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This is going to sound crazy, so please hear me out.

Blackwidow
Blackwidow
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I think class skills should be the weakest skills in the game at the start of the game. I think class skills should be like a starter kit for your character, so he/she can survive long enough to make it into the world to get better skills you can earn by adventuring.

I think there should be a stronger version of each and every class skill out in the world that anyone can eventually learn. So, at the low to mid levels, a sorc might be the only ones with pets. However, once you do "ADD QUEST LINE X HERE" anyone would be able to cast those same spells, but a more powerful version.

If a sorc does "ADD QUEST LINE X HERE", he would not get an extra spell, his original spells would be upgraded to the same level as anyone else who did "ADD QUEST LINE X HERE".

Eventually all class skills would be as powerful as the rest, but anyone would have access to them, if you do enough skill quest lines.

So, eventually the original classes would mean nothing except what they should have been in ESO, just a starting idea of what you might want to play.

There would be no more "This class is too powerful!".

Some might argue that everyone might eventually play the same cookie cutter build. I have a few things to say about that concept.

First, we have all played the game. Each of us have an idea of what we feel we like. Notice not everyone is playing one class. Nobody can even agree on what is the most powerful class.

Also there are, and will be, so many skills in the game I can honestly say nobody can really list the most powerful 5 skills. Just can't happen. There are too many combinations, too many personal preferences.

Even if I am way off base and there is a short list of the most powerful skills in the game, ZOS can add more skills, improve other skills and so on.

I think the fear of cookie cutter players is one of the things that set this game back from truly playing the way you want to play.

Thank you.
Edited by Blackwidow on June 12, 2014 5:42PM
  • AlexDougherty
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    Ok, I read it, didn't think you are crazy, but didn't agree either.

    Class skills should be a mixture of weak and strong skills, like any other skill line, they shouldn't stronger or weaker at any level than skills from other skill lines.

    It's not about what you learn, but how you use them, weapon skills should be equal to class skills, as should mage/Fighter/Undaunted skill lines. It's a matter of balance and preference. Anyone who doesn't have a mix of class and other skills will get owned in PVP, as will anyone who chooses the wrong skills.

    But that's just my opinion.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • Blackwidow
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    Ok, I read it, didn't think you are crazy, but didn't agree either.

    Class skills should be a mixture of weak and strong skills, like any other skill line, they shouldn't stronger or weaker at any level than skills from other skill lines.

    It's not about what you learn, but how you use them, weapon skills should be equal to class skills, as should mage/Fighter/Undaunted skill lines. It's a matter of balance and preference. Anyone who doesn't have a mix of class and other skills will get owned in PVP, as will anyone who chooses the wrong skills.

    But that's just my opinion.

    Did you understand the whole concept that all the class skills would eventually be as strong as all the rest?
  • AlexDougherty
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    Blackwidow wrote: »
    Ok, I read it, didn't think you are crazy, but didn't agree either.

    Class skills should be a mixture of weak and strong skills, like any other skill line, they shouldn't stronger or weaker at any level than skills from other skill lines.

    It's not about what you learn, but how you use them, weapon skills should be equal to class skills, as should mage/Fighter/Undaunted skill lines. It's a matter of balance and preference. Anyone who doesn't have a mix of class and other skills will get owned in PVP, as will anyone who chooses the wrong skills.

    But that's just my opinion.

    Did you understand the whole concept that all the class skills would eventually be as strong as all the rest?

    sorry misread that slightly.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • Tavore1138
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    I never liked having a 'class' enforced and this would be one way to both break that model & make questing more worthwhile for those who do not enjoy it for its own sake.

    Personally I think they would struggle to do this from the current position but a similar suggestion might be to allow people to add a skill tree of your choice from another class at VR1 and VR

    Would certainly make PvP less predictable when the NB suddenly spawns a Clanfear, your Sorceror starts siphoning or your Templar bolt escapes...
  • KhajitFurTrader
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    I'd like to think about class skill lines as "pack and parcel". And as such, they make sense, because they bring flavor and identity. Allow to arbitrarily mix and match any one skill from any one class skill line, and that identity is lost, no matter how much weight you've measured to it beforehand.
    Blackwidow wrote: »

    I think the fear of cookie cutter players is one of the things that set this game back from truly playing the way you want to play.

