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One way of making classes more unique

richo262
richo262
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Presently we have three trees, as of the new classes the trees are dedicated toward DPS, Healing, Tanking.

Alternatively, ZOS could reduce it to two trees in a similar fashion to how Alliance War works : Assault and Support.

The third tree ends up moved to replace other skills in Fighters, Undaunted, Mages guild, Armor trees

Example being
Sorcerer
Negate Magic - Moved to Undaunted Ultimate
Dark Exchange - Replaces Balance (Mages Guild)
Conjured Ward - Replaces Harness Magicka (Armor tree) can also make a variation for Med and Heavy.
Rune Prison - Replaces Trap (Fighters Guild) the effect also grants Minor Force, costs Stamina
Daedric Mines - Replaces Fire Rune (Mages Guild)

Necromancer
Reanimate - Moved to Undaunted Ultimate
Siphon - Replaced Barb (Fighters Guild) also grants minor force (Morph is either damage or restore Stam)
Tether - Replaces Entropy (Mages Guild) also grants Major Sorcery (Morph is either Heal or magicka dps)
Spirit mender - Replace Necrotic orb (Undaunted) also has a Synergy associated with it
+2 other

The passives from the culled tree would need to be moved to the remaining two trees.

The goal being that by having certain skills in the base game trees gain an additional benefit from being a particular class. Class skills should not be moved into weapon trees given the requirement for a particular weapon is a nerf. We'll find that the generic cookie cutter builds that apply to all classes will start to diminish or at the very least give the impression of being different, similar skills but different effects, synergies, damage, but retaining similar function.
  • GeorgeBlack
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    Nah poop fist is fine
  • zvavi
    zvavi
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    it wont make classes more unique, it will make classes less unique... If you want classes to be more unique u need to give them more skills while making less non class skills, i mean ye sure, every class will be using the same abilities, just some of them will be purple, and some blue. And all of them will be nerfed after half a patch because an ability with an extra powerful effect per class will be overpowered.
    Edited by zvavi on January 2, 2020 2:47AM
  • nafensoriel
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    Nah poop fist is fine

    This is why DK is the best class. You either flame noodle or turd rocket.

    Honestly, class identity is better served with visuals more than the actual substance.
    Like wardens with all the animal vibe. Sorcs should be storms and lightning everywhere kinda thing.

  • regime211
    regime211
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    richo262 wrote: »
    Presently we have three trees, as of the new classes the trees are dedicated toward DPS, Healing, Tanking.

    Alternatively, ZOS could reduce it to two trees in a similar fashion to how Alliance War works : Assault and Support.

    The third tree ends up moved to replace other skills in Fighters, Undaunted, Mages guild, Armor trees

    Example being
    Sorcerer
    Negate Magic - Moved to Undaunted Ultimate
    Dark Exchange - Replaces Balance (Mages Guild)
    Conjured Ward - Replaces Harness Magicka (Armor tree) can also make a variation for Med and Heavy.
    Rune Prison - Replaces Trap (Fighters Guild) the effect also grants Minor Force, costs Stamina
    Daedric Mines - Replaces Fire Rune (Mages Guild)

    Necromancer
    Reanimate - Moved to Undaunted Ultimate
    Siphon - Replaced Barb (Fighters Guild) also grants minor force (Morph is either damage or restore Stam)
    Tether - Replaces Entropy (Mages Guild) also grants Major Sorcery (Morph is either Heal or magicka dps)
    Spirit mender - Replace Necrotic orb (Undaunted) also has a Synergy associated with it
    +2 other

    The passives from the culled tree would need to be moved to the remaining two trees.

    The goal being that by having certain skills in the base game trees gain an additional benefit from being a particular class. Class skills should not be moved into weapon trees given the requirement for a particular weapon is a nerf. We'll find that the generic cookie cutter builds that apply to all classes will start to diminish or at the very least give the impression of being different, similar skills but different effects, synergies, damage, but retaining similar function.

    Sorry but I disagree. Why move ultimates/Abilities to other tree lines? They just need to focus on giving classes identity.
  • Artim_X
    Artim_X
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    Nah, I'm good actually. :)
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Tommy_The_Gun
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    regime211 wrote: »
    richo262 wrote: »
    Presently we have three trees, as of the new classes the trees are dedicated toward DPS, Healing, Tanking.

    Alternatively, ZOS could reduce it to two trees in a similar fashion to how Alliance War works : Assault and Support.

