But have you...I’ve been playing since 2014 too...
???TheShadowScout wrote: »...been playing the game since summer 2014, and have a dozend characters already.
And that is why I am thinking of ways that would be interesting for -both- new AND old characters.Played all the classes. And they are stale to me after 4.5 years of playing
hm, so let's check what we actually have.
- Fire / hearth elements / poisonous : Dragonknight
- Ice / nature : Warden
- Electric / daedric / storm : Sorcerer
- Night / assassin : Nightblade
- light / aedric : templars
So, I think a class about WATER elements could be nice. I don't know,
Well... I said it before elsewhere...Vinterskald wrote: »None, actually. What I would love would be ways to make classes even less restrictive. I know, it's already a great thing that any class can use any armour and any weapon, but I'd really, really be in favour of being able to use other classes' skills to a certain extent...
...and that is also something I would appreciate seeing (anything that is refittable to existing characters, really...), though I expect the balance issues may cause a few grey hairs...TheShadowScout wrote: »Dual Classing
What if there was a way to expand ones characters class skills by learning a different class on top of the original one, but with some limits? Like... you only get -one- skill line from another class, and you don't get to pick either, but have it determined by the classes involved? With one skill line for each class that is main-class-specific and cannot be shared as dual-classing?
The whole thing could be dependent on finding well hidden "master trainers" (possibly even appearing in different locations at different times, a bit like the vampire/werewolf infection spawns – think "wandering sage you have to track down" shtick that’s a classic in many stories...), and then completing a special "Initiation" quest before unlocking the new skill line and changing your basic class to a new "Dual Class", with a new class name to show off, new class symbol, etc. Naturally there would be one master trainer for each class, and what combination a character would get was determined which master trainer they approach for the quest, and their original class – there could also be a way to "reset" this, much like skill morphs or vampirism/lycantropy... (although at this point, I’d expect them to make that a crown store service)
I imagine something like:
• Dragonknight & Siphoning (Nightblade) = Berserker
• Dragonknight & Storm Calling (Sorceror) = Spellsword
• Dragonknight & Dawn's Wrath (Templar) = Pyromancer
• Dragonknight & Winters Embrace (Warden) = Guardian
• Nightblade & Earthen Heart (Dragonknight) = Scout
• Nightblade & Dark Magic (Sorceror) = Agent
• Nightblade & Restoring Light (Templar) = Rogue
• Nightblade & Animal Companion (Warden) = Ranger
• Sorceror & Ardent Flame (Dragonknight) = Battlemage
• Sorceror & Shadow (Nightblade) = Illusionist
• Sorceror & Restoring Light (Templar) = Sage
• Sorceror & Winters Embrace (Warden) = Cryomancer
• Templar & Ardent Flame (Dragonknight) = Crusader
• Templar & Shadow (Nightblade) = Inquisitor
• Templar & Dark Magic (Sorceror) = Witchhunter
• Templar & Animal Companion (Warden) = Pilgrim
• Warden & Earthen Heart (Dragonknight) = Barbarian
• Warden & Siphoning (Nightblade) = Cultist
• Warden & Storm Calling (Sorceror) = Shaman
• Warden & Dawn's Wrath (Templar) = Monk
(and yes, I keep coming back to as many of the old class names from earlier elder scrolls games as i can...)
Sheezabeast wrote: »Cryomancer. Give us an ice based class since you can’t efficiently make ice staves good for much, outside a few extremely niche builds.
So many people are asking for necromancer that i'm sure they will be disapointed when it will come