Do you think a single 'Free-form' class instead of the current class system would work better?

  • Soarora
    Soarora
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    No
    ESO is not a mainline game and it never will be. Much of the audience I come across don’t even play the other games and instead come from a background of mmos. If that is forgotten, I could see big problems happening.
    Also, it’d be a nightmare for balance and play how you want. Meta shifts can be stopped without this system… zos needs to stop wildly changing the meta, that’s all. In regards to play how you want, this may be great for roleplay but in endgame it’d become something like “everyone use blastbones and whip”.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Necrotech_Master
    Necrotech_Master
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    No
    no for both obvious reasons and reasons others have already mentioned
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

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  • Cazador
    Cazador
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    No
    Some classes already need rework, as example DK. What unique left on this class ?

    Big portion of unique skills were removed.

    Wings / moltan armoments - are doomed.
    Can not jump on walls in Cyro with leaps.

    Nothing was given in exchange.

    The same time other classes get unique to DK pool ability's.

    But it is much better remove classes or return to old balance.

    Because it will remove chance that one class will be much better than another.

    And balancing in TESO looks more like dice throwing to the wall.

    What's unique about dk,let's see...
    They are the only class that can
    1. Breathe fire
    2. Fire magical stone at their enemies
    3. Call forth flaming banners with the heraldry of their alliance
    4. Use fiery chains to pull their enemies to them

    Also being able to jump onto keep walls is just broken. No class should be able to totally skip sieging down doors. That would be broken. Making sure they can't do that is, dare I say, balanced.
  • Ksariyu
    Ksariyu
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    Yes
    It would be worse.

    Oh, it would bring more freedom to the questing experience. So if your interest is primarily recapturing the nostalgic feel of the singleplayer TES games, it might do the job.

    But ESO is an MMORPG, and it has something the single player TES games lack: an endgame. Its got group content like dungeons, trials, and PVP.

    A free-form class would very quickly break down into only the best tank, healer, and DD in PVE endgame content while it would make PVP wildly unbalanced.

    Also, the single player games didn't need to balance for overpowered stuff. Todd Howard doesn't care that I broke Skyrim with the fortify restoration loop or that I almost always play a stealth archer because he's already got my money. ESO, meanwhile, needs to keep gameplay fresh so players don't get bored and move on to other games. So the cycle of nerfs, buffs, and adjustments would absolutely continue even if you got your freedom to choose a free-form class.

    The thing is, this argument only goes so far. For starters, the notion that free skill access can't exist in an MMO is false considering there are successful MMOs that already have this (Namely Albion, though others exist). Albion in particular also has PvP as the main endgame, so your argument about PvP being "wildly unbalanced" is just as unfounded (The OP acknowledges the need for balance changes with this idea). The bigger problem though is that you claim the game would "break down into the only the best" build for each role. This is a true statement: that's what a meta is. The thing is, how is that different from now? vDSR right now is showing every group running one DK and one Necro tank, so even though there are six options for tank classes, people are only picking the best combination. Similarly, why has every tank and support player in the past 5 years been slotting Aggressive Warhorn when there are so many other options? Because it's the best. That's not a game issue necessarily, that's just how people play (Though seriously, 5+ years of being meta might show a bit of a balance issue). The point is, your argument essentially comes down to "it's bad because it'd be the same as what we have now," but you also acknowledge that at least for the solo players it might be an improvement, which leaves us. . . net positive? I don't know, we might both need a fact-checker.
    jaws343 wrote: »
    All these years of these types of threads and it is amazing to me that people still don't get this.

    Maybe if there's been years of these threads, it's an indication that something might actually be worth looking into, no? I really wish you were as open with your ideas on why the current setup is better as you are with telling everyone else they're wrong for suggesting a different one. I genuinely don't see where people draw the line between meta and freedom of choice, so perhaps any one of you in this thread could shed some light on that.
    Cazador wrote: »
    Exactly this. Even though eso does have its meta builds you have a choice between magicka and stamina so you have at least 2 per class, at least for pve dps. Having things divided into classes ironically gives you more choice in how you play since every class has its own separate meta(s) and any of them are strong enough for any content.
    So, did it really feel that impactful for you all to have a stamina cost slapped onto your magic?
    - Summoning hurricanes through your sheer endurance
    - Conjuring stones from the ground with brute strength
    - Teleporting to your target and magically gaining a rush of strength
    - Manifesting insects by hitting the ground hard enough
    Did these actually help you feel like you were playing a different class/character? Did you actually play different because you cast Endless Hail instead of Unstable Wall?
    And what of healers and tanks? Doesn't matter what class I play as a healer, I know for a fact I'm gonna have Combat Prayer, Illustrious Healing, Radiating Regen, Energy Orb, Elemental Blockade, and Aggressive Warhorn. And let's not forget that I'll be wearing SPC, unless of course the other healer already is, then there will be some other class agnostic set I'm required to wear. Yeah, lots of freedom I see.
    no for both obvious reasons and reasons others have already mentioned

    Care to elaborate? Let's see if your "obvious reasons" are truly as obvious and infallible as the rest here.
  • Vevvev
    Vevvev
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    No
    I played Archeage that had something like this where you built your own class. Over 200 possible combinations and each combination had a name to! So many choices, so many options, you'd think the meta would be thriving, right?!?!?

