Monte_Cristo wrote: »Said it before, but I'd like to see the class system instead be all 18 class skill trees available to pick from, but you can only pick 3. Once you've put a point in a 3rd, you must reset you skill points to change to a different one. It'd make more variety in characters with all the possible combinations. Not everyone will just pick the 3 top trees to make the most meta build.
Plus, I want to mix DK's flames, Sorc's lightning and Ward's ice to make an elemental wizard.
Mix light and dark magic? Combine all 3 summoning trees? Daedric and undead skills? Earth and green trees for a druid? Dragon and spear skills for a holy warrior of Akatosh?
I dunno, it just kind of feels like there's a certain level of... inconsistency?
I mean, your class very specifically defines a certain suite of abilities you start out with. But it's also never really explained why. There doesn't appear to be any actual MEANING behind any of the classes, they're a purely mechanical construct.
And then you're got things like becoming a Werewolf or a Vampire, which seemingly come with all new playstyles and mechanics, which DO feel meaningful... yet they're not part of your class, and you can choose whether to use those skills or abandon them, based on "who you see your character as".
If I start a Warden, WHY is my character a Warden? Hell, WHAT IS a Warden anyways? What does this choice mean to my character, beyond the literal mechanics of what each button does, which can always be changed or rebalanced down the road?
Your class choice is obviously IMPORTANT, but in a lot of ways it SEEMS meaningless, because it's not exactly clear what the classes even are, or what they represent. Their themes don't seem clearly defined. There's nothing for me to grasp onto, to really IDENTIFY with. Nothing to make me think "THIS is the class I feel represents me". Or even "oh I really like this particular culture's Lore, so I'll pick the class that aligns with that culture".
That's why I circle back to the idea of being being a sort of everyman "Adventurer". Maybe you still keep classes relatively "exclusive", like Vampires and Werewolves, where you introduce say "the Brotherhood of the Dragon" were you actually learn ABOUT Dragon Knights, who they are and where their abilities come from. Maybe they're in conflict with let's say "the Order of the Light", which teaches their soldiers and clerics to become Templars.
I mean, I also recognize changes like that are really too big to make at this point. But I guess that just seems like it would feel much more organic, than this weird disjointed thing of "okay, choose a class, and here's a series of random skills you can learn for no discernible reason".
Monte_Cristo wrote: »Said it before, but I'd like to see the class system instead be all 18 class skill trees available to pick from, but you can only pick 3. Once you've put a point in a 3rd, you must reset you skill points to change to a different one. It'd make more variety in characters with all the possible combinations. Not everyone will just pick the 3 top trees to make the most meta build.
Plus, I want to mix DK's flames, Sorc's lightning and Ward's ice to make an elemental wizard.
Mix light and dark magic? Combine all 3 summoning trees? Daedric and undead skills? Earth and green trees for a druid? Dragon and spear skills for a holy warrior of Akatosh?
So eso isnt a real elder scroll, got it!I would like to see a return to the real Elder Scrolls format where you have 3 layers to build a class, all classes are custom classes. You would be able to respec your class at a respec shrine in your alliance capitol or major city in each chapter just like you can respec skill points and attributes now.
Specialization: Choose 1
Damage, Healer, Tank (will grant a unique bonus that either increases damage done, healing done, or healing taken, respectively)
Favored Attribute: Choose 1
Health, Magicka, Stamina (this would add a flat modifier to your attribute of choice, as well as a flat modifier to that resource's recovery, ex. +10% Max Magicka, +10% Magicka Recovery)
Major Skills: Choose 7
Path of Magic
Destruction, Restoration, Alteration, Conjuration, Light Armor
Path of Might
One Handed, Two Handed, Marksman, Block, Heavy Armor
Path of Shadow
Lockpicking, Sneak, Illusion, Shadow Magic, Medium Armor
So to recreate Sorcerer might look something like this:
Specialization: Choose 1
Damage
Favored Attribute: Choose 1
Magicka
Major Skills: Choose 7
Destruction, Restoration, Conjuration, Alteration, (+ extras you'd want) Light Armor, Sneak (as an example if you wanted to do sorc gank)
Each skill line would get 8 abilities and 8 passives rather than 5/5 like now. This is to compensate for a lot of existing things that occupy multiple skill lines across classes being merged together into standardized skills. On top of all this, world, crafting, and guild skill lines would be available for everyone regardless of class like they are now. And of course your racial skill line is included.
Desto, resto, 2h, and marksman would work almost identical to how their matching skills do now with some overlap with class skills, however, the others would be new or altered versions of class skills that exist now.
Alteration would be where you mostly source buffs for you and your group, such as Major Brutality (brutality and sorcery should be combined), as well as things like shields.
Restoration would be a merge of resto staff and templar's skills such as the spear and heals.
