That overall sounds like a lengthy process that will take time...I have nothing better to do with my nonexistent life. No sarcasm, it is either ESO or some other Elderscrolls game for me and ES 6 isn't out...yet.
Honest question, then, do the dev's have a class identity in mind for the classes post Audit?
VaranisArano wrote: »Relevant quote, my bolding:
"With the ongoing skill audits, what is the ultimate goal for standardization? Where does class identity fall in the audit?
The Audit is something that needed to occur before class identity could be resolved. Imagine a yardstick with inches and centimeters changing how much distance was between each one - that’s what the Audit aimed to resolve, providing overall structure to abilities. Now that abilities have a standard to adhere to, we can address where classes achieve their unique feel working with those standards in mind. Each class will have a distinct feel and play pattern associated with a fantasy based on where their power is derived from.
What’s the design intent for all the classes?
Classes should have the tools in their class lines to be able to fill any role (Tank, DPS or Healer) with the other skill lines helping to broaden the toolset."
VaranisArano wrote: »Relevant quote, my bolding:
"With the ongoing skill audits, what is the ultimate goal for standardization? Where does class identity fall in the audit?
The Audit is something that needed to occur before class identity could be resolved. Imagine a yardstick with inches and centimeters changing how much distance was between each one - that’s what the Audit aimed to resolve, providing overall structure to abilities. Now that abilities have a standard to adhere to, we can address where classes achieve their unique feel working with those standards in mind. Each class will have a distinct feel and play pattern associated with a fantasy based on where their power is derived from.
What’s the design intent for all the classes?
Classes should have the tools in their class lines to be able to fill any role (Tank, DPS or Healer) with the other skill lines helping to broaden the toolset."
That answer avoided my original question tho..
VaranisArano wrote: »VaranisArano wrote: »Relevant quote, my bolding:
"With the ongoing skill audits, what is the ultimate goal for standardization? Where does class identity fall in the audit?
The Audit is something that needed to occur before class identity could be resolved. Imagine a yardstick with inches and centimeters changing how much distance was between each one - that’s what the Audit aimed to resolve, providing overall structure to abilities. Now that abilities have a standard to adhere to, we can address where classes achieve their unique feel working with those standards in mind. Each class will have a distinct feel and play pattern associated with a fantasy based on where their power is derived from.
What’s the design intent for all the classes?
Classes should have the tools in their class lines to be able to fill any role (Tank, DPS or Healer) with the other skill lines helping to broaden the toolset."
That answer avoided my original question tho..
Your disappoint was matched by a number of others in the Combat Q&A thread.
Read the whole Q&A and you'll see that vague emphasis on every class being able to tank, heal, and DPS repeated.
"Why are class abilities often weaker than their generic counterpart? Is it intended that there is less class identity?
As noted above, class identity is next on our list of things to hit. Our overall goal is that each class has enough tools fulfill each of the roles."
VaranisArano wrote: »Relevant quote, my bolding:
"With the ongoing skill audits, what is the ultimate goal for standardization? Where does class identity fall in the audit?
The Audit is something that needed to occur before class identity could be resolved. Imagine a yardstick with inches and centimeters changing how much distance was between each one - that’s what the Audit aimed to resolve, providing overall structure to abilities. Now that abilities have a standard to adhere to, we can address where classes achieve their unique feel working with those standards in mind. Each class will have a distinct feel and play pattern associated with a fantasy based on where their power is derived from.
What’s the design intent for all the classes?
Classes should have the tools in their class lines to be able to fill any role (Tank, DPS or Healer) with the other skill lines helping to broaden the toolset."
That answer avoided my original question tho..
VaranisArano wrote: »Class Identity started very simply.
DK = Tank
Templar = Healer
Nightblade = stealthy damage dealer
Sorcerer = spell-casty damage dealer with pets
Then players started going "Why can't I heal/tank/DPS on my chosen class?"
Then ZOS introduced the Warden, who needs to fit in somewhere. So ZOS carved out a niche (largely out of Templars and DKs) so end game groups had a reason to include Wardens.