    Thank you.

    Players will always travel the road of least resistance they are able to find, because punishing yourself over any length of time isn't fun. As a very likely result of your proposed change, we would have a Sorc/DK/NB hybrid running around, with only those skills equipped that are perceived as giving the most bang for your buck.
  • Blackwidow
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    I'd like to think about class skill lines as "pack and parcel". And as such, they make sense, because they bring flavor and identity. Allow to arbitrarily mix and match any one skill from any one class skill line, and that identity is lost, no matter how much weight you've measured to it beforehand.

    I would rather have an identity of my character over an identity of a class, but I am looking at it from a TES perspective.
    Players will always travel the road of least resistance they are able to find, because punishing yourself over any length of time isn't fun. As a very likely result of your proposed change, we would have a Sorc/DK/NB hybrid running around, with only those skills equipped that are perceived as giving the most bang for your buck.

    Can you tell me the 5 best skills in the game? Can you really tell me the 5 skills you would choose would be everyone's choice?
  • vyndral13preub18_ESO
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    I wouldn't mind. Probably be fun. But it in no way shape or form come anywhere near solving balancing issues. And could end up taking broken builds to a whole new level of rolf stomp.

    Now i get the idea of throwing in the whole well every thing would be balanced because everyone could do everything, but that to me is false logic, everyone could be a DK but yet here people are complaining about DKs.

    But if they were going to do it, they need to do it now. Balancing the skills when they are separate is pointless, since the issue will be when you mix and match certain skills what happens.

    Would this also include the passives the each class gets?
  • Blackwidow
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    Would this also include the passives the each class gets?

    Oh sure, throw me a curveball. :)

    I guess the passives would have to be built around that skill tree, so yes.

  • KhajitFurTrader
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    Blackwidow wrote: »
    I would rather have an identity of my character over an identity of a class, but I am looking at it from a TES perspective.

    Yeah, I see now where you're coming from, and can see where you're headed. I don't know and I can't second guess the designers' decision WHY to have classes in the first place, given the track record of TES games that came before. Is it because ESO is an MMO, too, and it's rather expected? Did they do some math and came to the conclusion that a TES-like system doesn't scale too well? Did they fear that people would be ambling directionless, until some munchkins would come up with how to game the system, after which FOTM and OP builds would be running rampage? What are the benefits of having classes in the first place? I don't know. I could only wish for a GC-like "dev water cooler talk" column, but not demand it.
    Blackwidow wrote: »
    Can you tell me the 5 best skills in the game? Can you really tell me the 5 skills you would choose would be everyone's choice?

    Well, you have me there. ;)
    My first, and to this day most advanced, character is a sorc. So, Crystal Shard and, perhaps until recently, Bolt Escape come to mind. I admit that I do not know enough about the other classes to lend enough depth to my answer. But by looking at these forums, or even at recently "nerfed" skills in the patch notes, I think anyone might be able to make educated guesses about where the really strong skills are. And I believe that cookie-cutter-builds would be theorycrafted and posted about in overabundance in no time. :)

    PS: My choice for a sorc was made from a "mild RP" perspective. After beta, I knew I wanted to play a Breton sorcerer, mostly because of the background.
    Edited by KhajitFurTrader on June 12, 2014 12:37PM
  • Falmer
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    Personally, terrible idea. That would only create the exact thing you are attempting to prevent. The ultimate cookie cutter game. Every character will be using the same skills at the end in your scenario.

    All of these "Nerf them!" threads are generally the result of someone seeing another character do something they can't and being jealous of it. In your scenario, all you would see is every character switching their skills to be able to do what they just saw someone else doing.

    After a long enough time... the end game would have EVERY character exactly the same.
  • vyndral13preub18_ESO
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    Blackwidow wrote: »
    I would rather have an identity of my character over an identity of a class, but I am looking at it from a TES perspective.

