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For the sake of Subclassing, our next Class should be more like Warden than like Arcanist

Erickson9610
Erickson9610
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Warden has skill lines for each role, and each skill line has a unique theme. Animal Companions is themed around using animals, Winter's Embrace is themed around using ice magic, and Green Balance is themed around using plants. Compare this to Necromancer or Arcanist, where all three lines generally have a similar theme.

Why should our 8th Class be like Warden? Simply put, it will allow us to have more variety in our skill themes sooner than later. This would benefit people who want to create custom Classes with the Subclassing feature, while still offering a unique experience in the form of a brand new Class for new characters.


Maybe we might get a new Class with the healer line themed around tonal magic (people could use this for a "bard" or "rogue" character, especially if paired with Nightblade's Assassination and Shadow lines), the tanking line themed around building Dwarven constructs (which people could use for an "engineer" or "researcher" character, especially if paired with Arcanist or Sorcerer skill lines) and the damage dealer line could be themed around using hand-to-hand combat moves (which people could use to make a "monk" or "druid" character if paired with Warden's Green Balance skill line).

I know it may not make much sense for a single Class to have tonal magic, Dwarven constructs, and hand-to-hand combat as its toolkit, but neither does it make much sense for Warden to be themed around animals, plants, and ice magic. Yet, Warden offers more variety than most Classes when it comes to Subclassing, so I would hope our next Class would offer a similar degree of variety in the skill themes. The alternative would be three skill lines themed after the same thing, which would offer more flexibility in terms of functionality but fewer thematic options.
Edited by Erickson9610 on June 25, 2025 1:57AM
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).
  • mistformsquirrel
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    Broadly I agree, but I want to make some personal notes:

    - I feel like Hand-2-Hand should be its' own weapon skill line or guild skill line imo? It should be a thing you can just do - if it requires weapons, handwraps shouldn't be that hard and could even be outright invisible.

    - I'd also say that it might actually be better to - at least to an extent - go back to the style of the original classes and not have things *wholly* locked into "This is the DPS line/This is the Healing line/This is the Tank line". That's just me though.

    That said, a Dwemer Delver class has a *lot* of potential both as a pure class and a subclass setup:

    Tonal Magic, like you said - mostly healing and buffing abilities based around sonic magics could easily help people working for a Bard theme, but are also internally coherent with...

    Dwemer Constructs - A pet skill line based around summoning well... Dwemer Constructs. (Please, at least some of them be perma-pets...)

    Devices - Utility kit based around adventuring gear - some with Dwemer tech, some more generic; maybe a whip that can snag enemies and draw them to you; a deployable dwemer Cuirass for defense, oil slick bottle that can be set on fire with fire or shock damage... you get the idea

    So if you're a pure class, you're basically an Indiana Jones/Mad Scientist mashup who plumbs the depths of the numerous Dwemer ruins and uses their ingenious treasures for their own ends.

    If you're a subclass preferrer, you can have pet robots, adventuring tools or sonic magics

    That's just IMO of course! Not meant to invalidate your idea, just putting my own two cents in.
    Red Diamond, Red Diamond~ the Heart and Soul of Memes~
  • drkfrontiers
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    There will be no new classes IMHO for a very long time.
    "One must still have chaos in oneself to be able to give birth to a dancing star."
    ~ Friedrich Nietzsche
  • Abelon
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    Interesting point actually, because pre subclassing I was of the opinion that Warden is a very disjointed class. The skill lines are cool and enjoyable, but they don't mesh that well together at all imo. Winter's embrace especially sticking out like a sore thumb - "I'm a druid who's into animals and nature! Oh and now I'm a frost mage."

    But with subclassing it's actually the class that offers the most variety and has something for everyone. So yes, I guess there needs to be a different approach to class design, now that subclassing is here. That is if classes happen anymore at all. For the same reasons, devs might decide that making only separate skill lines is the way to go forward.
  • KV_Tootn
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    I want a literal hunter.... where a pet can tank or damage depends on build. Warden is stoopid
    Ork * Templar * CP1812 * DPS*Tank-fulltime
    DK - Tank
    High elf*Sorcerer*DPS
    High elf*Arcanist*Dps
  • Thumbless_Bot
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    Gladiator class with incredibly strong blunt force physical damage skills who can literally slap weapons out of your hand while simultaneously splitting your skull in half... please.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Better idea: Do not add new classes, just add Skill Lines that everyone can make use of.
  • tomofhyrule
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    I do prefer a consistent theme, but I just want a new Class.

