Did Dev ever defined the identity of each class?

Lyserus
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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
Edited by Lyserus on September 25, 2019 11:50PM
  • Lyserus
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    @ZOS_BrianWheeler @ZOS_Gilliam

    Not sure if you guys already said something about this topic, but if not please share some insights about the topic, answers in the simplest form would be great, like:

    DK/NB/Tp/Wd/NM/Sc can do this special thing and overall they are more XXX than other classes.

    EDIT:
    https://forums.elderscrollsonline.com/en/discussion/495281/official-discussion-thread-for-developer-deep-dive-let-s-talk-about-class-identity-in-eso#latest
    Thanks for the reply! Not exactly how I wanted but I appreciate the more detailed response!
    Edited by Lyserus on September 26, 2019 7:53PM
  • VaranisArano
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    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."
    Edited by VaranisArano on September 26, 2019 12:08AM
  • Lasinagol
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    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?
    Altmer Supremist, filthy spell slinger since Nerevar was assasinated
  • GeorgeBlack
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    Lasinagol wrote: »
    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?

    Some weird side effects added to this and that ability with questionable maths.
    Oh and poop mechanics. Stone Giant used to make you look covered in poop. Now it throws poop. Relentlessly. Until your enemy is stunned
    Edited by GeorgeBlack on September 26, 2019 12:24AM
  • Lyserus
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    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..
  • maddiniiLuna
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    Class identity has nothing to do with DK's being only tanks (for example), but is focused on making the class spells more appealing.

    For example if you had a Stam warden in pve you'd have 2 stamina abilities slotted. The subterranean assault and the bear. Everything else is more or less filled with fighters guild, psyjik order, dual wield, bow, etc. So they change the spells and added stamina morphs allowing you to create a variety of rotations and use more then 2 spells from their own class.
    Not sure if this was said in the twitch dev talk but I believe it was.

    So some spells have had really nice changes others not so great, depends how you want to see it. Also everybody screaming nerf, but you overlooked, that weapon and spell damage has been alternated to be calculated at the end, giving you more weapon and spell damage in total (every class has actually been nerfed and buffed the same time).
  • VaranisArano
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    Lyserus 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."
  • Lyserus
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    Lyserus 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?
  • MisterBigglesworth
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    The original design intent of DKs was to have them be invincible gods that could only be countered by lightning staff heavy attacks. Nightblades existed in order to delete new players from stealth. Sorcs were the original way to get people to spread out in Cyrodiil by chasing them across half the map. Also they were the most efficient way to cover an entire bridge with oil pots. Templars are supposed to stay locked up in the castle all day spamming heals through the walls.
    Really we do it without like, the musical instruments. This is the only musical: the mouth. And hopefully the brain attached to the mouth. Right? The brain, more important than the mouth, is the brain. The brain is much more important.
  • dem0n1k
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    The classes were defined by the skills they had at the start of the game.
    NA Server [PC] -- Mostly Ebonheart Pact, Mostly.
  • Sanguinor2
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    In scalebreaker patch notes DK was stated to be a class with an Attrition based Combat style in a dev comment towards the searing heat passive. Well we all know how that one worked out.

    Here´s the Quote from the patch notes:
    Dragonknight
    Ardent Flame
    Searing Heat: Rank II of this passive now increases the duration of the affected abilities by 4 seconds, up from 2. It also increases the damage dealt of the abilities by 10%, up from 3%.
    Developer Comment:
    Spoiler

    These changes were done to ensure these abilities keep up with our current DoT standards, and to help emphasize the Dragonknight’s more attrition-based combat style.
    Politeness is respecting others.
    Courage is doing what is fair.
    Modesty is speaking of oneself without vanity.
    Self control is keeping calm even when anger rises.
    Sincerity is expressing oneself without concealing ones thoughts.
    Honor is keeping ones word.
  • eso_lytw8
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    To get a feel for class identity just go read any class description or simply go read the 3 skills line titles for each class. The three types of skills will define a class.

    https://elderscrollsonline.wiki.fextralife.com/Classes

    It starts with the feeling of the class, where and how it gets its power. Then add in skills and passives that support the feels. Make buffs that feel strong, damage types, effects etc. It all creates a feel for the class. Think about DK's they draw on strength of dragon's they have ...err had...reflective scales...this felt cool. They did awesome DOT's fracturing with noxius breath or doing great fire damage. Tons of cool stuff.

