Reduce the amount of class skill lines to two

richo262
richo262
✭✭✭✭✭
Might sound like madness, but hear me out. It is to add variety and with scribing anything that might get culled that is useful gets saved by scribing.
  • Reducing the skill lines to two but instead they have more skills and a few more passives.
  • Each skill line usually (not all) has at least 1 skill that has very little purpose so a cull of that won't hurt.
  • Of the skills that are at risk of being removed that are useful, or could be useful, that risk being removed can instead become a base skill in scribing.

Subclassing now allows you to replace one of two skill lines with another class skill line.

This means you are now considered both classes for the purposes of scribing and wearing Infinite Archive sets.

You get given a new class name too and perhaps even new cosmetics. IE animal companion and a necro summon skill = new class and the if the primary was Necro, the bear will become a skeleton bear OR if the primary was Warden instead of summoning summoning skeletons they are corrupt spriggins. (or something similar). This is optional for the game to consider the base primary class, it can just just introduce new Skill Styles, and the player can choose what theme focus they want, whether they want to be more Warden looking or Necro looking with their skills. (Bear would need to auto unsummon in towns if it attracts a fine).

Have subclassing become more of a merge of classes.

By reducing it to two, this allows for an easier introduction to proper new class types. This could also be done at character creation, instead of class skill lines, rename them to "Disciplines" and you can choose two disciplines to start. Your disciplines determine your class.
Edited by richo262 on August 17, 2025 5:56AM
  • Artim_X
    Artim_X
    ✭✭✭✭✭
    ✭✭
    No. Some balancing work could still be done, but drastic changes like the one in the OP are not needed.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • 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
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • 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
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • 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
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • 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
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/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 (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
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • 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
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • 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
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • 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
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • 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
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • 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
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • 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
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • 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).
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭
    We could reduce the number of Class skill lines to zero and then reorganize those skills into their proper schools of magic for anyone to draw from.
    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).
  • Askys94
    Askys94
    ✭✭
    I want more skill lines :3
    Casual fanatic Sweetrolls consumer
  • Chrisilis
    Chrisilis
    ✭✭✭
    Increase class skill lines to four. And add a 6th skill. Six skills + Ultimate. I only want to augment my class, not hybridize it out of existence 🙄
  • Tandor
    Tandor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Absolutely not, I can see no benefit in the OP's suggestion at all.
  • Omegacron
    Omegacron
    ✭✭✭
    Wow... someone who actually wants LESS choice & freedom.
  • Nemesis7884
    Nemesis7884
    ✭✭✭✭✭
    ✭✭✭✭✭
    I would rather support sub classing as the first step on the way to a completely classles system
  • darkriketz
    darkriketz
    ✭✭✭
    richo262 wrote: »
    Might sound like madness, but hear me out. It is to add variety and with scribing anything that might get culled that is useful gets saved by scribing.
    • Reducing the skill lines to two but instead they have more skills and a few more passives.
    • Each skill line usually (not all) has at least 1 skill that has very little purpose so a cull of that won't hurt.
    • Of the skills that are at risk of being removed that are useful, or could be useful, that risk being removed can instead become a base skill in scribing.

    Subclassing now allows you to replace one of two skill lines with another class skill line.

    This means you are now considered both classes for the purposes of scribing and wearing Infinite Archive sets.

    You get given a new class name too and perhaps even new cosmetics. IE animal companion and a necro summon skill = new class and the if the primary was Necro, the bear will become a skeleton bear OR if the primary was Warden instead of summoning summoning skeletons they are corrupt spriggins. (or something similar). This is optional for the game to consider the base primary class, it can just just introduce new Skill Styles, and the player can choose what theme focus they want, whether they want to be more Warden looking or Necro looking with their skills. (Bear would need to auto unsummon in towns if it attracts a fine).

    Have subclassing become more of a merge of classes.