    Yeah, I see now where you're coming from, and can see where you're headed. I don't know and I can't second guess the designers' decision WHY to have classes in the first place, given the track record of TES games that came before. Is it because ESO is an MMO, too, and it's rather expected? Did they do some math and came to the conclusion that a TES-like system doesn't scale too well? Did they fear that people would be ambling directionless, until some munchkins would come up with how to game the system, after which FOTM and OP builds would be running rampage? What are the benefits of having classes in the first place? I don't know. I could only wish for a GC-like "dev water cooler talk" column, but not demand it.
    Blackwidow wrote: »
    Can you tell me the 5 best skills in the game? Can you really tell me the 5 skills you would choose would be everyone's choice?

    Well, you have me there. ;)
    My first, and to this day most advanced, character is a sorc. So, Crystal Shard and, perhaps until recently, Bolt Escape come to mind. I admit that I do not know enough about the other classes to lend enough depth to my answer. But by looking at these forums, or even at recently "nerfed" skills in the patch notes, I think anyone might be able to make educated guesses about where the really strong skills are. And I believe that cookie-cutter-builds would be theorycrafted and posted about in overabundance in no time. :)

    That would be the entertaining part, finding the skills no one talks about since they are in a class no one worries about right now, and then finding a way to abuse them. :p
  • Blackwidow
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    Falmer wrote: »
    Personally, terrible idea. That would only create the exact thing you are attempting to prevent. The ultimate cookie cutter game. Every character will be using the same skills at the end in your scenario.

    All of these "Nerf them!" threads are generally the result of someone seeing another character do something they can't and being jealous of it. In your scenario, all you would see is every character switching their skills to be able to do what they just saw someone else doing.

    After a long enough time... the end game would have EVERY character exactly the same.

    I understand the fear to have this reaction, but again I have to ask, what are the 5 most powerful skills in your mind. Do you really think everyone is going to have the same answer?
  • KhajitFurTrader
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    Blackwidow wrote: »
    I understand the fear to have this reaction, but again I have to ask, what are the 5 most powerful skills in your mind. Do you really think everyone is going to have the same answer?

    Initially, no. But what about peer pressure? In a competitive game, does it pay to not be at your best, to the best of your (and everyone else's) knowledge?

    I'm going to use a dose of hyperbole here, not to be mean, but to ask a question: If you gave everyone in game an "I win" skill (which does exactly that, it let's you win at anything you attempt to do. Doesn't matter what the cooldown is, that's balancing :P), what do you think would be the odds of someone not using it, compared to the whole player base?
    Edited by KhajitFurTrader on June 12, 2014 1:29PM
  • Blackwidow
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    Initially, no. But what about peer pressure? In a competitive game, does it pay to not be at your best, to the best of your (and everyone else's) knowledge?

    I guess I don't believe their is a 5 skill set that will always win.

    Can you list the top 10 skills in the game? Do you think everyone will have that list?

    Would someone be able to make a list to beat that list?
    I'm going to use a dose of hyperbole here, not to be mean, but to ask a question: If you gave everyone in game an "I win" skill (which does exactly that, it let's you win at anything you attempt to do. Doesn't matter what the cooldown is, that's balancing :P), what do you think would be the odds of someone not using it, compared to the whole player base?

    First, not to be mean, but if you have to use hyperbole to make a point, I don't think the point is going to be valid. ;)

    Yes, of course if there was a instant win button, most people would use it.

    If you can show me what that instant button would look like in game, we can see if it is truly a creature or just a myth created from fear.
  • Nox_Aeterna
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    The reason i would not this is that , they made no spear/polearm skills line outside the templar class :P and that is my fav line in the game and the reason i even made a templar mostly.

    So i would rather have the classes removed so everyone can play anything over having them making the class skills worse.
    "Never attribute to malice that which is adequately explained by stupidity."
    -Hanlon's razor
  • Blackwidow
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    The reason i would not this is that , they made no spear/polearm skills line outside the templar class :P and that is my fav line in the game and the reason i even made a templar mostly.