    Nightblade think of them as shadowy assassins. They buff up with spectral bow....err they use to buff up with spectral bow,,,,attacking from the shadows....fracturing their opponents armor...err they use to fracture armor. And time in killers blade to deal execute damage.

    Sorcs...masters of AOE's....damage shields and conjured pets....err use to be master of pets. My mag sorc is my classic fantasy wizard. My stam sorc is modeled off a Samurai duel wielding katanas and using a bow. He calls on the powers of wind to fuel damaging storms as he charges into battle as a fearless fighter.

    Each class had a really unique feel to it. Unfortunately the dev's recklessly decided that classes having unique abilities made them situational unbalanced. This is really only an issue in PVP so I must assume the madness of destroying these beautifully crafted classes was done so that players in PVP no longer encountered unique abilities so the game was always balanced the way a fortnite player is perfectly balanced with all others. No class differences means balance.

    What was not understood is that a lot of us play this game because it is a ROLE PLAYING GAME. We enjoy unique roles so if you take the uniqueness away you take away the fun of playing the game. This is why you see so much discontent on the forums. I've also learned that some people just don't have the same appetite for class feeling. They will make statements like nightblades are fine they still do good dps. As if this has anything to do with class identity, feel, or uniqueness. Those players are fine with they changes and don't understand why people are upset.

    Those of us leaving may or may not have enough mass to matter. But we will find out which is case in the next few months.



    Edited by eso_lytw8 on September 26, 2019 3:11AM
    < Xbox NA PVE >
  • Jhalin
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    Lyserus 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..

    It did. Unfortunately their answer is: we want all classes to be able to do everything with approximately the same results, so we’re going to make abilities work basically the same with different particles.
  • colossalvoids
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    Designer who's responsibility was plar, warden, dk, nb and as I recall partially sorcerer isn't in a company anymore, so new identity will be solely decided by new combat team and others involved.
  • hakan
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    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."

    players gone " why i cant play tank/dps on my character"? what?

    didnt they try to pull players via motto " play how you want"?

    they try to do what they promised but fail miserably imo.
  • MaleAmazon
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    The devs stated in the latest livestream that character style is up to the player. They also stated that balance is done with endgame PvP in mind (basically).

    Like stated above they want people to be able to do various things regardless of class. So you decide what role you want to play and what class, and then the game tries to accomodate by giving you skills / morphs that help you do that.

    This isn´t just done by the skill changes but you also have the 'level up advisor' advising you (I mean I turn it off immediately but I guess that´s what it does) according to if you want a tanky, damage-y or heal-y character. So while DKs might have started as tanks you now have Inferno Dragon, Venomous Dragon, Stoneskin Dragon and Elder Dragon.

    This is following Elder Scrolls tradition.

    If you are looking at top stats only when you try to make a build, class identity sort of goes out the window, though I guess 'DK tanks' are still kind of preferable. There is nothing strange about this. In Age of Empires 3 the Ottomans were designed to have a 'slow start' IIRC, but people found out that it was more effective to skip their first eco tech and just rush instead.
    Edited by MaleAmazon on September 26, 2019 6:42AM
  • FierceSam
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    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. Once a class’s identity is clear, you can begin to create the skills and passives the reflect that identity. Class identity should be so apparent in every aspect of the class that you should be able to sum it up in a clear strapline or phrase.

    At the moment class identities are way too vague

    DKs - harness the power of earth and dragons

    Templars - use the power of light

    Nightblades - steal power and strike from the dark

    Sorcerers - bind the forces of lightning

    Wardens - use the power of nature

    Necromancers - manipulate the dead

    But these at least serve as guidelines to allow us to imagine, say, what makes a DK healer different from a Necro healer. Both should be equally viable for a player to choose. On a gameplay level they should throw out the same numbers, but from a lore and playstyle perspective they should be very different.