    The third tree ends up moved to replace other skills in Fighters, Undaunted, Mages guild, Armor trees

    Example being
    Sorcerer
    Negate Magic - Moved to Undaunted Ultimate
    Dark Exchange - Replaces Balance (Mages Guild)
    Conjured Ward - Replaces Harness Magicka (Armor tree) can also make a variation for Med and Heavy.
    Rune Prison - Replaces Trap (Fighters Guild) the effect also grants Minor Force, costs Stamina
    Daedric Mines - Replaces Fire Rune (Mages Guild)

    Necromancer
    Reanimate - Moved to Undaunted Ultimate
    Siphon - Replaced Barb (Fighters Guild) also grants minor force (Morph is either damage or restore Stam)
    Tether - Replaces Entropy (Mages Guild) also grants Major Sorcery (Morph is either Heal or magicka dps)
    Spirit mender - Replace Necrotic orb (Undaunted) also has a Synergy associated with it
    +2 other

    The passives from the culled tree would need to be moved to the remaining two trees.

    The goal being that by having certain skills in the base game trees gain an additional benefit from being a particular class. Class skills should not be moved into weapon trees given the requirement for a particular weapon is a nerf. We'll find that the generic cookie cutter builds that apply to all classes will start to diminish or at the very least give the impression of being different, similar skills but different effects, synergies, damage, but retaining similar function.

    Sorry but I disagree. Why move ultimates/Abilities to other tree lines? They just need to focus on giving classes identity.
    Yep. They added fear to fighters guild skill line. Did it made NB more unique ? Nope I think it did the opposite... :disappointed:
    Edited by Tommy_The_Gun on January 2, 2020 11:10AM
  • Juzz
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    To hell with classes. It should be more series like - skills, not classes. And it can be better balanced among each other, and grant more customization to player and toon
    Make Skyrim great again.
  • alanmatillab16_ESO
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    If you want to make classes unique then you have to:
    • Have seperate classes for PVE and PVP otherwise you have the constant whining for nerfs/buffs that you have now.
    • Remove any sort of player accessable damage meter addons otherwise you have the constant whining that X class does 2% more dps in a certain situation.

    Only then can you add skills to give players the chance to make their own character rather than forced down the route of the current meta build because some website claims it is the optimum.
  • jcm2606
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    Nah poop fist is fine

    This is why DK is the best class. You either flame noodle or turd rocket.

    Honestly, class identity is better served with visuals more than the actual substance.
    Like wardens with all the animal vibe. Sorcs should be storms and lightning everywhere kinda thing.

    Hard disagree on that. If the only difference between classes is the colour of the skills you use, what's even the point of having them? Why not just remove them altogether, and have an option to change colour in settings?

    Classes should have unique gameplay loops, that's the entire point of having separate classes. If there's no tangible difference in their gameplay loops, there's no point in having them.
  • jcm2606
    jcm2606
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    If you want to make classes unique then you have to:
    • Have seperate classes for PVE and PVP otherwise you have the constant whining for nerfs/buffs that you have now.
    • Remove any sort of player accessable damage meter addons otherwise you have the constant whining that X class does 2% more dps in a certain situation.

    Only then can you add skills to give players the chance to make their own character rather than forced down the route of the current meta build because some website claims it is the optimum.
    Have seperate classes for PVE and PVP otherwise you have the constant whining for nerfs/buffs that you have now.

    Or use Battle Spirit to selectively adjust for PvP, while leaving PvE alone. Or, better yet, balance for PvP, adjust for PvE -- it's easier to adjust against a constant (bosses), that it is a variable (players).
    Remove any sort of player accessable damage meter addons otherwise you have the constant whining that X class does 2% more dps in a certain situation.

    There are ways of measuring approximate average DPS without an actual report. Have the community collectively pick a boss that is easy to parse against, have a player solo the boss (maybe with a tank to keep agro and a healer to keep the player alive, but that's it), and after they kill the boss, divide the amount of health by the fight length in seconds, to get an approximate average DPS through that fight.

    Other games that don't support addons to the same degree that ESO does, that don't support addons that can read data from the game to build a fight report to measure DPS against, often have players that use this method to measure approximate average DPS. Hell, we used to use it here in ESO, before target dummies became a thing (the Blood Spawn boss in Spindleclutch 2 is one boss that immediately comes to mind).