    By reducing it to two, this allows for an easier introduction to proper new class types. This could also be done at character creation, instead of class skill lines, rename them to "Disciplines" and you can choose two disciplines to start. Your disciplines determine your class.

    Delete character creation and play archetypes, delete the open world and create a narrative tunnel
    Oh yeah, that would be awesome.

    (please have a good day anyway -_-')
  • MreeBiPolar
    MreeBiPolar
    ✭✭✭✭✭
    There are three lines in each class for a reason, specifically, to mostly fill the roles, tank, healer and damage.
  • MGRza
    MGRza
    ✭✭
    Artim_X wrote: »
    No. Some balancing work could still be done, but drastic changes like the one in the OP are not needed.

    Agreed, with subclassing atm, ballancing is crazy and ZOS is going to be spending months buffing and nerfing stuff trying to balance all the individual skill lines and their skills, or so we hope.

    Adding massive changes now will just make things worse.
  • MGRza
    MGRza
    ✭✭
    We could reduce the number of Class skill lines to zero and then reorganize those skills into their proper schools of magic for anyone to draw from.

    We can hope that once subclassing has been balanced, new skill lines will be added. Instead of new classes, ZOS might go the route of releasing standalone skill lines that we can just subclass into our current characters.

    However, with scribing and class mastery and stuff, we will have to see if it is possible or how they will go about adding something like that.

    The release between the Warden and Necromancer wasn't as long as between the Necromancer and the Arcanist, so it can go either way.
  • MGRza
    MGRza
    ✭✭
    Chrisilis wrote: »
    Increase class skill lines to four. And add a 6th skill. Six skills + Ultimate. I only want to augment my class, not hybridize it out of existence 🙄

    That ship sailed, I'm afraid. They said they won't go out of their way to nerf pure classes, but balancing the overall game will do just that.


    I run both a thief and an assassin toon, both pure nightblades with gear for those situations, so no gear that provides a massive DPS boost, today's patch does just that for these two builds.

    So yeah, subclassing is the future, there is no way they are rolling it back, it might not seem like it, but running pure classes will just put our toons at a disadvantage. I have 16 fullu active toons, some subclased and some pure and the difference is massive.
  • richo262
    richo262
    ✭✭✭✭✭
    Omegacron wrote: »
    Wow... someone who actually wants LESS choice & freedom.

    Incorrect, I want more meaningful skills. I said increase the skills per tree. The amount of skills doesn't even need to reduce much, if it was 7 skills per tree, that would be 14, rather than 15 currently.

    Furthermore, Scribing has the potential to provide even more variety. So as I said initially, scribing could house any useful skills that get culled.
    There are three lines in each class for a reason, specifically, to mostly fill the roles, tank, healer and damage.

    That is something others have wanted to move away from as it risks filling the trees with skills that are not particularly unique or useful.
    I would rather support sub classing as the first step on the way to a completely classles system
    We could reduce the number of Class skill lines to zero and then reorganize those skills into their proper schools of magic for anyone to draw from.

    What I propose is essentially the next step to get there. The next step from this point would be to turn these Disciplines into Mages Guild sub-skill lines, or some sort of theme appropriate skill line. Ie, Warden - Druids in Daggerfall or Galen provide the skill line, but due to the passive strengths provided it would be inappropriate to hold more than two Disciplines.

    Once reduced to 2 skill lines per tree I would like to see the 'Disciplines' merged with the Mages Guild or something similar, and have the Nightblade decommissioned. Then the Thieves and Dark Brotherhood skill lines fleshed out with the appropriate former Nightblade skills. To do that, the passives would need to be nerfed as anybody could have them, and the content would need to go free to play (Perhaps move MOL trial to the Elsweyr expansion but obviously kept onto by anyone that has purchase Thieves and not purchased Part 2 of Elswyre [ESO+ subs that have not purchased either won't even notice]).

