new class and weapons

Wandering_Ashlander
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
  • Unsent.Soul
    Unsent.Soul
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    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?
  • Nihilos
    Nihilos
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  • Wandering_Ashlander
    Why is there a "new classes" thread made like every day?


    Because only 4 classes are absolutely not showing off what elder scroll always has been about : many classes to pick from. There should be many classes with races restrictions and maybe gender ones, for more variety. Since everything is balanced thanks to skill there's actually no issue adding more classes, as long as they are uptodate with their own data.

    What else ?

    Crafting is more various and deep that classes, which is quite a shame.
    Nihilos wrote: »

    Here you are :
    https://d2fkddr0p2jbv6.cloudfront.net/render/product/3509/3509076062488402/4001hgr-w800h800z1-93573-i-think-i-just-trumped-in-my-diaper.jpg
    Edited by Wandering_Ashlander on November 12, 2016 7:39PM
  • Ron_Burgundy_79
    Ron_Burgundy_79
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    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

    Nihilos wrote: »

    Here you are :
    https://d2fkddr0p2jbv6.cloudfront.net/render/product/3509/3509076062488402/4001hgr-w800h800z1-93573-i-think-i-just-trumped-in-my-diaper.jpg

    Are you sure you're talking about ESO?
  • SickDuck
    SickDuck
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    Like Skyrim where were.. uhm... you know, no classes?
    Holdviola - Khira'de Regalo - Lélekvadász - Used To Be An Adventurer - Zetor - Does-Not-Give-A-Duck - Lord Sugar - Tenar Arha - Da'rinka - Violent Moon - Extreme Runner
  • Unsent.Soul
    Unsent.Soul
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    SickDuck wrote: »
    Like Skyrim where were.. uhm... you know, no classes?

    Different.. uhm... you know, game?
  • MickeyBN
    MickeyBN
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    New classes? No...no really just NO!

    As mentioned we don't need this suggested every day.

    Weapons? I don't see why not. Aside from the passives in the dw/2hand trees the only difference with weapons is cosmetic, so I don't see why it can't be done.

    Personally I'd love to wield a spear, plus the animation for spears already exist (temps).
    Vaelerys Nightborn - Bosmer Nightblade PC NA
  • cpuScientist
    cpuScientist
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    SickDuck wrote: »
    Like Skyrim where were.. uhm... you know, no classes?

    Different.. uhm... you know, game?
    SickDuck wrote: »
    Like Skyrim where were.. uhm... you know, no classes?

    Different.. uhm... you know, game?

    Thank... uhm... You know, you!
  • notimetocare
    notimetocare
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    SickDuck wrote: »
    Like Skyrim where were.. uhm... you know, no classes?

    Because like... One needs varoety and one is solo...
  • GrumpyDuckling
    GrumpyDuckling
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    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?

    For some people "new classes" are fun to talk about and read. If they bother you, though, you don't have to click them and can rather choose to scroll past them.
  • Concenaros
    Concenaros
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    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.
    "What is your purpose here, Arisen? If you sought to live you had naught but run and hide yourself away. But then, tell me, child of man... what does it mean to live in truth? To wage war against the passing days? To pray to the unseen for a few breaths more? To raise grand cities from stone, and spawn new life in turn? Mankind has done this, yes, and more. But is the tapestry you weave truly of your own design?"
    Rhylarr - Lvl 30 - XBOX ONE - Aldmeri Dominion
    Flowki Engarson - Lvl 22 - XBOX ONE - Daggerfall Convenant
    Concenaros - Lvl 24 - XBOX ONE - Ebonheart Pact
    Targoth Gro'Urgash - Lvl 8 - XBOX ONE - Dagerfall Covenant
  • Wandering_Ashlander
    Nihilos wrote: »
    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.

    I understand you guys discovered elder scroll with skyrim, but there were a few other titles before (playing since arena here) and skyrim is certainly not the best one considering interesting mechanics, since it's quite a dumbing down of the franchise.

    The only classes which are represented are actually battlemage/crusader (=dragonknight) spellsword/healer (=templar thingie) sorceror/mage (= sorceror without the coolest element : magic absorption) and nightblade/witchhunter (= assassin thingie).

    There are a lot of classes which are not represented, just look at the ones I've already listed :
    - no hand to hand thus : no monk
    - no illusion hence no bard, no druid (unofficial-custom)
    - no conjuration but small daedras (no astronach, etc...) hence no necromancer (unofficial - custom)

    Many classes, including thieves (rogue, thief, assassin) and warriors (warrior, barbarian, knight) are out for having no magical combat skills as main.

    Not asking ESO to feature the 20+ official classes, but only 8 (considering those 4 classes are basically 2 merged in one) is quite a poor representation of the franchise, and some quite interesting classes : bard, monk, druid, necromancer are badly missing.
  • Concenaros
    Concenaros
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    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.

    Zenimax decided to mirror this, because it's easy for MMO players to understand as well as RPG players who may have never played an MMO before. Its a sort of middle ground, though it has more precedence in ESO because of the skill lines you acquire from your class selection.