    Min/max is unavoidable in MMO's, since the genre is designed for long term progression. When the entire point of the game is to progress your character, of course players will find ways to measure their strength, no matter how inconvenient, and compare builds/classes to find the strongest.
  • nafensoriel
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    jcm2606 wrote: »
    Nah poop fist is fine

    This is why DK is the best class. You either flame noodle or turd rocket.

    Honestly, class identity is better served with visuals more than the actual substance.
    Like wardens with all the animal vibe. Sorcs should be storms and lightning everywhere kinda thing.

    Hard disagree on that. If the only difference between classes is the colour of the skills you use, what's even the point of having them? Why not just remove them altogether, and have an option to change colour in settings?

    Classes should have unique gameplay loops, that's the entire point of having separate classes. If there's no tangible difference in their gameplay loops, there's no point in having them.

    Well for a minute consider what a skill is in logical terms.
    No matter how you do it it's going to revolve around a player hitting a button a thing happening. Since this is mostly a combat game that button will either buff, damage, or heal. There are only so many variations of that. It is infinitely easier to handle it visually and with patterns/animations.

    Don't assume when I say "visually" I mean entirely art-based. Think about how dizzying swing vs cleave works. One is target fixated and the other is a frontal cone. Both have different visual and practical effects that can define a class far better than damage "type" or some esoteric concept like the new bound arms.

    Secondly consider types of design. If you have current ESO the skills don't really "flash" themselves as what the character is doing or focusing on. This means no matter how fancy the clicks are thought out the end player will simply see the exact same limited series of art selections no matter what class they are on. An ice warden can cast a patch of ice and some ice crystals. There is nothing that really visually tells you that you are laying down the blizzard of death your class choice is supposed to represent. Is there really a difference visually between an icedk vs an iceden?

    Skills require expression to be different as well as practical differences. Since practical differences are limited by the buff, damage, and heal trinity more effort should be applied to visuals rather than practical in this case in my opinion.
  • Aptonoth
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    Also classes should have access to unique non-combat skills for funnies and roleplaying. Or even class specific ways to make money.
  • TheShadowScout
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    richo262 wrote: »
    One way of making classes more unique
    ...would be leaving the classes as they are, and making the game react to the class uniquely.

    Like, have questlines where different classes get different sidequests! Play a templar, get to the "help out" point...and get send to do pristly stuff, tending to wounded or something, while the warden goes into the woods to collect herbs or the sorceror goes prep for some ritual, or the nightblade gets sent on some sneaky stuff... etc. Or even more involved... like, say, have a questline with an "infiltrate the evil group" theme, your base class could determine what role you pretend to for infiltration, and what "convince them you are on their side" sidequests you do. Go as a sorceror, play apprentive to the cult mage, play as a DK, play witless guard, go as a nightblade, pretend to be a sneaky scoundrel hired for mischief, play warden, pretend to be the new gardener or beast handler for the bad guys pet guars with lightning wands on their head... etc.
    It would make the whole game vastly more interesting, and add replayability value for alts... also, be fun! ;)

    Perhaps even class-specific equipment, or equipment that changes effects depending on what class equips it... possibly even a skill line sometimes that changes some skill effects depending on the characters class - like the destro staff skills that change depending on what staff you equip, there could be a skill like that goes "fire " when used by a DK, goes "shock" when used by a sorc, goes "ice" when done by a warden, "blood magic" if used by a nightblade, "holy" if done by a templar and "coldfire" if cast by a necro... etc.

    ...

    The OP idea of rebuilding the classes that extensively... is for one perhaps not the best, for another extremely unlikely to happen, since the time for that has passed back in beta.
    Its way too much effort for them to redo -everything- at this point, they might make small changes, perhaps redo a skill or two, and they would happily add stuff... but extensive rework that would need extensive playtesting to balance; and worse from their point of view, -cannot- be locked behind a "expansion" playwall like any added skill lines... well, it would be completely unprofitable for them, way too much effort for way too little return.
  • Anotherone773
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    Giving everyone access to the same skills or copying skills across multiple classes and then just changing animations and descriptions, is what made every class the same. Out of all the games i have played in two decades that have this RPG style of play, including single player, ESO has the least variation between classes and races. Hell, this entire game is pretty much one giant filler/reskin with all the effort put into an interactive story.

    What they need to do is learn how to give classes balance so that playing a DK has some advantage and some disadvantage over playing something else instead of just rotating the FOTM. But people whine if their nightblade cant do the same things as a DK AND a Sorc instead of just rolling those characters to do those things.

    Housing has more variation in this game than the class system and it is a minigame.
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