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Split the 5 classes into 15 skill lines (choose 3), customize class?

  • Krayl
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    its a cool idea but as ive mentioned on other similar threads this aint gonna happen 4+ years after release.

    They are not going to deal witht he nightmare that would be completely rebalancing the entire game, every set, every skill, etc. They are not going to hire the huge amount of staff they would need to implement and test it. Give up the dream, pals. Those of us who are following the HDR issue threads on console were told they have bugs sitting int he queue that have been there for years; if you think they have time to totally overhaul and rebalance the skills, which would require evaluating all sets, and basically everything else in the entire game you are mistaken, my friend.

  • Solariken
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    Naysayers always expose their small-mindedness when this topic comes up.
    Valrien wrote: »
    Solariken wrote: »
    I support this. They can even keep the current class system for new characters and let players drop/add skill lines once at level 50.

    Yeah, let's drop the "class homogenization" going on and just go full-on "everyone is the same!"

    We have 5 possible combinations currently. With OP suggestion we would have 455 (or more if they add lines). Do you even think before posting?

  • Krayl
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    Solariken wrote: »
    Naysayers always expose their small-mindedness when this topic comes up.

    I'm a naysayer, because it is logistically and financially impossible for the company to do what is being suggested. It's not "small minded" to understand how the process works. There are balance issues with sets and skills constantly addressed each and every patch 4+ years after the game launched. I'm not sure what makes anyone think they would open up this complete and utter nightmare scenario for a system that isn't broken whatsoever.

    It's a cool idea! Never gonna happen though.

  • Solariken
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    Krayl wrote: »
    Solariken wrote: »
    Naysayers always expose their small-mindedness when this topic comes up.

    I'm a naysayer, because it is logistically and financially impossible for the company to do what is being suggested. It's not "small minded" to understand how the process works. There are balance issues with sets and skills constantly addressed each and every patch 4+ years after the game launched. I'm not sure what makes anyone think they would open up this complete and utter nightmare scenario for a system that isn't broken whatsoever.

    It's a cool idea! Never gonna happen though.

    This concept is every bit as feasible as the implementation of the Champion system, battle leveling, Respec overhaul, and many other things that have been added over the years. I'm sorry but you have no idea what you're talking about.
    Edited by Solariken on September 7, 2018 10:13PM
  • BigBragg
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    Solariken wrote: »
    Naysayers always expose their small-mindedness when this topic comes up.
    Valrien wrote: »
    Solariken wrote: »
    I support this. They can even keep the current class system for new characters and let players drop/add skill lines once at level 50.

    Yeah, let's drop the "class homogenization" going on and just go full-on "everyone is the same!"

    We have 5 possible combinations currently. With OP suggestion we would have 455 (or more if they add lines). Do you even think before posting?

    It's not about the number of combinations, but the combinations that will actually be played.

    You will end up with one build for healing, one for tanking, and one for dps in PvE.PvP will mostly have a common stam build and a common magicka build. Because of the way balancing continues to be a moving target, it will shift but just really be a bunch of the same generic builds each patch. People will try and be the most effective combination, especially in end game content.

    Let me grab the best cc, the best spammable, the best dot, the best self heal, the best protection, the best mobility, the best ulti, the best sustain, and the best execute. Builds done.
    Edited by BigBragg on September 7, 2018 10:23PM
  • Valrien
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    Solariken wrote: »
    Naysayers always expose their small-mindedness when this topic comes up.
    Valrien wrote: »
    Solariken wrote: »
    I support this. They can even keep the current class system for new characters and let players drop/add skill lines once at level 50.

    Yeah, let's drop the "class homogenization" going on and just go full-on "everyone is the same!"

    We have 5 possible combinations currently. With OP suggestion we would have 455 (or more if they add lines). Do you even think before posting?

    And people will use this to cherry pick all the best parts from each class and then turn our 5 classes (each with a tank, healer, stam, and mag spec) into:
    1 ultimate tank
    1 ultimate healer
    1 ultimate magicka dps
    1 ultimate stamina dps

    You basically turn 20 combinations into 4.