One handed and Shield would get split into separate skills, block would work like how it does in Oblivion and Skyrim, as would One Handed. This would be balanced around a 2h weapon being a "full" weapon, and a 1h weapon being "half" of a weapon. So you can choose either to dual wield sword/maces/axes/daggers for a full damage spec, or chose to offhand a shield for defense and tanking. Both of these skills would be active while using both a sword and a shield and you would receive the passives from both.
Conjuration would be a merge of the Daedric Summoning skill line from Sorcerer and the Necromancer skill lines to do with raising dead. Soul magic would also be merged in.
Illusion and Shadow Magic would basically be the Nightblade Skills split into two categories. Shadow Magic would be the assassination and siphoning skills, illusion would be the shadow skill line plus some new stuff brought back from prior ES games like fear and rally.
etc.
I would very much like to see ESO do something like this but I know it will never happen.
DorianDragonRaze wrote: »I love the idea, sounds sooo immersive. And it will not work here sadly, but! there is something like you describe out there already:That is like a few dozens of skills to combine as you please.
- Join Psijics and learn their skills regardless your race and class
- Join Mages Guild and learn their skills regardless your race and class
- Join Fighters Guild and learn their skills regardless your race and class
- Join Undaunted Guild and learn their skills regardless your race and class
- Vampire skills or Werewolf skills
- Six weapon skill lines and 3 armor active skills regardless your race and class
- wear any armor regardless your race and class
- Thieves Guild and Dark Brotherhood skills passives
I dunno, it just kind of feels like there's a certain level of... inconsistency?
I mean, your class very specifically defines a certain suite of abilities you start out with. But it's also never really explained why. There doesn't appear to be any actual MEANING behind any of the classes, they're a purely mechanical construct.
And then you're got things like becoming a Werewolf or a Vampire, which seemingly come with all new playstyles and mechanics, which DO feel meaningful... yet they're not part of your class, and you can choose whether to use those skills or abandon them, based on "who you see your character as".
If I start a Warden, WHY is my character a Warden? Hell, WHAT IS a Warden anyways? What does this choice mean to my character, beyond the literal mechanics of what each button does, which can always be changed or rebalanced down the road?
Your class choice is obviously IMPORTANT, but in a lot of ways it SEEMS meaningless, because it's not exactly clear what the classes even are, or what they represent. Their themes don't seem clearly defined. There's nothing for me to grasp onto, to really IDENTIFY with. Nothing to make me think "THIS is the class I feel represents me". Or even "oh I really like this particular culture's Lore, so I'll pick the class that aligns with that culture".
That's why I circle back to the idea of being being a sort of everyman "Adventurer". Maybe you still keep classes relatively "exclusive", like Vampires and Werewolves, where you introduce say "the Brotherhood of the Dragon" were you actually learn ABOUT Dragon Knights, who they are and where their abilities come from. Maybe they're in conflict with let's say "the Order of the Light", which teaches their soldiers and clerics to become Templars.
I mean, I also recognize changes like that are really too big to make at this point. But I guess that just seems like it would feel much more organic, than this weird disjointed thing of "okay, choose a class, and here's a series of random skills you can learn for no discernible reason".
I do agree with you on some of these things. This is just a problem of ESO having weak class design. Having classes is well and good (although I do admit I was disappointed they did go with a class system), but really the issue is the classes themselves. Like seriously, I don't even have multiple characters because the only class I really can even remotely get into is sorcerer.... and even then I'm never fully content and wish I could be a REAL mage. Meanwhile in WoW I'm constantly jumping between my mage, priest, and druid just because I love them all so much and they're all so different. Then FFXIV has stuff like ninja, the most fun and interesting class I've ever seen in any MMORPG. Guild Wars 2 has amazing classes AND weapon choices that are all unique, then even specializations that change them up even more late game (GW2's elementalist/weaver is a close second to FFXIV's ninja). Comparing ESO class design to WoW, FFXIV, and Guild Wars 2 classes.... there's just a huge difference that I honestly can't even put into words.
I dunno, it just kind of feels like there's a certain level of... inconsistency?
I mean, your class very specifically defines a certain suite of abilities you start out with. But it's also never really explained why. There doesn't appear to be any actual MEANING behind any of the classes, they're a purely mechanical construct.
And then you're got things like becoming a Werewolf or a Vampire, which seemingly come with all new playstyles and mechanics, which DO feel meaningful... yet they're not part of your class, and you can choose whether to use those skills or abandon them, based on "who you see your character as".
If I start a Warden, WHY is my character a Warden? Hell, WHAT IS a Warden anyways? What does this choice mean to my character, beyond the literal mechanics of what each button does, which can always be changed or rebalanced down the road?
