Some sort of druid shapeshifter.
Either dish out the damage as a beast with poison-based damage, crippling aoe and stagger
OR buff/heal in original form using light/fire based magic for moderate damage
What's missing in ESO's "holy trinity" classes of DPS/TANK/HEALER is a SUPPORT class.
For example, in RIFT, you have the Archon or Dominator mage classes that basically specialize in buffing your group with different spells.
The interesting aspect of such a support class is that you also support yourself with a lot of very different buffs that interacts with enemies in different ways depending on their attacks.
Of course, ESO also has its attributes "holy trinity" of Magicka/Health/Stamina so a new support class could be customized to have buffs that benefits either one of those attributes.
I know there are already many active and passive skills in ESO that actually serve such a support role but a class dedicated to "buffs" could be a very interesting one especially considering that it could specialize on buffs for each different attribute or specialize on buffs for specific weapons or buffs for specific armors or even buffs for specific races! A lot of possibilities.
A name for such a class? I have no idea at the moment...maybe something that seems a bit passive...like a Watcher? Or a Steward? LOL. I'll stop here.
I'm not sure if the game really needs another class
It doesn't. I'm not entirely sure how well it would work, but I wish they'd remove the classes, and let you start with all the skill lines available (Sorc, DK, Templar, NB). Just let us mix and match however we want. I'm sure there would be tons of balance issues, but they could figure it out. Maybe.
Instead of either/or How about follower implementation with a Nature, hate saying this as so many games have them but there is no other word, Druid archetype. With a twist make the "Druid" be able to damage Deadra/Undead with their healing spells. So they don't feel completely useless.
On a side not just give a small buff to different spots overall and remove Vampire/WW stuff. Not sure but I don't think this game is called Twilight.
The World is what you make of it. Not what the world makes of you.
Some of the mods in Skyrim let you have almost anything for pets. I like the idea of a Necro class. A creature handler class, that could be more like some other games and like you make some npc's your pet. Vampire and Werewolf as separate complete classes. A nature magic transformer Shaman class. I'm still waiting on underwater stuff for Argonians.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
On a side not just give a small buff to different spots overall and remove Vampire/WW stuff. Not sure but I don't think this game is called Twilight.
One could play as a Vampire and Werewolf as early as Morrowind (Werewolf was added in an expansion).
and I know there were vampires in Daggerfall (not sure if a player coudl become one).
Additionally, in Morrowind, there were vampire clans so that the npc vampires were like monsters until you were bitten by a vampire from a specific clan. You could then go back to that clan and if I remember correctly there were some quests associated with vampires from that clan.
Post edited by Sovrath on
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Things change, but I remember ESO devs stating they would rather focus on bringing new skill lines to all classes rather than design whole other "classes".
I still think that is the best route to take. I love what ESO tries to accomplish with the skill system. It provides a wealth of flexibility while still giving me the satisfaction of "building" my character and giving me choices to make that feel impactful.
I would rather see a pet skill line or pet abilities accessible to all classes. There were rumors of things like necromancy when they started revealing the new magic skill or skills (that apparently is scrapped for now).
Mostly I would rather see them work on spell crafting and buffing some skill lines. Bows could really use some love.
I'm not sure spellcrafting would ever really work in an MMORPG. The sheer implications for balancing just make it not worth the effort, in my opinion. It's an unfortunate fact that the more power you give to your players over the details of their character build, the higher the likelihood someone will find a build that's significantly overpowered. I do, however, get the desire for spellcrafting.
Bows used to be in a really good place, then the nerds made them really weak. It's disappointing to see Zeni make that classic dev balancing mistake- that pendulum swing of balance instead of making very small, very incremental changes.
Mostly I would rather see them work on spell crafting and buffing some skill lines. Bows could really use some love.
I'm not sure spellcrafting would ever really work in an MMORPG. The sheer implications for balancing just make it not worth the effort, in my opinion. It's an unfortunate fact that the more power you give to your players over the details of their character build, the higher the likelihood someone will find a build that's significantly overpowered. I do, however, get the desire for spellcrafting.
Bows used to be in a really good place, then the nerds made them really weak. It's disappointing to see Zeni make that classic dev balancing mistake- that pendulum swing of balance instead of making very small, very incremental changes.