    ZOS have been customarily uncommunicative in articulating what the unique identity for each class is, and it would be super if they were more forthcoming.
  • MaleAmazon
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    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?
    Edited by MaleAmazon on September 26, 2019 7:59AM
  • gatekeeper13
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    Lyserus 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".
    Edited by gatekeeper13 on September 26, 2019 8:09AM
  • MaleAmazon
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    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.

    <3
    Still in level 25 and looks like a nightmare reaching 160cp.

    Btw, CP is account-wide.
    Edited by MaleAmazon on September 26, 2019 8:30AM
  • FierceSam
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    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?

    Hey MaleAmazon

    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

    To use your example of a taunt. A taunt is not class specific. Indeed I don’t think there are any class specific skills that actually apply a taunt (there is one weapon skill - Puncture, one weapon passive - the ice staff heavy attack, and one Undaunted skill). So any class can apply a taunt and it will have exactly the same effect, but it will play completely differently for a DK Heavy Armour Stam Tank with sword and board and a light Armour Ice Warden with an ice staff. Same effect, different ‘builds’ both of which are based on class identity. Just reading it you can imagine the different ways you might play those two characters.

    Class identity is the root of a class. It is the set of values and qualities that define that class. They are best when they are very simple and clear - so one of the qualities that defines NBs is ‘stealth’ - and everyone understands them.

    The skills and passives a class has are built on top of those values and qualities. Every NB skill needs to somehow reflect the values of the class identity so the Veiled Strike spammable immediately feels like a NB skill rather than a DK one, even if it does the same level of damage and costs the same as a DK Spammable. If it doesn’t feel right, then either the class identity is too vague or the devs haven’t effectively translated that identity into the skill.

    Class identity is about what you feel is the essence of your character’s class rather than the abilities or actions of a class. It encompasses all the lore and backstory of the class and makes you feel that there is something different about playing a specific class, just as there is something different about playing each race. It’s all those things your character would tell you about themselves if only they could talk and you really got to know them.

    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.
  • MaleAmazon
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    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.

    Well ok, taunt was a poor choice, I should have written 'DoT' or something.

    But like I said above, there are backstories for the classes. You can read 'interview with a warden' (don´t know the exact title) from the Morrowind launch. If you look up the classes on UESP they have links to lorebooks describing how the Nightblade teleport works, to some, albeit brief, discussions on DK magic.

    It is just that the backstories are just flavour, since the intent is that you make up your character´s background. The tutorial starts are somewhat nonsensical with DLC added, but Morrowind got it mostly right (both the DLC and TES 3). You are a pretty blank slate arriving in a world.

    And, like Skyrim, ESO is moving away from having classes doing specific things. I mean, TES has gone from classes, to not having classes. Same as they have gone from max level to no level ceiling. No need to put in artificial boundaries.

    So, unlike Diablo, where the barbarian class is a very specific person with fairly specific ideals, in ESO you get to choose the backstory. My first templar was a 'disillusioned knight corrupted by vampires'. So you choose your role.

    Well, mostly. A lot of the time you have to ignore the dialogue in order to roleplay, since actual role-play decisions like "what to do with captain Helane" are few and far between. I guess they have sort of abandoned that, at least for the time being.
  • Yuffie91
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    Tes games generally have very little class identity. You can be and do what you want in all the games
  • MattT1988
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    Lyserus 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".


    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........
  • gatekeeper13
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    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.

    <3
    Still in level 25 and looks like a nightmare reaching 160cp.

    Btw, 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.

    Rune focus replenishes stamina. What about health? Chains use magicka and give back the cost if the target is immune. Silver Leash uses stamina and the cost is lost if target is immune. Put all these on top of puncture, block, low slash and caltrops and lets see what happens to your stamina. Backlash is only useful for the Minor Fracture/Breach. +10% spell dmg is useful only if you have sorcerers in group, not dd's with melee dmg. Blazing shield is useless. I use Radiant ward which is amazing for the tank but useless for the group. Igneous shield on the other hand, provides shields to everyone.

