Unsent.Soul wrote: »Why is there a "new classes" thread made like every day?
Here you go
http://lmgtfy.com/?q=the+noose
Wandering_Indoril wrote: »Unsent.Soul wrote: »Why is there a "new classes" thread made like every day?
Since everything is balanced thanks to skill there's actually no issue adding more classes
Here you go
http://lmgtfy.com/?q=the+noose
Here you are :
https://d2fkddr0p2jbv6.cloudfront.net/render/product/3509/3509076062488402/4001hgr-w800h800z1-93573-i-think-i-just-trumped-in-my-diaper.jpg
Unsent.Soul wrote: »New class threads..... ugh.....
New weapons would be cool, but even still, most likely out of the realm of possibility.
Why is there a "new classes" thread made like every day?
As for classes, I can't see them adding anything as most of the basic archetypes have been covered by DK, Sorc, Temp and NB. They'd have to create another general archetype in order for people to adopt it and run with it. It would also have to differ pretty greatly from the existing ones.
Concenaros wrote: »The only one that really stands out from your suggestions is Monk.
I would love to have a class or skill line for fist weapons, since Unarmed is a Skill in all other TES games. Maybe they'll add them in an upcoming DLC.
Another skill line I wouldn't mind seeing is Spears.
As for classes, I can't see them adding anything as most of the basic archetypes have been covered by DK, Sorc, Temp and NB. They'd have to create another general archetype in order for people to adopt it and run with it. It would also have to differ pretty greatly from the existing ones.
Concenaros wrote: »TBF classes don't really have a place in TES because the game was about building your character around what you were interested in. Class is just what you decided to actually classify your amalgamation of skills as. This was also done in Morrowind I believe, but they weren't actually classes it just gave you a preset, group of skills that had a higher focus and gave you something to start with and build from.
Concenaros wrote: »I don't claim to know everything about TES but the four basic archetypes of RPG's are covered with those included classes. DK - Warrior/Barbarian, Sorc - Mage/Spellsword, NB - Rogue/Assassin, Temp - Healer/Paladin.
Concenaros wrote: »So yes, they've combined some archetypes together in order to give people a more complete 'paper doll' to construct a class from. Which is why I mentioned it'd be hard for them to add another because they'd have to probably justify how it would differ or be inherently different from the four base that are included.
Concenaros wrote: »I think it'd be easier for them to add new weapon types with included skill lines or add new 'guild or group skill lines' like they did for the Thieves Guild or Dark Brotherhood.
I do agree with you, it'd be nice to see more added. It's just hard to think about what's more doable for Zenimax and what wouldn't completely screw the balance/synergy of the game.
Wandering_Indoril wrote: »I understand some weapons may not "exist" at this time period for ESO, or simply not in the universe at all, but some novelty would be much appreciated for a game having seen no free additional content since beta days...
new class :
- ranger
- necromancer
- druid
- elementalist
- illusionist
- bard
- burglar
- monk
new weapons :
- throwing weapons : dagues, axes, stars
- blowpipe
- sickle and chain
- katana, dai katana
- fist weapons : hand to hand, claws (with actual skills)
- spears (2H & 1H)
- bows : composite, shortbow
- crossbow
New classes, huh?
1. Ranger - What do you mean? Cuz if something like archer or so, well, thanks then. We've got bow skill tree.
2. Necromancer - Just a pet build sorcerer imho, meh.
3. Druid - Well, i've heard there was a class like that, it was called... warden?
4. Elementalist - Dk = Fire, Sorc = Lightning. Plus we've got destruction staff skill tree where skills' effects depends on type of staff we're wielding.
5. Illusionist - I can't imagine that, could you say something more?
6. Bard - That would be funny tho. And it will raise ESO's role-play (missing word)... Just it will be kinda cool for role-players.
