There already is "build" diversity for everyone else who doesn't care about chasing numbers and min-maxing. And for the number chasers, they're going to min-max regardless of how the system is changed.
That said, I'm all in favor of getting rid of a class system and going to a classless RPG since I prefer them, but that isn't going to happen at this stage in the game's development.
I love when people trot out "DK is a bad healer and NB is a bad tank" when the group I run most often with has both a DK healer and an NB tank and we do just fine.
I also love when people want to promote diversity by giving everyone access to the same skills so that all the builds will be the same in the end.
I love when people trot out "DK is a bad healer and NB is a bad tank" when the group I run most often with has both a DK healer and an NB tank and we do just fine.
I also love when people want to promote diversity by giving everyone access to the same skills so that all the builds will be the same in the end.
amm7sb14_ESO wrote: »I love when people trot out "DK is a bad healer and NB is a bad tank" when the group I run most often with has both a DK healer and an NB tank and we do just fine.
I also love when people want to promote diversity by giving everyone access to the same skills so that all the builds will be the same in the end.
The builds already ARE the same in the end.
Every tank has Taunt, Breach / Fracture, CC, Resolve, Minor Maim, self heal, and probably a War Horn.
Every healer has hot, aoe hot, damage buff, burst heal
Every DD has aoe dot, burst damage, spammable.
This game, and the community by extension, do not allow for variety in builds. Regardless of what "class" you actually are, everything boils down to "tank", "dd", and "healer", and all of those will be wearing the same gear, traits, glyphs, and effects on their bars.
The only difference in characters is what style pages you're wearing, and what graphic fx is happening for your skill effects that will always be the same.
amm7sb14_ESO wrote: »I love when people trot out "DK is a bad healer and NB is a bad tank" when the group I run most often with has both a DK healer and an NB tank and we do just fine.
I also love when people want to promote diversity by giving everyone access to the same skills so that all the builds will be the same in the end.
The builds already ARE the same in the end.
Every tank has Taunt, Breach / Fracture, CC, Resolve, Minor Maim, self heal, and probably a War Horn.
Every healer has hot, aoe hot, damage buff, burst heal
Every DD has aoe dot, burst damage, spammable.
This game, and the community by extension, do not allow for variety in builds. Regardless of what "class" you actually are, everything boils down to "tank", "dd", and "healer", and all of those will be wearing the same gear, traits, glyphs, and effects on their bars.
The only difference in characters is what style pages you're wearing, and what graphic fx is happening for your skill effects that will always be the same.
Yeah, like, actually this. 90% of players just run the Alcast meta because doing literally anything else requires the entire team to coordinate builds, something I've found that about zero players have an interest in doing. In every guild I've ever joined, tanks and healers are required to have certain sets to run trials, and any DPS having trouble hitting their parse requirement just gets told, "Check out Alcast's site and just use that. It's easy." And honestly, no system in the world will prevent this, because at some point someone's always going to figure out the fastest easiest way to run content and everyone else will just use that.
Problem is that some classes are just not good at almost every role once you start compering to X class. Also, if something is bad for A, B, C, it should highly excel at D, right ? Well that is also not the case.ForzaRammer wrote: »Why does every class must be good at any role?
As long as you have 2+ good class for every role it’s diverse enough.
ForzaRammer wrote: »Why does every class must be good at any role?
As long as you have 2+ good class for every role it’s diverse enough.
It's a good idea, but I think it would cause balance issues with the passives.
For instance, as a non-pet sorc, the passives are not usefull to me .. if I pick the DK fire skills line instead, I suddenly get a lot stronger.
every build would have 3 lines where all passives are usefull 100% of the time .. DPS would skyrocket.
Frankly? Until I can get more weapon options that Destro/Restro for magicka, I refuse to even think about this.
We have a broader variety of weapons for stamina and so have been asking for years to extend even a little bit the creative thinking around adding a few more weapon choices that are specifically for magicka, but all we ever hear is "use your class skills for that," or "you can still use a sword and be magicka based," or some such combo of responses.