    Wrong, there were only 6 "classes" people used in Archeage. 1 for Healer, 1 for Tank, 1 for DPS, and then 3 PvP builds that kind rock/paper/scissors each other. All that effort, all those choices, and the 6 dominate choices removed all choice from the game.

    Sure you could play a person with all the cool magic skill lines, but you'd get absolutely destroyed in PvP unless you got super lucky, and good luck competing with everyone else in the Trial/Dungeon/Overland scene.

    This is a bad idea.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • jaws343
    jaws343
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    No
    Ksariyu wrote: »
    It would be worse.

    Oh, it would bring more freedom to the questing experience. So if your interest is primarily recapturing the nostalgic feel of the singleplayer TES games, it might do the job.

    But ESO is an MMORPG, and it has something the single player TES games lack: an endgame. Its got group content like dungeons, trials, and PVP.

    A free-form class would very quickly break down into only the best tank, healer, and DD in PVE endgame content while it would make PVP wildly unbalanced.

    Also, the single player games didn't need to balance for overpowered stuff. Todd Howard doesn't care that I broke Skyrim with the fortify restoration loop or that I almost always play a stealth archer because he's already got my money. ESO, meanwhile, needs to keep gameplay fresh so players don't get bored and move on to other games. So the cycle of nerfs, buffs, and adjustments would absolutely continue even if you got your freedom to choose a free-form class.

    The thing is, this argument only goes so far. For starters, the notion that free skill access can't exist in an MMO is false considering there are successful MMOs that already have this (Namely Albion, though others exist). Albion in particular also has PvP as the main endgame, so your argument about PvP being "wildly unbalanced" is just as unfounded (The OP acknowledges the need for balance changes with this idea). The bigger problem though is that you claim the game would "break down into the only the best" build for each role. This is a true statement: that's what a meta is. The thing is, how is that different from now? vDSR right now is showing every group running one DK and one Necro tank, so even though there are six options for tank classes, people are only picking the best combination. Similarly, why has every tank and support player in the past 5 years been slotting Aggressive Warhorn when there are so many other options? Because it's the best. That's not a game issue necessarily, that's just how people play (Though seriously, 5+ years of being meta might show a bit of a balance issue). The point is, your argument essentially comes down to "it's bad because it'd be the same as what we have now," but you also acknowledge that at least for the solo players it might be an improvement, which leaves us. . . net positive? I don't know, we might both need a fact-checker.
    jaws343 wrote: »
    All these years of these types of threads and it is amazing to me that people still don't get this.

    Maybe if there's been years of these threads, it's an indication that something might actually be worth looking into, no? I really wish you were as open with your ideas on why the current setup is better as you are with telling everyone else they're wrong for suggesting a different one. I genuinely don't see where people draw the line between meta and freedom of choice, so perhaps any one of you in this thread could shed some light on that.
    Cazador wrote: »
    Exactly this. Even though eso does have its meta builds you have a choice between magicka and stamina so you have at least 2 per class, at least for pve dps. Having things divided into classes ironically gives you more choice in how you play since every class has its own separate meta(s) and any of them are strong enough for any content.
    So, did it really feel that impactful for you all to have a stamina cost slapped onto your magic?
    - Summoning hurricanes through your sheer endurance
    - Conjuring stones from the ground with brute strength
    - Teleporting to your target and magically gaining a rush of strength
    - Manifesting insects by hitting the ground hard enough
    Did these actually help you feel like you were playing a different class/character? Did you actually play different because you cast Endless Hail instead of Unstable Wall?
    And what of healers and tanks? Doesn't matter what class I play as a healer, I know for a fact I'm gonna have Combat Prayer, Illustrious Healing, Radiating Regen, Energy Orb, Elemental Blockade, and Aggressive Warhorn. And let's not forget that I'll be wearing SPC, unless of course the other healer already is, then there will be some other class agnostic set I'm required to wear. Yeah, lots of freedom I see.
    no for both obvious reasons and reasons others have already mentioned

    Care to elaborate? Let's see if your "obvious reasons" are truly as obvious and infallible as the rest here.

