
Playing the game for over a decade I’ve often questioned what ESO would look like if you could use any skills with any setup. Over the last few years we’ve received Scribing and Subclassing and we are closer to that reality than ever, and so a question came to mind…
What is a Class?
When I see the above image, and read the descriptions of each named Class, you can see how each of their Skill Lines combine to create the overall themes matching their name.
My interpretation of this, is that a Class is a product of three skill lines mixed together.
Running off of that interpretation, how is it that we have only seven named classes yet hundreds of combinations?
If Sorcerers are described as strategists that make Daedric Pacts and use Dark Magic, what would be a Sorcerer that uses neither?
- As master strategists, Sorcerers call upon Daedric pacts and dark magic as the source of their power.
Would it be safe to say that you are no longer a Sorcerer if you abandon your description for something else entirely, and what makes your new Class any less worthy of support at the level we are seeing with these new Reworks?
@Ratzkifal
^This is just the beginning.
At present, none of the Classes I’ve put together are breaking the game, but they certainly are not weak. At our current trajectory, player-made classes are going to become weak. Inherently weaker than starter classes due to restrictions to what abilities we can use from specific skill lines.
We are in agreement that if you take away what makes a Templar, your example, it is no longer a Templar, the character has found a new identity.
If we can agree that a Class is a product of skill lines, then could we agree that player made classes should be as good as a starter class? Not stronger, not weaker, but at the same level.
The new focus on class identity via lore and what each one is supposed to mean is actually highly unwelcome to me. I've always created my own Elder Scrolls characters with their own backstories, and explained their specific skills in a way that made sense for the roleplay to me. I don't want to be told what my characters are all about; I've ignored those flavour text restrictions from the start when they didn't fit and will ignore them now as well.
Erickson9610 wrote: »I'd describe Werewolf functionally as a Class. After all, you don't get to use any abilities other than your Werewolf abilities while transformed, and the Werewolf abilities have a very solid theme and style of play.
Yeah, it's not something you pick at character creation, but you effectively replace your current Class with Werewolf when you transform, and you can't argue that Werewolf lacks a source of power (Hircine himself grants you Lycanthropy in the quest literally titled "Hircine's Gift") and a power fantasy (look at the tooltips of the skills for phrases like "Transform into a beast", "Pounce on an enemy with primal fury", "Roar with bloodlust", and "Shred enemies in front of you with your tainted claws" to get an idea of what the power fantasy is)
Playing the game for over a decade I’ve often questioned what ESO would look like if you could use any skills with any setup. Over the last few years we’ve received Scribing and Subclassing and we are closer to that reality than ever, and so a question came to mind…
What is a Class?
When I see the above image, and read the descriptions of each named Class, you can see how each of their Skill Lines combine to create the overall themes matching their name.
My interpretation of this, is that a Class is a product of three skill lines mixed together.
Running off of that interpretation, how is it that we have only seven named classes yet hundreds of combinations?
If Sorcerers are described as strategists that make Daedric Pacts and use Dark Magic, what would be a Sorcerer that uses neither?
- As master strategists, Sorcerers call upon Daedric pacts and dark magic as the source of their power.
Would it be safe to say that you are no longer a Sorcerer if you abandon your description for something else entirely, and what makes your new Class any less worthy of support at the level we are seeing with these new Reworks?
BXR_Lonestar wrote: »Playing the game for over a decade I’ve often questioned what ESO would look like if you could use any skills with any setup. Over the last few years we’ve received Scribing and Subclassing and we are closer to that reality than ever, and so a question came to mind…
What is a Class?
When I see the above image, and read the descriptions of each named Class, you can see how each of their Skill Lines combine to create the overall themes matching their name.
My interpretation of this, is that a Class is a product of three skill lines mixed together.
Running off of that interpretation, how is it that we have only seven named classes yet hundreds of combinations?
If Sorcerers are described as strategists that make Daedric Pacts and use Dark Magic, what would be a Sorcerer that uses neither?
- As master strategists, Sorcerers call upon Daedric pacts and dark magic as the source of their power.
Would it be safe to say that you are no longer a Sorcerer if you abandon your description for something else entirely, and what makes your new Class any less worthy of support at the level we are seeing with these new Reworks?
What we've found out by the way they unrolled subclassing is that allowing any player to use any skill line or ability at any time without restriction leads to a really unbalanced game, both in terms of PVE and PVP play. Which would be fine - if this were a single player game like Skyrim. But it is not. This is an MMORPG where there are multiple people playing it, and imbalance in both phases effects their experience. So while the game takes place in an Elder Scrolls universe, the game cannot be strictly bound by Elder Scrolls like gameplay. It's just not going to work.
