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Suggestions 2. Classes and skill lines. Part 1.

Carlos93
Carlos93
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Classes and skill lines.

In this section, I'll discuss potential class changes.

I'll also talk about skill lines that could be added to the game in the future and other areas where changes could be implemented.

https://forums.elderscrollsonline.com/en/discussion/690309/suggestions-2-classes-and-skill-lines-part-1/p1?new=1

https://forums.elderscrollsonline.com/en/discussion/690316/suggestions-2-classes-and-skill-lines-part-2#latest

https://forums.elderscrollsonline.com/en/discussion/690303/suggestions-1-creating-new-characters-and-getting-started-in-the-game#latest

1. The need for players to be able to visualize all existing skill lines that can be unlocked in the game.

When new players first enter the game world, many skill lines are not visible in the new player skill line list.
They only become visible after players have completed certain missions that unlock those skill lines or have used equipment (shoulder pads, bows, etc.).

This is a screenshot showing all the available skill lines for a new character who has not yet unlocked any existing skill lines in the game.

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This is a screenshot showing all the existing skill lines for a veteran character who has unlocked most of the existing skill lines in the game.

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The improvement I propose is that all players can view all existing skill lines in the game from the moment they create a new character and enter the game world with their new character.
The skill lines would appear as locked to players and would be unlocked if the player completes the necessary quests.

The skill line list would include a brief description of what is needed to unlock each skill line.

Here is an example of a description that could be used to tell players where and how to unlock a particular skill line:

“The Undaunted skill line is unlocked by accepting the quest: One of the Undaunted. This quest can be found in the tavern in Vulkhel Guard in Auridon, in the tavern in Daggerfall in Glenumbra, and in the tavern in Davon’s Watch in Stonefalls.”

Summary of the changes that could be applied.

Make all skill lines (locked and unlocked) visible to all players in the skill line list.

Add a brief description of how to unlock each skill line in the game.

2. Changes to classes and skill lines in the game. Part 1: Class-specific skill lines.

In the game, all classes have exclusive skill lines.

One problem with the game is that all classes have exclusive skill lines that predefine the player's character and limit character creation.

I think subclassing doesn't solve the lack of freedom in the game for creating interesting characters.

Classes shouldn't have exclusive skill lines associated with each class (This is the first of the necessary changes to improve skill lines and classes in the game).

One positive aspect of having skill lines associated with each class is the limited differentiation between one class and another in the game. Players of one class are distinguished from players of another class by the class-specific skills they use.

One negative aspect of having class-specific skill lines is the limited character builds that players can create. To create builds, players use the skill lines associated with their class along with other skill lines that can be unlocked in the game (such as the Restoration Staff skill line).
Players will always try to obtain the best equipment and equip their characters with the best skills available in the game.
Players use the best skills to configure their characters depending on the role they intend for that character (PvP Healer, PvE Dungeon & Trial, PvE Tank, etc.).

For example:
Builds players can create with the Dragonknight class:

PVE Dungeon & Trial META Dragonknight Builds

Magicka Dragonknight DPS
Stamina Dragonknight DPS DW/2H
Stamina Dragonknight DPS 2H/DW
Stamina Dragonknight DPS Bow/Bow

Dragonknight Healer

Dragonknight Tank

Werewolf Build

PVE Solo Dragonknight Builds

Magicka Grind Build

Stamina Grind Build

Magicka Solo Dragonknight Build

Stamina Solo Dragonknight Build

PVP Solo Dragonknight Builds

Magicka Dragonknight Build

Stamina Dragonknight Build

This list of builds was taken from alcasthq.com.

I may have missed some builds.

In the base game, there are many possible build combinations, but there is a limit. With each class (for example, the Dragonknight class), you can create DPS, Healer, and Tank builds.
These builds can be specialized for PvP or PvE using the skill lines that can be unlocked in the game.

The skill lines exclusive to each class could become skill lines that players can learn in the game world (I'll talk about this in point 7).

Summary of the changes that could be applied.

Modify the classes in the game so that classes do not have exclusive skill lines associated with each class.

3. Changes to classes and skill lines in the game. Part 2: Modifying the classes in the game so that, depending on the class chosen by the players, the class enhances certain skill lines in the game.

