GeorgeBlack wrote: »Nah poop fist is fine
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.
Yep. They added fear to fighters guild skill line. Did it made NB more unique ? Nope I think it did the opposite...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.
nafensoriel wrote: »GeorgeBlack 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.
alanmatillab16_ESO wrote: »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.
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.
nafensoriel wrote: »GeorgeBlack 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.
...would be leaving the classes as they are, and making the game react to the class uniquely.One way of making classes more unique