    But it isn't just a balance change.

    To do this, you would have to redo everything. Skills would have to function differently than they do now. Mechanics would have to work differently. Leveling, everything would have to be redone.

    You can't just throw all of the skill lines into a bucket and let players choose what they want from them. I guarantee you it would break the game, balance and all, as players chose the optimal skill lines for the playstyle they are attempting. And it would take basically redoing every skill and passive in the game to make it not broken. None of the skills you think you want to use in this fantasy would be even remotely the same as they are now in order for it to be balanced.

    Y'all are essentially asking for a new game to be made. At which point, maybe play another game and leave this one alone. Everyone loves to bring up how X game does it better. Well play that game then if it handles combat they way you like it. Stop trying to change this game into that game by attempting to have the entire core structure of the game redesigned because you don't like it.

  • Amottica
    Amottica
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    No
    Even with our shared skills available, we have a little bit of class flavor, and eliminating it would make the game boring.

    For PvE, we would have one build to rule them all. Gotta love that kind of variety.
  • Cazador
    Cazador
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    No

    Do I play differently on my magicka and stamina characters? Yes I do. They have totally different rotations with few if any duplicated abilities , and with magicka I have the added benefit of hitting enemies from further away without damage dropping by very much. For tanks they have their own strengths and weaknesses per class.
    Dragonknights are extremely hard to kill and very good at crowd control.
    Wardens can fracture multiple targets at once and speed across the arena rapidly with wings.
    Templar can provide additional penetration that others can't with power of the light.
    Necromancers can massively increase their health pool and raise dead allies rapidly if needed.
    Admittedly I don't really heal so I can't say much on that.
    Also, even though I mentioned the meta, it's not required to use it. You can use whatever skills and gear you want. There are a huge number of sets in the game. Just because you aren't using it it doesn't mean it isn't there.
  • Monte_Cristo
    Monte_Cristo
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    Yes
    Yes, BUT:
    Instead of every skill available for everyone, make it every class skill tree, but you're limited to any 3 trees only.
  • Ksariyu
    Ksariyu
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    Yes
    jaws343 wrote: »
    But it isn't just a balance change.

    To do this, you would have to redo everything. Skills would have to function differently than they do now. Mechanics would have to work differently. Leveling, everything would have to be redone.

    You can't just throw all of the skill lines into a bucket and let players choose what they want from them. I guarantee you it would break the game, balance and all, as players chose the optimal skill lines for the playstyle they are attempting. And it would take basically redoing every skill and passive in the game to make it not broken. None of the skills you think you want to use in this fantasy would be even remotely the same as they are now in order for it to be balanced.

    Y'all are essentially asking for a new game to be made. At which point, maybe play another game and leave this one alone. Everyone loves to bring up how X game does it better. Well play that game then if it handles combat they way you like it. Stop trying to change this game into that game by attempting to have the entire core structure of the game redesigned because you don't like it.

    For what it's worth, an overhaul seems to be what ZoS is already undertaking. U35 showed this the most drastically, but every major update has included a large number of ability tweaks, and in many cases that includes reworking those abilities (See: Stonefist, Crystal Weapon, Bound Armaments, Dark Cloak, Glacial Presence, Ice Staves and CP 2.0 as examples of major overhauls). And let's not forget just how far off the current combat system is compared to what it was around launch. The game is not new to drastic changes.

    To say this would require "a new game to be made" is a pretty heavy dose of hyperbole as well, and really undercuts the value of all the other myriad elements that make up this whole game. In fact, it's partially the existence of all those other elements that make me stick to this game, on top of the fact that I actually do find this game to have the best foundation for combat in the current list of relevant MMOs. The reason people say stuff like, "this game does this better," is because that's how things get better. You see how other people are doing things and you get inspired by it, and maybe you assimilate some of those elements into your own project. Few things are truly original these days, and in fact I think some of the things the devs cling to as "original" in this game are some of the worst elements (Heavy attack resource regen).
    Cazador wrote: »
    Do I play differently on my magicka and stamina characters? Yes I do. They have totally different rotations with few if any duplicated abilities , and with magicka I have the added benefit of hitting enemies from further away without damage dropping by very much. For tanks they have their own strengths and weaknesses per class.
    Dragonknights are extremely hard to kill and very good at crowd control.
    Wardens can fracture multiple targets at once and speed across the arena rapidly with wings.
    Templar can provide additional penetration that others can't with power of the light.
    Necromancers can massively increase their health pool and raise dead allies rapidly if needed.
    Admittedly I don't really heal so I can't say much on that.
    Also, even though I mentioned the meta, it's not required to use it. You can use whatever skills and gear you want. There are a huge number of sets in the game. Just because you aren't using it it doesn't mean it isn't there.

