New races add nothing of value. Playing a magicka sorcerer Dunmer doesn't feel different than playing a magicka sorcerer Imperial. New races in other games can play a different selection of classes, have different starting areas or have unique active skills that change the way you play the game. ESO has none of that so adding a new race is just as meaningless as adding a card game.
Not to mention that a new race needs to make sense with the sequels so that severely limits what races can even be added.
A new class on the other hand is a complete shake-up of the game, even for people who don't play the new class (for better or worse), as it changes raid compositions and PvP encounters in meaningful ways. A new class is a breath of fresh air for the game and can give even the most veteran players something new and exciting to try out which they haven't done before.
A new class just means three extra skill lines your current characters can never have.
A new race is available to all, and doesn’t change the balance of the game. It should be essentially just cosmetic.
DMuehlhausen wrote: »New races add nothing of value. Playing a magicka sorcerer Dunmer doesn't feel different than playing a magicka sorcerer Imperial. New races in other games can play a different selection of classes, have different starting areas or have unique active skills that change the way you play the game. ESO has none of that so adding a new race is just as meaningless as adding a card game.
Not to mention that a new race needs to make sense with the sequels so that severely limits what races can even be added.
A new class on the other hand is a complete shake-up of the game, even for people who don't play the new class (for better or worse), as it changes raid compositions and PvP encounters in meaningful ways. A new class is a breath of fresh air for the game and can give even the most veteran players something new and exciting to try out which they haven't done before.
New class doesn't really add anything either. Most your skills will still be from guild and weapon lines.
DMuehlhausen wrote: »New races add nothing of value. Playing a magicka sorcerer Dunmer doesn't feel different than playing a magicka sorcerer Imperial. New races in other games can play a different selection of classes, have different starting areas or have unique active skills that change the way you play the game. ESO has none of that so adding a new race is just as meaningless as adding a card game.
Not to mention that a new race needs to make sense with the sequels so that severely limits what races can even be added.
A new class on the other hand is a complete shake-up of the game, even for people who don't play the new class (for better or worse), as it changes raid compositions and PvP encounters in meaningful ways. A new class is a breath of fresh air for the game and can give even the most veteran players something new and exciting to try out which they haven't done before.
New class doesn't really add anything either. Most your skills will still be from guild and weapon lines.
That's still a big change though. Not to mention that it doesn't always have to be that way. If your class has a decent spammable and dots, you won't need guild or weapon skills. 2000 attribute points, 258 recovery and a resistance buff are definitely not as noticeable of a change (especially compared to existing options) than 4 completely new skills + ultimates on your setup.
Necromancer was a game changer for group content with its revive ultimate and to this day a Necro can save your raid group from wiping with it. Are you telling me that didn't add anything?
NotaDaedraWorshipper wrote: »Neither.
New skillines. Especially ones that gives quite a large change such as an unarmed one.
robwolf666 wrote: »New race - if it's a good one and lore friendly. (That would apply to class too)
Besides, very few races would fit lorewise, with Maormer being one of the only sensible options.