Pigeonhole Classes

Post » Wed Dec 04, 2013 1:04 pm

Edit: Disregard.

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Yvonne
 
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Post » Wed Dec 04, 2013 9:25 am

They sould simply delete all the f...ing names and everyone would be happy.

To me it seems as if nobody would mind playing the "Banzooja"-class (random meaningless name) with bow and lighning spells, yet totally freak out if they should play a "Sorcerer" with a bow (same skills)...
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Gavin Roberts
 
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Post » Wed Dec 04, 2013 7:07 pm

This very much so.
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Naughty not Nice
 
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Post » Wed Dec 04, 2013 7:40 am

Your not supposed to be setting up your own big synergies. You are supposed to be capitalizing on timing with others.

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Racheal Robertson
 
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Post » Wed Dec 04, 2013 3:26 pm

They are still thinking about this as a single player rpg.

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sara OMAR
 
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Post » Wed Dec 04, 2013 3:01 pm

Personally I don't like the idea of having to use a staff to cast magic because you didn't need to do that in the past Elderscrolls games, though I accept that it's the way they have progressed because magic in ESO is primarily combat oriented skills and so they have designed the skills to require you to use certain items to be able to use the skill, just like you would with one-handed or bows.

But I'm in favor 100% to be able to customize your class, that would be a great feature.

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Brooks Hardison
 
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Post » Wed Dec 04, 2013 8:56 am

If you are playing a sorcerer you still have access to your 3 "class" skill lines of magic, even if you are swinging a two-handed sword.

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Robert Bindley
 
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Post » Wed Dec 04, 2013 5:39 am

The way I understand it is that you have to equip the weapon of a specific type to use the skills associated with it? Maybe I'm wrong?

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Neliel Kudoh
 
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Post » Wed Dec 04, 2013 9:52 am

yes, you have to have a staff in your hands to use the "staff" weapon skill line

That however has nothing to do with your "class" skill line, which is open for you to use no matter what weapon you are using.

Does that help clear it up?

You can be a heavy armor wearing two-handed sword wielding caster if you so choose.

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Jonathan Montero
 
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Post » Wed Dec 04, 2013 7:51 pm

I love how so many people talk like they know for certain how this game will go without even playing it.

I've said it before and I'll say it again. Look at Sorc's 'Storm Calling' tree. You'll find: [Passive] Capacitor - Increases Magicka regeneration. And under Dark Magic: [Passive] Unholy Knowledge - Reduce the Magicka and Stamina costs of all abilities.

Give that Sorc a Resto staff, and I think you might just find that he heals better than a Templar. Yes, the latter will have passives to boost the amount healed, but I really think more magicka will produce more healing over time. Plus most of the Staff heals make the Temp ones redundant.

I'm not by any means saying that either will be better than the other, and there may well even be 'optimal' builds. Only that, as I and many others are saying, it will not be as clear cut as healing=Templar, RDPS=Sorc, MDPS=NB, tank=DK.

EDIT: and, OT, the above is part of the reason why custom classes would be bad. This system pushes you to work together because you can't get *all* the best toys. Allow me to swap out Daedric Summoning for Restoring Light, and I think I really would have the best healer build possible. Or let me have a Templar with Aedric Spear swapped for Storm Calling. I might just be able to DPS and heal well enough as to reduce the need to work with others. Maybe a DK with summons too wouldn't need a sorcerous pal to hold the forces of evil at bay.

This is all speculative, but as Heisenberg said, everyone wants to be the developer. Don't get me wrong, mind. Ever since the classes came out, I've wanted to mix and match. As such, I've voted no to the first question, but yes to the second. I'd totally use that function if it were available. Thing is though, maybe, just maybe, they've already had all these brilliant ideas we churn out here on the forums, and have their reasons for building the game the way they have. Let's leave the feedback on fine gameplay mechanics to those lucky souls in beta, shall we?

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Andrew Lang
 
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Post » Wed Dec 04, 2013 7:31 am

That's what I don't like, but I accept that is the way they have designed that part of the game. I'd rather have it like the single player games where you don't need staves to cast spells from a specific school. You simply just learn them. What I mean is that I don't like the idea of having to use an item to utilize the magic skills.

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Amie Mccubbing
 
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Post » Wed Dec 04, 2013 6:46 pm

Fixed it for you.