  • MGRza
    MGRza
    ✭✭
    richo262 wrote: »
    Omegacron wrote: »
    Wow... someone who actually wants LESS choice & freedom.

    Incorrect, I want more meaningful skills. I said increase the skills per tree. The amount of skills doesn't even need to reduce much, if it was 7 skills per tree, that would be 14, rather than 15 currently.

    Furthermore, Scribing has the potential to provide even more variety. So as I said initially, scribing could house any useful skills that get culled.
    There are three lines in each class for a reason, specifically, to mostly fill the roles, tank, healer and damage.

    That is something others have wanted to move away from as it risks filling the trees with skills that are not particularly unique or useful.
    I would rather support sub classing as the first step on the way to a completely classles system
    We could reduce the number of Class skill lines to zero and then reorganize those skills into their proper schools of magic for anyone to draw from.

    What I propose is essentially the next step to get there. The next step from this point would be to turn these Disciplines into Mages Guild sub-skill lines, or some sort of theme appropriate skill line. Ie, Warden - Druids in Daggerfall or Galen provide the skill line, but due to the passive strengths provided it would be inappropriate to hold more than two Disciplines.

    Once reduced to 2 skill lines per tree I would like to see the 'Disciplines' merged with the Mages Guild or something similar, and have the Nightblade decommissioned. Then the Thieves and Dark Brotherhood skill lines fleshed out with the appropriate former Nightblade skills. To do that, the passives would need to be nerfed as anybody could have them, and the content would need to go free to play (Perhaps move MOL trial to the Elsweyr expansion but obviously kept onto by anyone that has purchase Thieves and not purchased Part 2 of Elswyre [ESO+ subs that have not purchased either won't even notice]).

    You are proposing serious changes and expecting it to be free to play, this will never happen, three skill lines serve a purpose, one being damage, one healing, and one being for tanking.

    It may seem like a good idea for wanting these changes, but that will totally disrupt the flow of this game, i for one, would never want what you suggested here. You are essentially suggesting they destroy toons I have spent nearly a decade building, leveling, and maxing out skill lines.

    I'm all for ZOS giving us proper skills to build Fire/ Lightning and other themed builds that can step up and do what the current builds can do, but what you're suggesting is not feasible in a ten-year-old MMO.
  • richo262
    richo262
    ✭✭✭✭✭
    MGRza wrote: »
    richo262 wrote: »
    Omegacron wrote: »
    Wow... someone who actually wants LESS choice & freedom.

    Incorrect, I want more meaningful skills. I said increase the skills per tree. The amount of skills doesn't even need to reduce much, if it was 7 skills per tree, that would be 14, rather than 15 currently.

    Furthermore, Scribing has the potential to provide even more variety. So as I said initially, scribing could house any useful skills that get culled.
    There are three lines in each class for a reason, specifically, to mostly fill the roles, tank, healer and damage.

    That is something others have wanted to move away from as it risks filling the trees with skills that are not particularly unique or useful.
    I would rather support sub classing as the first step on the way to a completely classles system
    We could reduce the number of Class skill lines to zero and then reorganize those skills into their proper schools of magic for anyone to draw from.

    What I propose is essentially the next step to get there. The next step from this point would be to turn these Disciplines into Mages Guild sub-skill lines, or some sort of theme appropriate skill line. Ie, Warden - Druids in Daggerfall or Galen provide the skill line, but due to the passive strengths provided it would be inappropriate to hold more than two Disciplines.

    Once reduced to 2 skill lines per tree I would like to see the 'Disciplines' merged with the Mages Guild or something similar, and have the Nightblade decommissioned. Then the Thieves and Dark Brotherhood skill lines fleshed out with the appropriate former Nightblade skills. To do that, the passives would need to be nerfed as anybody could have them, and the content would need to go free to play (Perhaps move MOL trial to the Elsweyr expansion but obviously kept onto by anyone that has purchase Thieves and not purchased Part 2 of Elswyre [ESO+ subs that have not purchased either won't even notice]).