    So i would rather have the classes removed so everyone can play anything over having them making the class skills worse.

    Please read the whole OP.
  • Yankee
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    Well OP I think you are crazy. Well, actually not but I had to say it. Your idea should stop the QQ about class imbalance and maybe make VR/PVP more interesting for awhile.
  • Nox_Aeterna
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    Blackwidow wrote: »
    The reason i would not this is that , they made no spear/polearm skills line outside the templar class :P and that is my fav line in the game and the reason i even made a templar mostly.

    So i would rather have the classes removed so everyone can play anything over having them making the class skills worse.

    Please read the whole OP.

    Hum , i did reread slowly this time , got the idea , still think removing the classes would be more resonable , unless we are talking about 1 quest per skill tree , which would be a resonable amount 12 , we could have up to 72 quests if it was one quest/skill. I dont know how long it would take zen to create 72 new quests , still im guessing that would be quite time consuming.

    In the end, your idea does seems better than just opening the classes to me from a player point of view , even if it seems a lot of work on the devs end.
    "Never attribute to malice that which is adequately explained by stupidity."
    -Hanlon's razor
  • Blackwidow
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    Yankee wrote: »
    Well OP I think you are crazy. Well, actually not but I had to say it. Your idea should stop the QQ about class imbalance and maybe make VR/PVP more interesting for awhile.

    Thank you. :)
  • Blackwidow
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    Blackwidow wrote: »
    The reason i would not this is that , they made no spear/polearm skills line outside the templar class :P and that is my fav line in the game and the reason i even made a templar mostly.

    So i would rather have the classes removed so everyone can play anything over having them making the class skills worse.

    Please read the whole OP.

    Hum , i did reread slowly this time , got the idea , still think removing the classes would be more resonable , unless we are talking about 1 quest per skill tree , which would be a resonable amount 12 , we could have up to 72 quests if it was one quest/skill. I dont know how long it would take zen to create 72 new quests , still im guessing that would be quite time consuming.

    In the end, your idea does seems better than just opening the classes to me from a player point of view , even if it seems a lot of work on the devs end.

    Thank you. I was actually thinking a skill line per quest.
    Edited by Blackwidow on June 12, 2014 5:38PM
  • KhajitFurTrader
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    Well, @Blackwidow, you are quite persistent (which I like), and you make a pretty good point. Yes, I would very much love to play as I like. Who wouldn't, if they could? :wink:

    To be honest, my first impulse upon grabbing this game was to emulate the way I came to love playing Oblivion: as a Thief-like, sneaky Bosmer Archer, striking from the shadows, always sniping foes who never knew what hit them. Turns out that the way with the bow wasn't quite as powerful as I imagined; this may be partly due to still existing bugs, and partly due to imbalances. While experience with the MMO genre tells me that those issues will eventually be fixed, I'm somewhat anxious about the general balancing. Aren't we already seeing cookie-cutter builds with light armor and staves? Aren't Magicka builds > stamina builds?

    So, would a system as you propose be balance-able? Are all possible builds created equal? Or is it inevitable that some builds will, Animal-Farm-like, be more equal than others?

    Of course, you could always argue that balance can go hang in order to let freedom of choice and thus fun while playing reign freely. (But I bet that people would complain regardless) :wink:

    PS: I wonder what's in store for us with the upcoming Thieves Guild and Dark Brotherhood, and their new skill lines, which I'm sure they will bring to the table. It'd be a no-brainer if we would just have to invest skill points in order to gain their skills. A quest line, on the other hand...
    Edited by KhajitFurTrader on June 12, 2014 7:31PM
  • Ragekniv
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    Sounds like you missed WoW and several other MMOs.

    Tiered spells and abilities have been done ad nauseam in many other formats. I have no particular issue with this but it's simply not the path that EOS chose.

    Isn't respeccing painful enough already?
  • Blackwidow
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    Well, @Blackwidow, you are quite persistent (which I like), and you make a pretty good point. Yes, I would very much love to play as I like. Who wouldn't, if they could? :wink:

    Ok.
    So, would a system as you propose be balance-able?

