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Reason for copy-pasted class abilities?

Aertew
Aertew
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So I already knew that there were some similar or copied abilities. Like the armor dragonknight has is on necromancer. But then I realized how many abilities are copied and pasted. This isn't a F2P game and ESO is already heavily monetized (crown crates,cosmetics).

I also want to go over that me and other players probably don't know the condition the devs had during development. I hope that the developers do have a good reason and I think they do. But I hope that when they fix the issue of lag in the game they can move on to this.

Warden-frost cloak-

Wrap a thick cloak of ice around you and nearby allies. The ice grants Major Resolve, increasing Physical and Spell Resistance, by 5280 for 20 seconds.

Dragonknight- Spiked armor-

Release your inner dragon to gain Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280 for 20 seconds.
While active, the armor returns 143 Magic Damage to melee attackers.

Necromancer-Bone Tyrant-

Wrap yourself in hardened bone, granting you Major Resolve and Major Ward, increasing your physical resistance and spell resistance by 5280 for 20 seconds. Creates a corpse when complete.

The visual effects are also extremely similar, the player's character will have bone/ice/stone on their back. The buffs are extremely similar. It's disapointing the classes aren't that unique. But it also doesn't stop there.

necromancer-Bone Tyrant-

Become a horrific Bone Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 health.
While transformed, your light attacks restore 199 health and your fully charged heavy attacks restore 499 health.
This ability scales off your Max Health.

Vampire-

Transform into a lord of night, instantly healing to full Health and increasing your Max Health, Magicka, and Stamina by 10000 for 20 seconds.

While in this form, you heal for 15% of all damage you deal and you can see enemies through walls.


Both the vampire ult and Bone Tyrant ult look extremely similar, increasing character size and changing their skin, while keeping any light attack and heavy attack animations.'

There might be more but these were the most obvious for me. I understand that vampire's do indeed have a transformation but I believe it would be better if you changed vampire into something a bit smaller. Going of off the Elder Scrolls V: skyrim vampires are generally magicka related and werewolfs are generally stamina related.

Vampire ult passive-While you are in your vampire ult your light attacks and heavy attacks change into ranged attacks. Dealing x amount of damage (scaled of off magicka) alternatively you can have it scale from the highest stat.

I am not a game developer, I don't know why they did this. So before I get any hate. I just don't think these re-skins should be in the game. Yes I want them to fix the lag and also work on Blackwood and fix the bugs there. But I would like the devs explain why they designed these abilities so similar to other abilities.


TL;DR Copy and pasted abilities are way too similar and noticeable.

Edited by Aertew on April 22, 2021 5:24PM
  • LettuceBrain
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    At first I didn't agree, but after rereading I have reconsidered and these are definitely too similar, but I don't think it needs to be changed.
    Edited by LettuceBrain on April 22, 2021 7:06PM
    they/them/theirs
  • Vevvev
    Vevvev
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    There's also Eviscerate and Searing Strike which share the same animation with the weapon in your hands despite both being claw strikes. I've seen some incredibly cool concept arts from people, and one of the best was from one of the girls in a guild hub I'm apart of who drew her character with one hand armed with long claws made of blood. (Think something similar to the Witcher vampires and you won't be far off.)

    ESO does indeed have way too many similarities between abilities, but then again when you look at the single player games our choices of attacks were very limited to. The most variety and choice was found in spell crafting, and even then it was limited to what effects you were capable of throwing into each spell.
    Edited by Vevvev on April 22, 2021 7:38PM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Aertew
    Aertew
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    Vevvev wrote: »
    There's also Eviscerate and Searing Strike which share the same animation with the weapon in your hands despite both being claw strikes. I've seen some incredibly cool concept arts from people, and one of the best was from one of the girls in a guild hub I'm apart of who drew her character with one hand armed with long claws made of blood. (Think something similar to the Witcher vampires and you won't be far off.)

    ESO does indeed have way too many similarities between abilities, but then again when you look at the single player games our choices of attacks were very limited to. The most variety and choice was found in spell crafting, and even then it was limited to what effects you were capable of throwing into each spell.

    What single player games lack in unqiue animations they usually make up for in either or/and

    -story
    -gameplay
    or voice acting
  • phaneub17_ESO
    phaneub17_ESO
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    Well the Armor ability is meant to be a staple for Tanks, every class has one. Templars have Rune Focus, Nightblade its built into Shadow Barrier passive, Sorcerer have it as Lightning Form, and if you don't like your class version then there's Heavy Armor Unstoppable. The only difference is the extra flavor attached to it, the point of these armor abilities so that everyone can be a Tank.
  • Vevvev
    Vevvev
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    Aertew wrote: »
    Vevvev wrote: »
    There's also Eviscerate and Searing Strike which share the same animation with the weapon in your hands despite both being claw strikes. I've seen some incredibly cool concept arts from people, and one of the best was from one of the girls in a guild hub I'm apart of who drew her character with one hand armed with long claws made of blood. (Think something similar to the Witcher vampires and you won't be far off.)

    ESO does indeed have way too many similarities between abilities, but then again when you look at the single player games our choices of attacks were very limited to. The most variety and choice was found in spell crafting, and even then it was limited to what effects you were capable of throwing into each spell.

    What single player games lack in unqiue animations they usually make up for in either or/and

    -story
    -gameplay
    or voice acting

    ESO has very good voice acting, and some of the stories are pretty good like with Summerset and Wrothgar. I honestly don't think Skyrim's main quest, especially the bits involving the Blades, as quality content, but Oblivion did indeed make up for it's craziness with really darn good stories! I never really finished Morrowind since I got side tracked by House Telvanni stuff, but I've read enough about the story to see why it's a cult classic.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Aertew
    Aertew
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    Well the Armor ability is meant to be a staple for Tanks, every class has one. Templars have Rune Focus, Nightblade its built into Shadow Barrier passive, Sorcerer have it as Lightning Form, and if you don't like your class version then there's Heavy Armor Unstoppable. The only difference is the extra flavor attached to it, the point of these armor abilities so that everyone can be a Tank.

    Yes, I get that, but they are literally copied and pasted. From the animation and the way it looks to the effects it gives. At least for the spiked armor. They could've gave necromancer floating bones that negate damage 3 times and after the bones are used up give the necromancer hp that scales with the damage done to each bone. For warden it could've been something different.
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