The classes in the base game are:
Dragonknights, Sorcerers, Nightblades, and Templars.

In 2017, the Warden class was added with the Morrowind chapter, in 2019 the Necromancer class was added with the Elsweyr chapter, and in 2023 the Arcanist class was added with the Necrom chapter.

In point 2, I mentioned that the exclusive skill lines associated with all classes in the game could be removed.
These exclusive skill lines could be learned by players in the game world.

The improvement I propose here is to make class selection significantly influence how players play.

One way to do this is to implement a class-skill line relationship system.

The skill line relationship system works as follows:
A player chooses a class during character creation, and that chosen class enhances specific skill lines.
Another player with a different class can learn the same skill line as the first player.
However, these players differ in that one can use that same skill line at the Master level (enhanced by their class), while the other can use it at the Normal level.
These players are distinguished by their chosen class; each class enhances specific skill lines.

For example:

There are the classes Weapon Master, Battlemage, Hunter, and Necromancer.

One player chooses the Weapon Master class.

Another player chooses the Battlemage class.

Another player chooses the Hunter class.

Another player chooses the Necromancer class.

All players can use the "Two-Handed" skill line, but only the player who selected the "Weapon Master" class can use the "Two-Handed" skills at a master level, boosted by their chosen class.

The player who selected the "Battle Mage" class can use the "Two-Handed" skill line at a normal level, without the boost from their chosen class.

All players can use the "Bow" skill line, but only the player who selected the "Hunter" class can use the "Bow" skills at a master level, boosted by their chosen class.

The player who selected the "Weapon Master" class can use the "Bow" skill line at a normal level, without the boost from their chosen class.

All players can use the "Destruction Staff" skill line, but only the player who selected the "Battle Mage" class can use the "Destruction Staff" skills at a master level, boosted by their chosen class.

The player who selects the "Necromancer" class will be able to use the "Destruction Staff" skill line at normal levels for their chosen class.

The "Weapon Master" class boosts the damage dealt by skills in the "Two-Handed" and "One-Hand and Shield" skill lines.

The "Weapon Master" class boosts the damage dealt by swords, axes, and maces.

The "Battlemage" class boosts the damage dealt by skills in the "Destruction Staff" and "Restoration Staff" skill lines.

The "Battlemage" class boosts the damage dealt by destruction staves and restoration staves.

The "Hunter" class boosts the damage dealt by skills in the "Dual Wield" and "Bow" skill lines.

The "Hunter" class boosts the damage dealt by daggers and bows.

The “Necromancer” class enhances the damage dealt by skills in the “Living Dead”, “Bone Tyrant”, “Grave Lord” skill lines and other future skill lines based on necromancy.

Summary of the changes that could be applied.

Modify the classes in the game so that, depending on the class chosen by the players, the class enhances certain skill lines.

4. Changes to classes and skill lines in the game. Part 3: Adding a section to the Crown Store to sell new classes to players.

New classes could be sold in some section of the Crown Store.

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Players could obtain these classes by purchasing them with Crowns.
The classes should be sold separately and not affiliated with any DLC, Chapter, or Season.

Some examples of classes that would be added to the game through purchase in the Crown Store are:

Mechanic.

This class enhances skill lines based on Dwemer artifacts and Sotha Sil mechanical creations.
Y'ffre Guardian.

This class enhances skill lines based on nature.
Stormlord.

This class enhances skill lines based on Maormer magic.
Dawn Warrior.

This class enhances skill lines based on the plane of Meridia.
Merchant.

This class enhances skill lines based on trade.
Knight of Meridia.

This class enhances skill lines based on the plane of Meridia.
Looter.

This class enhances skill lines based on the Thieves Guild.
Thief.
This class enhances skill lines based on the Thieves Guild.

Scribe.
This class enhances skill lines based on the Hermaeus Mora plane.

Many more classes can be added to the game later.

Priest.
This class enhances healing magic skill lines.

Summary of the changes that could be applied.

Add a new section to the Crown Store where you can sell new classes to players in exchange for crowns.

