The best experience I have had with pets comes from Guild Wars 1. Rangers, Necromancers and Ritualists from Guild Wars all had a diverse set of pets, Necromancers could have up to about 8 or 9 pets if I mind right, Rangers had animal and nature spirit pets but my favourite were the Ritualist spirits. The pets in GW2 were crap in comparison in my opinion.
Regards ESO a lot of the ranger type enemy NPC classes and monsters summon pets so I have always wondered why there are no player class equivalents apart from sorcerers.
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.
DPS definitely can not stand still and spam damage. Aggro is "soft" and there is no way for a tank to hold the boss and adds all the time. Good tanks use roots and slows to control adds a bit and most of those also have a damage component that also helps draw aggro to the tank.
Holding bosses is easier but most bosses also have additional mechanics where they'll go after anyone regardless of aggro for some skills so everyone needs to be on their toes to dodge or block those special boss attacks and deal with adds that aren't aggroed on the tank. I can't think of any 100% "tank and spank" bosses.
Dungeons are 4-man and trials (raids) are 12-man.
Most healing is also multi-target (3 usually) with low health priority, party heals, cones or AOE. There are also group purges and group self purges (healer casts it but each person other than the healer needs to activate their own purge) as well as group self heals. Templar healers also have an ability that is a group heal and +stamina that is free to cast but needs recent corpses (the more the greater the heal and the +stam) and one that drops a shard that someone (usually the tank) can pick up for a stamina boost.
They typically regenerate the magicka needed for healing by weaving in strong attacks with healing staves that will heal one person near the enemy target a bit based on damage done and regenerates the healer's magicka.
It's a very active system.
"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
Regards my last post I think a pet class would be good for the game and for players. Right now although I have access to make 8 characters I believe, I only care to have 3 as I feel as that is the only real diversity available. Another character would just be a version of the Trinity. A true pet class would be enough diversity to encourage me to make a fourth character.
I know we can have tank/healers and so on but when it comes to dungeons most people just seem to want a focused profession and not multi-tasking, in my experience with guilds and especially pugs. I don't know about Cyrodiil. Its different when leveling I give you but not sufficiently to start another character. However a good pet profession with a completely different playstyle would make a new character seriously more interesting.
Class themes I enjoy are mystic, monk, psionics, time manipulation - so, obviously I'd enjoy seeing those kinds of themes represented...
I tend not to enjoy pet classes really - the idea of having a shape shifting class that adapts to various situations could provide some interesting gameplay...
Beyond that, I'd always vote to remove the classes and have specialised skill lines available from story mechanics...
The author of this article seems to miss the main point of the ESO class system, the fact that any 'class' can perform any 'role'. Originally Matt Firor suggested that it was quite viable to not take any of your class skills and only use those picked up in your adventures.... I don't think this has panned out that way but I think it could if more skill lines, and not classes were added.
In fact, one of the best healers I've had the privilege of fighting alongside was a Sorcerer.
My friend also plays a night-blade tank extremely well when he decided to change out his build recently.
What I'd like to see is, more skill lines, not necessarily classes as such.
Flesh out the magic skill lines with alteration, illusion etc. Necromancy and nature magic would be a nice touch too. Of course, having a 'ranger' skill line could augment any class.
Give us additional weapon skill lines and maybe even a mounted combat skill.
Ultimately I'd prefer a class-less system in this game where a player is defined by his build and not their class.
The fact that the game didn't have a dedicated pet class was what caused a friend of mine not to even consider the game. Any game he plays he must have a necromancer. He's still searching for a necro that p[lays like Diablo 2's necro. I tell him it won't happen because it would be too OP to have 8 things summoned at the same time. He took one quick run of the Sorcerer and it's pet and laughed at the apparently terrible AI pet control. He didn't like how he couldn't control the pet to move where he wanted and cast the spells that he wanted. Main thing though is that he can't have multiple pets summoned at the same time.
Elloa said:
I'm jealous of a class of NPC that we encounter regularly. Sort of shaman. They use Nature Magic, Water spells, totem, flying birds, roots, green healing abilities, and summon trees, spirits, bears and wolves. I WANT THAT CLASS. I bet it's the Warden.
This sounds amazing. I would reroll to play this class.
Elloa said:
I'm jealous of a class of NPC that we encounter regularly. Sort of shaman. They use Nature Magic, Water spells, totem, flying birds, roots, green healing abilities, and summon trees, spirits, bears and wolves. I WANT THAT CLASS. I bet it's the Warden.