    "Totally different rotations." Okay, so I'm guessing on both you use a potion, activate a buff, drop a few DoTs, then cast a spammable, all while weaving at exactly one second intervals, right? Different names and animations on the skills doesn't change the fact that they're basically the same skills copied between mag and stam. I will give you that the only legitimate difference between mag and stam used to be that mag got range, but even that is mitigated by the fact that many, many encounters involve the entire team stacking directly behind the boss, so even then there's not much difference (But also, why did bows have to be so bad if flame staves could be good?).

    Tank differences?
    Any tank can be made hard to kill, and CC is pretty easily accessible by any class (Silver Chains stealing DKs identity since day one).
    Fracture? You mean Brittle? Anyone can use a frost staff and get that. If you actually mean Fracture, that doesn't exist anymore.
    Power of the Light provides Minor Breach, already given by Pierce Armor which is a must-pick skill for tanks.
    I will agree that Necros still have some decent identity within their whole kit. Sadly for tanks those are mostly given up for Warhorn and other must-pick skills for tanks because they're just better.

    Thank you though for making my argument for me at the end. I do agree that just because a meta exists doesn't mean you have to use it, and that's exactly what I would say to anyone complaining that a meta formed after this entirely hypothetical change.
  • Cazador
    Cazador
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    No
    Ksariyu wrote: »
    jaws343 wrote: »
    But it isn't just a balance change.

    To do this, you would have to redo everything. Skills would have to function differently than they do now. Mechanics would have to work differently. Leveling, everything would have to be redone.

    You can't just throw all of the skill lines into a bucket and let players choose what they want from them. I guarantee you it would break the game, balance and all, as players chose the optimal skill lines for the playstyle they are attempting. And it would take basically redoing every skill and passive in the game to make it not broken. None of the skills you think you want to use in this fantasy would be even remotely the same as they are now in order for it to be balanced.

    Y'all are essentially asking for a new game to be made. At which point, maybe play another game and leave this one alone. Everyone loves to bring up how X game does it better. Well play that game then if it handles combat they way you like it. Stop trying to change this game into that game by attempting to have the entire core structure of the game redesigned because you don't like it.

    For what it's worth, an overhaul seems to be what ZoS is already undertaking. U35 showed this the most drastically, but every major update has included a large number of ability tweaks, and in many cases that includes reworking those abilities (See: Stonefist, Crystal Weapon, Bound Armaments, Dark Cloak, Glacial Presence, Ice Staves and CP 2.0 as examples of major overhauls). And let's not forget just how far off the current combat system is compared to what it was around launch. The game is not new to drastic changes.

    To say this would require "a new game to be made" is a pretty heavy dose of hyperbole as well, and really undercuts the value of all the other myriad elements that make up this whole game. In fact, it's partially the existence of all those other elements that make me stick to this game, on top of the fact that I actually do find this game to have the best foundation for combat in the current list of relevant MMOs. The reason people say stuff like, "this game does this better," is because that's how things get better. You see how other people are doing things and you get inspired by it, and maybe you assimilate some of those elements into your own project. Few things are truly original these days, and in fact I think some of the things the devs cling to as "original" in this game are some of the worst elements (Heavy attack resource regen).
    Cazador wrote: »
    Do I play differently on my magicka and stamina characters? Yes I do. They have totally different rotations with few if any duplicated abilities , and with magicka I have the added benefit of hitting enemies from further away without damage dropping by very much. For tanks they have their own strengths and weaknesses per class.
    Dragonknights are extremely hard to kill and very good at crowd control.
    Wardens can fracture multiple targets at once and speed across the arena rapidly with wings.
    Templar can provide additional penetration that others can't with power of the light.
    Necromancers can massively increase their health pool and raise dead allies rapidly if needed.
    Admittedly I don't really heal so I can't say much on that.
    Also, even though I mentioned the meta, it's not required to use it. You can use whatever skills and gear you want. There are a huge number of sets in the game. Just because you aren't using it it doesn't mean it isn't there.

    "Totally different rotations." Okay, so I'm guessing on both you use a potion, activate a buff, drop a few DoTs, then cast a spammable, all while weaving at exactly one second intervals, right? Different names and animations on the skills doesn't change the fact that they're basically the same skills copied between mag and stam. I will give you that the only legitimate difference between mag and stam used to be that mag got range, but even that is mitigated by the fact that many, many encounters involve the entire team stacking directly behind the boss, so even then there's not much difference (But also, why did bows have to be so bad if flame staves could be good?).

