wazbaumukerb14_ESO wrote: »
Maybe I'm wrong. Someone please sell me on an effective paladin build in this game with the following archetypical guidelines: a 2h-handed weapon, heavy armor, some spot healing, some holy magic, and high physical damage. It doesn't have to be a top 1% build, but it should be effective in all content the game has to offer. Like, this isn't some crazy, off-the-wall class fantasy idea - it is a staple archetype of basically every fantasy game ever (even single player ES games!) and yet it does not seem to exist here.
wazbaumukerb14_ESO wrote: »IcyDeadPeople wrote: »wazbaumukerb14_ESO wrote: »Maybe I'm wrong. Someone please sell me on an effective paladin build in this game with the following archetypical guidelines: a 2h-handed weapon, heavy armor, some spot healing, some holy magic, and high physical damage. It doesn't have to be a top 1% build, but it should be effective in all content the game has to offer. Like, this isn't some crazy, off-the-wall class fantasy idea - it is a staple archetype of basically every fantasy game ever (even single player ES games!) and yet it does not seem to exist here.
In PVP there is a lot more flexibility for interesting builds and you can make this concept work. In PVE however, you are usually trying to reach certain level single target dps, so you are more limited in options. Maybe it could work for tank role if you give up on the "high physical damage" part.
I'm a bit confused because you seem to be requesting both greater flexibility (for useful mag/stam hybrid builds) and at the same time reduced flexibility (fixed class system where you don't even get to choose your weapons).
This is the paradox though: in a lot of ways the fixed class games are actually more flexible.
Just to use WoW because it is an easy example: there are 30 something specs with 6 healer specs, 6 tanks, and tons of DPS. Almost any class fantasy you can imagine from popular media is an option. Do some classes have similar abilities? Of course. But they are not exactly the same as they are in this game. Crusader Strike isn't the same as Slam, which isn't the same as Stormstrike or Obliterate. That difference really matters. Having different resources to draw from matters.
There's also the fact that archetypal abilities are simply baked into the class. Paladins and death knights and warriors get to wear heavy armor because it is an integral part of the class fantasy, not because it helps their dps with armor skills. Ret paladins can fire off decent spot heals despite stacking Strength because the ability scales on strength as part of an overall package.
Basically, by breaking things up into constituent parts (like armor having its own skills, and weapons having their own skills) they actually ended up making the game far more boring and homogeneous.
wazbaumukerb14_ESO wrote: »I purchased ESO at release, and I have played it quite a bit both on PC and PS4 (several hundred hours each). But every time I put the game down for a while, it's always for the same reason: I really hate the class design and mechanics.
One of the major advantages of a fixed class/spec system like WoW or even SWTOR compared to ESO is that it is much, much easier to play a particular class fantasy. Want to be a holy warrior who smites evil? Play a ret paladin - you'll get holy magic, physical damage, and heavy armor. But you seemingly can't do this in ESO and actually be successful. The design meta means that if you want to do physical dps, you have to wear medium armor. What kind of paladin fantasy - tank or damage - imagines running around in the same armor as a rogue?
Also, the fact that weapons are designed independently of class means that despite having a theoretical "free-form" skill system with infinite diversity, people actually end up more same-y than in games with fixed classes. A Ret Paladin in wow has completely different melee attacks than a Frost or Unholy Death Knight even though they are using the exact same weapon (a two-hander). They feel very, very different to play. The same is true for basically any other pairing: enhancement shaman and rogues are nothing alike even though both dual-wield. But in this game, everyone basically uses the same weapon skills, guild skills, and armor skills with the only difference being a few passives and a couple class skills. Isn't that incredibly boring? Doesn't that need a total redesign?
Maybe I'm wrong. Someone please sell me on an effective paladin build in this game with the following archetypical guidelines: a 2h-handed weapon, heavy armor, some spot healing, some holy magic, and high physical damage. It doesn't have to be a top 1% build, but it should be effective in all content the game has to offer. Like, this isn't some crazy, off-the-wall class fantasy idea - it is a staple archetype of basically every fantasy game ever (even single player ES games!) and yet it does not seem to exist here.
You're not wrong, at least to me.wazbaumukerb14_ESO wrote: »Maybe I'm wrong.
Boring is all relative.
Ultimately I would have much rather seen all class skill lines available to any character as a classless system, but I do enjoy what we have now more than a strict class /spec system like you have in wow/LOTRO/swtor etc
Caleb_Kadesh wrote: »wazbaumukerb14_ESO wrote: »Like, this isn't some crazy, off-the-wall class fantasy idea - it is a staple archetype of basically every fantasy game ever (even single player ES games!) and yet it does not seem to exist here.
It seem that you are asking to make ESO in the image of all the other MMO's. Seems counter productive. The unique nature of ESO is a great part of what draws me to this game.
Twenty0zTsunami wrote: »It's almost funny, in trying to make the classes less restrictive and mundane, they actually caused their viability to be hyper focused on a single aspect, which if you don't embrace, you're not going to succeed in the game.
wazbaumukerb14_ESO wrote: »Isn't that incredibly boring? Doesn't that need a total redesign?
Stamina Templar, 2h front bar, wear heavy armor. For PVP especially this is incredibly viable.Maybe I'm wrong. Someone please sell me on an effective paladin build in this game with the following archetypical guidelines: a 2h-handed weapon, heavy armor, some spot healing, some holy magic, and high physical damage. It doesn't have to be a top 1% build, but it should be effective in all content the game has to offer. Like, this isn't some crazy, off-the-wall class fantasy idea - it is a staple archetype of basically every fantasy game ever (even single player ES games!) and yet it does not seem to exist here.
I won't lie if they completely rehauled the class system I think I'd be OK with it. I don't really like how its set up either. I'd rather there be no classes at all and being able to mix and match *everything* I'm sure that would lead to so many balancing issues though.
The_Outsider wrote: »
You have to get past playing a Retribution Paladin. This is a different game. A similar archetype exists, but it will obviously feel different. For you though, the way you talk about it, maybe just stick with WoW? You obviously approve of the rigid build system there, so why not play that game?