By the time we get to the Necromancer and the latest Combat Q&A, ZOS has decided that each class ought to be able to heal, tank, and DPS. https://forums.elderscrollsonline.com/en/discussion/490953/u23-combat-q-a/
Relevant quote, my bolding:
"With the ongoing skill audits, what is the ultimate goal for standardization? Where does class identity fall in the audit?
The Audit is something that needed to occur before class identity could be resolved. Imagine a yardstick with inches and centimeters changing how much distance was between each one - that’s what the Audit aimed to resolve, providing overall structure to abilities. Now that abilities have a standard to adhere to, we can address where classes achieve their unique feel working with those standards in mind. Each class will have a distinct feel and play pattern associated with a fantasy based on where their power is derived from.
What’s the design intent for all the classes?
Classes should have the tools in their class lines to be able to fill any role (Tank, DPS or Healer) with the other skill lines helping to broaden the toolset."
To me class identity is totally distinct from function
Class identity is not Tank, Healer, Damage Dealer. These are roles, not identities. All classes should be able to be any role.
Class identity is not the skillset the class has. The skills should be a reflection of the identity, not the identity itself.
Class identity is about the unique characteristics of that class, what makes a DK, say, unique and distinct from any other class and how that might be reflected in that class’s skills and gameplay.
Real question here, not ranting but asking
I've seen both players and devs bring up "class identity" this "class identity" that blablabla
Did Dev ever gave an official answer to each of the class's identity in the form of "DK's identity is that they can do XXX where other classes can't" ? etc
If they did please show me the link of the source, would love to know where each class is going so I can build my character towards it. if not, well shouldn't they address at least that already?
And if any players can give a summary of their own version of current class identity then please do, would love to hear it
And please no pure rant about Dev or PTS, non constructive replies are just useless
When I first made my Templar, I chose the class because skills looked cool. After 300cp, I decided to tank in dungeons starting from the easiest to the most difficult vet DLC ones. Guess what? I found out that a Templar isnt the best class for tanking. Not saying you can't tank with it but it lacks sustain and certain group support skills that would make your life easier
Still in level 25 and looks like a nightmare reaching 160cp.
MaleAmazon wrote: »To me class identity is totally distinct from function
Class identity is not Tank, Healer, Damage Dealer. These are roles, not identities. All classes should be able to be any role.
Class identity is not the skillset the class has. The skills should be a reflection of the identity, not the identity itself.
Class identity is about the unique characteristics of that class, what makes a DK, say, unique and distinct from any other class and how that might be reflected in that class’s skills and gameplay.
I think you are kind of contradicting yourself here. Class identity isn´t the skillset, but yet the skillset should be dependent on the identity, also all classes should be able to do anything, but they should be distinct?
A taunt is a taunt is a taunt.
What, exactly, would you mean by class identity then?
There are lorebooks in the game, some pretty interesting, that explain the lore and in-world "science" of each class, like "Stepping Through Shadows" for Nightblades.
And you have unique skills for each class which fit their archetype, while being ostensibly able to do anything. However, templars, despite having a 'light of the divines' skilline and a knight-in-shining-armour archetype, can still be played as evil vampires.
Could you give an example of what you mean by identity?
Class identity is exactly that - Those strange values and ideals that define the class. In a IRL way it is identical to brand identity... it is that unique combination of characteristics and values that enables you to distinguish between one brand and another. And it is made manifest in what you called the ‘archetype’ of a class...
...TL:DR class identity is all those things your character would tell you about themselves if only they could talk... everything else is built on that.
gatekeeper13 wrote: »Real question here, not ranting but asking
I've seen both players and devs bring up "class identity" this "class identity" that blablabla
Did Dev ever gave an official answer to each of the class's identity in the form of "DK's identity is that they can do XXX where other classes can't" ? etc
If they did please show me the link of the source, would love to know where each class is going so I can build my character towards it. if not, well shouldn't they address at least that already?