I wish MMO's would come up with a way to not punish players for coming up with a good build. It feels like some games are only here to reinforce the concept that no one is special and it's good to be a sheep. But not to good of a sheep. Players say it's not fair, who said life is fair? There are people out there in the real world who can one shot you. The children of the 1% are taught that life isn't fair and that they can do stuff that the herd can't, just be low key about it. /end of rant
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
No one will probably see this but, in my opinion nature classes are amazing. I mean Rangers or Druids and it could fit into the pet class or healer role. The ranger could have pets that he/she found in the wild or he/she could heal with natural herbs. In the Druids case (my favorite class of all time) they could summon an animal from the wild or use natures essence to heal. In conclusion my idea is that a Druid class calls beasts and dosent heal directly, but uses buffs to increase stats while the incantation is active, and has heal over time spells.
To many of the posters here: they are asking for a pet class. Stop suggesting non pet classes like monk or other irrelevant classes like Dark Knight. Pet Class means the class main strength has to be pet summoning.
As for my suggestion, Necromancer. Its a very desired class since the launch of the game, I've been waiting for it since beta. 2 years later we are still waiting for a Necromancer class or skill line. So add it alredady ZOS.
Also, for Necromancer add 3 trees - Ice-based, corpse reanimation and undead summoning, and a debuff skill tree.
On the weapons department add disease-based weapons for Necromancers. Typically I think they would use daggers or staves. Scythes would be a fine addition too but it would be less elderscrolls-esque. I remember that necromancers in Oblivion had one-handed maces as weapons, while in skyrim their weapon was typically a dagger.
In my opinion a skill line is not enough for a necromancer, it needs to be a class, but I would be contented with a skill line though.
A third option would be expand Vampire skill line and turn it into a class, adding a necromancy reanimation/summoning skill line to it and two other skill lines, one of them would be the one we have now, the third one can be a debuff or ice skill line.
EDIT/ADDENDUM: Seeing as the other classesd have their own guild, it would be a nice option to add a Necromancer Guild too. It doesn't have to be aligned with Mannimarco (although it would be awesome), but please let us be villains for a change. I'm very tired of being the "good hero" in this game.
Skyrim had a Druid mod that included a skill line and quests to master the class, very enjoyable. ESO is missing out a lot on not having player generated quests.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
More skill lines? Yes. Thieve's guild, Dark Brotherhood, Ice magic, nature magic (with summons), necromancy, polearms, unarmed, warhorse...
I'm not really interested in news classes with class-restricted skill lines.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
As much as I hate referencing WoW I do however love referencing SWG.
ESO needs a class like WOWs Hunter class or SWGs creature handler. That would definitely get me to actually purchase an expansion. And start playing again.
More skill lines? Yes. Thieve's guild, Dark Brotherhood, Ice magic, nature magic (with summons), necromancy, polearms, unarmed, warhorse...
I'm not really interested in news classes with class-restricted skill lines.
No new skill line for Thieve's guild (passives though I believe). No timeline for any new skills. Spell crafting on hold with no eta and will be post the next several dlc's.
I am not liking the lack of news and details for upcoming dlc's.
Torval said:
I'm not sure if the game really needs another class
It doesn't. I'm not entirely sure how well it would work, but I wish they'd remove the classes, and let you start with all the skill lines available (Sorc, DK, Templar, NB). Just let us mix and match however we want. I'm sure there would be tons of balance issues, but they could figure it out. Maybe.
I would prefer that as well. They could keep classes as skill templates, but then let players choose their skill lines. That might end up being a balance nightmare though, but I love the idea of it.
I would also support something like this. At the very least, they could allow us to gain access to one skill line of our choosing from each class through a quest or something.
As for a new class, I'd prefer some kind of shapeshifter or transmutation specialist. A new skill line involving pets or taming would be nice though.
AN' DERE AIN'T NO SUCH FING AS ENUFF DAKKA, YA GROT! Enuff'z more than ya got an' less than too much an' there ain't no such fing as too much dakka. Say dere is, and me Squiggoff'z eatin' tonight!
We are born of the blood. Made men by the blood. Undone by the blood. Our eyes are yet to open. FEAR THE OLD BLOOD.
Even the term dedicated does not mean that has to be it's only job and making his game sort of boring which is what Anet was leading us to believe is how a Trinity system works,which is totally false.