Snoooooooooze.
Fixing things currently at work (or rather what isn't) would be preferable for this one, before turning ESO into The Rift skill tree system.
Araneae6537 wrote: »Cool in theory (I’d love to create a true elementalist among other things) but I fear that it could lead to even more nerfs when OP combos would inevitably be found.Abilities of the original four classes have been nerfed way too much already. This needs to be reverted rather than piling on silly proc sets to make up for it, but I digress...
Araneae6537 wrote: »Cool in theory (I’d love to create a true elementalist among other things) but I fear that it could lead to even more nerfs when OP combos would inevitably be found.Abilities of the original four classes have been nerfed way too much already. This needs to be reverted rather than piling on silly proc sets to make up for it, but I digress...
yes i agree but nerfs would be less devastating with being able to respec a skill line
Mettaricana wrote: »Rather see them add a sleuth of new weapon types conjuration staff, alteration staff, illusion staff, sword and rune, spears, crossbow, sword and javelin, glaive, poles, wand and shield, etc.
Option #2 they uncapped all the class and weapon skill lines to 100 from 50 rather than rework the same boring skill just take those ideas and add 5 more skills to each line new passives that unlock past rank 50 maybe even have a job advancement quest or cp threshold to reach before the quest unlocks. Add in all the long wished for skills always up skeletons for necros, stam whip for dks, new stealth skills nb, more frost dps skills for warden, add a second ult at rank 100 return that bone dragon ult the necro concept had, throw wardens an ult pact of wolves or a lurcher or spriggan give them an ice atro ult option.
Same for weapon lines give magicka players some of the enemy skills like a flame thrower fire spell that just keeps castingnas long as you hold key/button, that pulsing fire ball from helra boss up top, toss that non stop whirlwind 2hander spin some enemies and bosses use, give em the leap into air andncome smashing down aoe for sword and board, give lightning staves the teleport aoe electric explosion. Bows give them a magic option skills like elemental arrows that change elements and effects based on enchants.
Remove toggle skills may require a rework of some classes abilities to compensate but like single bar pets, bound arma, etc cram several skills into one and create new ones like warden take the the netch and lotus and combine them make a more interesting fill in, same for nb just fuse the aoe sap skill with power drain make it so buffs you wep or spell damage and all you restore mag or stam and health with light or heavy attacks less buff tracking. Make class sourced buffs of major and minor wep and spell dmg offer more than a potion to make the choice of like 30% wep dmg buff and whatever a skill entails or 20% buff with some crit and stam or mag.
Maybe make a cp bar like system for class related passives to slot in like have a default passive we all know and have but add a slotted effect that grants a new bonus effect if slotted like say my bow idea have a passive called arcane arrows passively increases ex all fire frost shock enchants by 15% slotted on the class passive bar makes bow skills restore magicka and converts the stacling crit bonus to spell crit.
Add left arm right arm left should right shoulder giving us 2 more gear slots could run a 2pc boss set plus 1 more 1pc or give it a mythic treatment and can only wear max a single 2pc boss set. But allows sets like 2pc and 3pc sets to wiggle their way in. Not to mention outfitter could wear both shoulders as skoria instead of lame 1 shoulder set. Create a support role option for dungeons create a buff line that does off dps and make some content.
Add skill stances or modes
That change a skills function like for a tank say offensive stance all skills lose their tanky nature taunts etc but gain damage options comparable to the dps meta. Defensive stance regain the taunts and secondary buffs and mayne get increased healing received or resource benefits. Rather than changing bars just change how the bar works under that stance work great for those seeking frost dps could swap to offensive and they do great damage swap to defensive and they become tanky damage eaters.
Just a wall of bs they could do to improve the gameplay for years to come
GreenhaloX wrote: »Man.. it took me 5 years to figure out the current champion point system, and now it's probably going to take me as long to figure out the upcoming revamped CP system. I don't need no new stinking class revamp to further complicate things! Damn, I'm too much of a filthy casual for this game. Ha ha (but, I still enjoy it in my own way.)