Your class choice is obviously IMPORTANT, but in a lot of ways it SEEMS meaningless, because it's not exactly clear what the classes even are, or what they represent. Their themes don't seem clearly defined. There's nothing for me to grasp onto, to really IDENTIFY with. Nothing to make me think "THIS is the class I feel represents me". Or even "oh I really like this particular culture's Lore, so I'll pick the class that aligns with that culture".
That's why I circle back to the idea of being being a sort of everyman "Adventurer". Maybe you still keep classes relatively "exclusive", like Vampires and Werewolves, where you introduce say "the Brotherhood of the Dragon" were you actually learn ABOUT Dragon Knights, who they are and where their abilities come from. Maybe they're in conflict with let's say "the Order of the Light", which teaches their soldiers and clerics to become Templars.
I mean, I also recognize changes like that are really too big to make at this point. But I guess that just seems like it would feel much more organic, than this weird disjointed thing of "okay, choose a class, and here's a series of random skills you can learn for no discernible reason".
I do agree with you on some of these things. This is just a problem of ESO having weak class design. Having classes is well and good (although I do admit I was disappointed they did go with a class system), but really the issue is the classes themselves. Like seriously, I don't even have multiple characters because the only class I really can even remotely get into is sorcerer.... and even then I'm never fully content and wish I could be a REAL mage. Meanwhile in WoW I'm constantly jumping between my mage, priest, and druid just because I love them all so much and they're all so different. Then FFXIV has stuff like ninja, the most fun and interesting class I've ever seen in any MMORPG. Guild Wars 2 has amazing classes AND weapon choices that are all unique, then even specializations that change them up even more late game (GW2's elementalist/weaver is a close second to FFXIV's ninja). Comparing ESO class design to WoW, FFXIV, and Guild Wars 2 classes.... there's just a huge difference that I honestly can't even put into words.
ESO's classes being the way they are is the result of a compromise between having classes in the traditional MMO sense both for identity and balance, and not restricting abilities and roles by class to be more single-player RPG style and allow players to 'play their own way'.
In WoW, your mage can't wield a pair of swords, wear heavy armor, and be a healer; in FFXIV your ninja can't use light armor, magika and tank with a staff.
In ESO, all that is possible - you can be a medium armor caster Nord healer stacking stamina using a sword and shield, even if your 'performance' sucks and no group wants you to join them.
That compromise comes with some advantages in not being locked into specific roles or play-styles, but makes balance for group content a nightmare as well as leads to stuff like the stupid easy overland and normal content as it has to be tuned to allow that medium armor Nord healer with sword and board to succeed.
So like the High Isle stuff; imagine if journeying there, maybe some of the Bretons there could share with you some new form of magic they'd been developing. Or let's say we ever see the "Snow Elves", they could bring with them a new skill line to learn.
I dunno. Just something to think about.
The inherent problem with ESO classes is just that the classes are random and that they have no clear place in TES lore. Nobody starts a TES game or even fantasy game in general and then wants to play Mushroom-Cliffracer-Bear-Frostspike guy.
They want to play a warrior, a fire mage, a paladin, an archer, a druid, a summoner, and so on. Sometimes, ESO classes work as a toolbox to get there, but typically, you just get to decide whether you abandon that concept for the often random and far more niche ESO idea, or you operate with a subpar solution to stay true to your concept.
ESO's classes being the way they are is the result of a compromise between having classes in the traditional MMO sense both for identity and balance, and not restricting abilities and roles by class to be more single-player RPG style and allow players to 'play their own way'.
In WoW, your mage can't wield a pair of swords, wear heavy armor, and be a healer; in FFXIV your ninja can't use light armor, magika and tank with a staff.
In ESO, all that is possible - you can be a medium armor caster Nord healer stacking stamina using a sword and shield, even if your 'performance' sucks and no group wants you to join them.
That compromise comes with some advantages in not being locked into specific roles or play-styles, but makes balance for group content a nightmare as well as leads to stuff like the stupid easy overland and normal content as it has to be tuned to allow that medium armor Nord healer with sword and board to succeed.
Bouldercleave wrote: »The truth is that you can pick ANY race / class
Pick ANY 5 skills and an ultimate
Equip them with ANY type of weapon and gear
And complete 90% + of the game's content.
It's that other 10% or so (and PvP of course) that require more specificity in skills, classes, and gear.
Supreme_Atromancer wrote: »Bouldercleave wrote: »The truth is that you can pick ANY race / class
Pick ANY 5 skills and an ultimate
Equip them with ANY type of weapon and gear
And complete 90% + of the game's content.
It's that other 10% or so (and PvP of course) that require more specificity in skills, classes, and gear.
So in both situations your choices are irrelevant, then. In 90% of content it doesn't matter what you do. And in the other 10%, it doesn't matter what you want, you should go with whatever suite of skills happens to arbitrarily give the highest dps this patch.