5. Changes to classes and skill lines in the game. Part 4: Subclassing.

First of all.

If the developers based their Subclassing system on any of my previous ideas posted on the forum, I apologize for any inconvenience.

I still believe there should be complete freedom for players to configure their characters with all the skills from all the skill lines the game offers, without class restrictions.
Being able to use the Arcanist class-exclusive skill lines on a Dragon Knights character is wonderful.

However, the way the developers implemented it in the game (Subclassing) doesn't give players complete freedom to configure their characters.

Now I will express my final opinion on this point (Subclassing).

Subclassing should be removed from the game, and a system should be implemented that allows players complete freedom to configure their characters with all the skill lines that exist in the game.
Subclassing allows players to replace several skill lines exclusive to one class in order to use skill lines exclusive to other classes.

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Subclassing only allows the use of three skill lines that are exclusive to all classes.
One positive aspect of subclassing is the ability to create hybrid classes using these class-exclusive skill lines.
However, this customization freedom offered by subclassing is limited. I would like to see complete customization implemented in the game.

Summary of the changes that could be applied.

Remove subclassing from the game and implement a system that allows players complete freedom to configure a class with skills from all skill lines that exist in the game.

6. Changes to classes and skill lines in the game. Part 5: Adding new skills to the skill lines of each race or species.

In the game, all classes have unique skill lines.

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When a player first enters the game, they shouldn't have any skill lines learned. The player should only have their race or species' skill line available from the first time they enter the game world and shouldn't have any class skill lines learned from the start.
However, race or species skill lines don't have active skills.
Active combat skills would need to be added to the game's race and species skill lines.

Below are some examples of active combat skills and passive skills that could be added to the game's races and species.

The Suthay-Raht Khajiit could use unique active skills involving claw attacks.
The Mud Dancers Argonians could have a unique passive skill that allows them to breathe underwater without drowning.
The Nords could have a unique passive skill granting them greater cold resistance. Imperials could have a passive Merchant skill; Imperial races gain more economic benefit from trade transactions.
All human races have active Punch, Kick, and Push skills.

Players shouldn't start with skill lines based on magic and the Realms of Oblivion, as is currently the case with all skill lines for all classes in the game.
All skill lines should be learnable in-game or unlockable by completing quests (as is the case with crafting or antiquities skill lines).

Players creating new characters should enter the game world with only their race's or species' skill line.
All other existing skill lines (including all class-specific skill lines) should be learnable in the game world. I will discuss which skill lines can be learned in the game world at another point.

Summary of the changes that could be applied.

Add new active combat skills and new passive skills to the skill lines of each race or species.

7. Changes to classes and skill lines in the game. Part 6: Skill lines that can be learned in the game world.

In point 2, I discussed the need to decouple class-exclusive skill lines from the game's classes.

The idea behind this point is to convert all skill lines in the game (including all class-exclusive skill lines) into skill lines that can be learned in cities, specialized magic academies (Shad Astula), Oblivion, etc.

The process would work as follows:
The player visits a major city or another location within the game world.

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The player goes to the mages' guild, the fighters' guild, or other locations in the city.

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There, players can learn many skill lines from the masters.

Players speak with the masters and accept an initial quest.
The player completes the task and speaks with the masters to complete the quest.
The quest is completed.
The base game skill lines linked to the completed quest are immediately unlocked.

If the player completed the quest in a mage guild, the skill lines linked to mage guilds will be unlocked.

After completing the mage guild quest, the player is free to undertake the initial quests of other organizations.
The player can now level up and spend their Skyshard on the skill lines needed to develop their character.

Examples of skill lines that can be learned in cities and other locations:
Magic skill lines can be learned in mage guilds and specialized academies (Shad Astula).

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Combat skill lines can be learned in the Fighters Guild, the Dauntless, or other organizations.
Thief skill lines can be learned in the Thieves Guild.

Examples of skill lines that can be learned in the game world.

Khajiit martial arts skill lines can only be learned in Elsweyr cities or Khajiit temples.

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The Psijic skill lines can be learned in Artaeum.
The Maormer magic and combat skill lines can be learned in Pyandonea.

Examples of skill lines that can be learned in Oblivion.