I don't consider it selfish at all to want a dedicated Healer,you can make combat far more challenging if you have an actual Healer that is needed to keeping the Tank alive.If all you need is to splash healing from any old combo class,that tells me the combat is not very challenging or risky.
I only digress on the Warden idea of being a Healer,not sure where SOE got that idea from,i think of a Warden i think of the "Boss" so a Tank role or some sort of powerful dps as well but not a healer.
Point being ,i think the OP's want of a dedicated healer is a justified one,then you hope they are smart enough to give it added abilities that still keep it as a Healer role.
Still leads to one more problem,you need more than one type dedicated healer for obvious reasons.
I have been afraid to try this game,it always sounds decent on paper and seems people talk about it like it is fun, but i have just lost a lot of faith in system designers making combat fun for me.Thats is not just my fault either,when sites like this keep spamming really crap games to lure advertising it begins to wear on my confidence even though i know Zeni is no fly by night developer.
I wouldn't mind seeing a writer fully explain ,perhaps with a video the full combat system,i never see systems talked about much by writers.
Never forget 3 mile Island and never trust a government official or company spokesman.
Even the term dedicated does not mean that has to be it's only job and making his game sort of boring which is what Anet was leading us to believe is how a Trinity system works,which is totally false.
I don't consider it selfish at all to want a dedicated Healer,you can make combat far more challenging if you have an actual Healer that is needed to keeping the Tank alive.If all you need is to splash healing from any old combo class,that tells me the combat is not very challenging or risky.
There ARE dedicated healers in this game lol. The best are magicka Templar healer builds but any of the 4 classes can main heal if built for it. In the veteran dungeons and trials ESO IS a trinity game.
Even in the earliest and easiest dungeons you need a healer. Tanks are a different story and you can get by without one for most of the non-vet dungeons although it's definitely easier with one.
About the only times I ever leave PUGs is when some idiot DPS queues as a healer to try to get into a group faster. I won't waste my time in those groups because a healer is definitely required.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
That is really nice to hear,i like when a game needs a healer ,so much more information is needed though like how is aggro handled,do dps need to be controlled or can they just spam with no worries,do tanks have to actually play well or do they keep aggro with no effort at all?What size groups do you need? Basically writers always seem to be skimming on game topics without really telling us much. Yes i could just go watch some twitch Streams but rpg's are a different beast than action or card games or moba's usually you need to actually play them to get a better feel.
Never forget 3 mile Island and never trust a government official or company spokesman.
Comments
Either dish out the damage as a beast with poison-based damage, crippling aoe and stagger
OR buff/heal in original form using light/fire based magic for moderate damage
For example, in RIFT, you have the Archon or Dominator mage classes that basically specialize in buffing your group with different spells.
The interesting aspect of such a support class is that you also support yourself with a lot of very different buffs that interacts with enemies in different ways depending on their attacks.
Of course, ESO also has its attributes "holy trinity" of Magicka/Health/Stamina so a new support class could be customized to have buffs that benefits either one of those attributes.
I know there are already many active and passive skills in ESO that actually serve such a support role but a class dedicated to "buffs" could be a very interesting one especially considering that it could specialize on buffs for each different attribute or specialize on buffs for specific weapons or buffs for specific armors or even buffs for specific races! A lot of possibilities.
A name for such a class? I have no idea at the moment...maybe something that seems a bit passive...like a Watcher? Or a Steward? LOL. I'll stop here.
On a side not just give a small buff to different spots overall and remove Vampire/WW stuff. Not sure but I don't think this game is called Twilight.
The World is what you make of it. Not what the world makes of you.
As far as actual class.. I dont know.
Druid - Beserker - ... MONK!!! Now that would be awesome.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
and I know there were vampires in Daggerfall (not sure if a player coudl become one).
Additionally, in Morrowind, there were vampire clans so that the npc vampires were like monsters until you were bitten by a vampire from a specific clan. You could then go back to that clan and if I remember correctly there were some quests associated with vampires from that clan.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
mmorpg junkie since 1999
I still think that is the best route to take. I love what ESO tries to accomplish with the skill system. It provides a wealth of flexibility while still giving me the satisfaction of "building" my character and giving me choices to make that feel impactful.
I would rather see a pet skill line or pet abilities accessible to all classes. There were rumors of things like necromancy when they started revealing the new magic skill or skills (that apparently is scrapped for now).