This sounds amazing. I would reroll to play this class.
They're "Wyrds" and they're pretty cool. They turned me into a wolf this one time in Bangkorai. It was awesome. Some of the mobs in their area can summon wolves and bears. There's this AOE life sucking move zombies and necromancers have that i want. Seems like the NPC's get the cool moves XD.
ESO has a boring class list, they really need to spice it up. Classes need to be as diverse as their race roster.
4 classes is 3 too many. I'd much rather have no classes other than the ones we make up ourselves freely using any and all skill lines. More classes is the wrong approach.
"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
ESO has a boring class list, they really need to spice it up. Classes need to be as diverse as their race roster.
4 classes is 3 too many. I'd much rather have no classes other than the ones we make up ourselves freely using any and all skill lines. More classes is the wrong approach.
We're talking reality here. What are the chances they'd revamp to a skill based game versus adding new classes? Since they went that direction in the first place, I'll settle for more interesting class structure and greater variety of classes.
ESO has a boring class list, they really need to spice it up. Classes need to be as diverse as their race roster.
4 classes is 3 too many. I'd much rather have no classes other than the ones we make up ourselves freely using any and all skill lines. More classes is the wrong approach.
We're talking reality here. What are the chances they'd revamp to a skill based game versus adding new classes? Since they went that direction in the first place, I'll settle for more interesting class structure and greater variety of classes.
I don't think it would really take that much effort to make the transition mechanically speaking, as in allowing players to choose any skill line. Classes could become a skill build template for those that want or need a little guidance.
Where I think it might get a little difficult is in skill balancing. It's one of the major hurdles Arena Net faced with Guild Wars and why they restricted skillsets in Guild Wars 2. However, it's not completely impossible. It might take a few months of balance passes, but it could be done.
This is why adding skill lines for all classes is a better idea than adding classes. It adds more class diversity to the existing system moving them more towards an archetype than a "class".
Agreed. And it's already mostly that way. Saying your a sorcerer in ESO is mostly meaningless because they can be built for using stamina or magicka, ranged or melee, DPS or healing or even tanking. It's already about archetypes.
It would be much easier to get rid of classes in ESO than in most other games because there are no class-specific attributes or skills - they are all already part of individual skill lines that need to be leveled separately... even the class-restricted skill lines.
The only thing that ESO has that you're stuck with from character creation and advances per character level are the racial passives. Everything else is leveled by using a specific weapon or skill line or what armor you wear.
Hell it'd be easier to get rid of classes and balance around that than introducing a new class and balancing it around the existing classes. And much less whining about new class x being OP'd or underperforming.
Post edited by Iselin on
"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
ESO has a boring class list, they really need to spice it up. Classes need to be as diverse as their race roster.
4 classes is 3 too many. I'd much rather have no classes other than the ones we make up ourselves freely using any and all skill lines. More classes is the wrong approach.
We're talking reality here. What are the chances they'd revamp to a skill based game versus adding new classes? Since they went that direction in the first place, I'll settle for more interesting class structure and greater variety of classes.
I don't think it would really take that much effort to make the transition mechanically speaking, as in allowing players to choose any skill line. Classes could become a skill build template for those that want or need a little guidance.
Where I think it might get a little difficult is in skill balancing. It's one of the major hurdles Arena Net faced with Guild Wars and why they restricted skillsets in Guild Wars 2. However, it's not completely impossible. It might take a few months of balance passes, but it could be done.
This is why adding skill lines for all classes is a better idea than adding classes. It adds more class diversity to the existing system moving them more towards an archetype than a "class".
The problem with this is the same one Trion ran into in Rift. Fewer classes means fewer cookie cutter builds. But that's actually a bad thing. Back in Vanilla, I leveled a mage. But I used the leveling build of Necro/Chloro/Lock Which was more or less and identical play style to WOW's Warlock. Problem was that it was an awesome leveling and solo grinding build, it's absolutely sucked in group content. So, having found a very fun build I enjoyed, I had to give it up for a more "efficient" build for a mage. Which was Pyro. But, had there been distinct classes within the caster subset, there might have been an option for a "Warlock". But there wasn't Everything fell under the "Mage" class, so there was one or two DPS builds for mages that would earn you a raid spot. So unless they do a very good job at creating a balance between specs, you end up with one spec that outperforms everything else. And the larger the variety of builds available to a single class, the more will by pared away by THE cookie cutter. However, from what I've seen, ESO has done a much better job in that regard than Rift ever did.