    Although I do find it interesting that your example of Tonal Magic, Dwemer Summons, and Unarmed already has two of the three lines nicely linked in an Artificer. I'd just swap out the damage line to involve traps and grenades and you have a great themed class there.
    (sidenote, that could also bring something new. Summons as a tank line where you can pop up pets that either attack like the Sorc scamp or tether heal like the Necro ghost, and then putting in a summonable armor are all things from other lines - good idea for a Dwemer artificer tank line, but nothing really new. Same with a bunch of AoE buffs/debuffs that a tonal line could bring. But we really don't have anything that acts as a trap fighter in any classes yet - I'm envisioning a settable trap that you can trigger with a button press, instead of the traps we currently have in the Sorc and NB and guild lines which trigger when an enemy steps on it.)

    I'll keep saying it though: what people want from a Monk class is an unarmed weapon line, not a Class. Everyone's envisioning a martial artist who could realistically have any other Class' powers (Templar for light, Warden/DK/Sorc for elemental stuff, etc). They're not envisioning a heavily-armored beast with a greataxe who practices feng shui. A Class in ESO needs to allow players to use any armor and any weapon.

    The thing about a new weapon though, particularly the ideas of unarmed or 1H only, is that both are already possible in the game, if ineffective. That would probably mean that if either was made into a weapon line (which they should eventually!) that it would need to be a free update like Subclassing was. A Class, however, can be a paid exclusive DLC thing, since the three Classes so far have all been.
  • nwilliams2107b16_ESO
    nwilliams2107b16_ESO
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    Better idea: Do not add new classes, just add Skill Lines that everyone can make use of.
    This.
  • tomofhyrule
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    Better idea: Do not add new classes, just add Skill Lines that everyone can make use of.

    But now with Subclassing, everyone can make use of them.

    Adding a new Class is essentially adding three skill lines, and also a way to allow people to start from scratch if they choose to, but also slot those lines on existing characters if they choose to.
  • Deimus
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    I agree with this point for the reason that Warden doesn't have a class specific resource like Necro and Arc. From what we saw last PTS ZOS is very willing to cripple a class specific resource on the chance that it might improve game performance (instead of going after heal stacking). So if there ever is a new class it should be designed more like Warden compared to the other paid DLC classes.

    I'm more in the camp of new skill lines over new classes. While it still needed work class balance was getting better prior to U46. With subclassing balance took a big step backwards so I'd rather not see any new class to make things worse. Also as we've seen a new class will forgo reasonable balance and be overpowered for the first year or two to boost sales like Necro was and Arc still is in PvE, it was in PvP before the honeymoon buff wore off. They made it harder for themselves, but they need to close the gap as much as possible before throwing something else into the mix.
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  • Chilly-McFreeze
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    - I'd also say that it might actually be better to - at least to an extent - go back to the style of the original classes and not have things *wholly* locked into "This is the DPS line/This is the Healing line/This is the Tank line". That's just me though.

    This! Those dedicated role lines make it far too easy to push the limits. If you spread your tools and passives across the lines you'd have to make trade offs when subclassing. But with the dlc class design it's simply "you're dps? take the dps lines and be better off than before"
  • tomofhyrule
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    - I'd also say that it might actually be better to - at least to an extent - go back to the style of the original classes and not have things *wholly* locked into "This is the DPS line/This is the Healing line/This is the Tank line". That's just me though.

    This! Those dedicated role lines make it far too easy to push the limits. If you spread your tools and passives across the lines you'd have to make trade offs when subclassing. But with the dlc class design it's simply "you're dps? take the dps lines and be better off than before"

    Honestly, I'm on board with this.

    Necro and Arc, with their 'resource' mechanic, did feel a bit gimmicky (and is the exact thing that's making Arcanist so powerful and Necro in the gutter because of the way the game handles it)

    I do prefer the basegame version of the Classes having a consistent theme, but not being strict on roles.
  • Erickson9610
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    I do prefer the basegame version of the Classes having a consistent theme, but not being strict on roles.

    Even then, base game Classes have different themes in each skill line that contribute to a similar identity. For instance, Templar — Aedric Spear is about using spears and shields of light, Dawn's Wrath is about burning enemies with sunlight, and Restoring Light is about using Restoration magic. All three share a similar color scheme and contribute to the same general idea, that being a "paladin" type who is all about light.

    I do agree that maybe future Classes should be less strict about which skill line is best for which role. Using the example from Templar, you can use Aedric Spear for tanking (Sun Shield), damage dealing (Puncturing Strikes), or healing/support (Spear Shards). Compare that to Arcanist's skill lines, which share common themes between each skill line, but each skill line is strictly dedicated to just one role.


    As long as our 8th Class can do all three roles with the three skill lines it's given, there's no reason to assign just one role to each skill line. After all, Winter's Embrace is both a tanking and a damage dealer skill line, just like Aedric Spear.
    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).
  • Jestir
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    Nah

    The worst thing about the warden is it being a thematic abomination
  • moderatelyfatman
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    Jestir wrote: »
    Nah

    The worst thing about the warden is it being a thematic abomination

    They should make an Ice mage theme as the new class and swap out the Frost skill line of the warden with something new.
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