Bows used to be in a really good place, then the nerds made them really weak. It's disappointing to see Zeni make that classic dev balancing mistake- that pendulum swing of balance instead of making very small, very incremental changes.
You stay sassy!
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
As for my suggestion, Necromancer. Its a very desired class since the launch of the game, I've been waiting for it since beta. 2 years later we are still waiting for a Necromancer class or skill line. So add it alredady ZOS.
Also, for Necromancer add 3 trees - Ice-based, corpse reanimation and undead summoning, and a debuff skill tree.
On the weapons department add disease-based weapons for Necromancers. Typically I think they would use daggers or staves. Scythes would be a fine addition too but it would be less elderscrolls-esque. I remember that necromancers in Oblivion had one-handed maces as weapons, while in skyrim their weapon was typically a dagger.
In my opinion a skill line is not enough for a necromancer, it needs to be a class, but I would be contented with a skill line though.
A third option would be expand Vampire skill line and turn it into a class, adding a necromancy reanimation/summoning skill line to it and two other skill lines, one of them would be the one we have now, the third one can be a debuff or ice skill line. EDIT/ADDENDUM: Seeing as the other classesd have their own guild, it would be a nice option to add a Necromancer Guild too. It doesn't have to be aligned with Mannimarco (although it would be awesome), but please let us be villains for a change. I'm very tired of being the "good hero" in this game.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
I'm not really interested in news classes with class-restricted skill lines.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
ESO needs a class like WOWs Hunter class or SWGs creature handler. That would definitely get me to actually purchase an expansion. And start playing again.
I am not liking the lack of news and details for upcoming dlc's.
You stay sassy!
ThumbtackJ said:
Torval said:
I'm not sure if the game really needs another class
It doesn't. I'm not entirely sure how well it would work, but I wish they'd remove the classes, and let you start with all the skill lines available (Sorc, DK, Templar, NB). Just let us mix and match however we want. I'm sure there would be tons of balance issues, but they could figure it out. Maybe.
I would prefer that as well. They could keep classes as skill templates, but then let players choose their skill lines. That might end up being a balance nightmare though, but I love the idea of it.
I would also support something like this. At the very least, they could allow us to gain access to one skill line of our choosing from each class through a quest or something.
As for a new class, I'd prefer some kind of shapeshifter or transmutation specialist. A new skill line involving pets or taming would be nice though.
AN' DERE AIN'T NO SUCH FING AS ENUFF DAKKA, YA GROT! Enuff'z more than ya got an' less than too much an' there ain't no such fing as too much dakka. Say dere is, and me Squiggoff'z eatin' tonight!
We are born of the blood. Made men by the blood. Undone by the blood. Our eyes are yet to open. FEAR THE OLD BLOOD.
#IStandWithVic
I don't consider it selfish at all to want a dedicated Healer,you can make combat far more challenging if you have an actual Healer that is needed to keeping the Tank alive.If all you need is to splash healing from any old combo class,that tells me the combat is not very challenging or risky.
I only digress on the Warden idea of being a Healer,not sure where SOE got that idea from,i think of a Warden i think of the "Boss" so a Tank role or some sort of powerful dps as well but not a healer.
Point being ,i think the OP's want of a dedicated healer is a justified one,then you hope they are smart enough to give it added abilities that still keep it as a Healer role.
Still leads to one more problem,you need more than one type dedicated healer for obvious reasons.
I have been afraid to try this game,it always sounds decent on paper and seems people talk about it like it is fun, but i have just lost a lot of faith in system designers making combat fun for me.Thats is not just my fault either,when sites like this keep spamming really crap games to lure advertising it begins to wear on my confidence even though i know Zeni is no fly by night developer.
I wouldn't mind seeing a writer fully explain ,perhaps with a video the full combat system,i never see systems talked about much by writers.
Never forget 3 mile Island and never trust a government official or company spokesman.
Even in the earliest and easiest dungeons you need a healer. Tanks are a different story and you can get by without one for most of the non-vet dungeons although it's definitely easier with one.
About the only times I ever leave PUGs is when some idiot DPS queues as a healer to try to get into a group faster. I won't waste my time in those groups because a healer is definitely required.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Basically writers always seem to be skimming on game topics without really telling us much.
Yes i could just go watch some twitch Streams but rpg's are a different beast than action or card games or moba's usually you need to actually play them to get a better feel.
Never forget 3 mile Island and never trust a government official or company spokesman.