LadyNalcarya wrote: »Well... All existing classes start with magicka-based abilities, and even stamina morphs look like magic. So I think it would be interesting to see a class with stamina-based skill trees (and perhaps with a few magicka morphs). For example, one skill tree could be based on ranged abilities, something like figher's guild crossbow, but more effective, so a ranger type of character could be more viable and fun to play. Another skill tree could be themed around "monk" archetype, with hand-to-hand abilities and healing/buffs. And the third one could be based around "tanky warrior" archetype.
I guess that wouldnt happen, but if there will be a new class, I would like to see something non-meta. I mean, I like some of the proposed necromancer ideas, but if ZOS adds them, it would be another destro/destro mage with a few class abilities, not much different from a sorc or nb.
The very setup of the system speaks against that.LadyNalcarya wrote: »Well... All existing classes start with magicka-based abilities, and even stamina morphs look like magic. So I think it would be interesting to see a class with stamina-based skill trees...
TheShadowScout wrote: »The very setup of the system speaks against that.LadyNalcarya wrote: »Well... All existing classes start with magicka-based abilities, and even stamina morphs look like magic. So I think it would be interesting to see a class with stamina-based skill trees...
After all, quite obviosuly each class was supposed to be playable in magica and stamina flavor, with the magica flavor able to use a wide range of class skills, but the stamina flavor more limited to the weapojn skills - because stamine build means muscle-power, and that means swinding weapons.
Now if we had a class for stamina, it would be nice for stamina builds who then somehow could have muscle-magic... but completely unsuitable for magica builds, because they would be limited to their staff skills, and those just wouldn't be enough, methinks...
Also, it would not make all that much sense.
Now, if we were to talk about a -guild- skill line that only uses stamina skills... (cough, fighters guild, cough) there I could see several options added!
Generally...LadyNalcarya wrote: »Well, magicka morphs of physical abilities could work just fine. I mean, we already have nb bow (which can be magicka or stamina based iirc) and battlemage characters exist in TES lore.
Sure there is!LadyNalcarya wrote: »Also, there is no way to play a warrior without flashy magics, which is kinda weird since it was possible in all other TES games and I think it could be a nice addition.
As a -skill tree- it would make a great deal of semse to add something "martial arts-y". WEe do have several such skills spread over the place, most in weapon skill lines... though vigor is not really that unrealistic if you see it with the same eye as all those "martial arts movie bossfight recovery scenes" - not that "magical" either, not like it makes flames appear by punching hard enough or some other sillyness, right?LadyNalcarya wrote: »And class abilities are not weapon-based and can be used with any build anyway.
As for "muscle-magic", well, we have things like Vigor and other unrealistic abilities so adding skill trees based on concentration and whatnot wouldnt be too far-fetched.
And I am all for giving stamina builds more options. But not as new class. As something that all existing stamina builds can "refit" instead.LadyNalcarya wrote: »I dont even like stamina builds, but I think that its kinda boring that stamina builds are all the same except for some flavour skills. Imo theres no point in adding new classes as long as thats the case.
TheShadowScout wrote: »Generally...LadyNalcarya wrote: »Well, magicka morphs of physical abilities could work just fine. I mean, we already have nb bow (which can be magicka or stamina based iirc) and battlemage characters exist in TES lore.
...a skill based on muscle power, like swinging or slinging a more or less heavy piece of sharp metal at your opponents bodies to let some air at their juicy innards... those are stamina based, and always should be.
...a skill based on mental power, like making a flaming inferno appear around your opponent as if by... magic! well, by magic, period! Those skills are magica based, and always should be.
...and then there are hybrid skills, like... magicking up a spear made of golden light and then chucking it at your enemy... and those could and should have options, like morphing it more to the mental side to magic up a better spear, or morphing it more to the muscle side to throw the spear you have magicked up better (aka, stamina morph)
There could be more stamina skills. I just don't think that they would make for a good -class- that gets locked into stamina builds that way... much better to envision something like that as some sort of optional skill line. No matter if it ends up coming as world skill lines, guild skill lines, weapon skill lines or some sort of "prestige class morph" option...Sure there is!LadyNalcarya wrote: »Also, there is no way to play a warrior without flashy magics, which is kinda weird since it was possible in all other TES games and I think it could be a nice addition.
Just forget the "flashy magics" of your class skills and go with weapon skills alone! (and maybe some fighter guild skills, and some assault skills...)
These days we even get a weapon skill ultimate...
