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What's up with Class Design?

  • Silver_Strider
    Silver_Strider
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    Veiled Strike, a move most effective from stealth and plays well with the Assassin theme, is in the Shadow skill line. To add more insult to injury, Blur, a skill that fits much better in the Shadow Skill line as it makes you more evasive, is in the Assassin skill line.
    LOGIC!!!

    Argonian forever
  • Hluill
    Hluill
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    out of cycle, but there should have been BOTH a STAM and MAG morph for each and every skill, and "bound" weapon skill lines as an alternative to staff for MAG.
    that is probably the most amazing thing i've read in forums yet. Would be awesome to have conjured weapons and actually use my stamina instead of rolling around everywhere in combat just because i can

    Or just have one source of power. Have all actions: attacks, spells and such, draw from one power source. The higher the skill value, the more efficient the use of power.
    Black-handed Hluill and his daughter Leyek of House Numaril.
  • Hluill
    Hluill
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    exeeter702 wrote: »
    Hluill wrote: »
    Thanks for the awesome responses.

    For the record, I am not saying the design is bad... just kinda wonky. In many ways it is a great improvement over the flavors of fighter, mage, thief and cleric that are older than I. It's interesting that we still struggle with those constructs fifty years later.

    My complaints would be that even this class system is restrictive. It's interesting that I avoid the restriction by not playing the classes at all. But, even then all the builds, even my pure two-hander, use magic... Well, that kinda opens up another bag of worms...

    It's important to understand that you should not shoehorn each class into a single archetype. The classes themselves are first and foremost thematically in line with what is represented in the lore of eso.

    For your night blade example. A very large misconception from new players is they think by default that the nightblade class is strictly and exclusively an assassin of sorts. The truth is that a nightblade just as much a life draining mage of sorts just as much as it is a stealthy rogue.

    The classes are thematic shells moreso than singular archetypes.

    I agree and this will always be the challenge of a class-based system. The designers have certain images for the classes in mind, usually based on their design for their world. Maybe if the lore supported this better. Class quests and Class Guilds would be interesting mechanics to add.
    Black-handed Hluill and his daughter Leyek of House Numaril.
  • Hluill
    Hluill
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    Reckquiem wrote: »
    Having the freedom to build your own class from not only class skills but the rest available to you is what makes this great in my opinion. Sure you will always have the "optimal" build for each class to do a specific role but that is usually flexible in my opinion.

    This game has more flexibility in this area than most MMOs, for certain. It's a shame that so many players get wrapped around "optimal builds" in order to stay competitive or even effective.
    Black-handed Hluill and his daughter Leyek of House Numaril.
  • Hluill
    Hluill
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    I wish they did away with classes altogether. Just give each player choice of 2, or maybe 3 class skill lines, active at any one time. It would need balancing but it would be fun without anybody ever crying for nerfs, if you can change your skill line any you go to your capitol.

    I still don't see why I can't purchase a Change-Class token, either at a shrine of in the Crown Store.

    And I would love to experiment with different mixes of class-skill lines.

    I find it interesting that some ranged lines don't have "distancers": some form of retreat. Or that some melee lines don't have a "closer": some form of charge.
    Black-handed Hluill and his daughter Leyek of House Numaril.
  • QuebraRegra
    QuebraRegra
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    out of cycle, but there should have been BOTH a STAM and MAG morph for each and every skill, and "bound" weapon skill lines as an alternative to staff for MAG.

    Then what would be the difference between Stam and magicka? Animations?

    The effects could be dramatically different (as we see in the difference between some stam vs mag morphs now), or they could be the same just relying on/boosting the governing resource pool.

    I definitely feel from a lore/rp perspective that simply allowing weapons to be governed by the greater pool (STAM or MAG) makes no sense. A skinny sorc, should not be able to swing Conan's broadsword the same way the beefy barbarian could. So a BOUND weapon line (see lore for bound weapons in other TES games), featuring magically summoned weapons (almost no weight, governed my MAG), featuring unique skills/animations would make better sense.

    ex. bound sword line might have a "lightning sword" skill, wherein the bound sword (either summoned, dropped, or created in a new enchanting interface) might cause lightning damage in a strike in addition to it's base damage (perhaps bound weapons might not have enchantments for balance purposes?). The lightning strike might drain mag or stam, or cause a stun.


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