    Tank differences?
    Any tank can be made hard to kill, and CC is pretty easily accessible by any class (Silver Chains stealing DKs identity since day one).
    Fracture? You mean Brittle? Anyone can use a frost staff and get that. If you actually mean Fracture, that doesn't exist anymore.
    Power of the Light provides Minor Breach, already given by Pierce Armor which is a must-pick skill for tanks.
    I will agree that Necros still have some decent identity within their whole kit. Sadly for tanks those are mostly given up for Warhorn and other must-pick skills for tanks because they're just better.

    Thank you though for making my argument for me at the end. I do agree that just because a meta exists doesn't mean you have to use it, and that's exactly what I would say to anyone complaining that a meta formed after this entirely hypothetical change.

    If you consider a different dot or spammable with a different animation, different sfx and different damage values (you know, all of the things that make them different, and all of what an ability is) then I don't know what to say.
    When I said fracture I was referring to breach, I was used to calling it fracture for years is all. Also all tanks provide major breach, not minor.
    Edit: punctuation
    Edited by Cazador on November 8, 2022 11:51PM
  • Ksariyu
    Ksariyu
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    Yes
    Cazador wrote: »
    If you consider a different dot or spammable with a different animation, different sfx and different damage values (you know, all of the things that make them different, and all of what an ability is) then I don't know what to say.
    When I said fracture I was referring to breach, I was used to calling it fracture for years is all. Also all tanks provide major breach, not minor.
    Edit: punctuation
    ALL of what an ability is huh? Cast time, ability cost, pre-requisites and secondary effects don't exist I guess. But spammables also don't really have much variation in their damage values; spammables are balanced around a specific value, varying slightly based on the other factors I mentioned (And regardless of the factors you did, because no, they really aren't important for balancing). Furthermore, tanks provide both Major and Minor Breach through Pierce Armor. They made that change quite some time ago now. Even without it though, Minor Breach is also applied by Sundered, the status effect from doing ANY physical damage, no specific class required.

  • Cazador
    Cazador
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    No
    This has just devolved into us nitpicking over word choice so I say we just agree to disagree at this point.

    I did just check pierce armor and I was wrong about that, that must have changed when I took a break from the game a while back.
    Edited by Cazador on November 9, 2022 12:17AM
  • Jammy420
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    No
    It simply would not work with this game.

    The developers already struggle balancing the few skills we have, imagine if we could mix and match at a whim. Hoo boy, no way.
  • zaria
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    It would be worse.

    Oh, it would bring more freedom to the questing experience. So if your interest is primarily recapturing the nostalgic feel of the singleplayer TES games, it might do the job.

    But ESO is an MMORPG, and it has something the single player TES games lack: an endgame. Its got group content like dungeons, trials, and PVP.

    A free-form class would very quickly break down into only the best tank, healer, and DD in PVE endgame content while it would make PVP wildly unbalanced.

    Also, the single player games didn't need to balance for overpowered stuff. Todd Howard doesn't care that I broke Skyrim with the fortify restoration loop or that I almost always play a stealth archer because he's already got my money. ESO, meanwhile, needs to keep gameplay fresh so players don't get bored and move on to other games. So the cycle of nerfs, buffs, and adjustments would absolutely continue even if you got your freedom to choose a free-form class.
    More so in an single player game doing OP stuff is fun if you manage to control your self.
    In TES and Fallout I tended to go low health but high damage as its pretty easy to kill stuff but I can also be killed pretty easy.
    And stuff like spellcrafting with powerful spells or explosive miniguns in Fallout 4 was just fun.

    Stuff like this will not work in multiplayer games for obvious reasons.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • ArchangelIsraphel
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    No
    Although it would be interesting, I don't think it would work at all and the existing skills would be gutted too badly to make the system worthwhile.

    I'd like to see a system like FF14 or the upcoming Blue Protocol where a single character can switch between classes simply because it would be interesting to shift my many characters between classes that would be useful or suit their identity, but I don't find it 100% nessicary, just fun.
    PC l NA
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  • SeaGtGruff
    SeaGtGruff
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    No
    Right now we get near-constant bellyaching about a new class. When are we going to get a new class? Why haven't we gotten a new class lately? How dare they add [insert new feature here] instead of giving us a new class! What do you think the new class should be? Etc., etc.