    Yes.
    Are all possible builds created equal?

    No.
    Or is it inevitable that some builds will, Animal-Farm-like, be more equal than others?

    Of course some builds will be better than others.
    Of course, you could always argue that balance can go hang in order to let freedom of choice and thus fun while playing reign freely. (But I bet that people would complain regardless) :wink:

    I don't need to make that argument. Right now people complain about all 4 classes being too weak, unplayable, overpowered, etc. It just depends on who you ask.

    At least with a skill based game everyone has access to everything, so balance would be more objective because we all would have access to all the skills.




    Edited by Blackwidow on June 12, 2014 7:36PM
  • Lalai
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    While I do like the idea, purely because it kinda gets rid of class separation (and that is a good thing for TES, in my eyes)..

    However, I don't think it would at all fix the "this is too powerful" aspect, nor do I think it would fix the problem of folks not feeling as if they can play how they want. Instead of saying "you much be xyz class to run with us" it'd turn into "you must have xyz skills on your bar".

    Any time there is a lot of choice the min and maxing crowd will number crunch to find out the best possible build. Any time there is a DPS race boss mechanic, or anything where time is an important factor, any sub par builds are going to be excluded. Those two things aren't going to change.

    No, I can't list the most powerful skills in the game. I honestly couldn't even tell you which class I think is the most powerful. There will be a best skillset though, if the focus becomes skill instead of class (and really there kinda is now). The class thing is specific because of the specific skills of that class. There is usually a build or two that is preferred, even now, because of certain skills. Like the whole DK destro-staff stuff.

    Perhaps this game could be the first ever to have things so balanced that people will allow any spec/skill combo in their groups.. I just doubt it. People are jerks like that. They don't seem to care that a build can meet the minimum dps to pass.. they just want the highest dps build there is. That, of course, is mostly referring to pugs. Guilds are a tiny bit better, in my experience, at allowing someone to play as they see fit provided minimum dps checks are still met (minimum dps checks in this case just mean "this is the minimum amount of dps each person has to do in order for the boss to be defeated by the enrage timer".. where that amount is the same for each player)

    So, I agree with the idea just on the idea alone, but I don't think it'd fix the balancing issues the game currently faces.
    Edited by Lalai on June 12, 2014 7:49PM
    Fisher extraordinaire!
    Send me your worms, crawlers, guts, and insect parts.
    Templar Healer
    Daggerfall Covenant, NA
  • Hypertionb14_ESO
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    Hmm you are saying have quests that give or improve certain abilitys...

    this actually would be a Perfect solution to buffing weapon ability and other universal skills.

    it would also be a intresting way to give new trees entirely, much like the Guild trees currently do (granted those are given for just acceping the invite to said guilds)
    I play every class in every situation. I love them all.
  • NerfEverything
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    Blackwidow wrote: »
    I think class skills should be the weakest skills in the game

    I think there should be a stronger version of each and every class skill out in the world

    You just described Templars
  • Blackwidow
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    Lalai wrote: »
    While I do like the idea, purely because it kinda gets rid of class separation (and that is a good thing for TES, in my eyes)..

    Exactly.
    However, I don't think it would at all fix the "this is too powerful" aspect

    It does not have to.

    As stated before, the skills might still need a tweak here and there, but atleast we would all have access to them.
    nor do I think it would fix the problem of folks not feeling as if they can play how they want. Instead of saying "you much be xyz class to run with us" it'd turn into "you must have xyz skills on your bar".

    I disagree with this premise completely.

    Right now, you can not see people's DPS and it should stay that way.

    There will be so many combinations, it will be nearly impossible to judge what another person is using in combat.
    Any time there is a lot of choice the min and maxing crowd will number crunch to find out the best possible build.

    What is it? If it was possible, don't you think we would have that knowledge by now?