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TWITTER.COM
 
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Post » Wed Dec 04, 2013 7:38 am

hah yeah I should have been more specific.

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Multi Multi
 
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Post » Wed Dec 04, 2013 7:12 am

Can people get out of the mindset that, magic = Fire, Ice, Lightning damage? That's basically limiting all magic in TES games to ONLY Destruction. There is more magically abilities, and trees in the game. Things like the Templar sun magic is still MAGIC, or the Nightblades entire Siphon tree is still MAGIC.

Mages aren't limited to only three types of magical damage. A mage is just someone who uses magical abilities.

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LuBiE LoU
 
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Post » Wed Dec 04, 2013 8:56 am

This is the most open class system that I've ever seen in an MMO with classes. I have never seen a class system where you can ignore all of your class abilities.

I think an entirely skill based system with no player levels would be awesome, but that doesn't fit their design. A mix and match system like what is being suggested here, would be a nightmare to balance and certain skill lines would become required for all characters.

I'm thankful for what we have currently. It could be much much more restricted. Thankfully the devs had the foresight to do something different from other class based MMOs.
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Siidney
 
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Post » Wed Dec 04, 2013 6:05 am

Yes, there are no pigeonholed classes in ESO, I myself am planning a sorcerer tank styled character now, heavy armor, using a bit of summoning to help mitigate aggro and damage. Really looking forward to seeing how that works out.
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Etta Hargrave
 
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Post » Wed Dec 04, 2013 7:01 pm

Indeed. We will have enough "LF healer TEMP ONLY", let's not get into a situation where we have "LF healer with X, Y + Z LINES ONLY".

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lolly13
 
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Post » Wed Dec 04, 2013 7:37 am

Yep and as it is those people only looking for templars are going to be surprised quick.

My templar will be a battlemage, sun spells, heavy, 2-hander. I don't think anyone is going to want me to be the healer.
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Kat Ives
 
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Post » Wed Dec 04, 2013 4:13 am

This is possible i think? Or am i wrong

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Prue
 
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Post » Wed Dec 04, 2013 7:52 pm

Its called creating a new character. That is your respecing option.. I am quite sure that many players will get to a point where they see a successful grouping of abilites that another player picked and they will wish they had it too, and rather than continue playing the game and work on getting those skills later they will whine and cry for an option to respec.

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luis dejesus
 
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Post » Wed Dec 04, 2013 7:02 am

Not the case. Respecs are in fact in:

"We will have a solution for re-speccing your character; we’ll share details about this later."

http://help.elderscrollsonline.com/app/answers/detail/a_id/1812/

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xxLindsAffec
 
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Post » Wed Dec 04, 2013 5:48 am

That figures....

I really hope they make it a very punishing system. Where every time you respec the costs get exponentially higher and higher.

The ability for players to respec anytime they want is a dumbing down feature of MMO's they could do well without.

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john page
 
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Post » Wed Dec 04, 2013 10:00 am

They have stated the only thing we can respec is our attribute points and morphs, not skills. There are enough skill points in the game to get every skill so there is no point in respeccing skills.
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Alexandra walker
 
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Post » Wed Dec 04, 2013 10:33 am

On the other hand, it is not fair to you when you chose a skill(or in this case a morph) that is good at first but then is nerfed to uselessness and you cannot change it. It is also not fair to new players who do not know what is truly good and bad and might make bad decisions through no fault of their own.

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Wane Peters
 
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Post » Wed Dec 04, 2013 7:47 pm

I don't think there were not classes in Skyrim. In the opening sequence you were led to three stone; Warrior, Thief, Mage. You build your own custom class by training in the skill sets you wanted to excel in as you played. You could have a heavy armor battle mage if you wanted or a sneaking light armored archer thief. To set classes at the beginning limits development of your character. The fact that respec was not included until Dragonborn was the only thing I didn't like about this system. I don't know how many times I have developed a certain class only to discover that I didn't like what I ended up with and had to roll a new character.

Still I can't see this working in ESO because of PvP and the need to balance the classes. Mages may hit hard but they can also be killed with one hit. Warriors may be tanky but they don't lay down heavy damage.

Trying to balance the classes for PvP is going to be a nightmare, I sweating and shivering already...

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Maeva
 
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