    Can you imagine the outcry and outrage if they did away with all the existing classes and just had a single "class"?
    I've fought mudcrabs more fearsome than me!
  • SpacemanSpiff1
    SpacemanSpiff1
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    No
    no
  • VaranisArano
    VaranisArano
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    Do you as example see a lot of DK healers ? )

    I play a DK Healer in PVP. She's not meta in any sense. Resto Staff provides most of my Healing skills, so I'm not as effective at pure healing as a Templar Healer or a Warden Healer. But I make up for that in utility, being able to provide support skills that they can't, like being really tanky, catching runners with chains, dropping Standards, and using my DK crowd control to good effect. I'm a lot more effective in PUGs than a pure healer when I get targeted, and when I partner up with other healers in a coordinated group I'm still adding something valuable to the whole.

    Now you'd like to give me access to Templar and Warden healing skills too?

    yes-scheming.gif

    Okay, but seriously, a DK/Templar/Warden hybrid healer would be beastly in PVP. Bad enough in Cyrodiil, now imagine it in a 4v4v4 Battleground. It'd probably be meta...and I want no part of that.


    Moreover, I'm going to note that in PVE, DK tanking and Templar healing abilities were pretty much gutted back when Morrowind came out to carve out a niche for Wardens to serve as viable tanks and healers in trials. When you start adding all those skillsets back together, you do create a "one build to rule the role" type situation. Back in the day, why would you run anything but a DK as a tank? You might see the odd sorc healer out there, but otherwise it was Templars as far as the eye could see. Now, there's more variety, and that's honestly a good thing.

    I mean, I'm not saying my DK Tank in PVE wouldn't use those Warden and Necro skills to make my tanking even better...but that's kind of the problem, you know? If we want more variety in builds, the answer can't be to get rid of all limitations, because in endgame content we're going to pick and choose the few options that make us more effective.


    I know, I know. DK healers were just an example. But its worth considering that a free-form class would actually make the meta even more restrictive.
  • stevenyaub16_ESO
    stevenyaub16_ESO
    ✭✭✭✭
    Yes
    I'm going to assume you mean for games in general not ESO, coz it's not gonna change here.

    But I do prefer a system like archeage where you select a combination of available skillsets to make your own class. And surprisingly it's not as hard to balance as one would assume.
  • Ksariyu
    Ksariyu
    ✭✭✭✭
    Yes
    I play a DK Healer in PVP. She's not meta in any sense. Resto Staff provides most of my Healing skills, so I'm not as effective at pure healing as a Templar Healer or a Warden Healer. But I make up for that in utility, being able to provide support skills that they can't, like being really tanky, catching runners with chains, dropping Standards, and using my DK crowd control to good effect. I'm a lot more effective in PUGs than a pure healer when I get targeted, and when I partner up with other healers in a coordinated group I'm still adding something valuable to the whole.

    Now you'd like to give me access to Templar and Warden healing skills too?

    yes-scheming.gif

    Okay, but seriously, a DK/Templar/Warden hybrid healer would be beastly in PVP. Bad enough in Cyrodiil, now imagine it in a 4v4v4 Battleground. It'd probably be meta...and I want no part of that.

    Moreover, I'm going to note that in PVE, DK tanking and Templar healing abilities were pretty much gutted back when Morrowind came out to carve out a niche for Wardens to serve as viable tanks and healers in trials. When you start adding all those skillsets back together, you do create a "one build to rule the role" type situation. Back in the day, why would you run anything but a DK as a tank? You might see the odd sorc healer out there, but otherwise it was Templars as far as the eye could see. Now, there's more variety, and that's honestly a good thing.

    I mean, I'm not saying my DK Tank in PVE wouldn't use those Warden and Necro skills to make my tanking even better...but that's kind of the problem, you know? If we want more variety in builds, the answer can't be to get rid of all limitations, because in endgame content we're going to pick and choose the few options that make us more effective.

    I know, I know. DK healers were just an example. But its worth considering that a free-form class would actually make the meta even more restrictive.

    Funny enough, the question you quoted wasn't if you played a DK healer. It's if there were a lot of them, which we know is a 'no.' Warden healers are standard now. The reason is because, despite what you imply, the extra utility you bring as a DK isn't that unique, nor particularly useful in a coordinated group. 'Being tanky' and running chains can be done on any class, and the DK specific effects you bring will likely already come from the DK Tank, because that's also very popular right now (Despite your claim further in your post).

    You then say you'd have a broken build if you had access to other skills, but then immediately acknowledge that everyone else would have access to the same combinations. Not that it'd be ideal, but theoretically so long as everyone can be broken, the game is balanced.