    This would actually promote far less diversity. Please think about your ideas before posting them.
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • TheInfernalRage
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    Too much work to make this work. Skills will be changed, framework of implementation, etc. And that's outside the balancing act still. This is like making a new game really.
  • Gilvoth
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    Lyserus wrote: »
    Reason behind this:

    1. 5 classes is enough for our current combat system, but not enough for roleplay/ game versatility or “play how you want.” However, a new class was proved to be a bad idea.

    2. The skill lines don't nesssarily related for a single class, for example, ice/animal/nature, ice really is just there to fill a skill line, not something you expect every nature lover to master

    3. Like I said the current combat system may work at the moment, but it has so few to improve upon. Since a new class is not gonna save it, you need an overhaul from what we have now.

    Pros:
    1.WAY more versatility for character build: 15 choose 3 means 455 possible combinations, and you are free to roleplay your own class (aedric+shadow+?=Yin-Yang priest etc)

    2.More content. You should be able to learn class skill lines in the world, and make switch (with cost of a old skill line and some other stuff)if you want to. With this ZOS can create some new quests in the overland

    3.Room for extension. New skill lines that fit certain scenes can be implemented. For example, bard, necromancer, certain nirn martial art etc. Unlike guild skill lines or other skill lines, you will need to carefully select the skill lines since you can only have 3 at a time.

    4.No more “nerfing templar heal dk tank etc”. Class uniqueness is diminished for the “play how you want”, ZOS is trying to get every class some op heal or tank, but it just doesn't work (and making all classes essentially the same with different visual effect). Make some skill lines for tanks, some for heals and some for dps, each have sth special but also overlap with each other with some extent (so a 3-heal skill line healer won't be too powerful compare to 2-heal etc)

    Cons:
    1.Need a big balance work when it's first introduced. After that balancing classes skill lines would be easier than now

    sounds awesome, i hope Zenimax does this.
    Zenimax, please remove classes.
  • Solariken
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    Valrien wrote: »
    Solariken wrote: »
    Naysayers always expose their small-mindedness when this topic comes up.
    Valrien wrote: »
    Solariken wrote: »
    I support this. They can even keep the current class system for new characters and let players drop/add skill lines once at level 50.

    Yeah, let's drop the "class homogenization" going on and just go full-on "everyone is the same!"

    We have 5 possible combinations currently. With OP suggestion we would have 455 (or more if they add lines). Do you even think before posting?

    And people will use this to cherry pick all the best parts from each class and then turn our 5 classes (each with a tank, healer, stam, and mag spec) into:
    1 ultimate tank
    1 ultimate healer
    1 ultimate magicka dps
    1 ultimate stamina dps

    You basically turn 20 combinations into 4.

    This would actually promote far less diversity. Please think about your ideas before posting them.

    All you're doing right now is describing the status quo. These issues would lesson with more possible combinations.
  • Valrien
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    Lyserus wrote: »
    Reason behind this:

    1. 5 classes is enough for our current combat system, but not enough for roleplay/ game versatility or “play how you want.” However, a new class was proved to be a bad idea.

    2. The skill lines don't nesssarily related for a single class, for example, ice/animal/nature, ice really is just there to fill a skill line, not something you expect every nature lover to master

    3. Like I said the current combat system may work at the moment, but it has so few to improve upon. Since a new class is not gonna save it, you need an overhaul from what we have now.

    Pros:
    1.WAY more versatility for character build: 15 choose 3 means 455 possible combinations, and you are free to roleplay your own class (aedric+shadow+?=Yin-Yang priest etc)

    2.More content. You should be able to learn class skill lines in the world, and make switch (with cost of a old skill line and some other stuff)if you want to. With this ZOS can create some new quests in the overland

    3.Room for extension. New skill lines that fit certain scenes can be implemented. For example, bard, necromancer, certain nirn martial art etc. Unlike guild skill lines or other skill lines, you will need to carefully select the skill lines since you can only have 3 at a time.

    4.No more “nerfing templar heal dk tank etc”. Class uniqueness is diminished for the “play how you want”, ZOS is trying to get every class some op heal or tank, but it just doesn't work (and making all classes essentially the same with different visual effect). Make some skill lines for tanks, some for heals and some for dps, each have sth special but also overlap with each other with some extent (so a 3-heal skill line healer won't be too powerful compare to 2-heal etc)

    Cons:
    1.Need a big balance work when it's first introduced. After that balancing classes skill lines would be easier than now

    sounds awesome, i hope Zenimax does this.
    Zenimax, please remove classes.

