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News & Features Discussion  » [Column] Elder Scrolls Online: Are Four Classes Enough?

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132 posts found
  ghettoceleb

Apprentice Member

Joined: 11/18/11
Posts: 73

Old enough to know better, Young enough to not care.

10/03/13 3:17:27 PM#21
Originally posted by Ryowulf

4 classes, 1 class, 500 classes. It doesn't matter.

Is the game fun? Is it worth box+sub. Will it be enjoyable enough to sub month after month?  These are the questions that matter.

 
I agree.
  xmojo1

Apprentice Member

Joined: 8/05/05
Posts: 41

10/03/13 3:25:01 PM#22
Who hasn't had the thought, when playing an MMO, that they wish their chosen class just had certain spells & abilities of other classes and they would have the "perfect" character? This is the scenario that ESO offers. Build the character to your specs, without the restrictions that classes impose. 
  funcon

Apprentice Member

Joined: 6/11/12
Posts: 258

10/03/13 3:25:02 PM#23
Only 4 classes? Bye Bye TESO.
  nerovipus32

Novice Member

Joined: 1/15/11
Posts: 2716

10/03/13 3:27:22 PM#24
4 classes for a high budget game is a disgrace. What's the point in having classes at all with the way they are doing things? This game is just trying to appease everyone. CASHGRAB!!!!
  Isawa

Novice Member

Joined: 6/20/08
Posts: 1066

10/03/13 3:28:43 PM#25
Originally posted by funcon
Only 4 classes? Bye Bye TESO.

And how many classes were in the latest Elder Scrolls games? How diverse was one person's player compared to another? One less ignorant clown to populate the game I suppose ha.

  nerovipus32

Novice Member

Joined: 1/15/11
Posts: 2716

10/03/13 3:29:17 PM#26
Originally posted by Sovrath

Since you can use, mix, match any skill does it really matter?

If  you look at the Elder Scrolls games that list "classes" (such as Daggerfall, Morrowind, Oblvion) all the classes are just various subdivisions of the available skills.

So for example, here is chart for morrowind classes:

http://www.uesp.net/wiki/Morrowind:Classes

Anyone can have any of these skills but the grouping of certain skills (which doesn't give any bonuses by the way) is then determined to be "x class" because that class might evince the properties that those skills represent.

same with Oblvion:

http://www.uesp.net/wiki/Oblivion:Classes

Daggerfall:

http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes

 

So "yes" the classes have a few predetermined skills (my opinion is that they should allow character creation like Morrowind/Oblvion but "whatever") you can have a character that uses bow, heavy armor and say some sort of magic.

Or a light armored mace wielding character with some sort of healing.

etc.

so, from the article:

In a way, classes in ESO are almost unnecessary.  The developers could have easily given players access to all class skills and trees and let them delve into each of them, and the effect would be the same.  But the decision to link at least some character differentiation to class is probably linked to the fact that classless systems have never been widely accepted by the mass market gamer ESO hopes to attract with the Bethesda IP.  By picking a class at the start of a game, you're making your first decision on who you are in that world.

"so yes" 4 classes are enough as we will all be messing with them anyway.

Why have classes at all if that is the case?

  nerovipus32

Novice Member

Joined: 1/15/11
Posts: 2716

10/03/13 3:30:14 PM#27
Originally posted by Isawa
Originally posted by funcon
Only 4 classes? Bye Bye TESO.

And how many classes were in the latest Elder Scrolls games? How diverse was one person's player compared to another? One less ignorant clown to populate the game I suppose ha.

I wonder who'll be the ignorant one 6 months after release.

  ignore_me

Apprentice Member

Joined: 7/04/11
Posts: 2034

10/03/13 3:31:14 PM#28
Originally posted by Hardanger
Just having a lot of classes only provides an illusion of variety and choice, anyways.  I like the idea of having four archetypes upon which everything else is built by the player.

Give me variety, if you can't do that give me the illusion of variety. Post that don't bother because I've lost interest in the game because it was economized to death.

3 classes with one button to press each seems to get people all excited these days.

Survivor of the great MMORPG Famine of 2011

  bcbully

Elite Member

Joined: 3/03/12
Posts: 7248

10/03/13 3:33:27 PM#29

I'm really hoping it will. ESO is not making the hard "you are this class, you where and use this here" system of years past.

 

On top of being able to ware and use what you want (I think) the analogous nature of combat could make things pretty darn cool. 

 
In fact, Im not really even worried about character customization in ESO. I'm far more worried about the lack of Wpvp and what Cryodill actually is. Is it another "eternal battle ground? or is Cryodill a fully actulized world?

When I eat chocolate chip pie it just doesn't feel like chocolate chip cookies. The texture, the consistency, it's just not the same and this is disappointing.

  Sovrath

Elite Member

Joined: 1/06/05
Posts: 17225

10/03/13 3:35:12 PM#30
Originally posted by nerovipus32
Originally posted by Sovrath

Since you can use, mix, match any skill does it really matter?

If  you look at the Elder Scrolls games that list "classes" (such as Daggerfall, Morrowind, Oblvion) all the classes are just various subdivisions of the available skills.

So for example, here is chart for morrowind classes:

http://www.uesp.net/wiki/Morrowind:Classes

Anyone can have any of these skills but the grouping of certain skills (which doesn't give any bonuses by the way) is then determined to be "x class" because that class might evince the properties that those skills represent.

same with Oblvion:

http://www.uesp.net/wiki/Oblivion:Classes

Daggerfall:

http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes

 

So "yes" the classes have a few predetermined skills (my opinion is that they should allow character creation like Morrowind/Oblvion but "whatever") you can have a character that uses bow, heavy armor and say some sort of magic.