    The point remains that a meta will always exist, just as it does right now. There's always a "best class" with the "best setup" for everything. It is everyone's choice to play the meta or not, and that wouldn't change in this scenario.
  • mochizx
    mochizx
    ✭✭✭
    No
    replace 6 classes with 1 class? well, nice try but nope.
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ksariyu wrote: »
    The point remains that a meta will always exist, just as it does right now. There's always a "best class" with the "best setup" for everything. It is everyone's choice to play the meta or not, and that wouldn't change in this scenario.

    Right now, we're in a class-restricted system, where we can look around and see that leaderboard content is dominated by very specific class/role combinations, and below that point there's a larger number of viable class/role combinations being used by good players to complete endgame group content. ZOS' goal with class identity was for classes to be viable, but not necessarily optimal in every role, and they've generally hit that mark. Moreover, which class/role combo is optimal changes every so often, and so there's plenty of gameplay variety over time for players who religiously follow the optimized meta.

    We've come a long way from the early days of ESO where Dragonknights were the only tanks and Templars the only healers in group content. Or even that Elsweyr patch where the BIS DD build for trials was eight Necromancers, as hilarious as that was. We've got more gameplay variety than that now, especially when you look a little bit below the leaderboards.


    Let's compare that to a free-form class situation.

    You brought up Aggressive Warhorn earlier, saying that its used by every support player because its the best.

    Now, Aggressive Warhorn is an Alliance War skill and therefore available to every player regardless of class. Every support player who wants to have that BIS skill can use it freely without rerolling their character if the meta changes.

    Under a free-form class system, every single skill is available to every player regardless of class. Much like how support players choose Aggressive Warhorn because its BIS, now everyone can choose the twelve skills that are BIS for their role.

    You say its everyone's choice to play that meta or not, but realistically, who's not going to slot those same twelve BIS skills to be optimal once that we don't have to reroll a character for a new class to get access to the new optimal skills? Instead of situations like vDSR where DKs and Necros have something unique to bring to the table, now we can do it all on a single build. Why wouldn't we? And so we've traded two unique class/role combos for one. Rinse repeat for other roles; why not combine the Warden and Templar unique buffs into one build? Why not make the best Mag and Stam DD possible using the best skills from every class?

    I mean, there's always going to be some people making their own niche builds, or roleplaying, or doing self-imposed restrictions. I'm sure there's some support players out there now who refuse to slot Aggressive Warhorn, even if it is BIS for their role. But for the majority of players in PVE and PVP endgame content, once you remove the restrictions of class-specific skills and having to reroll characters to get the meta class/role combos, what you do is create min-maxed cookie-cutter healers, tanks, and damage dealers who're all running the same 12 BIS skills for their role in that content. There's simply no incentive to play a less than optimal build.

    We're basically right back at the point of a single build being the only tank option, with everything else being measurably inferior. There's a single healer build, and no reason to run anything else, because its all measurably inferior, etc.

    Now, the OP thinks such a system would convince ZOS they don't need to constantly adjust the meta each patch.

    Assuming they are correct, that means most endgame players will be using the same 12 BIS skills per role for a long time with no incentive to use measurably inferior builds.

    How long before that endgame gets boring with such little gameplay variety over time?

    Singleplayer TES games don't have to worry about their players growing bored and moving on to other games because they already have all the money they'll get when we bought the game upfront. Live service games like ESO...not so much.


    For what its worth, I think that free-form class systems work fine at the level of overland content and questing. Obviously, since I enjoy the singleplayer TES games, and that's the system they've largely used. I just don't think its going to work well in endgame content for ESO, which means its not going to be healthy for the game overall when ESO depends on long-term player engagement with repeatable content like dungeons, trials, PVP, etc. to keep players engaged on a daily basis after they've finished the 20-40 hours of new quest content they put out every six months or so.
  • Ksariyu
    Ksariyu
    ✭✭✭✭
    Yes

    Right now, we're in a class-restricted system, where we can look around and see that leaderboard content is dominated by very specific class/role combinations, and below that point there's a larger number of viable class/role combinations being used by good players to complete endgame group content. ZOS' goal with class identity was for classes to be viable, but not necessarily optimal in every role, and they've generally hit that mark. Moreover, which class/role combo is optimal changes every so often, and so there's plenty of gameplay variety over time for players who religiously follow the optimized meta.

    We've come a long way from the early days of ESO where Dragonknights were the only tanks and Templars the only healers in group content. Or even that Elsweyr patch where the BIS DD build for trials was eight Necromancers, as hilarious as that was. We've got more gameplay variety than that now, especially when you look a little bit below the leaderboards.


    Let's compare that to a free-form class situation.

    You brought up Aggressive Warhorn earlier, saying that its used by every support player because its the best.

    Now, Aggressive Warhorn is an Alliance War skill and therefore available to every player regardless of class. Every support player who wants to have that BIS skill can use it freely without rerolling their character if the meta changes.

