This seems very unlikely.[snip]
moderatelyfatman wrote: »The really sad thing is the power differential. My nightblade guildie is proud of their difficulty rotations and doesn't mind getting 5% less dps than an arcanist with a much simpler rotation.
Unfortunately he gets 50% less so no endgame dps for him.
Lucasalex92 wrote: »so it seem many players lost their uniqueness because there is this TEMPLATES for must have skills for PVP and PVE other wise you are not good enough ... [snip]
Lucasalex92 wrote: »[snip]
Lucasalex92 wrote: »in meantime where is:
Hand to Hand Combat skill line
Mysticism Staff
Illusion Staff
Conjuration Staff
Crossbow
Whip
Spear
Spear + shield skill lines ?
TheAgentNZ wrote: »nobody says you have to run the meta as you're probably seeing in videos online. You, personally, can be unique in what you do and how you play.This seems very unlikely.this was lazy move to create more player friction or get those who dont like the idea to leave the game ?
To be honest, there was no "uniqueness" before, at least not for those who played the meta. They played meta then and they will play it now and they will play it tomorrow. No change. No need to complain.
As for the rest - I see people try out stuff, some just having fun. I do too.
To be honest, there was no "uniqueness" before, at least not for those who played the meta. They played meta then and they will play it now and they will play it tomorrow. No change. No need to complain.
As for the rest - I see people try out stuff, some just having fun. I do too.
Exactly ^THIS! Every time there is a major update, people complain about 'the new meta' and then they mindlessly follow along and let others set the rules for them. Next update, rinse and repeat. In all honesty, perhaps now more endgame players will leave, and we'll see less nerfing for us solo players. As HTM said in his video afterall, it's the solo players keeping ESO alive both financially and in population... and we don't complain except when endgame players get our builds nerfed due to min/maxing.
To be honest, there was no "uniqueness" before, at least not for those who played the meta. They played meta then and they will play it now and they will play it tomorrow. No change. No need to complain.
As for the rest - I see people try out stuff, some just having fun. I do too.
As HTM said in his video afterall, it's the solo players keeping ESO alive both financially and in population... and we don't complain except when endgame players get our builds nerfed due to min/maxing.
To be honest, there was no "uniqueness" before, at least not for those who played the meta. They played meta then and they will play it now and they will play it tomorrow. No change. No need to complain.
As for the rest - I see people try out stuff, some just having fun. I do too.
Exactly ^THIS! Every time there is a major update, people complain about 'the new meta' and then they mindlessly follow along and let others set the rules for them. Next update, rinse and repeat. In all honesty, perhaps now more endgame players will leave, and we'll see less nerfing for us solo players. As HTM said in his video afterall, it's the solo players keeping ESO alive both financially and in population... and we don't complain except when endgame players get our builds nerfed due to min/maxing.
I never get why people go on about class identity in ESO, it is a game that barely had any even before subclassing. You have a game where:
- The majority of the skills are available to every class (Mage / Fighter guilds, Vamp, Werewolf, armour skills, weapon skills, psijic order, alliance skills and so on).
- Every class can use every weight of armour.
- Every class can use every weapon.
- Every class can be any race.
- Every class can perform every role.
- There is very little uniqueness in terms of mechanics, they all use Majika/Stam, all have the same number of skill slots, etc, all you have is a little difference for Necro and Arcanist.
Of all the MMOs I've played that actually have classes (Rift, LOTRO, GW2, etc) ESO has always had the least class identity, by a long, long way. If you are bothered about class identity, ESO was never the game for you.
licenturion wrote: »I never get why people go on about class identity in ESO, it is a game that barely had any even before subclassing. You have a game where:
- The majority of the skills are available to every class (Mage / Fighter guilds, Vamp, Werewolf, armour skills, weapon skills, psijic order, alliance skills and so on).
- Every class can use every weight of armour.
- Every class can use every weapon.
- Every class can be any race.
- Every class can perform every role.
- There is very little uniqueness in terms of mechanics, they all use Majika/Stam, all have the same number of skill slots, etc, all you have is a little difference for Necro and Arcanist.
Of all the MMOs I've played that actually have classes (Rift, LOTRO, GW2, etc) ESO has always had the least class identity, by a long, long way. If you are bothered about class identity, ESO was never the game for you.
Exactly this. And if you put the transmog system, the universal armor set procs and skill styles on top of all this you can even create more unique chaos with light armor that looks like heavy armor and blue beams and purple swings, a gigantic green boulder as a simple mage. .
sans-culottes wrote: »licenturion wrote: »I never get why people go on about class identity in ESO, it is a game that barely had any even before subclassing. You have a game where:
- The majority of the skills are available to every class (Mage / Fighter guilds, Vamp, Werewolf, armour skills, weapon skills, psijic order, alliance skills and so on).