BTW, this is also true of hybridzation. Having magic wielders having no use for using staves for damage dealing other than preference is just crazy. The combat system has been really wonky IMO trying to pursue a classic ES like experience with multiplayer functionality because the developers failed and refused to recognize a simple truth: ES games are single player games and this is a multiplayer game that needs to play by its own rules to maintain a quality gaming experience.
Okay, now that the “while playing a Dragonknight” restriction is going live, this topic is paramount.
I need to know what a Class is.
Will we see exclusive “while playing a Druid” or “while playing an Elementalist” conditions tacked onto skills that fit their theme too… or are those not Classes?
They look like Classes and function like Classes, why are they not treated like Classes?
cyclonus11 wrote: »Having fun coming up with names for subclass combinations
Okay, now that the “while playing a Dragonknight” restriction is going live, this topic is paramount.
I need to know what a Class is.
Will we see exclusive “while playing a Druid” or “while playing an Elementalist” conditions tacked onto skills that fit their theme too… or are those not Classes?
They look like Classes and function like Classes, why are they not treated like Classes?
spartaxoxo wrote: »We don't have to use the same word to describe different things to want things to be balanced. That makes things completely confusing to discuss especially for new players and has no impact on balance. The devs have their own internal names for things anyway. So long as there are no trade-offs for subclassing, it will always be superior to pure classes because subclassing inherently has a much greater degree of flexibility. By giving bonuses for pure classes, they allow them to compete without needing to nerf subclassing.
If they do it correctly, both things will be viable. If after the class refresh subclassing isn't viable. They can also then add buffs/nerfs specifically for subclassing.
spartaxoxo wrote: »We don't have to use the same word to describe different things to want things to be balanced. That makes things completely confusing to discuss especially for new players and has no impact on balance. The devs have their own internal names for things anyway. So long as there are no trade-offs for subclassing, it will always be superior to pure classes because subclassing inherently has a much greater degree of flexibility. By giving bonuses for pure classes, they allow them to compete without needing to nerf subclassing.
If they do it correctly, both things will be viable. If after the class refresh subclassing isn't viable. They can also then add buffs/nerfs specifically for subclassing.
You’re talking preset, not future.
In the present, we have DPS lines, Healer lines, Tank lines, you can stack three of each to incredible degrees.
The stated goal of this rework is for every skill line to have the same value for every role. Running Assassination/Herald/Ardent will be as strong in any role as running Winter’s Embrace/Restoring Light/Shadow, and this is WITHOUT arbitrary nonsense restrictions to how skills function.
As a nightblade main who has three very different characters under the nightblade class umbrella, I'm admittedly pretty apprehensive of the class overhaul. Warden being next is also a little unnerving given how each of it's skill lines are very different and have very different draws for the players who like warden (as I mentioned before, some play warden for the ice thematic, others druidic, and finally a third for animals and critters). I want to hope that given how homogeneous dk's thematic was and that warden's is kinda the opposite that it will show how they are handling both types of classes, because classes like templar and arcanist are similarly homogeneous, but sorc and nightblade are a bit more diverse in theme and scope similar to warden.
Chilly-McFreeze wrote: »As a nightblade main who has three very different characters under the nightblade class umbrella, I'm admittedly pretty apprehensive of the class overhaul. Warden being next is also a little unnerving given how each of it's skill lines are very different and have very different draws for the players who like warden (as I mentioned before, some play warden for the ice thematic, others druidic, and finally a third for animals and critters). I want to hope that given how homogeneous dk's thematic was and that warden's is kinda the opposite that it will show how they are handling both types of classes, because classes like templar and arcanist are similarly homogeneous, but sorc and nightblade are a bit more diverse in theme and scope similar to warden.
One of their goals is giving you tougher choices while subclassing. Away from "this is the dps line of class x, y, z - I'll take them for my dps character" to mixing/ shuffeling roles and skill lines.
With that in mind they should come up with new skills fitting each skill line theme. Currently Green Balance brings the healing with it's active skills. At best they give us plant based dps and tank options in that line. Like the ranking vine shield of some npcs for example or the choketorn pull as a tank skill. For dps a thorn rank whip etc.
Winter's embrace could end up in better frost dps skills while adding control based animal companion skills.
However, this requires some serious work to develope new skills from the ground up. But it alignes best with how the class is thematically designed and what their intended goals are.