Great idea for the next chapter.

SandroLordOfDarkness
Good day.
I have a great idea for the next chapter.
These are ... subclasses.
What is the essence of the idea?
Each class has its own 3 specializations, with their own options for skills.
Specializations can be changed at a special altar.
I want to give an example for the sorcerer class.
Specializations:
1) Сonjurer - in general, it does not differ from the current sorcerer, with the exception of the ultimate Daedric Summoning branch - the place of Summon Storm Atronach is the summoning of the Daedric Titan.
2) Warlock: has 3 branches - Flame of Oblivion (has similar storm spells, but with fire / poisonous damage); Domination over daedra (the call of the daedra-humanoids - dremora, zivilai, zivkin; as an ultimate - destronah permanently); Domination over mind (in fact - spells of illusions - fear, dumbness, debuffs + buffs and mind control)
3) Atromancer - Elemental magic (has at its disposal skills similar to those in Call of Storms, nose with the skills of all elements); Atromancy (has at its disposal a call to atronachs - fiery, frosty; summoning armor, Ultimate - Storm Atronach); Power over Change (Spells of control, immobilization, shields, slowdowns,).
Initially, each player has 1 specialization - 2 additional ones must be obtained during a long and interesting quest (separately for each specialization).

Access to quests opens after reaching level 50.

How is the idea?
  • Orion_89
    Orion_89
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    Hi! The idea is good, but the maximum ZOS can add (in my opinion) is something like one extra skill line with mix of what you suggest now and call it, for example, "Legendary specialization". No variety or something bold. They can't even do a cool necromancer class.
  • stewhead2ub17_ESO
    stewhead2ub17_ESO
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    Who told you these ideas were "great"? Just curious.
  • nukk3r
    nukk3r
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    They can't balance 6 classes, you're suggesting they make 18. Add 2 DD variants, healer, and tank to that and you'll have 72 subclasses to balance. That's only in PvE.
  • Sylvermynx
    Sylvermynx
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    I've never been fond of subclasses where I've run across them in the past. Too much micromanaging.
  • joerginger
    joerginger
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    Nothing great about this idea at all. If anything, there are already too many classes for the team to keep balanced.
  • SandroLordOfDarkness
    Then an alternative is to introduce the ability to modify some visual skill / some small details of the balance (for example, elemental damage), for example, using special glyphs for skills.
    There is an example in WOW with their small and large glyphs.
    There will generally be less work to correct the balance and there will be more roleplay as I think.
  • nukk3r
    nukk3r
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    Then an alternative is to introduce the ability to modify some visual skill / some small details of the balance (for example, elemental damage), for example, using special glyphs for skills.
    There is an example in WOW with their small and large glyphs.
    There will generally be less work to correct the balance and there will be more roleplay as I think.

    Things that work in WoW, work in WoW. ESO is a different game with its own things. Any new skill, item or mechanic will be used and abused in high end PvE content and in PvP, just look at all the mythics threads after every new patch.

    Also how would it even affect roleplay? You don't need any items to participate in drama club activities.
  • SandroLordOfDarkness
    Oh, how do I summon Dremora or Xivilai?
    Clanfear or Scump - Conjuration apprentice level, what the hell am I a Sorcer if I can't summon a dremora?
  • griffn
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    With ESO they would end up as an extra class skill.
  • Iccotak
    Iccotak
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    Four choices

    1. Do nothing and leave as is. There is already a LOT of balancing
    2. Add a Third morph for every class ability
    3. Add one skill line for each class
    4. Make a new skill line that any class can use
  • Stanx
    Stanx
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    Oh, how do I summon Dremora or Xivilai?
    Clanfear or Scump - Conjuration apprentice level, what the hell am I a Sorcer if I can't summon a dremora?

    To be fair you can summon a greater storm atronach...
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    How about scroll crafting instead?

    They would work like potions and have a short cooldown and allow any non-ultimate/pet class abilities to be casted, say your a nightblade who wants to summon a blastbones, well you use a scroll.
  • Netheniel
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    I hear the word "specializations" and I immediately think of Guild Wars 2 :) It's not a bad idea and I quite enjoy Guild Wars 2 system; however TES has always been a game about mastering individual skills, which you then mix and match however you see fit. Class skills provide some uniqueness, but I wouldn't object to ZoS adding new skill lines specifically to cover the various schools of magic that are not tied to any one particular class. They can expand on it over time, so conjurers can summon other types of minions that synergize with their fashion/desires. I also wouldn't mind seeing new martial skill lines like polearms, unarmed, hunter (traps / throwables), etc. Like the rest of the skill system, these would all be their own skill lines, so cherry pick what you want to be.
  • aipex8_ESO
    aipex8_ESO
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    I know they would never change it now, but just wish the Sorc ult was a permanent Dremora like the warden's bear.
    Edited by aipex8_ESO on June 7, 2021 5:01PM
  • SandroLordOfDarkness
    Stanx wrote: »
    Oh, how do I summon Dremora or Xivilai?
    Clanfear or Scump - Conjuration apprentice level, what the hell am I a Sorcer if I can't summon a dremora?

    To be fair you can summon a greater storm atronach...

    Funny, my character directly felt like a great sorcerer.
    By the way, why can't a sorcerer recall / intercept an enemy daedroths/pet, even as an ultimatum (perhaps with the imposition of a debuff on the impossibility of summoning it)?
  • Xandreia_
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    they cant handle what they have, and seem to be struggling with keeping the game actually running! id rather have 0 content for a year and be able to use the skills we already have with minimal lag than more broken skills/class/race whatever
  • milesrodneymcneely2_ESO
    milesrodneymcneely2_ESO
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    Then an alternative is to introduce the ability to modify some visual skill / some small details of the balance (for example, elemental damage), for example, using special glyphs for skills.
    There is an example in WOW with their small and large glyphs.
    There will generally be less work to correct the balance and there will be more roleplay as I think.
    NAILED IT!

    This is actually what I want for a Spellcrafting system. We were supposed to get one back in the Paul Sage days, but it never panned out. Understandably, lots of folks still WANT one (especially Elder Scrolls veterans who are accustomed to being able to craft their own spells), but the major criticism is that it would be a balancing nightmare. And I think they're right about that.

    What I would like to see Spellcrafting become is a visual reskin option for CLASS SKILL LINES (only).

    To give a quick example, the Dragon Knight's Draconic Power skill line could have a reskin that goes in a more bird-like direction; maybe something Phoenix-like, for those who want to indulge that power fantasy, or get their "Umaril the Unfeathered" game going. The skills and morphs in that line could very easily be updated to resemble something brighter and avian, without needing any mechanical changes whatsoever.

    You could also go with something dark and bat-like, for those who want to explore the Padomaic side of their natures. Leathery wings, black fire, and bat claw could replace the usual animations, again without needing any update to mechanics whatsoever. And it would fit REALLY well for DK players who want to embrace their Vampiric sides fully.

    That's just one small example of how they might pull something like that off. I think a Spellcrafting system focused on visual and animation updates would allow us to FEEL like we're playing new and different characters, without actually changing stats and mechanics.

    Just my two Septims. B)
  • SandroLordOfDarkness
    As an economist I will say, there is nothing worse than stagnation, stagnation in general is worse than falling ...
    There will be no experiments, no serious innovations / mechanic, there will be, but it is better not to think about what can be ...
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