    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 two come first (DK/Warden) with a HUGE distance from the third one.

    MattT1988 wrote: »
    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........

    Yeah but what about set pieces lvl you loot from dungeons? Its my second character and dont know how it works.

    Edited by gatekeeper13 on September 26, 2019 9:37AM
  • MaleAmazon
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    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.

    I can tonight, but my previous experience has been like this:

    (Chat)

    Person X: "LFM 1T vSO"

    Me: "Hi, ok if I tank without chains, I know mechanics"

    Person X: "Sure, we just want to do the dungeon"

    *Does dungeon*

    Me and person X in chat: "GG all ty for run".

    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.

    That is chasing the meta. Or FoTM.

    When I see stuff like that, I get all smug and remember the polls in AoE3 giving the result that Japan was 'sub-par', then going online and doing Toshogu Shrine shrinespam and generally being ridicu-OP.

    Again, if you are playing on a group that is relying on specific tactics and specific skills being used, that is on you and the group. Not the game.

    You can tank a vet trial with a templar, pulling your weight while buffing the group.

    Hence the idea that templars cannot be tanks, is wrong.
  • gatekeeper13
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    I didnt say you can't succeed in completing a vet trial with a Templar Tank. I said that most people will not want you in the group because they will miss certain group support abilities DKs provide.
  • MaleAmazon
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    I said that most people will not want you in the group because they will miss certain group support abilities DKs provide.

    And I said find better people. What do you want the devs to do: put in a skill advisor that goes "the meta as of version 2.1992.128388 is that you need 5h+1m+1l with 2 sturdy pieces" when you get to level 26?

    This is like buying a Toyota and then complaining that you cannot race it in the "Ford Focus only race", and saying the car company should have warned you 8-)
  • FierceSam
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    Having distinct class identities is different from having specific roles.

    ZOS’s concept is that every class should have its own distinct identity and every class should be able to play every role. It’s then down to the player to make that happen. One thing they are deliberately trying to get away from is the idea that there is only one ‘best’ class for each role. This does appear to be something that was baked into the early game in the same way that each alliance had one tanky, one magicky and one stammy race. It was a bad, simplistic idea then and it’s good ZOS are trying to address this.

    You absolutely should be able to have an evil vampire Templar tank (on a class identity level I see this as a character subverting the Templar’s core power of the light values). Its class skills, plus weapon, and skillline skills absolutely should provide the necessary tools for effective tanking. And as a build it will no doubt be better in the hands of an experienced tank than the ‘meta’ build is in the hands of a novice. And it will provide tanking function in part by using the unique class identity, skills and passives of the Templar.

    As a leader of a trial you might question it, but you’d want to see it in action before dismissing it.

    I think ZOS’s whole concept is that a good player, playing this character should be every bit as effective as if they were playing the meta cookie cutter tank build.

    Of course they’re doing all of this in PvP, where they genuinely are trying to remove any distinction/advantage between classes, so chances are it will be an absolute *** up and crapshoot.
  • VaranisArano
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    Lyserus wrote: »
    Lyserus 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?

    I mean...I can do a snarky version if you like? (Purely tongue in cheek)

    MagDK "fire-themed tank who's class DOTs are about to get nerf-hammered"
    StamDK "poison-themed tank who's class DOTs are about to get nerf-hammered"

    MagPlar "Wait, you aren't playing a shard-spamming healer? Oh, right, MagPlar is OP this patch. Disco ball light show for everyone!"
    Stamplar "Jabby, jabby!"

    MagBlade "Stealthy, cloaking, stabbing health sapper...but not a sap tank, nope, can't have that."
    Stamblade "Stabby, stabby!"

    MagSorc "Comes in two varieties: pet sorc or sparky-sparky"
    Stam Sorc "strong AOEs, weaker single target. Here, have a new pet!"

    MagWarden "We promise you aren't a discount Templar healer with a few niche buffs. You have pets!"
    StamWarden "Burst damage for PVP, Stamina heals, what more could you want?"

    Necromancer "A WIP. Some of our skills still don't work."

    :smiley:
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