7. Burglar - Nightblade + Thieves Guild DLC (maybe also Dark Brohood).
8. Monk - Same as Illusionist
New weapons:
1. Throwing weapons: Like ranged dualwield? May be.
2. Blowpipe - No, just no.
3. Sickle and chain - Combo? Dont think it will work, just make 1h Soul-Shriven axe so you get sickle, then make a dk and use your chain, simple.
4. Katana - Soul-Shriven 1h Sword
5. Fist weapons - Cool, brawl in a tavernPlus argonians' claws.
6. Spears - JABS!
7. Bows - Differences? Longer heavy attack & snipe charging?
8. Xbow - Fighters guild skill line, don't remember skill's name.
I know you want to see types of weapons, not just animations of skills, but it's enough.
If I remember correctly, there were no other weapons in any of The Elder Scrolls games series. *Wabbajack doesn't count*
Wandering_Indoril wrote: »I understand some weapons may not "exist" at this time period for ESO, or simply not in the universe at all, but some novelty would be much appreciated for a game having seen no free additional content since beta days...
new class :
- ranger
- necromancer
- druid
- elementalist
- illusionist
- bard
- burglar
- monk
new weapons :
- throwing weapons : dagues, axes, stars
- blowpipe
- sickle and chain
- katana, dai katana
- fist weapons : hand to hand, claws (with actual skills)
- spears (2H & 1H)
- bows : composite, shortbow
- crossbow
UrBaN_RaNgErZz wrote: »from experience i can say without a doubt, this guy plays runescape
haha agreed, where is the abyssal whips at?
What I would rather see instead of new classes is skill lines that aren't weapon based. I would love to have more skills available to my current characters without having to change weapons.
Concenaros wrote: »I'm still unsure that new classes are something that should be examined. If so it'd require a crazy amount of time on ZoS's part and would probably require it's own DLC release because of the mechanical changes needed to accomodate the class addition.
Adding an entirely new class for example like your druid, would require entirely new mechanics to be added to the game.
For example a 'Tame' or 'Wild Shape' ability would need to be added, if they decided to go the route of adding a Beast Tamer Skill Line, there's a shite ton that has to be considered:
- How can the player Tame animals? (I'm guessing they'd have a Tame Skill or something)
- What classifies a MOB as tameable? (ZoS would have to review all creatures currently in-game to deem what creatures are indeed a tameable mob)
- Once tamed are users stuck with one mob or can they release and tame a new stronger mob? (How does this all work, mechanics wise?)
- Can tamed creatures be saved or re-accessed through a stable or monster repository in-game?
- Do tamed creatures have their own skill lines alongside the players? (If yes, ZoS has to come up with possible skills for all creatures in-game and their resulting effects. All of these require balance and consideration for PvE and PvP)
- Can the player actively control their pets skill line as well as their characters? (How does this work for PC/Console? Is it too overwhelming for the player?)
- Does the user's pet level up in the same way that the user does? (Do pets gain passives and new skills as they level up? Do they auto allocate or does the player control it?)
- Can pets be equipped with Armor or unique weapons or something? (Would be kinda cool to see a fully armored bear running around, f***ing things up.) (How does this work and how does the player manage this?)
I'm sure there's much more than this that has to be considered and added into the game. Everyone discussing balance issues is correct in their fears. ZoS hasn't planned on adding anything with inherently new mechanics like this and all of the listed points above are valid design concerns when adding something like a new class. Even if that seems like a insignificant thing.
If ZoS is still having issue with balance for the four main archetypes then how are they going to add more classes to the game without completely breaking the current meta and synergy of the game?
I really do like the ideas everyone posts about new classes and while it'd be awesome to have more in-game to choose from, I really don't see them being added as we already have four basic types to choose from and ZoS would more than likely just add new Skill Lines or Guild Skill Lines so that players could just re-tool their existing characters.
EldritchPenguin wrote: »Something I would love, love, love to see is a Conjuration Staff.
Although I don't anticipate that happening. Plus, summons as a whole would need a good, long look first.
Wandering_Indoril wrote: »
Since everything is balanced thanks to skill there's actually no issue adding more classes,