    Skyrim was not my first TES game btw. It was Daggerfall.

    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.

    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.

    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.
    "What is your purpose here, Arisen? If you sought to live you had naught but run and hide yourself away. But then, tell me, child of man... what does it mean to live in truth? To wage war against the passing days? To pray to the unseen for a few breaths more? To raise grand cities from stone, and spawn new life in turn? Mankind has done this, yes, and more. But is the tapestry you weave truly of your own design?"
    Rhylarr - Lvl 30 - XBOX ONE - Aldmeri Dominion
    Flowki Engarson - Lvl 22 - XBOX ONE - Daggerfall Convenant
    Concenaros - Lvl 24 - XBOX ONE - Ebonheart Pact
    Targoth Gro'Urgash - Lvl 8 - XBOX ONE - Dagerfall Covenant
  • Anti_Virus
    Anti_Virus
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    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.

    The bow archetype is missing.
    Power Wealth And Influence.
  • Wandering_Ashlander
    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.

    Absolutely not, they're always been specific classes, even in Morrowind you had to use your main skills to level up, the fact most people like going custom class is pointless to build defined various classes skill sets.
    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.

    Considering skills of classes you're totally out of the point : all classes are magic users (and they aren't even all represented : illusion, summoning is incomplete as alteration) you just can not use your class skills without magic, associations you made then shows you did not even understand what you're playing.

    To play a warrior or a barbarian you need to use whatever class (more likely templar for resilience) and use only vigor related weapons skills in your toolbar, and the same goes for rogue and assassin : using nightblade class skills is not even needed but for the handy backstab.
    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.

    Thank you captain obvious.

    Once again, if you tried to read before keep smashing the same bs as any other blatantly bored to exhaustment vet of this game, those classes and weapons are totally absent :

    Classes :
    - Illusionist class : bard, illusionist to use player's image, disguise, invis, etc... druid (to get wild pets like spider, alit, crocodile, etc...)
    - conjurer class : necromancer using ice magic applying decay (to summon undeads) elementalist using fire magic to use the environnement (to summon fire and ice astronachs)

    Weapons :
    - hand to hand as *** weapons : monk, kind of thieves, etc...
    - throwing weapons : maaany thieves

    Example : a pure ranged warrior (bow and throwing weapons) is not possible, currently you have to go nightblade bow/two weapons for the closest.

    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.

    Classes are mere skill sets... and some are quite missing. I really don't get this point which looks totally wrong : why is it fine to add skill sets but not classes ?

    Current weapons skill sets are replacing some classes (the one using no magic) hence I don't get where is the issue at adding missing skill sets in a class to avoid another staff (too restrictive).
    Edited by Wandering_Ashlander on November 14, 2016 8:30AM
  • Surizel
    Surizel
    Soul Shriven
    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 tavern :smiley: Plus 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_Ashlander
    Surizel wrote: »

    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 tavern :smiley: Plus 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 ;)*

    You know every single weapon any elder scroll has ever featured and yet you want me to explain you monk, bard and illusionist ..? You do look like quite a fraud with such a statement, you know that ?

    Also I don't see the point of keep repeating myself, I've left enough info about the various classes this game is lacking, one skill is not a skill tree (crossbow) and a shortbow could allow to fire faster than the current bow, with other interesting skills (flame, gaz arrows : thieves specific).

    All I'm reading here anyway are totally fallacious argument about not adding a fire mage cause there's a fire staff... then why having axes when there's already swords ?

    Or why the DK when you got the templar ? Use a DK with a healing staff and that's it...

    Same bs against which I've got nothing else to answer to : if you don't see/don't like my suggestions I can understand it, but pretending they are not needed for being already in the game is mere wrong.
  • Lashiing
    Lashiing
    ✭✭✭
    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

    from experience i can say without a doubt, this guy plays runescape
    PC/NA ― Dancing Jesters

    AD – Khajiit Nightblade – Dps – lucif'r
    AD – Altmer Sorcerer – Dps – Trove Scamp
    AD – Dunmer Dragonknight – Dps – Lashiing
    AD – Altmer Templar – Dps – Six-teen
    DC – Redguard Sorcerer – Dps – Cunnїng Scamp

    vMA • vDSA • vAA HM • vHRC HM • vSO HM • vMoL
  • Fodore
    Fodore
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    Maybe just an extra skill line for each class?
    Before judging a man walk a mile in his shoes.
    After that who cares?
    They're a mile away and you've got their shoes.
  • UrBaN_RaNgErZz

    from experience i can say without a doubt, this guy plays runescape[/quote]


    haha agreed, where is the abyssal whips at?

