backstory too, an orc who choose to follow Stendarr because... "JUSTICE!" instead of Mauloch, and ended up vestige after banishment from her clan for that "heresy"... and if I ever get to rename her to something orky sounding, I'll totally add her to the characters I'd roleplay with for this fluff!)For example, I'm having fun playing as a Paladin but that's pretty tricky to do. However, that Crusader idea would better suit my playstyle and allow me to actually enjoy playing as Paladin. Assuming you might still have some access to healing magic as well for both ye'self and ye' allies.
I dislike switching. I dislike games where you have an option for a quick "respec". I disliked it in SWTOR when the Jugg or PT went "hang on a moment, I need to respec to tank..." at the start of a flashpoint.I could also get on board with the whole respec aspect instead of just switching between the classes willy-nilly.
...I am liking this idea!I just had a little thought about the quest line for the classes. Remember how in the older tes games you had to answer a series of questions and then the game would suggest a class for you? I was really love that creation process.
That could be how this class quest line could work. each quest you go on gives you 3 ways to complete the quest and depending on how many quest you complete in whichever way you get a recommendation of what class you should morph to. Of course you wouldn't have to be that class. It would just be a recommendation based on your choices.
And then that specific classes quest line would be really specialized for that class.
Your Skyrim-only status is showing @notimetocare
http://www.uesp.net/wiki/Arena:Classes
http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes
http://www.uesp.net/wiki/Morrowind:Classes
http://www.uesp.net/wiki/Oblivion:Classes
Every core TES game prior to Skyrim had predefined classes. Now, Oblivion did allow for Custom Classes (http://www.uesp.net/wiki/Oblivion:Character_Creation#Custom_Classes) which I think would be cool with ESO but to say that the "idea is awful to the flavor of a TES game" is just incorrect.
Even Skyrim's world had classes, but they were only used by NPCs (http://www.uesp.net/wiki/Skyrim:Classes) I always took the class-less nature of the player in Skyrim to be a symptom of him/her being The Dovahkiin.
TheShadowScout wrote: »I have to admit, I play my first templar patterned after D&D "Paladin" as well, so the "Crusader" idea was derived entirely from that starting point. (that's her backstory too, an orc who choose to follow Stendarr because... "JUSTICE!" instead of Mauloch, and ended up vestige after banishment from her clan for that "heresy"... and if I ever get to rename her to something orky sounding, I'll totally add her to the characters I'd roleplay with for this fluff!)
And like mentioned I consider it important that people do not loose anything when they might gain a fourth skill line through class morph. Since loosing things is not a good feeling, and I want these options to make people feel better about playing their characters, not otherwise...
So, you wouldn't loose anything, all the old Templar stuff would still be on a characters fingertips. Just with some new options to enjoy. And a new color, for more visual class varietee.
That's part of the point to this - since we have to think all too carefully about what skills we take on our bars, adding new skills isn't that big an issue since people still can only use their two 5+U setups. Not like in other ganes where people can use every skill they have, and eventually have half their screen plastered with skill icons to stare at while waiting for the cooldown timers to expire, so they can go with their "prefect rotation" as means of combat. ESO is more dynamic, and you often adjust your skills depending on the fight at hand wnyways, thus... more options, more possibilities, more ways to try...DaveMoeDee wrote: »On the other hand, there are already so many skills not on my bars.
@notimetocare, I think the main problem is with the way ESO skills were designed at their core. The fact that we don't have attributes and the absence of the different magic skill lines like destruction, conjuration, illusion, etc.... are two HUGE ways ESO diverges from the "TES formula"... but man that ship has sailed, been set on fire, and sunk looong ago. This seemed like it was going to be somewhat addressed with spell crafting but who knows what's gong on there.
Probably the largest way the classes of ESO that diverges from classic TES games is player skills. Skills, as they are in ESO, are just flat-out a new thing in the TES franchise. And, as you mentioned in your original post, this is really because of MMO tropes. I'll admit, I actually never considered that they were completely new to the franchise until @dodgehopper_ESO pointed out my error in perspective ... so... facepalm for me, I guess.
I actually responded to @dodgehopper_ESO saying that a system where all skills are available to all classes but each class keeps their passives might be better ESO. I think that would make it more "free".
I admit that I've only REALLY played a Dragon-Knight in ESO and I've never come across anything I couldn't do in ESO because I wasn't a different class... what can you "not do" in ESO because of your class? Can you be a "thief" without being a nightblade? Can you be a Healer without being a Templar? You can join both guilds. I would really like to know, not counting class skills... where does class limit us in the game?
I would have personally preferred the classes work more similarly to other TES games. I have long hated that we don't have all the D&D-esque attributes in ESO and I loathe that we are pretty much all wizards, but these are things I've accepted because this is an MMO.
