As many are well aware of, this phrase has been tossed around since the inception of ESO. Promises of being able to play any class in any way and still remain effective. It didn't take long though before this little phrase was completely debunked as false as anyone with half a brain could clearly see that some classes were better suited in certain roles over others. The problem with the game isn't that you can't play X class as Y role, the problem is that X class is less effective at Y role than Z class. Why play a Sorc Tank or NB Healer when DK Tanks and Templar healers are much more effective? The Devs have made it quite apparent that they wanted specific classes to excel at these roles which begs the question, why did they advertise the game as "Play as you want" when they themselves state that some classes are just better at these roles than others? It's just false advertisement, plan and simple.
In order for "Play as you want" to hold some semblance of truth, each class would have to be built with their own method of Tanking/Healing/DPSing that was equal in nature to one another but that would create a very shallow experience overall because then all classes "feel" the same. Say if every class had it's own method of bringing adds together.
DK has chains
NB had a trap or charm effect that lured enemies towards them
Templar had an ability that just encased enemies together (Think a giant Eclipse bubble surrounding multiple mobs and the bubble shrinking so enemies were huddled up)
Sorc's had their pets just grab people and drag them together.
Then, every tank would have there round up skill on their bar, fire it off as needed and be on their merry way. The methodology of the skills would be different but the general function would be the exact same, destroying the sense of uniqueness everyone is so fixated on with their class. Same problem would occur in healing or support or DPS; no sense of uniqueness. Then we go on over to the PvP side of things and it becomes exceedingly dull because you know what you enemy can do because you can do the same thing in essence. ZOS shot themselves in the foot with "Play as you want" because they simply cannot deliver on this promise without stripping the classes of their identity (granted I personally believe the classes don't really have an identity to start with). That doesn't mean, however, that the game still can't be made to where "Pay as you want" is actually possible and without offsetting the balance of the game
The best thing would be to make each class offer something more unique than the cheap minor buffs they currently give and actually make them actually unique in their approach to their role with actual pros and cons to each. Letting Templar be healers and DK's be tanks is fine but make it so that other options are viable and unique.
Let DK be Mitigation Tanks so they can take a beating, NB be the debuff tank to make enemies less effective, Templars be buff tanks to improve party efficiency, Sorc's could be the damage tank that is slightly squishier than the others but pumps out more damage to compensate. Healers would follow a similar styling in that they could be made to complement a different tanking style. A DK mitigation healer might be better suited to having a NB HoT healer than a Templar Burst Healer as they might not require as much healing. A Sorcerer Tank might be better paired with a DK Shield Healer to help mitigate their low defenses. That isn't to say that you can't have other tank/healer combinations and they could work just as well, just make it so that whatever the combination is, that it's effective enough to be competitive.
Another way to give classes unique identities would be to give classes' skills that benefit everyone. Give Sorcerer the only method of getting Major Magicka Steal for the group, Templars can have Major Stamina Steal, NBs can have a Major Vulnerability Debuff and DKs can have Major Protection buff. The Minor versions of these skills should still be available from generic skill tress, such as the Mages or Fighter's Guild but make these Major version class specific so that every class is given a useful purpose in any group setting. The Minor versions being generic also makes it so that if a class isn't present for whatever reason, their benefit isn't entirely lost to a group as they can still get the minor version of that class' benefit if they so choose to do so.
Making Orbs return stamina opens the door for other Healers to be on more equal footing as Templars but doesn't completely bridge this gap either as Templars still have the outright best tools for healing. If anything, I would rework the entire Undaunted Skill Line to be more of a generic group buff system so that everyone can benefit from it. Make Blood Altar give Minor Stamina and Magicka steal, let Bone shield give Minor Mending, swap Inner Fire to the Fighter's Guild skill line and Circle of Protection to Undaunted and make it give Minor Protection to the group, with maybe a small HoT attached.
The hardest part of all this would be to make DPS viable in their own ways without any 1 class completely overshadowing the rest ( *cough* Sorc *cough*) but if a good balance could be found, then the game would be infinitely better IMO. If NB tanks are the debuffer Tank and the HoT Healer, what sort of place does a NB DPS have? Why not having them be the support DPS? Have them grant skills that benefit the group in alternative means that what a Templar Healer can do. What if shades could be used to teleport any player, instead of just the NB (Imagine how useful it would be in something like Banished Cells 2 when a player has the bubble DoT and a NB could just teleport them to the correct pad immediately)? What if Blur allowed a group mate a guaranteed Dodge chance for 1 hard hitting skills (would have an absurdly high cost to prevent spamming obviously)? I'm just spitballing ideas and rambling for the most part but I just wanted to post this as sort of a constructive view on how the game could really be "Play as you want" without it being a total fallacy.
Comments?
Ideas?
Insults?
TL;DR?
Edit: I want to say, I'm not saying that a Bow Healer, No taunt tank, 5k DPS, etc. should be made viable. I'm saying that equally skilled players that have a well thought out build should be given equal opportunity in End Game content, regardless of class.
Edited by Silver_Strider on May 18, 2017 6:49PM Argonian forever