stefan.gustavsonb16_ESO wrote: »I won't defend a "classless" option in an MMO -- it would indeed make balancing a nightmare and make everyone who is chasing the meta run the exact same build. I just want to make it clear that neither Morrowind nor Oblivion had "hard" classes. They showed you some recommendations in the character setup, but they could all be completely ignored in favor of your own selection of skill lines and perks. Playing the "meta" in those games to get the most out of your character was all about breaking free of those molds and designing your own "class". Skyrim just made this the default.
stefan.gustavsonb16_ESO wrote: »I won't defend a "classless" option in an MMO -- it would indeed make balancing a nightmare and make everyone who is chasing the meta run the exact same build. I just want to make it clear that neither Morrowind nor Oblivion had "hard" classes. They showed you some recommendations in the character setup, but they could all be completely ignored in favor of your own selection of skill lines and perks. Playing the "meta" in those games to get the most out of your character was all about breaking free of those molds and designing your own "class". Skyrim just made this the default.
Kiralyn2000 wrote: »Because it's an MMO based on Elder Scrolls, not an Elder Scrolls game that happens to have lots of players?
(also, trying to balance MMO content for a collection of defined classes is bad enough. Trying to design & balance it for a totally freeform min/max/powergaming mess? That would be awful.)
I do miss finding spells on your own. Getting something cool out of RNG and immediately testing it out. Feels like that part of adventuring is missing.
amm7sb14_ESO wrote: »Kiralyn2000 wrote: »Because it's an MMO based on Elder Scrolls, not an Elder Scrolls game that happens to have lots of players?
(also, trying to balance MMO content for a collection of defined classes is bad enough. Trying to design & balance it for a totally freeform min/max/powergaming mess? That would be awful.)
Other MMO's have done it, and done it a lot closer to the spirit of Elder Scrolls than ESO does.
Also, let's not act like this game has any semblance of balance. There is literally 1 build per role that everyone is expected to adhere to if they want to play in endgame content, any and everything else is thoroughly rejected.
You can call it an MMO as an excuse for the lack of balance or variety all you want, but the truth is, this is an ELDER SCROLLS game in name, but what we have in practice is a game where if I'm not rolling some combination of Galenwe / Yolnakhriin / Alkosh with Thurvokin / Lord Warden, then there is no place for me in end game content. That is absolutely ridiculous, and to me, that is bad game design.
*Tank examples used because I main a tank
CMDR_Un1k0rn wrote: »The best RPGs have classes.
It just works. And yes that was intentional.
Popular on YouTube, sure.
Useless if you want to play the game in a different manner to that.
Stealth Archer was for power-gaming, which makes no sense in a singleplayer TES game.
I always played various takes on frontline fighters. Sometimes with a bow but rest assured, I am not a big user of stealth.
I liked it better when I could pick and choose skills in skyrim.
Chilly-McFreeze wrote: »amm7sb14_ESO wrote: »Kiralyn2000 wrote: »Because it's an MMO based on Elder Scrolls, not an Elder Scrolls game that happens to have lots of players?
(also, trying to balance MMO content for a collection of defined classes is bad enough. Trying to design & balance it for a totally freeform min/max/powergaming mess? That would be awful.)
Other MMO's have done it, and done it a lot closer to the spirit of Elder Scrolls than ESO does.
Also, let's not act like this game has any semblance of balance. There is literally 1 build per role that everyone is expected to adhere to if they want to play in endgame content, any and everything else is thoroughly rejected.
You can call it an MMO as an excuse for the lack of balance or variety all you want, but the truth is, this is an ELDER SCROLLS game in name, but what we have in practice is a game where if I'm not rolling some combination of Galenwe / Yolnakhriin / Alkosh with Thurvokin / Lord Warden, then there is no place for me in end game content. That is absolutely ridiculous, and to me, that is bad game design.
*Tank examples used because I main a tank
And you think players will abandon sets/ Build requirements just bc you couls choose from more skill Lines? If Anything a single meta build for each role would form. At least you have different builds for each class now
CMDR_Un1k0rn wrote: »The best RPGs have classes.
amm7sb14_ESO wrote: »
I mean in this game you can't even successfully mix melee weapons and magic...
Chilly-McFreeze wrote: »amm7sb14_ESO wrote: »
I mean in this game you can't even successfully mix melee weapons and magic...
Hu?
Many people do it. I see a *** of mag toons running snb every time I go to cyrodiil.
Even hybrids can be viable there and in pve (excluding hardest endgame content).
One could even argue that summoning bound armaments, crystal weapons, holy light spears etc. via stamina is kinda magic. Even tho it's a wash when you take running etc. into consideration.
But tbh I always saw this stam/mag dichotomy as a cheap shortcut to increase the class count.
I agree on your sentiment that fixed classes are against established TES ways. Everything else, if RPGs are better off without them, is up for debate. E.G. I'd fear a meta-meta for stamdd, magdd etc. if they'd lift class restrictions.