The Molag Bal skill lines can be learned on the Molag Bal plane.

The Meridia skill lines can be learned on the Meridia plane.

The Hermaeus Mora skill lines can be learned on the Hermaeus Mora plane.

A list of some of the skill lines that can be unlocked in the game world (some of the following skill lines belong to classes in the game, others do not currently exist in the game, and still others are skill lines that can be unlocked in the base game).

“Undaunted.”

This skill line can be learned in cities throughout the game world.

“Thu’um.”

This skill line can be learned from the Greybeards in High Hrothgar through a quest.

“Aedric Spear.”

This skill line can be learned through a quest in the Chapel of Light in the Hollow City.

“Dawn’s Wrath.”

This skill line can be learned through a quest in the Chapel of Light in the Hollow City.

“Restoring Light.”

This skill line can be learned through a quest in the Chapel of Light in the Hollow City.

“Ardent Flame.”

This skill line can be learned through a quest at each alliance's headquarters.

“Draconic Power.”

This skill line can be learned through a quest at each alliance's headquarters.

“Earthen Heart.”

This skill line can be learned through a quest at each alliance's headquarters.

“Daedric Summoning”.

This skill line can be learned through a quest at each alliance's headquarters.

“Dark Magic”.

This skill line can be learned through a quest at each alliance's headquarters.

“Storm Calling”.

This skill line can be learned through a quest at each alliance's headquarters.

“Assassination.”

This skill line can be learned through a quest at Dark Brotherhood shrines.

“Shadow.”

This skill line can be learned through a quest at Dark Brotherhood shrines.

“Siphoning.”

This skill line can be learned through a quest at Dark Brotherhood shrines.

“Animal Companions.”

This skill line can be learned through a quest in Elden Root.

“Green Balance.”

This skill line can be learned through a quest in Elden Root.

“Winter’s Embrace.”

This skill line can be learned through a quest in Elden Root.

“Bone Tyrant.”

This skill line can be learned through a quest at the mage guilds in the major cities of Tamriel.

“Grave Lord.”

This skill line can be learned through a quest in the mage guilds of Tamriel's major cities.

“Living Death”.

This skill line can be learned through a quest in the mage guilds of Tamriel's major cities.

“Soldier of Apocrypha”.

This skill line can be learned through a quest in the plane of Oblivion from Hermaeus Mora.

“Herald of the Tome”.

This skill line can be learned through a quest in the plane of Oblivion from Hermaeus Mora.

“Curative Runeforms”.

This skill line can be learned through a quest in the plane of Oblivion from Hermaeus Mora.

Summary of the changes that could be applied.

Convert all skill lines in the game into skill lines that can be learned by completing an initial mission.

8. Changes to classes and skill lines in the game. Part 7: Modifying classes in the game.

All classes in the game are based on some type of magic or on Oblivion.

Each class has three unique skill lines associated with it.
All unique skill lines associated with each class have active, passive, and ultimate abilities.

The Dragonknight class bases its abilities on fire magic and abilities based on volcanic earth powers.

The Sorcerer class bases its abilities on lightning destruction magic, dark magic, and summons from the planes of Oblivion.

The Nightblades class bases its abilities on stealth and shadow magic.

The Templar class bases its abilities on light magic.

The Warden class bases its abilities on nature magic.

The Necromancer class bases its abilities on necromancy.

The Arcanist class bases its abilities on the plane of Oblivion of Hermaeus Mora.

There are no classes solely focused on physical weapon damage (greatswords, daggers, swords, maces, etc.) without some magical or Oblivion influence.

One possible solution would be to replace the existing classes in the game with others.

For example,

Classes that could be added to the base game to replace the current classes would be:

Weapon Master

Battlemage

Hunter

Warlock

Agent

Nightblade

Paladin

Summary of the changes that could be applied.

Replace the current classes in the game with classes that are not based on any kind of magic and on Oblivion.

9. Changes to classes and skill lines in the game. Part 8: The “Group Abilities” skill lines.

Currently, there are three types of abilities: “Ultimate Abilities,” “Active Abilities,” and “Passive Abilities.”

