*copy paste from various other class threads"
remove the classes, we don't need em in my humble opinion.
I feel that ZoS has never been able to come close to a good overall (thematically and mechanically) balance with their 4 classes (now 5) and their 12 skill trees (now 15), and in total 60! skills (now 75!) - and that's before ults and that's before morphs and that's before guild skills with their ults and morphs and weapon skills with their ults and morphs - They constantly need to balance all of them to stam/mag, role, equipment, pve and pvp...
I feel there are so many weak skills, situational skills and so many skills that easily could and should be combined.
In addition the classes are a bit all over the place (thematically and mechanically) while at the same time they feel very shoehorned... want to play with fire? great! you can roll a Dragon Knight with 3 skills lines that's somewhat focused and connected to said fire. Want to play with lightning? not so great, you can roll a Sorcerer with one dedicated skill tree, and now same with fost and the Warden class - at the very least they should give us the option to check a box for which element you want in any class.
plus as an example the two-handed skill momentum which 90%+ of the stam player base uses, if they like it or not- that could imho work as a medium armor skill line.
and what about the healing staff/weapon, since launch there's only been one option- necro staff? soul staff? siphon staff? are my top of my head options that could add some much needed love.
slim it down, trim it down and remove the classes- diversity will be there no matter what, players will build and create.
- focus on the core of TES with the Warrior, Thief and Mage. not as a hard choice, more as a soft baseline to build upon? then add core TES skill trees, weapon trees and schools of magick - then and only then you sprinkle in flavor such as a thematic skill lines as a "specialization" of sorts - plus a CP system in the mix? sure! I'd be down for that to.
ChuckyPayne wrote: »ChuckyPayne wrote: »I don't think so. IMO Murkmire will be a very small zone like other DLCs.
It can be larger if they'll stick to original vision.https://www.youtube.com/watch?v=_Jk7LrLgRfg&t=4543s
Yes u'r right. But that would be illogical.
- 2015 They started with Orsinium the only big zone DLC.
- 2017 New big zone Vvardenfell Chapter.
- 2018 New big zone Summerset Chapter, 2017 big zone now DLC
- 2018 Other big zone for a DLC?
Illogical, or I just very confused from many business model changes.
*copy paste from various other class threads"
remove the classes, we don't need em in my humble opinion.
I feel that ZoS has never been able to come close to a good overall (thematically and mechanically) balance with their 4 classes (now 5) and their 12 skill trees (now 15), and in total 60! skills (now 75!) - and that's before ults and that's before morphs and that's before guild skills with their ults and morphs and weapon skills with their ults and morphs - They constantly need to balance all of them to stam/mag, role, equipment, pve and pvp...
I feel there are so many weak skills, situational skills and so many skills that easily could and should be combined.
In addition the classes are a bit all over the place (thematically and mechanically) while at the same time they feel very shoehorned... want to play with fire? great! you can roll a Dragon Knight with 3 skills lines that's somewhat focused and connected to said fire. Want to play with lightning? not so great, you can roll a Sorcerer with one dedicated skill tree, and now same with fost and the Warden class - at the very least they should give us the option to check a box for which element you want in any class.
plus as an example the two-handed skill momentum which 90%+ of the stam player base uses, if they like it or not- that could imho work as a medium armor skill line.
and what about the healing staff/weapon, since launch there's only been one option- necro staff? soul staff? siphon staff? are my top of my head options that could add some much needed love.
slim it down, trim it down and remove the classes- diversity will be there no matter what, players will build and create.
- focus on the core of TES with the Warrior, Thief and Mage. not as a hard choice, more as a soft baseline to build upon? then add core TES skill trees, weapon trees and schools of magick - then and only then you sprinkle in flavor such as a thematic skill lines as a "specialization" of sorts - plus a CP system in the mix? sure! I'd be down for that to.
This will never happen. ESO was made with classes for a reason. It's an mmorpg not Skyrim.