Neither of those situations are ideal.
That are nice and immersive ideas, but it won't fit in in ESO. There have been suggestion to free skill lines from classes, but that might just kill any diversity in the game - because people will flock to a combination of skill lines in this case, which work the best. I am not that fond of classes as well or the very limited use of active skills with just those 2 skill bars, but at least there is some variety in character builds.
I dunno, it just kind of feels like there's a certain level of... inconsistency?
I mean, your class very specifically defines a certain suite of abilities you start out with. But it's also never really explained why. There doesn't appear to be any actual MEANING behind any of the classes, they're a purely mechanical construct.
And then you're got things like becoming a Werewolf or a Vampire, which seemingly come with all new playstyles and mechanics, which DO feel meaningful... yet they're not part of your class, and you can choose whether to use those skills or abandon them, based on "who you see your character as".
If I start a Warden, WHY is my character a Warden? Hell, WHAT IS a Warden anyways? What does this choice mean to my character, beyond the literal mechanics of what each button does, which can always be changed or rebalanced down the road?
Your class choice is obviously IMPORTANT, but in a lot of ways it SEEMS meaningless, because it's not exactly clear what the classes even are, or what they represent. Their themes don't seem clearly defined. There's nothing for me to grasp onto, to really IDENTIFY with. Nothing to make me think "THIS is the class I feel represents me". Or even "oh I really like this particular culture's Lore, so I'll pick the class that aligns with that culture".
That's why I circle back to the idea of being being a sort of everyman "Adventurer". Maybe you still keep classes relatively "exclusive", like Vampires and Werewolves, where you introduce say "the Brotherhood of the Dragon" were you actually learn ABOUT Dragon Knights, who they are and where their abilities come from. Maybe they're in conflict with let's say "the Order of the Light", which teaches their soldiers and clerics to become Templars.
I mean, I also recognize changes like that are really too big to make at this point. But I guess that just seems like it would feel much more organic, than this weird disjointed thing of "okay, choose a class, and here's a series of random skills you can learn for no discernible reason".
I do agree with you on some of these things. This is just a problem of ESO having weak class design. Having classes is well and good (although I do admit I was disappointed they did go with a class system), but really the issue is the classes themselves. Like seriously, I don't even have multiple characters because the only class I really can even remotely get into is sorcerer.... and even then I'm never fully content and wish I could be a REAL mage. Meanwhile in WoW I'm constantly jumping between my mage, priest, and druid just because I love them all so much and they're all so different. Then FFXIV has stuff like ninja, the most fun and interesting class I've ever seen in any MMORPG. Guild Wars 2 has amazing classes AND weapon choices that are all unique, then even specializations that change them up even more late game (GW2's elementalist/weaver is a close second to FFXIV's ninja). Comparing ESO class design to WoW, FFXIV, and Guild Wars 2 classes.... there's just a huge difference that I honestly can't even put into words.
ESO's classes being the way they are is the result of a compromise between having classes in the traditional MMO sense both for identity and balance, and not restricting abilities and roles by class to be more single-player RPG style and allow players to 'play their own way'.
In WoW, your mage can't wield a pair of swords, wear heavy armor, and be a healer; in FFXIV your ninja can't use light armor, magika and tank with a staff.
In ESO, all that is possible - you can be a medium armor caster Nord healer stacking stamina using a sword and shield, even if your 'performance' sucks and no group wants you to join them.
That compromise comes with some advantages in not being locked into specific roles or play-styles, but makes balance for group content a nightmare as well as leads to stuff like the stupid easy overland and normal content as it has to be tuned to allow that medium armor Nord healer with sword and board to succeed.
I really see no downside to this. But it not only gives you ABSOLUTE flexibility of playing your class, but also presumably makes it easier for the devs to consider ADDING additional new powers. For example, perhaps the Bretons have cultivated their own, slightly unique way of wielding magic. Perhaps the Nords of Skyrim are willing to teach you to use the Voice of Dovahkiin, or even a particular brand of ice magic.
Ff14 has class quests right out of the gate that gives you an explanation of what your class (called job in that game) does, what their purpose and ideology is. As you go along the class quests you learn critical skills and grow your character. There is a whole story behind your class. This works because FF14 is rather restrictive in its leveling process.
I think that is sorely missing in the classes in this game. Why am I a Templar? How did I learn this stuff and why do I just learn random skill as I am fighting things?
Because they have made One Tamriel how it is and they want you to be able to do anything in any order I think the ship has sailed on having any true character flavor in game. It all has to be imaginary RP.
Like or dislike the class system, it will not be going away. The difference between ESO and other TES games is this game is designed to be an MMORPG, and class systems are part of such designs in any game worthy of being played.