If anything, I would want a class that involves ice, water and wind. We don't really have anything focused on ice other than an ice staff or frost enchants. I think it would be a great addition. We already have lines for fire, earth and lightning; even light and shadow. Plus, I would love to play an ice line with a Nord. (It'd finally make their frost resist more useful too.)
A water line could be used as a healing role with Refreshing Waters or something of the sort.
And wind could be added in a line that has to do with weather or storms (Stormcalling but with less lightning?) like cyclones, and could make for great AOE attacks.
I think something like this would be great in any role- healing, tanking or DPS.
And wind could be added in a line that has to do with weather or storms (Stormcalling but with less lightning?) like cyclones, and could make for great AOE attacks.
Actually with the last update they just changed the stamina morph of "Lightning Form" to a a wind based skill that does physical damage instead of lightning. They also renamed it to "Hurricane."
"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
Comments
Regards ESO a lot of the ranger type enemy NPC classes and monsters summon pets so I have always wondered why there are no player class equivalents apart from sorcerers.
Holding bosses is easier but most bosses also have additional mechanics where they'll go after anyone regardless of aggro for some skills so everyone needs to be on their toes to dodge or block those special boss attacks and deal with adds that aren't aggroed on the tank. I can't think of any 100% "tank and spank" bosses.
Dungeons are 4-man and trials (raids) are 12-man.
Most healing is also multi-target (3 usually) with low health priority, party heals, cones or AOE. There are also group purges and group self purges (healer casts it but each person other than the healer needs to activate their own purge) as well as group self heals. Templar healers also have an ability that is a group heal and +stamina that is free to cast but needs recent corpses (the more the greater the heal and the +stam) and one that drops a shard that someone (usually the tank) can pick up for a stamina boost.
They typically regenerate the magicka needed for healing by weaving in strong attacks with healing staves that will heal one person near the enemy target a bit based on damage done and regenerates the healer's magicka.
It's a very active system.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I know we can have tank/healers and so on but when it comes to dungeons most people just seem to want a focused profession and not multi-tasking, in my experience with guilds and especially pugs. I don't know about Cyrodiil. Its different when leveling I give you but not sufficiently to start another character. However a good pet profession with a completely different playstyle would make a new character seriously more interesting.
I tend not to enjoy pet classes really - the idea of having a shape shifting class that adapts to various situations could provide some interesting gameplay...
Beyond that, I'd always vote to remove the classes and have specialised skill lines available from story mechanics...
In fact, one of the best healers I've had the privilege of fighting alongside was a Sorcerer.
My friend also plays a night-blade tank extremely well when he decided to change out his build recently.
What I'd like to see is, more skill lines, not necessarily classes as such.
Flesh out the magic skill lines with alteration, illusion etc. Necromancy and nature magic would be a nice touch too. Of course, having a 'ranger' skill line could augment any class.
Give us additional weapon skill lines and maybe even a mounted combat skill.
Ultimately I'd prefer a class-less system in this game where a player is defined by his build and not their class.
I'm jealous of a class of NPC that we encounter regularly. Sort of shaman. They use Nature Magic, Water spells, totem, flying birds, roots, green healing abilities, and summon trees, spirits, bears and wolves. I WANT THAT CLASS. I bet it's the Warden.
This sounds amazing. I would reroll to play this class.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
We're talking reality here. What are the chances they'd revamp to a skill based game versus adding new classes? Since they went that direction in the first place, I'll settle for more interesting class structure and greater variety of classes.
It would be much easier to get rid of classes in ESO than in most other games because there are no class-specific attributes or skills - they are all already part of individual skill lines that need to be leveled separately... even the class-restricted skill lines.
The only thing that ESO has that you're stuck with from character creation and advances per character level are the racial passives. Everything else is leveled by using a specific weapon or skill line or what armor you wear.
Hell it'd be easier to get rid of classes and balance around that than introducing a new class and balancing it around the existing classes. And much less whining about new class x being OP'd or underperforming.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
A water line could be used as a healing role with Refreshing Waters or something of the sort.
And wind could be added in a line that has to do with weather or storms (Stormcalling but with less lightning?) like cyclones, and could make for great AOE attacks.
I think something like this would be great in any role- healing, tanking or DPS.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED