Some challenges with creating a new Class

Erickson9610
Erickson9610
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ESO has 7 playable Classes, and with Update 46 implementing Subclassing, it's now even less likely that we'll see an 8th Class.

For starters, here's a promotional image showcasing the 7 Classes using the Class Sets in the Infinite Archive:
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(pictured left to right: Necromancer, Warden, Templar, Arcanist, Sorcerer, Dragonknight, and Nightblade)

If a new Class would be added, that would entail adding the same number of Class Sets to the 8th Class as well as creating a new motif. It's unlikely, but still doable.


Now, here's what the new "Class Master of the Second Era" achievement looks like:
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The description reads: "Prove your mastery of Second Era martial and magical disciplines by completing the achievements listed below."

If a new Class would be added, would it be added to this list? If so, that would require updating the icon. What would happen to players who earned this achievement before additional requirements would be added to it? To avoid that problem, would the new Class Mastery achievement be in a separate Achievement? If so, then it wouldn't be listed as one of these Second Era martial and magical disciplines. This achievement implies that these 7 Classes are the only martial and magical disciplines of this Era, so it wouldn't make sense to have any more than these.


Finally, here's what the quest NPC for Subclassing has to say regarding the kinds of Classes you can pick:
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There are three broad categories: the study of the high arcane, the duality of light and dark, and the powers of the natural world. In those categories, the eligible Classes are directly referenced by name.

If a new Class would be added, then it would invariably require the voice actress to record new voice lines to accommodate the new options. While you could fit a new Class into one of the three broad categories, the dialogue within those categories would have to specify the new Class by name. If, instead, a new broad category was made to avoid that problem, then the dialogue describing the broad categories would need to be updated to include the new broad category.



This is why I think we will never get another Class in ESO. We may get new Skill Lines (akin to how we got the Psijic Order Skill Line rather than a Psijic Order Class) but I think the way things are structured in various areas of the game imply that adding an 8th Class is infeasible. There is a finality to how the 7 Classes are presented as the playable Classes, and I don't think anything will change that.
Edited by Erickson9610 on May 1, 2025 1:18AM
PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

Werewolf Should be Allowed to Sneak
Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • tomofhyrule
    tomofhyrule
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    I fear that Subclassing is a big "finale" of sorts and it definitely looks like new Classes are not coming, which is honestly my biggest fear about Subclassing. I want a new Class more than anything else in the game because I just love being able to see the world with fresh eyes and play with a brand new set of skills and do everything all over again.

    However, to play Devil's Advocate, none of the issues that you presented are insurmountable, and many have already been done in other ways previously:
    • Yes, an 8th Class would need a new style and new Class sets for each line. But they don't all need to happen at once - even the 7 existing Classes didn't drop sets for all three lines at the same time (we're still waiting for the third line), and they use the same styles for all of their sets. Also, all of the Class Set weapons share the same style save the Class sigil, so they don't even need to remake weapon models beyond making a new sigil.
    • We've had several examples before of new things added to Achievements like that - the primary example is the "Permanent Tenant" achievements that used to get updated every Chapter since a new Inn Room was buyable. Starting in Necrom, the Inn Room was actually given its own achievement. Consider also the "Cake Devourer" Anniversary achievement that was awarded for getting a slide of each cake from 2016-2024. The 2025 cake got its own achievement and nothing changed with the previous conglomerate one. So they could easily do the same if we got a new Class.
    • Adding new dialogue is something they need to get the VA back for, but it's totally possible. The best example is Pledges - every time a new Dungeon DLC releases, they need to get Urgarlag's voice actress back to record the Pledger dialogue for the two new dungeons. Again, a Class is a big enough thing that they could totally just get Bahtra's VA back to record another variation talking about the new Class.

    The one thing I think that a new Class would be favored here would be that they would no longer need to add new character slots if they added a new Class. When they released the other DLC Classes, they always came with a free Character slot and two more buyable (except Necrom, which only brought one more buyable) so players could experience the new Class... and then that led to consternation since you have to level up everything *again*... which some people like and others don't. Now, with Subclassing, a new Class would mean that existing characters could just pick up those lines and you wouldn't need to start from scratch unless you wanted to delete and remake a character.

    And another thing: 7 is such a weird number. Pretty well everything in ESO goes in multiples of 4 - group sizes, instance sizes, 4 base classes, etc. To have only 3 DLC Classes just feels... wrong. Especially since the Character Creation screen puts the classes as rows of 3, 3, 1, making Arc look like an afterthought. A new Class would allow them to do rows of 3, 2, 3 or even 4, 4 (so 4 base, 4 DLC...) which would make things look a lot more even.

    I'm still praying that we will get a new Class coming. I want a Dwemer Artificer very badly, and it's fit in so well with the lore (and the fact that we have several characters in ESO who could easily be retconned into Artificers like Tharayya, Neramo, and the Vanos twins).
  • Rungar
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    if subclassing is popular and brings people to the game i can see them making each individual line unique like in other elder scrolls games the game switch over from a class game to a make your own class game, meaning you would be able to pick any 3 lines at the beginning of the game with a bunch of popular templates to choose from if your a new player. If it dont its in maintenance mode, they have nothing to lose really. I dont see any new classes coming either way.
  • Urzigurumash
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    A Pink Crescent Moon suggests otherwise
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • tsaescishoeshiner
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    A new class could launch without an Archive set or have one added as part of its patch.

    An achievement can be changed or just dated--like the 10-year Anniversary achievements that don't include newer content.

    I don't think it would be excessively hard to add to the voice actor's lines or just add a class into one of the existing categories.

    Compared to the massive design, balancing, bug fixing, and animation involved in adding a new class, these issues raised above just seem smaller. In fact, the work (and ongoing balance/bug-fixing) involved in adding a new class is the more likely reason why we wouldn't get a new one. But, it would also be fun with subclassing lol.
    PC-NA
    in-game: @tsaescishoeshiner
  • Artim_X
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    Very insightful. Although ZOS has scrapped concepts in the past like The Gates of Adamant tutorial. The final room of that tutorial was interesting since there was a set number of gates for zones a player could be sent to. There were blank gates on the upper floor so it could have been used for many more years if they kept that release formula. The dialogue for all the old tutorial NPCs are essentially sunsetted.

    Infinite Archive and holiday events are good examples of content that get new achievements when they are updated. So if a new class were added, ZOS would likely add new achievements associated for it.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
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    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
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    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
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    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
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    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
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    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
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    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
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    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
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    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
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    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
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    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
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    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • LunaFlora
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    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    that's awesome to know ♥
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  • tomofhyrule
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    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    …a ray of hope for the one character I have waiting in the wings…?

    I love making highly detailed backstories for my characters, and I’ve really enjoyed the “one character per class” thing I’m doing - each having his (or her) own skills makes them each feel very special to me.

    But there was a certain cosmetic that released after I got my full roster of 7 that - shall we say - rampaged in like a bull in a china shop and wrote his whole backstory even without a class ready.

    I’m really hoping he’ll get a new Class soon. He’s getting antsy :D

    Thanks for giving me this little sliver of hope for him back!
  • NettleCarrier
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    Honestly, with this subclass system in place now I'd love to see them just add single lines. Don't want to add a "monk" type class? Fine, just add one class line that specializes in unarmed combat. No bard? Add in a class line that focuses on songs for group buffs. The possibilities are endless and it kills me that they aren't being utilized (or dare I say I'd even pay for one...)
    GM of Gold Coast Corsairs - PCNA
  • Dagoth_Rac
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    There were, and remain, achievements for learning all the runes. Except then they added new runes! So they added new achievements. Achievements for all the no deaths! Then they added new dungeons. I really don't think ZOS make any gameplay or marketing decisions based on whether they will violate an existing achievement. For purely financial reasons, I don't think they would straitjacket themselves that way.

    Plus, a new class almost feels more likely now. If they came out with one next year, everyone would be excited not just about a new character for that specific class, but how it interacts with all their other characters, and what kind of fun mixing and matching to do with new skill lines. What to keep? What to drop? What to add? I would expect a new class to get even more engagement with subclassing than before subclassing.
  • Orbital78
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    The druid class will be added eventually.
  • greenmachine86
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    Sorry Kevin but this update destroys the current classes the game has. Why would you bother adding more
  • DenverRalphy
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    Yeah yeah, never say never.

    But realistically, how likely would it be to see the resources put forward to develop a fully fleshed out class knowing full well it's going to be chopped into 3rds within a couple days after release?
  • ArchMikem
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    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    I'm sure there are people that would pay money to be a Bard.
    CP2,100 Master Explorer - AvA One Star General - Console Peasant - Khajiiti Aficionado - The Clan
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  • Alaztor91
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    The time gap between Necromancer and Arcanist was 4 years, so I think it is a bit too early to declare something like this, even with Subclassing coming to the game.

    A new Class is also probably a good marketing tool since I personally would be more willing to purchase a ''Content Pass'' that comes with a new Class. Adding Subclassing as a free base game update is nice, but when the main ''feature'' of the year isn't really part of the ''Content Pass'' it just makes me think that it has less value compared to previous year Chapters.
  • Erickson9610
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    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    Ack, well now I feel dumb for making this thread. Thank you for the clarification.

    This does give me hope for the future. If a new class does eventually get made, I'll look forward to whatever it is! Plus, with Subclassing, I'll have even more reason to try it out.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • G0K4R
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    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    Ack, well now I feel dumb for making this thread. Thank you for the clarification.

    [...]

    Don't feel bad. You kind of got a point there.
    The game can be changed in the future and adapt to a new class but it's not very likely.

    But it maybe won't matter anyways since subclassing could possibly end ESO for lots of players for good.
    We'll see. I am more than worried and I don't like it. But it's coming with the potential to ruin the game in the long run...

  • GeneralGrundmann
    GeneralGrundmann
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    Read it here on the forums somewhere but I can't find it again.

    Developing the arcanist took two whole years for a team of people. From first ideas, early concepts through testing and tweaking to the final design. It's a huge investment of time and money.

    And with 21*20*14= 5.880 class skill line combinations it should be possible to create a character for everyone's liking.

    The original 4 classes had clear role concepts in PvE:

    DK = Tank
    Templar = Healer
    Sorcerer = Magicka DD (because of the extra magical crit chance)
    Nightblade = Stamina DD (because of the extra stamina crit chance)

    Necromancer and Warden were already created with a broader approach to role concepts, although necromancer are very good tanks and wardens are very good healers.

    Then the hybrid-changes shook things up, the damage scales with the highest ressource and not either magicka or stamina.

    The arcsnist is possibly the most well rounded class. Because of the beam and it's multitarget cleave damage best suited as DD.

    My point is, what can (or should) a new class bring to the game that is not already there, especially with multiclassing available?
    Edited by GeneralGrundmann on May 1, 2025 10:16AM
  • Erickson9610
    Erickson9610
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    My point is, what can (or should) a new class bring to the game that is not already there, especially with multiclassing available?

    I'd personally like an interesting theme for a class which has an engaging mechanic or rotation, and now with Subclassing soon to be released, something that we can benefit from Subclassing into.

    For instance, regarding theme — the Warden is a very appealing class for Subclassing, because it encompasses the ice, nature, and animal themes with its skill lines. I'd argue that Warden's theme variety is spread out too much, while Necromancer's theme variety is too small. An entire class dedicated to necromancy, with damage dealing, tanking, and healing lines for that one concept sounds overkill, while a class with the variety of Warden means that you only have a few skills to match your preferred role in the theme that you like.

    Regarding mechanics, Arcanist's Crux management minigame was probably the best class specific mechanic we've received. Necromancer's corpse mechanic comes close, but it's important that a new class have some synergy between its skills — some abilities require one of a few other abilities in the toolkit for maximum effect. I'll mention the Werewolf feeding mechanic here also, since that's an example of the mechanics of a playstyle pushing you to act in a lore friendly way — in that case, you have the need to constantly hunt and devour prey alongside other werewolves to stay transformed.

    I like that we'll get to engage with the Crux and corpse mechanics if we Subclass into those classes. I also like that we have a wide variety of skill line themes to choose from when Subclassing. Hopefully a new class is both fun on its own, and fun with just one of its skill lines by itself.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    Ack, well now I feel dumb for making this thread. Thank you for the clarification.

    This does give me hope for the future. If a new class does eventually get made, I'll look forward to whatever it is! Plus, with Subclassing, I'll have even more reason to try it out.

    No reason to feel bad. It is a fair question with subclassing on the horizon. So totally understand.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • Vaqual
    Vaqual
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    If anything they opened a nice window of opportunity for themselves. They can now release classes without stretching the fantasy over 3 lines and condense whatever is important a bit more.
  • sans-culottes
    sans-culottes
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    ZOS_Kevin wrote: »
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    Ack, well now I feel dumb for making this thread. Thank you for the clarification.

    This does give me hope for the future. If a new class does eventually get made, I'll look forward to whatever it is! Plus, with Subclassing, I'll have even more reason to try it out.

    No reason to feel bad. It is a fair question with subclassing on the horizon. So totally understand.

    At this point, the seven-class framework and their existing skill lines are more of a hindrance than a foundation. If ZOS is serious about courting single-player TES fans and preserving coherent role identities, then the current compromise system—layering subclassing atop brittle class lines—misses the mark.

    This isn’t flexibility in any meaningful sense. The devs are trying to preserve the illusion of distinct classes while retrofitting them into a pseudo-modular system. The result? The worst of both worlds. Neither the thematic clarity that class-based players value, nor the structural openness that Elder Scrolls sandbox fans expect.

    If they want to move forward, then they need to stop splitting the difference. Retire the current lines and rebuild around a more flexible, lore-consistent skill school system that doesn’t cling to MMO-era scaffolding out of habit. Subclassing might have been an opportunity. Instead, it’s a symptom of design inertia.
  • Pixiepumpkin
    Pixiepumpkin
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    ZOS_Kevin wrote: »
    ZOS_Kevin wrote: »
    Just want to be clear here. We have never stated that we will not do classes in the future. The team is always testing and playing around with class ideas. While we don't have anything to share currently, it does not mean we will never have a new class in the future.

    Ack, well now I feel dumb for making this thread. Thank you for the clarification.

    This does give me hope for the future. If a new class does eventually get made, I'll look forward to whatever it is! Plus, with Subclassing, I'll have even more reason to try it out.

    No reason to feel bad. It is a fair question with subclassing on the horizon. So totally understand.

    At this point, the seven-class framework and their existing skill lines are more of a hindrance than a foundation. If ZOS is serious about courting single-player TES fans and preserving coherent role identities, then the current compromise system—layering subclassing atop brittle class lines—misses the mark.

    This isn’t flexibility in any meaningful sense. The devs are trying to preserve the illusion of distinct classes while retrofitting them into a pseudo-modular system. The result? The worst of both worlds. Neither the thematic clarity that class-based players value, nor the structural openness that Elder Scrolls sandbox fans expect.

    If they want to move forward, then they need to stop splitting the difference. Retire the current lines and rebuild around a more flexible, lore-consistent skill school system that doesn’t cling to MMO-era scaffolding out of habit. Subclassing might have been an opportunity. Instead, it’s a symptom of design inertia.

    100% and extremely well said! (I must say, I admire your communication prowess).

    I am to the point that they should just put all the abilities in a box and let players choose what they want to play. Then let A.I.slap a "class" that others can read based on those chosen abilities.

    The more I consider subclassing, the more disbelief I am in that this idea made it out of the brainstorming stage. Its obvious and apparent to me that the myriad of things players are looking for is lost on the dev team. There really needs to be greater communication to showcase they are actually listening to us, because I don't feel my voice has any representation whatsoever.

    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
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