And if any players can give a summary of their own version of current class identity then please do, would love to hear it
And please no pure rant about Dev or PTS, non constructive replies are just useless
Simple answer: No.
ZOS doesnt give you a hint about what your class will do, especially if you are a newbie in MMO like I was a year ago. If you try to make a character without checking an eso website and you are clueless on the game, there is 80% chance you will choose the wrong class for the wrong role.
When I first made my Templar, I chose the class because skills looked cool. After 300cp, I decided to tank in dungeons starting from the easiest to the most difficult vet DLC ones. Guess what? I found out that a Templar isnt the best class for tanking. Not saying you can't tank with it but it lacks sustain and certain group support skills that would make your life easier. DK has those skills. Wanted to turn my 810cp Templar to a DK but ZOS wont allow that either (sth that is perfectly easy to do in other MMOs). Now I try to level up a new Argonian Tank. Still in level 25 and looks like a nightmare reaching 160cp.
ZOS could easily add a small sentence below the class info in character creation screen that would say: SUGGESTED FOR TANK, HEALER OR DD!!! But no, that's nuclear science for them. Maybe they still live in the delusion that their game lets you "play as you want".
MaleAmazon wrote: »When I first made my Templar, I chose the class because skills looked cool. After 300cp, I decided to tank in dungeons starting from the easiest to the most difficult vet DLC ones. Guess what? I found out that a Templar isnt the best class for tanking. Not saying you can't tank with it but it lacks sustain and certain group support skills that would make your life easier
This is on you, not the devs.
Any class can fulfill any role. Any problem is solvable problem. Of course not everything is going to be a completely optimal solution.
You lack sustain from your class? Put on a sustain set. Use rune focus.
You don´t have DK chains but want to chain enemies in? Get fighter´s guild 'silver leash'.
You want to buff your trial group with major brutality / sorcery but don´t have igneous weapons? Tough luck, but people should be able to self-buff, or have another character in the 12-man group be a DK.
As a templar tank you have blazing shield and backlash, which are good tank skills that other classes cannot copy.
Also, they put in the skill advisor.
You, sir, are willfully ignoring tons of content in order to simply rant.
You are part of what is wrong with this community.Still in level 25 and looks like a nightmare reaching 160cp.
Btw, CP is account-wide.
Ummmm you do realise you only have to level it to level 50 right and your Tank becomes CP 810 as CP is account wide........
What you say is how things SHOULD be, not how they are. Try joining a vet Trial group with a Templar tank and let me know what the group members will tell you.
The way the game is made, forces you to make characters with specific classes for every role. Fact. If you dont believe it, make a poll and let people choose what the ideal tanking class is and see which comes first with a HUGE distance from the second.
I said that most people will not want you in the group because they will miss certain group support abilities DKs provide.
VaranisArano wrote: »VaranisArano wrote: »Relevant quote, my bolding:
"With the ongoing skill audits, what is the ultimate goal for standardization? Where does class identity fall in the audit?
The Audit is something that needed to occur before class identity could be resolved. Imagine a yardstick with inches and centimeters changing how much distance was between each one - that’s what the Audit aimed to resolve, providing overall structure to abilities. Now that abilities have a standard to adhere to, we can address where classes achieve their unique feel working with those standards in mind. Each class will have a distinct feel and play pattern associated with a fantasy based on where their power is derived from.
What’s the design intent for all the classes?
Classes should have the tools in their class lines to be able to fill any role (Tank, DPS or Healer) with the other skill lines helping to broaden the toolset."
That answer avoided my original question tho..
Your disappoint was matched by a number of others in the Combat Q&A thread.
Read the whole Q&A and you'll see that vague emphasis on every class being able to tank, heal, and DPS repeated.
"Why are class abilities often weaker than their generic counterpart? Is it intended that there is less class identity?
As noted above, class identity is next on our list of things to hit. Our overall goal is that each class has enough tools fulfill each of the roles."
*signs
Have any players summaried our current class identity? or in the PTS?