Don't confuse "class identity" with "ability monopoly". You're wanting each class to do something the others can't, that's a monopoly. Class identity means something unique that sets a class' playstyle and feel apart from others.
The class identities are still intact:
Dragon knight: wings, claws, talonz, fire breath
Sorceror: summoned daedra, raw magic (overload)
Templar: auras, healing, glowing spears
Night blade: stealth/invisibility, life draining
Warden: nature magic, animal pets, ice magic
RavenSworn wrote: »This thread seems like a nerf nightblade thread. And I'm disappointed with that. Here's my two cents though.
Class identity was lost because players wanted it. It wasn't because ZoS wanted to change it to three distinct skill lines within the class or what not, it was just simply players wanted what the other classes had for their class.
Players wanted to have for the nb, the sorcs and the Templar what the dk had for tanking. They wanted what the Templar had for healing. There wasn't any room for diversity because everyone had to follow a certain playstyle for the group, hence 'meta'.
...
In the end, it's our own choices made.
“Play as you want” was one of the biggest mistakes ever made.
@Ch4mpTW awesome thread, and you have my full support on this, and already read some very good ideas!
yes it is about time we go to some more diversity then just tank, healer and DD!
I love it!
“Play as you want” was one of the biggest mistakes ever made.
We talk about class signatures.
Well, the above "Play as you want" is a "game company" signature. People play Bethesda / ZOS games because of the lore and because of the "play as you want" approach.
So, it's totally "normal" that they promise a MMO title based on the Elders Scrolls IP and that follows the "play as you want" philosophy.
What happened, is that ZOS found out that staying true to "play as you want", requires a permanent AAA development team. This stuff is expensive.
So they went the easy way out: instead of delivering "play as you want", they went "everyone smells the same" so every choice you make is useless: you end up playing some streamlined, copycat class and spec regardless.
Don't confuse "class identity" with "ability monopoly". You're wanting each class to do something the others can't, that's a monopoly. Class identity means something unique that sets a class' playstyle and feel apart from others.
The class identities are still intact:
Dragon knight: wings, claws, talonz, fire breath
Sorceror: summoned daedra, raw magic (overload)
Templar: auras, healing, glowing spears
Night blade: stealth/invisibility, life draining
Warden: nature magic, animal pets, ice magic
You skillfully dodged class signatures. Crystal frags for years has been sorcs main class signature spell. Now it's gone, poof, made useless. The other, "strongly suggested" morph, sucks even harder so nobody uses it either.
"Blinking", a "mage" signature in every possible game (not just MMOs), has been transformed in "somewhat long jump". And so on.
On the other side, they desperately retain complete trash mechanics, like "shield stacking".
StamDK lost its class identity when they changed all the stam morphs of DK skills to mag so that only about 2-3 use stam now out of 30+
Stam sorc has enough stam morph choices that make it feel still unique from other stam classes and from its magicka counterpart.
NB also has good diversity between both versions (stam vs mag) and other classes
Stamplar could use a couple more stam morph options but is different enough from MPlar and other stam classes.
What are you talking about?
Don't confuse "class identity" with "ability monopoly". You're wanting each class to do something the others can't, that's a monopoly. Class identity means something unique that sets a class' playstyle and feel apart from others.
The class identities are still intact:
Dragon knight: wings, claws, talonz, fire breath
Sorceror: summoned daedra, raw magic (overload)
Templar: auras, healing, glowing spears
Night blade: stealth/invisibility, life draining
Warden: nature magic, animal pets, ice magic
LeagueTroll wrote: »Don't confuse "class identity" with "ability monopoly". You're wanting each class to do something the others can't, that's a monopoly. Class identity means something unique that sets a class' playstyle and feel apart from others.
The class identities are still intact:
Dragon knight: wings, claws, talonz, fire breath
Sorceror: summoned daedra, raw magic (overload)
Templar: auras, healing, glowing spears
Night blade: stealth/invisibility, life draining
Warden: nature magic, animal pets, ice magic
I agree, other than stam sorc, everything seem to have a clear identity to me.
LeagueTroll wrote: »Don't confuse "class identity" with "ability monopoly". You're wanting each class to do something the others can't, that's a monopoly. Class identity means something unique that sets a class' playstyle and feel apart from others.
The class identities are still intact:
Dragon knight: wings, claws, talonz, fire breath
Sorceror: summoned daedra, raw magic (overload)
Templar: auras, healing, glowing spears
Night blade: stealth/invisibility, life draining
Warden: nature magic, animal pets, ice magic
I agree, other than stam sorc, everything seem to have a clear identity to me.
RavenSworn wrote: »
Class identity was lost because players wanted it. It wasn't because ZoS wanted to change it to three distinct skill lines within the class or what not, it was just simply players wanted what the other classes had for their class.
Don't confuse "class identity" with "ability monopoly". You're wanting each class to do something the others can't, that's a monopoly. Class identity means something unique that sets a class' playstyle and feel apart from others.
The class identities are still intact:
Dragon knight: wings, claws, talonz, fire breath
Sorceror: summoned daedra, raw magic (overload)
Templar: auras, healing, glowing spears
Night blade: stealth/invisibility, life draining
Warden: nature magic, animal pets, ice magic
You skillfully dodged class signatures. Crystal frags for years has been sorcs main class signature spell. Now it's gone, poof, made useless. The other, "strongly suggested" morph, sucks even harder so nobody uses it either.
"Blinking", a "mage" signature in every possible game (not just MMOs), has been transformed in "somewhat long jump". And so on.
On the other side, they desperately retain complete trash mechanics, like "shield stacking".
Crystal frags has never been in any other elder scrolls game, nor has any kind of blink. The idea that these were class defining abilities for the Sorceror is a player created concept and one still pushed by players who can't handle the fact that balance changes constantly in online games and just because something works one month doesn't mean it will the next.
Daedric summoning and wards, however, have been a "mage" staple in just about every elder scrolls game prior to this one.
It seems to me you only define signature skills as what you want to be signature skills, not what actually pertains to the game content.