In the absence of attributes, and many of the world skills (Speechcraft NOT being it's own skill line and seemingly split up between the guilds is a TRAVESTY!) I think the classes in ESO is a good concession. It would be much better than NO classes with ESO's current setup. The skills replace the attribute specializations of the previous titles and I personally feel that more classes, as outlined by this concept, would make ESO feel much more like the previous TES titles. This is because each class is given a morph that would allow the player to specialize their skillsets or really change their skills to a different focus, widening the player choices as they level.
But dude... you and @dodgehopper_ESO have really made me lament the fact that we don't have attributes in ESO!
I do need to add that you are right, the correlation between classes in ESO and classes in other TES games is wrong. The purpose they serve is just different because what classes do for us in other TES games is not in any way the same as what they do for us in ESO. However, I still think ESO having classes makes it more "like" other TES games than it makes ESO "unlike" other TES games.
TheShadowScout wrote: »That's part of the point to this - since we have to think all too carefully about what skills we take on our bars, adding new skills isn't that big an issue since people still can only use their two 5+U setups. Not like in other ganes where people can use every skill they have, and eventually have half their screen plastered with skill icons to stare at while waiting for the cooldown timers to expire, so they can go with their "prefect rotation" as means of combat. ESO is more dynamic, and you often adjust your skills depending on the fight at hand wnyways, thus... more options, more possibilities, more ways to try...
I have then othrwise since Nightblade skills mesh extremely well with the "ninja" feel of Monk martial arts abilities, and shaman gives templars a nature-ish class for the "druid" feel, which works much, much better for templar anyhow. Remember, its supposed an add-on skill line, no more. Thus shaman has no heals, since templar has all the heals already. I also tried not to duplicate cross-class stuff too much. There is some, but only when it seemed needful to support a class playstyle...dodgehopper_ESO wrote: »For example I would probably shift Monk to Templar and Shaman to Nightblade, simply to fit theme in the TES series a little better...
A bit of blurring is fine. Or rather, shifting, helping some classes out of their pigeonholed status (Templars "must" be healers... Sorcerors "must" be DPS-casters... etc.) and allowing them to go in different directions...dodgehopper_ESO wrote: »This is why I think they can balance the game to be essentially classless. I'm not suggesting the removal of classes, because it is so fundamental to the game at this point, but I'm speaking more to the blurring of the lines...
I just had a little thought about the quest line for the classes. Remember how in the older tes games you had to answer a series of questions and then the game would suggest a class for you? I was really love that creation process.
That could be how this class quest line could work. each quest you go on gives you 3 ways to complete the quest and depending on how many quest you complete in whichever way you get a recommendation of what class you should morph to. Of course you wouldn't have to be that class. It would just be a recommendation based on your choices.
And then that specific classes quest line would be really specialized for that class.
That's the idea!You have my vote but it would be better if these class morphs didnt remove existing skills of their original form, but created a new tab of said skills to level and pick from (just like guild skill tabs being added when you join one)
Quite possibly. But it -would- be a thing worth having, no matter the wait! Because it would make SSO soo much better if we had way more diversity to indulge in...UntrustedExistenz wrote: »Back to topic, I agree with idea of morphing class. Unfortunately it is a looooot work to do for programers, so even if concept will be accepted by team, we can wait ages for that.
TotterTates wrote: »Love the concept, though PVPers would be upset if it was linked to PVE content... heavens forbid.
TwoFingersInCider wrote: »
Yea.. But wouldn't be easy to play the game with balancing it out? No more update. More time to playto be honest I like pvp but sometimes it ruins the game.. So many spent hours just to fix a class..
Not to mention the "Wut?? Why was this not available when I made my characters way back when, that ranger class would have been sooo frigging -perfect- for my now V16 bosmer huntress..." vexation...Doncellius wrote: »Creating a new class gets long time players thinking "Cool, but now I need to delete one of my 8 characters and grind one up.... no thanks/fine"
As mentioned, that#s part of it. No "change" as in taking away something to replace it with something else, but -additions-. The morphed classes would just have a fourth skill line... only adding stuff, which then changes the range of options a player has. Well, and palette shifting to make the classes effects visually different...tinythinker wrote: »I like class morphs if they aren't massive changes...
notimetocare wrote: »Eh... hate to interrupt the ***, but I think the idea is awful tot he flavor of a TES game. There is too much limitation and specialization in this system. Classes in the first place are limiting to a TES theme, but they required for an MMO so I have yet to complain about what is in now. Adding in 3 subclasses is just too much. Even games that have 4 classes and 2 subclasses are just irritatingly limiting (current example being swtor that a friend urged me to join him on). Leave it as is or just actually push for a full new class that only has the 3 class restricted skill lines.
Actually a bit more inspired by the old AD&D "prestige classes", in the "build upon an classic class and just add something new" way, or in the old dual-classing idea, though none of that "reach higher level in your new class before you can use your old class skills"...This is such a great idea! A lot like multi-classing in D&D. I would love something like this.
...coming to a crown store near you!These ideas are great...only issue I see is I would need even more character slots so I could master one of each, just for fun