    Under a free-form class system, every single skill is available to every player regardless of class. Much like how support players choose Aggressive Warhorn because its BIS, now everyone can choose the twelve skills that are BIS for their role.

    You say its everyone's choice to play that meta or not, but realistically, who's not going to slot those same twelve BIS skills to be optimal once that we don't have to reroll a character for a new class to get access to the new optimal skills? Instead of situations like vDSR where DKs and Necros have something unique to bring to the table, now we can do it all on a single build. Why wouldn't we? And so we've traded two unique class/role combos for one. Rinse repeat for other roles; why not combine the Warden and Templar unique buffs into one build? Why not make the best Mag and Stam DD possible using the best skills from every class?

    I mean, there's always going to be some people making their own niche builds, or roleplaying, or doing self-imposed restrictions. I'm sure there's some support players out there now who refuse to slot Aggressive Warhorn, even if it is BIS for their role. But for the majority of players in PVE and PVP endgame content, once you remove the restrictions of class-specific skills and having to reroll characters to get the meta class/role combos, what you do is create min-maxed cookie-cutter healers, tanks, and damage dealers who're all running the same 12 BIS skills for their role in that content. There's simply no incentive to play a less than optimal build.

    We're basically right back at the point of a single build being the only tank option, with everything else being measurably inferior. There's a single healer build, and no reason to run anything else, because its all measurably inferior, etc.

    Now, the OP thinks such a system would convince ZOS they don't need to constantly adjust the meta each patch.

    Assuming they are correct, that means most endgame players will be using the same 12 BIS skills per role for a long time with no incentive to use measurably inferior builds.

    How long before that endgame gets boring with such little gameplay variety over time?

    Singleplayer TES games don't have to worry about their players growing bored and moving on to other games because they already have all the money they'll get when we bought the game upfront. Live service games like ESO...not so much.


    For what its worth, I think that free-form class systems work fine at the level of overland content and questing. Obviously, since I enjoy the singleplayer TES games, and that's the system they've largely used. I just don't think its going to work well in endgame content for ESO, which means its not going to be healthy for the game overall when ESO depends on long-term player engagement with repeatable content like dungeons, trials, PVP, etc. to keep players engaged on a daily basis after they've finished the 20-40 hours of new quest content they put out every six months or so.

    I guess the only real difference I'm seeing between our arguments is that you feel the variation between classes is enough to justify having them in the first place. I firmly disagree, especially in the current state of the game. I don't really care if I have the option to use an Sorc tank as a "viable but not optimal" choice, because I look at the Sorc tank build and see Chains, Pierce Armor, Heroic Slash, Balance, etc. that are the exact same on that meta DK build. At the end of the day classes are just colors at this point. To me, it feels like we're already at a stage where there is one build for tanks, there's just a purple, blue, or "undead" skin on it. That said, if your issue is with reducing limitations, like you mentioned in your last post, I'd be just as okay with going the complete opposite direction and making subclasses with all the skill lines; instead of just a DK there'd be an Ardent Flame DK, an Earthen Heart DK, etc. In both cases, the hope is to move the barriers from their current state of "arbitrary and conflicting" to "deliberate and synergistic." The current hybrid class system feels torn between the two though, and the result has been that gameplay differences between classes does not match their aesthetic or lore/RP differences, neither in the amount/impact nor the tone.

    You also ask who wouldn't use the meta (I quite clearly remember members in this thread using the exact opposite argument when someone suggested a different change). Well, you apparently for starters. I know I usually don't. There were a couple others in this thread as well. For scorepushing and trifectas and prog groups, yes, I expect they'll all use something close to the meta. But for the much larger portion of the playerbase below that level, this would likely dramatically open up the possibilities for builds, even in the "just below meta" tier.

    And as far as balancing goes, yes, there would have to be balancing even after any initial changes. Short of taking away every option for the players, I don't think there's anything they could do to avoid it. Again though, that's no different than what we have now.

  • Kng_Ayumayuma
    Kng_Ayumayuma
    ✭✭✭
    Yes
    I voted yes it could work. Here is my thought.
    For PVE. Remove 1 - 50 levels. Move everything to CP tree. Pick what you want but structured like it is now. Have a few presets to be able to switch builds easily. All game loot is for PVE only.

    For PVP Both players get same character stats. You choose your weapons. Its a level playing field. You win, you better at it. You don't win because your whole life is farming and or buying superior gear.

    But I don't fell its necessary for that drastic a change. Too late now. Maybe for ESO 2.
    Edited by Kng_Ayumayuma on November 10, 2022 5:07PM
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