A new type of ability could be added, called “Group Abilities.”
Group Abilities are abilities that require a group of players to launch an attack against enemy targets.
These abilities require a minimum of 6 players to activate.
When activated, they unleash a powerful attack against enemy targets, devastating the battlefield.
These abilities require all players in the group to have unlocked the ability they will use against the enemy targets.
If more than 6 players have the same ability unlocked, the attack will be more powerful, up to a limit of 12 players.

For example,
In the “Bow” ability line, there could be a Group Ability called “Massive Barrage.”
The Group Ability “Massive Barrage” devastates the battlefield with an endless barrage of arrows.

Players participating in Group Abilities need a short cooldown period to activate the ability, leaving the group vulnerable to enemy attacks.
Players activating Group Abilities require protection from other players in their alliance.

Group Abilities would be integrated within the skill lines.

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Summary of the changes that could be applied.

Add new types of skills, “Group Abilities,” to the skill lines that currently exist in the game.

10. Changes to Classes and Skill Lines in the Game. Part 9: New Types of Skill Lines that can be added through exclusive sale in the Crown Store.

A new section could be added to the Crown Store to sell skill lines to players in exchange for crowns.

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The following skill lines can be purchased by players in the Crown Store and can be unlocked by completing an initial quest in the game world (each skill line has its own exclusive quests).

Molag Bal's Skill Lines:

"Flesh Artisan."

This skill line allows the player to summon different types of flesh atronachs.

These creatures can help the player heal, generate effects, and attack enemies.

"Power of Domination."

This skill line allows the player to execute abilities based on Molag Bal's plane to confuse, immobilize, cast effects, and cast synergies on enemies.

Dwemer Skill Lines:

"Mechanical Creator."

This skill line allows the player to use different types of mechanical creations to assist them in battle.

Meridia's Skill Lines:

"Golden Force."

This skill line allows the player to generate light-based effects to blind enemies, cast synergies, and other afflictions.

“Light Conjuration.”

This skill line allows the player to summon various types of luminous creatures to aid them in battle.

Hermaeus Mora's skill lines:

“Knowledge Classifier.”

This skill line allows the player to extract information from world NPCs (eliminating them in the process), summon tomes from the Hermaeus Mora plane to cast effects on enemies, and summon tomes from the Hermaeus Mora plane to cast synergies.

Magic skill lines:

“Magical Artisan.”

This skill line allows players to craft magic scrolls. These scrolls allow players to cast certain types of spells without prior magical knowledge.

“Storm Destruction Magic School.”

This skill line allows the player to cast spells with their hands based on Maormer storm magic.

Claw-Dances Skill Lines:

“Desert Wind”

“Goutfang”

“Desert Rain”

“Whispering Claw”

Guild Skill Lines:

“Morag Tong Guild”

Many more skill lines may be added to this new section of the Crown Store in the future.

Summary of the changes that could be applied.

Add a new section to the Crown Store to sell new skill lines to players in exchange for crowns.

11. Changes to classes and skill lines in the game. Part 10: The need for an improvement to the skill bars that players use for combat.

The 2-bar skill system is awkward for players; rotating the bars to use skills is very annoying and not adaptable for all types of players.

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The skill bar system needs to be reviewed or improved.
Using skills should be simple and convenient.
The current two-skill bar rotation system needs to be replaced with a simpler system that's more suitable for all types of players.
I've considered replacing the current two-skill bar rotation system with a single skill bar.
This single skill bar would have 10 slots for "Active Abilities" and 2 slots for "Ultimate Abilities."
The current system isn't easy for all types of players.

Summary of the changes that could be applied.

Implement changes to the game's skill bars.

12. Changes to classes and skill lines in the game. Part 11: Execution Abilities.

Finishing moves, or "Fatality" skills, are abilities used to execute a final attack against an enemy.

An example of a situation where finishing moves can be used: The player is fighting an enemy NPC. When the player has reduced the enemy NPC's health in combat and is about to finish them off, a finishing move will activate automatically. This ability will appear as available on the screen once the player has inflicted enough damage on the NPC. The player can choose to eliminate the enemy NPC normally or with a finishing move. If the player chooses to eliminate the enemy NPC with a finishing move, they must press a key on their keyboard to activate it. Depending on the weapon the player is using, different abilities will be activated. If the player is fighting with a staff of destruction, they can use a finishing move that unleashes a giant fireball, instantly melting the enemy and turning them to ash.