It may not be so "flashy", but it works well enough.As a -skill tree- it would make a great deal of semse to add something "martial arts-y". WEe do have several such skills spread over the place, most in weapon skill lines... though vigor is not really that unrealistic if you see it with the same eye as all those "martial arts movie bossfight recovery scenes" - not that "magical" either, not like it makes flames appear by punching hard enough or some other sillyness, right?LadyNalcarya wrote: »And class abilities are not weapon-based and can be used with any build anyway.
As for "muscle-magic", well, we have things like Vigor and other unrealistic abilities so adding skill trees based on concentration and whatnot wouldnt be too far-fetched.
Now, as a class though - a stamine skill tree would make a lot less sense, as it would pigeonhole that class into stamina builds. And as I mentioned, the classes were supposed to let people pick their options... thos is why they generally have a lot of magica build useful skills, and a few stamina support skills, as stamina builds are -supposed- to depend more on their weapons. I mean, that IS how physcial fighters do their damage in a semi-realistic setting, by hitting people hard, not by flinging chi-fireballs...And I am all for giving stamina builds more options. But not as new class. As something that all existing stamina builds can "refit" instead.LadyNalcarya wrote: »I dont even like stamina builds, but I think that its kinda boring that stamina builds are all the same except for some flavour skills. Imo theres no point in adding new classes as long as thats the case.
A martial artist guild DLC? Count me in!
New weapon skill lines? Count me in!
Stamina support world skill line? Count me in!
Or "prestige class specializazions", with a stamnia option among them? Count me in!
But a "stamina builds only" class? Not what I want to see...
The "hybrid" is not a game-mechanic term, its a denominator to skills that involve both an magical effect and a physical effort in their backstory-fluff visual effect. Like instead of casting a fireball that flies to its target on its own, casting a javelin you have to throw yourself. Like instead of casting a blast of ice that does its damage magically, summoning a glowing dagger you stab at the target on your own..LadyNalcarya wrote: »2) Theres no "hybrid abilities", they always consume magicka OR stamina (or sometimes health), but not both. The fact that they look magical doesnt make them hybrid.
These all used to be magica only.LadyNalcarya wrote: »3) Spitting green fire, summoning spectral knives, attacking enemies with magical spears still looks like magicka abilities even if they scale with stamina. This is one of ESO flaws in my opinion.
They still are. All you gotta do it not slot the flower and 'shroomsLadyNalcarya wrote: »After all, barbarians/rangers/etc were viable playstyles in previous TES games and are pretty damn popular in general. So I would like to see more of that, I think it would be more immersive and lore-friendly than those giant mushrooms and flowers.
You don't play stamina characters much, huh? its quite easy to "do well enough", just by swinging a two-hander, with maybe some support from caltrops or such. Its quite easy to "do well enough" with dual wield alone. Okay, so tanks probably want more then just their S&B, mainly because that doesn't give them a nice "emergency selfheal" for when the healer is busy or exhausted...LadyNalcarya wrote: »4) No, limiting your char to weapon skill lines isnt the answer. Its only good for roleplaying since you would just gimp yourself by not using "magical" class skills. It doesnt "work well enough" unless you want to spam snipe in normal dungeons.
...that's what I keep saying!Silver_Strider wrote: »I'd prefer class specialist over new classes; for example, Necromancer and Witchhunter could be a Specialists for Sorc and NB respectfully.
True as it goes, and both polearms & unarmed would make really nifty additions to the ESO skill ranges!Silver_Strider wrote: »I don't see a Monk Class working in ESO. Monk, to me at least, is either a fist fighter or polearm master. You would need to add these as weapons or else it just wouldn't really "feel" like a Monk class, in which case you've already added the basis for all classes to portray Monk already with little room to add in Monk skills as most of the Unarmed and Polearm skills would likely be covered already in these new weapon lines.
Agreed, I think "bard" would be -perfect- for a new guild DLC... but then, I would think that, would I not?Silver_Strider wrote: »Bard is also something that would probably be better portrayed as just a skill line instead of a class because there is only so much you can do with Music and Singing as a class that trying to stretch it into 3 skill lines would be pushing it. Then, trying to make the class viable as a Tank/Healer/DPS just sounds like a Nightmare. Finally, how would you balance it? What Buffs/Debuff would they provide and how would it affect current class balance (which is already an absolute joke)?
Rather than a new class that is limited to a few skills, I'd rather see more skills available to the existing classes. Instead of being limited to 5 skills on a bar, let's have 10 skills per bar. And two bars.
I know the game is oriented around consoles with a controller that has few buttons, but to me, the biggest limitation is how few skills any character can really use. Almost everybody picks the same few skills, and everybody plays almost the same.
My favorite type of character in MMO's is the utility toon, able to wield a large assortment of powers. Even though each one is perhaps not the best, the ability to pick the right skill for the right situation *is* the skill for this class. Of course, you can't play one of those in ESO.