    The mere fact that there are so many skills and so many counter skills and utility skills, and so many buffing skills, it would be impossible to list the absolute best 5 skills to use at all times.
  • Quaesivi
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    Why not completely remove the classes? Not make them available or anything, completely remove them, it might be possible when spellcrafting/spell schools are available, which should have been the way from the start. No whining, no nerfs necessary, just the good old TES way, no stupid skills/classes but the regular TES system, the one that should have been from the start. You want "Templar"? Go Restoration school. Want "Nightblade"? Go Illusion + Melee and so on...
  • kirnmalidus
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    I'm confused, isn't that how morphs and ranking the skills up already works?

    Also, not all class skills are going to be "powerful," some are (and should be) primarily utility for specific roles/situations. I don't use the same 5 skills in my bar for every encounter.
    Life of a Nightblade (Screenshot Tumblr)

    Attention Zenimax: Stamina builds don't hold up to magicka builds, and this is causing most of your class imbalance. It makes melee weapons and bows weaker than staves and class abilities. It makes medium and heavy armor less desirable than light armor. Fix this imbalance, and you'll address most of your balance issues.

    - @ruze84b14_ESO
  • Lalai
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    Blackwidow wrote: »
    Lalai wrote: »
    While I do like the idea, purely because it kinda gets rid of class separation (and that is a good thing for TES, in my eyes)..

    Exactly.
    However, I don't think it would at all fix the "this is too powerful" aspect

    It does not have to.

    As stated before, the skills might still need a tweak here and there, but atleast we would all have access to them.
    nor do I think it would fix the problem of folks not feeling as if they can play how they want. Instead of saying "you much be xyz class to run with us" it'd turn into "you must have xyz skills on your bar".

    I disagree with this premise completely.

    Right now, you can not see people's DPS and it should stay that way.

    There will be so many combinations, it will be nearly impossible to judge what another person is using in combat.
    Any time there is a lot of choice the min and maxing crowd will number crunch to find out the best possible build.

    What is it? If it was possible, don't you think we would have that knowledge by now?

    The mere fact that there are so many skills and so many counter skills and utility skills, and so many buffing skills, it would be impossible to list the absolute best 5 skills to use at all times.

    Right now the best builds come from Sorcs and DKs, the proof of that is that those are the ones pugs want (and pugs will go so far as to tell others they can't come). I don't do that research for this game (the min/maxing things). It's not something I'm concerned with for this game. I'm not even max level so trials are a long ways off. I have done it quite often for various other MMOs in which I've actively raided.

    There is absolutely a preferred build for dps, and people can absolutely see dps numbers right now. There's an addon to do it, just like every other MMO I can think of. You can disagree all you want to, but I think the case for how people act in end game dungeons and raiding has been set by any other MMO that has included these things on the market, including this one as it stands.

    Rift had one of the most diverse skill picking setups when it first came out.. and this type of thing still happened. In fact, it seems like the more skills you introduce, the more problems it creates in terms of balance. WoW has since reduced it's talent trees to fairly meaningless things, with very little choice, because the cookie cutter thing was such a problem. Shadowbane (where you had tons of choice because you distributed all your stats, and they had runes, plus skill percentages.. tons of possibilities, probably more even than ESO) still had cookie cutter stuff to stick by.

    It is not impossible for thousands of people to test skills and come up with the five best ones. Some people actual find that aspect of the game extremely fun to do, and that's what they'll devote hours and hours of time to.. going over their results with other theorycrafters on reddit, and in forums, until they figure out what the best possible is. There may be a skill or two that gets changed out, or a skill or two that they argue over.. but by and large it's going to be the same few skills that end up getting picked.

    They could have two builds for dps that do relatively the same damage, one for tank, and one two for healers... heck they could have three for each and it still wouldn't fit the play as you want playstyle. Those three would still be the required ones for dungeons because people are jerks. There is not going to be a fix all for this save for all skills being balanced.. which I just don't think is possible based on MMO history, and present scenarios. Best they can do is exactly what every MMO does now and constantly tweak stuff so that the flavour of the month build keeps changing.
    Edited by Lalai on June 12, 2014 8:06PM
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