    It would if it even had a small chance of working

    Hint: It doesn't, and I've already posted the biggest reason why.

    This takes away from diversity. It doesn't add to it
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • BigBragg
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    Solariken wrote: »
    Valrien wrote: »
    Solariken wrote: »
    Naysayers always expose their small-mindedness when this topic comes up.
    Valrien wrote: »
    Solariken wrote: »
    I support this. They can even keep the current class system for new characters and let players drop/add skill lines once at level 50.

    Yeah, let's drop the "class homogenization" going on and just go full-on "everyone is the same!"

    We have 5 possible combinations currently. With OP suggestion we would have 455 (or more if they add lines). Do you even think before posting?

    And people will use this to cherry pick all the best parts from each class and then turn our 5 classes (each with a tank, healer, stam, and mag spec) into:
    1 ultimate tank
    1 ultimate healer
    1 ultimate magicka dps
    1 ultimate stamina dps

    You basically turn 20 combinations into 4.

    This would actually promote far less diversity. Please think about your ideas before posting them.

    All you're doing right now is describing the status quo. These issues would lesson with more possible combinations.

    How so? I really just see people choosing the best performing skill for each task.
  • Valrien
    Valrien
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    Solariken wrote: »
    Valrien wrote: »
    Solariken wrote: »
    Naysayers always expose their small-mindedness when this topic comes up.
    Valrien wrote: »
    Solariken wrote: »
    I support this. They can even keep the current class system for new characters and let players drop/add skill lines once at level 50.

    Yeah, let's drop the "class homogenization" going on and just go full-on "everyone is the same!"

    We have 5 possible combinations currently. With OP suggestion we would have 455 (or more if they add lines). Do you even think before posting?

    And people will use this to cherry pick all the best parts from each class and then turn our 5 classes (each with a tank, healer, stam, and mag spec) into:
    1 ultimate tank
    1 ultimate healer
    1 ultimate magicka dps
    1 ultimate stamina dps

    You basically turn 20 combinations into 4.

    This would actually promote far less diversity. Please think about your ideas before posting them.

    All you're doing right now is describing the status quo. These issues would lesson with more possible combinations.

    No? There's always going to be a meta build.

    To say there wouldn't be is just plain naìve.

    Hell even in Skyrim most people end up just playing Stealth archers no matter what "build" they start off going for.

    Why? Because it's generally the easiest and most effective.

    Skyrim is even less diverse than this game though and that's with EVERY skill line available to you at once

    You can attack everyone saying this is a bad idea as much as you want, but that doesn't change that this is quite simply a bad idea
    Edited by Valrien on September 7, 2018 11:04PM
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • MehrunesFlagon
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    Solariken wrote: »
    Naysayers always expose their small-mindedness when this topic comes up.
    Valrien wrote: »
    Solariken wrote: »
    I support this. They can even keep the current class system for new characters and let players drop/add skill lines once at level 50.

    Yeah, let's drop the "class homogenization" going on and just go full-on "everyone is the same!"

    We have 5 possible combinations currently. With OP suggestion we would have 455 (or more if they add lines). Do you even think before posting?

    The vast majority of those combinations will be *** too.Best not to wade through he sea of ***.
  • Rungar
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    there are a number of things you could do to make it viable and interesting

    1) only allow 3 class lines to be active at a time, thus no cherry picking like you can in the other skill lines. Call these former class lines core lines.

    2) Alter class passives so they only affect that line they are in. Many are like this already.

    3) add some new skill lines to compensate for the loss of global type passives such as alteration , illusion, mental training/physical training, offensive tactics/defensive tactics that will give players some ying/yang choices on builds.


    To those that think they are afraid to change this game you would be very wrong to think that. This game has undergone many great changes. i.e one Tamriel. They literally got rid of levels. Not unprecedented. There is nothing wrong with adapting to something new especially when players have been playing for years. New systems is like a new game.
  • generalmyrick
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    So i love the idea!