    You are proposing serious changes and expecting it to be free to play, this will never happen, three skill lines serve a purpose, one being damage, one healing, and one being for tanking.

    It may seem like a good idea for wanting these changes, but that will totally disrupt the flow of this game, i for one, would never want what you suggested here. You are essentially suggesting they destroy toons I have spent nearly a decade building, leveling, and maxing out skill lines.

    I'm all for ZOS giving us proper skills to build Fire/ Lightning and other themed builds that can step up and do what the current builds can do, but what you're suggesting is not feasible in a ten-year-old MMO.

    Your Nightblade wouldn't be destroyed, it would just need pick two Disciplines, similar to subclassing now. subclassing still locks you into your class. If it was two completely interchangeable disciplines, and they give you a class name based on the Disciplines you have chosen then no character would be bound to any particular class.

    The Dragon Knight and Sorc and Nightblade don't have clear Tanking / Healing / DPS trees. They do have trees that favor those roles more than others, but they are not exclusively unlike say the Arcanist or Necromancer which do follow that formula.

    ZOS has so far released Imperial City, Morrowind and Scribing for free. I am not saying they should release more content for free, even though I have already paid for them (including TG and DB) I think if they chose to release more, it would benefit the game if they chose to release those in kind as they would be prime candidates to replace the Nightblade. This could also allow new characters to start as a member of the Dark Brotherhood or the Thieves Guild, with such a Discipline already attained.
  • Grizzbeorn
    Grizzbeorn
    ✭✭✭✭✭
    ✭✭✭
    No thank you, please.
      PC/NA Warden Main
    • Vulkunne
      Vulkunne
      ✭✭✭✭✭
      Ideally, it should be 2 skill lines and passives are a skill line by themselves. I've noticed on many standard class builds I draw about 99% of the build from 2 skill lines and not the third. This probably wouldn't bother me too much.
      Edited by Vulkunne on August 18, 2025 11:29AM
      Perhaps this is where a ronin such as you belongs. Today, Victory is mine. Long Live the Empire.
    • Fenris_Arainai
      Fenris_Arainai
      ✭✭✭✭
      My guess is the OP doesn't play support roles :smirk:
      Glory to you and your Dunmer House!
    • PureeEvil
      PureeEvil
      ✭✭✭
      richo262 wrote: »
      Might sound like madness, but hear me out. It is to add variety and with scribing anything that might get culled that is useful gets saved by scribing.
      • Reducing the skill lines to two but instead they have more skills and a few more passives.
      • Each skill line usually (not all) has at least 1 skill that has very little purpose so a cull of that won't hurt.
      • Of the skills that are at risk of being removed that are useful, or could be useful, that risk being removed can instead become a base skill in scribing.

      Subclassing now allows you to replace one of two skill lines with another class skill line.

      This means you are now considered both classes for the purposes of scribing and wearing Infinite Archive sets.

      You get given a new class name too and perhaps even new cosmetics. IE animal companion and a necro summon skill = new class and the if the primary was Necro, the bear will become a skeleton bear OR if the primary was Warden instead of summoning summoning skeletons they are corrupt spriggins. (or something similar). This is optional for the game to consider the base primary class, it can just just introduce new Skill Styles, and the player can choose what theme focus they want, whether they want to be more Warden looking or Necro looking with their skills. (Bear would need to auto unsummon in towns if it attracts a fine).

      Have subclassing become more of a merge of classes.

      By reducing it to two, this allows for an easier introduction to proper new class types. This could also be done at character creation, instead of class skill lines, rename them to "Disciplines" and you can choose two disciplines to start. Your disciplines determine your class.

      why do we have three "agree" buttons and not a single "disagree" button? Or better yet, a "complete nonsense" button? It's so annoying. It's because YouTube has hidden dislikes, a huge mistake on the part of humanity.
    Sign In or Register to comment.