  • Wandering_Ashlander
    Lashiing wrote: »
    from experience i can say without a doubt, this guy plays runescape

    Never played it actually ^^

    But I did play all elder scrolls up to morrowind.
    Edited by Wandering_Ashlander on November 14, 2016 5:03PM
  • Lashiing
    Lashiing
    ✭✭✭
    from experience i can say without a doubt, this guy plays runescape


    haha agreed, where is the abyssal whips at?

    srs i wanna ags someone
    PC/NA ― Dancing Jesters

    AD – Khajiit Nightblade – Dps – lucif'r
    AD – Altmer Sorcerer – Dps – Trove Scamp
    AD – Dunmer Dragonknight – Dps – Lashiing
    AD – Altmer Templar – Dps – Six-teen
    DC – Redguard Sorcerer – Dps – Cunnїng Scamp

    vMA • vDSA • vAA HM • vHRC HM • vSO HM • vMoL
  • Sheuib
    Sheuib
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    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.
  • Wandering_Ashlander
    Sheuib wrote: »
    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.

    I don't see the point of not proposing new classes but skill sets, some classes like necromancer, druid or bard for example, just don't belong to any of the existing class, thus should be featured in totally different classes for mechanics depth (more skills)

    finally I don't see why featuring a new class (3 skill sets) would be harder than featuring new skills sets (fighter guild and mage guild, dark brotherhood and thieves guild, werewolf and vampire which as a whole represents two classes in skills) every now and then.

    You guys are stating balance against class addition, but not for guilds, dlc guilds or monsters : that's quite hypocritical if you ask me.

    The most "solid" arguments I'd see would be if you have no more character slots left for new classes, or are over bored with the game to the point you don't want no more horizontal additions (no more leveling from the start) but only vertical ones to make your current char(s) even more powerful (good luck to new players in pvp/duel or mere to find a group to HL pve) which looks as utterly stupid as extremely selfish of arguments... But this is not about that, isn't it ?
    Edited by Wandering_Ashlander on November 15, 2016 11:24AM
  • Concenaros
    Concenaros
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    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.
    "What is your purpose here, Arisen? If you sought to live you had naught but run and hide yourself away. But then, tell me, child of man... what does it mean to live in truth? To wage war against the passing days? To pray to the unseen for a few breaths more? To raise grand cities from stone, and spawn new life in turn? Mankind has done this, yes, and more. But is the tapestry you weave truly of your own design?"
    Rhylarr - Lvl 30 - XBOX ONE - Aldmeri Dominion
    Flowki Engarson - Lvl 22 - XBOX ONE - Daggerfall Convenant
    Concenaros - Lvl 24 - XBOX ONE - Ebonheart Pact
    Targoth Gro'Urgash - Lvl 8 - XBOX ONE - Dagerfall Covenant
  • Wandering_Ashlander
    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.

    Sure thing this is a game and it requires a team of phd to make a new class... kids -_-''

    Illusion skill allowed to get wild pets or humanoid pets for a while in morrowind... In ESO it could work like daedra summoning : you use the skill on a wild monster, it'd then become your pet until dead... would just work like any daedra currently but with specific effects/skills maybe (monster ex : shalk, kagouti, nix hound, spiders, etc... ; humanoid ex : gobelin, enemy npc, etc...).

    Obviously adding this thanks to a staff is ridiculous for the sorceror would become OP.

    What's the actual difficulty ? I wonder...

    Hence an illusionist class would allow to build : illusionist, bard, druid... for they all use illusion spells.

    A conjurer class would allow to build : necromancer, elementalist, according to which set developped (ex : undeads and/or astronachs and/or raw elements maybe).

    You guys having poor elder scrolls knowledge, as quite lacking imagination and technical skill, does not imply things you dislike are actually impossible or even hard to make...

    Please keep it with "I just don't like it" rather than "it's impossible to do in this game, I'm telling you" as if you were any remotely close to have the technical knowledge to be so sure (not pretending I got it at all, just leaving the door open, rather than brutally closing it without a single thought) or "it's already in the game... kind of" when it's obviously not.
  • EldritchPenguin
    EldritchPenguin
    ✭✭✭✭✭
    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.
    Lilelle Adlis - Dark Elf Dragonknight

    Vaynothah Sailenar - Dark Elf Templar

    Sherivah Telvanni - Dark Elf Sorcerer

    Nephiah Telvanni - Dark Elf Nightblade
  • RavenSworn
    RavenSworn
    ✭✭✭✭✭
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • Wandering_Ashlander
    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.

    rofl, sure thing adding a conjuration staff would allow the sorceror to have daedras and even more astronachs and undeads, you guys are such asking mere for even more power that's beyond ludicrous.


    Considering the current sorceror, there're rooms for a mage and a summoner, the sorceror being quite dedicated to offense by design :

    mage :
    - restoration : stats & protections buff, debuff
    - destruction : fire damage, weakness, disintegrate
    - illusion : invis, charm (monsters and enemy npc) silence
    possible builds : mage, druid, bard

    summoner :
    - conjuration : undeads & astronachs (fire & ice)
    - destruction : ice damage, drain, poison, illness
    - alteration : teleportation, paralyse, shield
    possible builds : elementalist, necromancer, witchhunter
  • Runkorko
    Runkorko
    ✭✭✭✭✭


    Since everything is balanced thanks to skill there's actually no issue adding more classes,

    Almost died laughting

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