    I think id go straight insane having fun with all of the combinations.

    Great idea...i hope we get it or some version.

    @Lyserus
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • brandonv516
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    Yep I want this.
  • Maryal
    Maryal
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    NO
  • Valrien
    Valrien
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    Rungar wrote: »
    there are a number of things you could do to make it viable and interesting

    1) only allow 3 class lines to be active at a time, thus no cherry picking like you can in the other skill lines. Call these former class lines core lines.

    2) Alter class passives so they only affect that line they are in. Many are like this already.

    3) add some new skill lines to compensate for the loss of global type passives such as alteration , illusion, mental training/physical training, offensive tactics/defensive tactics that will give players some ying/yang choices on builds.


    To those that think they are afraid to change this game you would be very wrong to think that. This game has undergone many great changes. i.e one Tamriel. They literally got rid of levels. Not unprecedented. There is nothing wrong with adapting to something new especially when players have been playing for years. New systems is like a new game.

    And many of these changes make the game worse, such as CP and removal of softcaps.
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • dodgehopper_ESO
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    Valrien wrote: »


    Hell even in Skyrim most people end up just playing Stealth archers no matter what "build" they start off going for.

    Why? Because it's generally the easiest and most effective.
    [/b]

    No they don't and no it isn't. Archery is an effective playstyle but I personally found melee combat the most compelling element of the game by far. Archery is slow and ponderous. It is good as a starter but I found it less effective in finishing. This is like saying that Magic dominates Morrowind. This is true in large part because A) Being a warrior in Morrowind sucked from a gameplay standpoint. It was boring and ugly as well as not even necessarily very effective. B) The system of magic was very complicated and a big part of the gameplay of morrowind itself. All of this being said, Morrowind did not have the Thuum and it was not themed around being a Nord hero. You might expect a Nord hero to have strong warrior themes EVEN if he were a mage and it is for this reason that I never liked the complaints about Skyrim as a mage. Skyrim works wonderfully well as a mage as long as you are a WARRIOR-MAGE. In this respect I actually think Skyrim performs better than Morrowind because it is a much more fun Warrior gameplay experience.

    Where Skyrim breaks down in my view is in the lack of choices in many of the quests. The Thieves guild forces you to be villainous scum or completely lose out on huge swaths of gameplay territory. The gran finale of the Thieves Guild plotline forces you into eternal servitude to the shadowy daedra, Nocturnal. You are put on rails to serve Nocturnal. The Dark Brotherhood is no better in the sense that you can join and continue the epic plotline, or you could simply stop the Brotherhood in a very flaccid storyline that ends in a very bland and brief way. Even the storyline on Solstheim, 'Dragonborn', was very much on the rails in the sense of what goes on with the main daedric villain and the Skaal and ancient Nordic knowledge. You simply run off a cliff with very little choice in many matters. Dawnguard on the other hand was much better in that true choice was given on many levels. This is where Morrowind was vastly superior to Skyrim or even Oblivion. The series needs to get back to this element of storytelling or I fear it will lose its soul. The series is becoming much less an open RPG world and moving more toward an on the rails storytelling mode of play like the Witcher or Legacy of Kain series. There's nothing wrong with them storytelling but you really can't compare the style of the two.


    In terms of combat I do not think more skill choices would be the death knell of ESO. In many ways it would make the game more interesting. The rails are already here my friend. If you want to tank its quite simple: Play a Dragon Knight. Anyone who denies this is denying reality. All of the other classes excepting possibly Warden are vastly inferior as tanks. There are a few very skilled players who make it happen but frankly Dragon Knight is so vastly better as to make any suggestions otherwise laughable. DK also has certain VERY SPECIFIC skill choices that must be on your bar to be a proper tank. Denying this again is ridiculous. The game already has rails. Go play a Templar Tank in vHoF some time. Might it be POSSIBLE (the word a lot of these people like to bandy about)? Possibility isn't the issue. The issue is the line being pitched to us and the reality of the game. They've been slowly tinkering with the systems to make the 4 basic roles in the game possible and reasonable for all classes (to some better success with some classes than others).