This game would have been so much cooler if you could choose your skill trees to specialize in instead of being pigeonholed into specific class trees like holy spears or melee dragon fire mage...
They wouldnt even have needed to change their system much. Just replace class trees with traditional elder scrolls skill trees.
Chilly-McFreeze wrote: »amm7sb14_ESO wrote: »Kiralyn2000 wrote: »Because it's an MMO based on Elder Scrolls, not an Elder Scrolls game that happens to have lots of players?
(also, trying to balance MMO content for a collection of defined classes is bad enough. Trying to design & balance it for a totally freeform min/max/powergaming mess? That would be awful.)
Other MMO's have done it, and done it a lot closer to the spirit of Elder Scrolls than ESO does.
Also, let's not act like this game has any semblance of balance. There is literally 1 build per role that everyone is expected to adhere to if they want to play in endgame content, any and everything else is thoroughly rejected.
You can call it an MMO as an excuse for the lack of balance or variety all you want, but the truth is, this is an ELDER SCROLLS game in name, but what we have in practice is a game where if I'm not rolling some combination of Galenwe / Yolnakhriin / Alkosh with Thurvokin / Lord Warden, then there is no place for me in end game content. That is absolutely ridiculous, and to me, that is bad game design.
*Tank examples used because I main a tank
And you think players will abandon sets/ Build requirements just bc you couls choose from more skill Lines? If Anything a single meta build for each role would form. At least you have different builds for each class now
Very true. We already have a lack of diversity with builds in the game and having all skills available to everyone would eliminate much of the diversity there is.
This is not entirely correct, Oblivion had the select correct skills to level up and do so in an planned manner or you nerfed yourself. Same in Morrowind but Morrowind had more skills unlimited training and end game was easy outside the expansions.Azuramoonstar wrote: »I liked it better when I could pick and choose skills in skyrim.
The elder scrolls existed prior to skyrim, and to be frank skyrim's set up is weaker the previous iterations. It limited your play as ANYTHING leveled you up so you had to make sure you had the weapon, armor, spells you wanted or you ended up out leveling your other skills and making the world harder due to enemy scaling.
In every other elder scrolls you picked a class, or created one by picking skills. You could level them well up, but only chosen skills leveled you.
MMo work a bit differently, but of the mmo i played ESO is pretty free form.
GrumpyDuckling wrote: »Chilly-McFreeze wrote: »amm7sb14_ESO wrote: »Kiralyn2000 wrote: »Because it's an MMO based on Elder Scrolls, not an Elder Scrolls game that happens to have lots of players?
(also, trying to balance MMO content for a collection of defined classes is bad enough. Trying to design & balance it for a totally freeform min/max/powergaming mess? That would be awful.)
Other MMO's have done it, and done it a lot closer to the spirit of Elder Scrolls than ESO does.
Also, let's not act like this game has any semblance of balance. There is literally 1 build per role that everyone is expected to adhere to if they want to play in endgame content, any and everything else is thoroughly rejected.
You can call it an MMO as an excuse for the lack of balance or variety all you want, but the truth is, this is an ELDER SCROLLS game in name, but what we have in practice is a game where if I'm not rolling some combination of Galenwe / Yolnakhriin / Alkosh with Thurvokin / Lord Warden, then there is no place for me in end game content. That is absolutely ridiculous, and to me, that is bad game design.
*Tank examples used because I main a tank
And you think players will abandon sets/ Build requirements just bc you couls choose from more skill Lines? If Anything a single meta build for each role would form. At least you have different builds for each class now
Very true. We already have a lack of diversity with builds in the game and having all skills available to everyone would eliminate much of the diversity there is.
I disagree. The lack of diversity is spearheaded by a combat system that narrowly pushes players into a stamina/magicka divide. Once a player starts engaging in tougher content, that stamina/magicka divide becomes even more unforgiving as it encourages many players to either avoid skills on the other side of the divide, or relegate them to simple utility (if even applicable).
If all skills were to ever be made available, then I hope it would coincide with a move away from the stamina/magicka divide, and a move towards a direction that wouldn't so harshly discourage builds that want to more effectively utilize a wider array of skills and styles of play on a single character.
That feels like a bit of a cop out reply. Just because it is a mmo, does not mean classes or limited abilities are required.
Fallout 76 is a mmo and is classless. Yet players can make healing, tanking, and dps type builds. Plus they have a variety of ways each can be done.
In ESO they tried to make all classes do all things, and tried to make race choices multi functional as well. But they consistently fail at it.
If they had a system more like Skyrim’s they would not be in this mess.
Dusk_Coven wrote: »So that they can sell you unlocked skill trees in the Crown Store.
Once you've unlocked, say, Fighter's Guild to 10 on any toon, you can buy it on your brand-new re-rolled under-50 BG toon and get the ultimate right away
with skill points you also got from the Crown Store thanks to having unlocked skyshards achievements in various zones on another toon.