If the player is fighting with a greatsword, they can use a finishing move that decapitates the enemy NPC.

These abilities cannot be equipped on the player's skill bars and do not function like "Active Abilities" or "Ultimate Abilities."

These abilities function like "Passive Abilities," appearing in skill lines but not on active combat skill bars.
One or more finishing moves can exist within skill lines.

These abilities exist within skill lines as "Execution Abilities."

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These “Execution Abilities” are exclusive to weapon skill lines, destruction magic skill lines, and other skill lines used to damage enemies.

Summary of the changes that could be applied.

Implement the “Execution Abilities” within the skill lines used to damage enemies.

13. Changes to classes and skill lines in the game. Part 12: Scribing.

Scribing should be a system that allows players to modify the parameters of skills in skill lines.
By modifying the parameters of skills in skill lines, I mean that players can customize skills, change the effects of a skill, and so on.

I'll give an example of how this version of Scribing would work.
A player uses the Scribing system to modify the Momentum skill in the Two-Handed skill line.
The Momentum skill has two evolutions: Forward Momentum and Rally.
The player can only choose one of the two evolutions.
With the revamped Scribing system, the player could modify the parameters of either Forward Momentum or Rally.
With the revamped Scribing system, the player could modify the Stamina cost of the skill, its duration, the percentages of its effects, replace one effect with another, and so on.

With the revamped Scribing system, players can modify skill parameters.

Players cannot completely change the base skill, only modify its parameters.
Players do not need to evolve the Momentum skill to use the Scribing system.

With the revamped Scribing system, players can change the parameters of the Momentum skill without needing to evolve it to Forward Momentum or Rally.

Changes to be implemented in the Scribing system.

Change number 1:
Convert the Scribing system into one that allows players to modify skill parameters.

Change number 2:
The skills currently in the Scribing system will be moved to the skill lines in the base game.

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Change number 3:
It would no longer be necessary to purchase Grimoires to unlock Scribing skills.
Grimoires would be removed from the Eyevea store.

Summary of the changes that could be applied.

Implement changes to the Scribing system.

14. Changes to classes and skill lines in the game. Part 13: Changes to skill line rankings and the creation of new skill line rankings in the base game.

The skill line classification in the base game is incomplete and lacks logical sense.

Let me give an example.

The Soul Magic skill line shouldn't be in the WORLD classification; it should be in a classification called MAGIC, which doesn't currently exist in the base game.

Why should the Soul Magic skill line be in a skill line classification called MAGIC?

Because the Soul Magic skill line is a magic-based skill and should be in a classification of magic skill lines.
Currently, the Soul Magic skill line is in the WORLD classification alongside the Vampire, Werewolf, and Legendary skill lines in the base game.

These are the skill line classifications that exist in the base game and that players can unlock without purchasing any chapters or DLC.

CLASS

WEAPON.
Two-Handed.
One Hand and Shield.
Dual Wield.
Bow.
Destruction Staff.
Restoration Staff.

ARMOR.
Light Armor.
Medium Armor.
Heavy Armor.

WORLD.
SoulMagic.
Vampire.
Werewolf.
Legerdemain.

GUILD.
Fighters Guild.
Mages Guild.
Undaunted.

ALLIANCE WAR.
Assault.
Support.

RACIAL.

CRAFT.
Alchemy.
Blacksmithing.
Clothing.
Enchanting.
Jewelry Crafting.
Provisioning.
Woodworking.

These are the changes that could be implemented to the base game's skill line ranking system.

WEAPON.
Two-Handed.
One Hand and Shield.
Dual Wield.
Bow.
Destruction Staff.
Restoration Staff.

ARMOR.
Light Armor.
Medium Armor.
Heavy Armor.

WORLD.
Vampire.
Werewolf.
Legerdemain.

GUILD.
Fighters Guild.
Mages Guild.
Undaunted.

MAGIC.
SoulMagic.

RRP.
Assault.
Support.