    I personally would rather see Destruction, Restoration, Mysticism, Alteration, Conjuration and an enhancement of physical skill lines or the addition of physical skill lines like 'Grappling' 'Climbing' 'Acrobatics' 'Athletics' 'Spears' and more techniques within the physical realm. We are really debating two very different world views of how the game could be played and the problem ultimately is that ZoS created the can of worms by having a 'Tank class' that can kinda sorta DD and Heal even though everyone knows its the 'Tank Class'. The same can be said for other roles and other classes. Play how you want conflicts with the entire notion of how classes are presented. The push has certainly been toward play how you want but then there is the crowd of players who say 'But I wanna be so very special!' with their xyz class. The debate is really on whether players want to be 'I'm Special' or 'I'm just another hero'. That's how I view it.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • pod88kk
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    That would be a nightmare to balance
  • dodgehopper_ESO
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    Rungar wrote: »
    there are a number of things you could do to make it viable and interesting

    1) only allow 3 class lines to be active at a time, thus no cherry picking like you can in the other skill lines. Call these former class lines core lines.

    2) Alter class passives so they only affect that line they are in. Many are like this already.

    3) add some new skill lines to compensate for the loss of global type passives such as alteration , illusion, mental training/physical training, offensive tactics/defensive tactics that will give players some ying/yang choices on builds.


    To those that think they are afraid to change this game you would be very wrong to think that. This game has undergone many great changes. i.e one Tamriel. They literally got rid of levels. Not unprecedented. There is nothing wrong with adapting to something new especially when players have been playing for years. New systems is like a new game.

    This is actually my view as well. Tying passives to a line would force their use and placement. This would not ultimately kill all balance as some have suggested. It could even be taken further to give a character 3 passive 'slots' they could assign their character from the panacea of skills available to them. By assigning these passive slots they would put themselves on rails and actually de-synch ourselves from the tyranny of classes.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Easily_Lost
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    I like the idea to a point. What I think they should do is make every class have heals, DPS ( though DPS ( magicka / Stamina ) would come from the weapons ), and stealth.
    But the Templar would have stronger Heals.
    The Sorcerer would have stronger magicka DPS.
    The DragonKnight would have stronger stamina DPS.
    The KnightBlade would have better stealth.
    The Warden would be balanced between all three ( jack of all trades and a master on none ).
    PC - NA - AD
    started April 2015
    PVE & Solo only

    Meet the LOST family: CP 1250+
    Easily Lost Crafter - lvl 50 - Sorcerer Orc ( knows all traits and most styles )
    Easily Lost-W - lvl 50 - Warden Imperial
    Forever Lost - lvl 50 Sorcerer


    CROWN CRATES: It doesn't affect gameplay, it's not mandatory, it's cosmetic only. If it helps to support the game and ZOS, I support it! Say YES to crown crates.
  • generalmyrick
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    it would be stupidly fun.

    High Elf
    Storm Calling
    Shadow
    Winter's Embrace
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • Apherius
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    Lyserus wrote: »
    Pros:
    1.WAY more versatility for character build: 15 choose 3 means 455 possible combinations, and you are free to roleplay your own class (aedric+shadow+?=Yin-Yang priest etc)

    455 possible combination and 1 OP combination for PVE DPS in endgame.

  • Brrrofski
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    It would be horrendous in PvP. The amount of broken builds you could make would be scary.

    You could make a build which excelled in everything and had no drawbacks at all.
  • eso_nya
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    Lyserus wrote: »
    4.No more “nerfing templar heal dk tank etc”. Class uniqueness is diminished for the “play how you want”, ZOS is trying to get every class some op heal or tank, but it just doesn't work (and making all classes essentially the same with different visual effect). Make some skill lines for tanks, some for heals and some for dps, each have sth special but also overlap with each other with some extent (so a 3-heal skill line healer won't be too powerful compare to 2-heal etc)

    u r living in a world where ppl ask for nerfs to swift and sloads.

    also wouldnt wanna fight ppl who can have e.g. ward, bol and cloak.
  • Pastas
    Pastas
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    Lyserus wrote: »
    Reason behind this:

    1. 5 classes is enough for our current combat system, but not enough for roleplay/ game versatility or “play how you want.” However, a new class was proved to be a bad idea.