- Every class can use every weight of armour.
- Every class can use every weapon.
- Every class can be any race.
- Every class can perform every role.
- There is very little uniqueness in terms of mechanics, they all use Majika/Stam, all have the same number of skill slots, etc, all you have is a little difference for Necro and Arcanist.
Of all the MMOs I've played that actually have classes (Rift, LOTRO, GW2, etc) ESO has always had the least class identity, by a long, long way. If you are bothered about class identity, ESO was never the game for you.
Exactly this. And if you put the transmog system, the universal armor set procs and skill styles on top of all this you can even create more unique chaos with light armor that looks like heavy armor and blue beams and purple swings, a gigantic green boulder as a simple mage. .
If you enjoy that kind of chaotic mix-and-match aesthetic, then that’s great. More power to you. But for many of us, thematic coherence and symbolic consistency are part of the appeal. Class identity isn’t about rigid restrictions; it’s about a sense of narrative and visual cohesion. When everything looks and feels interchangeable, the game world starts to lose its texture. Some of us actually like when a Necromancer feels like a Necromancer, not a disco ball.
sans-culottes wrote: »licenturion wrote: »I never get why people go on about class identity in ESO, it is a game that barely had any even before subclassing. You have a game where:
- The majority of the skills are available to every class (Mage / Fighter guilds, Vamp, Werewolf, armour skills, weapon skills, psijic order, alliance skills and so on).
- Every class can use every weight of armour.
- Every class can use every weapon.
- Every class can be any race.
- Every class can perform every role.
- There is very little uniqueness in terms of mechanics, they all use Majika/Stam, all have the same number of skill slots, etc, all you have is a little difference for Necro and Arcanist.
Of all the MMOs I've played that actually have classes (Rift, LOTRO, GW2, etc) ESO has always had the least class identity, by a long, long way. If you are bothered about class identity, ESO was never the game for you.
Exactly this. And if you put the transmog system, the universal armor set procs and skill styles on top of all this you can even create more unique chaos with light armor that looks like heavy armor and blue beams and purple swings, a gigantic green boulder as a simple mage. .
If you enjoy that kind of chaotic mix-and-match aesthetic, then that’s great. More power to you. But for many of us, thematic coherence and symbolic consistency are part of the appeal. Class identity isn’t about rigid restrictions; it’s about a sense of narrative and visual cohesion. When everything looks and feels interchangeable, the game world starts to lose its texture. Some of us actually like when a Necromancer feels like a Necromancer, not a disco ball.
What of the many of us that have looked forward to, and currently enjoy these changes? Why fight a quixotic and fruitless battle against changes that have obviously been planned for a long time?
sans-culottes wrote: »sans-culottes wrote: »licenturion wrote: »I never get why people go on about class identity in ESO, it is a game that barely had any even before subclassing. You have a game where:
- The majority of the skills are available to every class (Mage / Fighter guilds, Vamp, Werewolf, armour skills, weapon skills, psijic order, alliance skills and so on).
- Every class can use every weight of armour.
- Every class can use every weapon.
- Every class can be any race.
- Every class can perform every role.
- There is very little uniqueness in terms of mechanics, they all use Majika/Stam, all have the same number of skill slots, etc, all you have is a little difference for Necro and Arcanist.
Of all the MMOs I've played that actually have classes (Rift, LOTRO, GW2, etc) ESO has always had the least class identity, by a long, long way. If you are bothered about class identity, ESO was never the game for you.
Exactly this. And if you put the transmog system, the universal armor set procs and skill styles on top of all this you can even create more unique chaos with light armor that looks like heavy armor and blue beams and purple swings, a gigantic green boulder as a simple mage. .
If you enjoy that kind of chaotic mix-and-match aesthetic, then that’s great. More power to you. But for many of us, thematic coherence and symbolic consistency are part of the appeal. Class identity isn’t about rigid restrictions; it’s about a sense of narrative and visual cohesion. When everything looks and feels interchangeable, the game world starts to lose its texture. Some of us actually like when a Necromancer feels like a Necromancer, not a disco ball.
What of the many of us that have looked forward to, and currently enjoy these changes? Why fight a quixotic and fruitless battle against changes that have obviously been planned for a long time?
You’re not wrong to enjoy the changes, and no one’s saying you shouldn’t. But it’s not “quixotic” to voice concern about the direction of game design. Thematic coherence and role clarity matter to a lot of players, and not just for nostalgia’s sake. When everything trends toward sameness, the world feels less grounded. Some of us aren’t against change, just entropy masquerading as freedom.