RACIAL.

CRAFT.
Alchemy.
Blacksmithing.
Clothing.
Enchanting.
Jewelry Crafting.
Provisioning.
Woodworking.

CLAW-DANCES.

OBLIVION.

DWEMER.

Change #1 to the base game skill line classification:

The CLASS tab has been removed from the classification, and the skill lines for each class have been moved to other tabs.

Change #2 to the base game skill line classification:

The MAGIC tab has been added to classify all magic skill lines.

Change #3 to the base game skill line classification:

The ALLIANCE WAR tab has been renamed. This tab will now be called PVP and will be used to classify skill lines intended for PVP.

Change #4 to the base game skill line classification:

The CLAW-DANCES tab has been added to classify all skill lines based on Khajiit martial arts that can be purchased from the Crown Store.

Change #5 to the base game skill line classification:
The OBLIVION tab has been added to classify all skill lines that can be learned in the planes of OBLIVION. Many of these skill lines can be purchased from the Crown Store, while others are included in the base game.

Change #6 to the base game skill line classification:
A DWEMER tab has been added to classify all skill lines learnable from DWEMER culture. These skill lines are exclusive to the Crown Store.

Many other classifications may be added in the future to categorize skill lines.

For example, a new classification called PSIJIC.

The PSIJIC classification could include many skill lines based on knowledge of the Psijic order.

These skill lines would be exclusive to the Crown Store.

Summary of the changes that could be applied.

Modify the skill line ranking tabs in the base game.
Edited by Carlos93 on March 31, 2026 6:41PM
  • Blood_again
    Blood_again
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    Some of the ideas look interesting. Thank you for the huge amount of work you've done with these suggestions.
    I will eagerly read the second part a bit later.

    For now I can see two points that provoked my hard "no! why?!" after reading:
    Carlos93 wrote: »
    Remove subclassing from the game and implement a system that allows players complete freedom to configure a class with skills from all skill lines that exist in the game.

    It would lead to the total homogenization of endgame builds. Way way worse than the current situation caused by subclassing.
    This idea fits well for standalone games, but for MMORPG that would be the worst game design decision ever.

    Carlos93 wrote: »
    Add new active combat skills and new passive skills to the skill lines of each race or species.

    So we remove the class limitation but add the same kind of limitation to the race? Why?
    It is totally opposite to the freedom mentioned before.
    While the exact race passives are controversial, the common idea of race diversion by small (3-5%) passive effects is good.
    Changing it to something more valuable would lead to the "good" old tradition - a kick from a trial group for a wrong race. I would like to avoid it at all costs.
  • Carlos93
    Carlos93
    ✭✭✭
    Some of the ideas look interesting. Thank you for the huge amount of work you've done with these suggestions.
    I will eagerly read the second part a bit later.

    For now I can see two points that provoked my hard "no! why?!" after reading:
    Carlos93 wrote: »
    Remove subclassing from the game and implement a system that allows players complete freedom to configure a class with skills from all skill lines that exist in the game.

    It would lead to the total homogenization of endgame builds. Way way worse than the current situation caused by subclassing.
    This idea fits well for standalone games, but for MMORPG that would be the worst game design decision ever.

    Carlos93 wrote: »
    Add new active combat skills and new passive skills to the skill lines of each race or species.

    So we remove the class limitation but add the same kind of limitation to the race? Why?
    It is totally opposite to the freedom mentioned before.
    While the exact race passives are controversial, the common idea of race diversion by small (3-5%) passive effects is good.
    Changing it to something more valuable would lead to the "good" old tradition - a kick from a trial group for a wrong race. I would like to avoid it at all costs.

    Hello.

    Thank you for your comments.
    There wouldn't be a complete homogenization of character builds if there were a system that allowed players to customize their characters' abilities (I discuss this in point 13).
    When I said it would be positive to add passive and active abilities to the race or species skill lines, I meant adding abilities characteristic of each race or species.

    For example:

    Humans can have active abilities like kicking, punching, etc.

    Argonians can breathe underwater without drowning, have a passive ability that grants immunity to diseases, etc.

    Khajiit have active abilities like claw attacks.
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