    2. The skill lines don't nesssarily related for a single class, for example, ice/animal/nature, ice really is just there to fill a skill line, not something you expect every nature lover to master

    3. Like I said the current combat system may work at the moment, but it has so few to improve upon. Since a new class is not gonna save it, you need an overhaul from what we have now.

    Pros:
    1.WAY more versatility for character build: 15 choose 3 means 455 possible combinations, and you are free to roleplay your own class (aedric+shadow+?=Yin-Yang priest etc)

    2.More content. You should be able to learn class skill lines in the world, and make switch (with cost of a old skill line and some other stuff)if you want to. With this ZOS can create some new quests in the overland

    3.Room for extension. New skill lines that fit certain scenes can be implemented. For example, bard, necromancer, certain nirn martial art etc. Unlike guild skill lines or other skill lines, you will need to carefully select the skill lines since you can only have 3 at a time.

    4.No more “nerfing templar heal dk tank etc”. Class uniqueness is diminished for the “play how you want”, ZOS is trying to get every class some op heal or tank, but it just doesn't work (and making all classes essentially the same with different visual effect). Make some skill lines for tanks, some for heals and some for dps, each have sth special but also overlap with each other with some extent (so a 3-heal skill line healer won't be too powerful compare to 2-heal etc)

    Cons:
    1.Need a big balance work when it's first introduced. After that balancing classes skill lines would be easier than now

    https://www.trionworlds.com/archeage/en/game/classes/

    That's the game you are looking for
    WARNING
    This post may Include horrible gramatical and orthographic errors
    Read on your own risk
    AD
    Dar'foo Stamblade Zorg-gro-Wurf DK tank Far-Datxo Templar healer Valmir Spellius Magsorc
    Randolf Omberic Magblade Felien Golas Magdk Faenor Oakwood Stamplar Sader Dustorm Stamsorc
    EP
    Do'Ragash Stamdk Caius Grachus Stamden Dalyne Narus Magplar
    DC
    Melkar Spellius Magden
    PC EU
  • dodgehopper_ESO
    dodgehopper_ESO
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    Brrrofski wrote: »
    It would be horrendous in PvP. The amount of broken builds you could make would be scary.

    You could make a build which excelled in everything and had no drawbacks at all.

    As opposed to the broken builds that do and have been made throughout the history of the game? Are you suggesting broken builds do not exist? Are you suggesting that all skills and systems of the game would remain the same in a new system? I'm sorry but this appears to be a straw man argument that gets brought up over and over. I will grant to you that should no balances be put in place you could in fact make some pretty stupid builds. I think it is also unreasonable to assume that this would remain. Stupid builds as you put it have existed throughout the game. The most stark of the stupid builds of course would be the Dunmer DK Vampire at the onset of the game. This has to have been the most stupid and ridiculous build that persisted a very long time. This build was stupid on so many levels it is truly amazing that they allowed it to go on for as long as it did and in fact ruined my opinion of the dragon knight as a class for a very long time. I actually had a hard time respecting DK players precisely because of the stupidity of this build. Times have changed but the point remains. Stupid builds will exist because this is an mmo and it sells the latest greatest new fangled toy that they are going to sell us. For whatever reason the Themepark on almost any game has become about upsetting the apple cart with stupid builds. Do you really think that greater skill freedom changes this? Do you think maybe if we had greater selection over our skills we might actually be able to adapt to the *** new rules so that a character can remain fun? Hmmm....
    Edited by dodgehopper_ESO on September 9, 2018 1:55PM
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • sekou_trayvond
    sekou_trayvond
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    Yeah, if I'm I ZOS dev/level designer I'd just ball up and cry in the corner if I had to design content in an open system like this.

    There's a reason there are limits and borders- so devs have a handle on reasonably possible combinations.
  • Savos_Saren
    Savos_Saren
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    Hell YES! I'd go with a Dunmer with the following skills:

    Burning Embers, Flame Lash, Volatile Armor, Empowering Chains, Burning Talons and Leap

    ...oh... wait.

    :trollface:
    Edited by Savos_Saren on September 9, 2018 3:07PM
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
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