Or a light armored mace wielding character with some sort of healing.

etc.

so, from the article:

In a way, classes in ESO are almost unnecessary.  The developers could have easily given players access to all class skills and trees and let them delve into each of them, and the effect would be the same.  But the decision to link at least some character differentiation to class is probably linked to the fact that classless systems have never been widely accepted by the mass market gamer ESO hopes to attract with the Bethesda IP.  By picking a class at the start of a game, you're making your first decision on who you are in that world.

"so yes" 4 classes are enough as we will all be messing with them anyway.

Why have classes at all if that is the case?

I think their "thinking" is "set the players who are unsure on a path and let them branch out from there".

hey, you're speaking to the choir here. I can't account for ridiculous decisions.

All I know is you can mix and match your skills.

  Isawa

Novice Member

Joined: 6/20/08
Posts: 1066

10/03/13 3:35:43 PM#31
Originally posted by nerovipus32
Originally posted by Sovrath
....

etc.

so, from the article:

In a way, classes in ESO are almost unnecessary.  The developers could have easily given players access to all class skills and trees and let them delve into each of them, and the effect would be the same.  But the decision to link at least some character differentiation to class is probably linked to the fact that classless systems have never been widely accepted by the mass market gamer ESO hopes to attract with the Bethesda IP.  By picking a class at the start of a game, you're making your first decision on who you are in that world.

"so yes" 4 classes are enough as we will all be messing with them anyway.

Why have classes at all if that is the case?

Because of people's mindsets that classes need to included in an mmorpg. The need to have that structure and role layed out for them. Just read the comments here, people are upset over 4 classes, when in reality any class can go off into any direction that player wants - nearly nullifying the class system itself. However, each class does have it's 3 sets of skills tailored for it, so folks can choose to play the "class role".

So ESO, starts off with the basic structure for that mindset, but then allows the player to do as they wish. Have to introduce changes slowly for some ;)

  Mithrundir

Advanced Member

Joined: 8/15/06
Posts: 298

10/03/13 3:41:24 PM#32
If you don't think 4 classes are enough for a launch in this case, then you haven't tested ESO yet. If you have, and still think so you need something else to do with your time.

Dozens of MMO's, RTS's, FPS's, etc.

  WikileaksEU

Novice Member

Joined: 9/22/13
Posts: 104

10/03/13 3:48:30 PM#33

It depends on if you can build each class in many different ways, yes then it is enough. If you can't build your character in many different ways, then no it isn't enough.

Like in Guild Wars 2, you don't have much to chose from like you had in Guild Wars 1.

  asrlohz

Hard Core Member

Joined: 7/29/11
Posts: 663

Alea iacta est, beloved Doomsayers.

10/03/13 3:49:50 PM#34
Originally posted by Mithrundir
If you don't think 4 classes are enough for a launch in this case, then you haven't tested ESO yet. If you have, and still think so you need something else to do with your time.

Most people here seem to just assume that it is a question. If only people atleast skimmed through his post you'd notice that it is an arguing text about the class system, posing questions and answering them in rational ways. He talks about the (un)necessity of the classes, both ways. I think that if people whom aren't too in touched with TES:O's development could just read the posts instead of just posting, it'd be easier.

 

I'm not referring to you, just that it seemed relevant to your post.

  Torvaldr

Elite Member

Joined: 6/10/09
Posts: 5802

10/03/13 3:59:23 PM#35

I think it would have been cooler if they had offered social archetypes to start with that had easier access to certain skills and paths than other archetypes. You could still learn anything, but for some you might need to go out of your way (quests, guild reputation, find far off location, etc) to open up those skill paths that your background wasn't associated with.

I'll use a very common example: A player could come from a moderately successful landowning family where they would have educational or vocation opportunities that were different from someone who came from a less formally educated or lower class family. It could also be regionally based, so a player from one realm in certain areas might have an easier more direct training path to some vocations/skills than a player from a different town, region, or faction.

In any event, an open skill system is pretty cool. I hope they do it right and truly let someone customize their character how they want.

Curse you AquaScum!

  grundjawp876

Novice Member

Joined: 10/03/13
Posts: 1

10/03/13 3:59:35 PM#36
It's a façade of actual real control over your character. I say do away with the classes and stick with a race/skill tree based character. That way it is a truly immersive world without "Night Blades" or "Dragon Knights". C'mon kids grow up. h
  plasmaballs

Novice Member

Joined: 10/03/13
Posts: 3

10/03/13 4:12:44 PM#37
I think you should choose a class only to give you like +10% xp towards "class" skills and then make all skills available to everyone.  There should be some reason why everyone isn't a jack of all trades.  There should be a bonus for staying within your character type.  Not a penalty for going outside the box, but just some incentives.  Classes exist because they would exist in real life.  The mage that happens to be a good archer should be the exception.  Not every single player is going to be a heavy armor sneaky archer that can also do magic.
  xSoulflamex

Novice Member

Joined: 10/03/13
Posts: 1

10/03/13 4:13:05 PM#38

Less classes are better, not more. The fewer classes there are the more customization options are available to your character and the less you will be defined solely by your class. If there are more classes then players would be forced into one particular playstyle. 

Also, Racial Skill lines give 15% boosts to a certain skill line, not class skills.

 
 
  plasmaballs

Novice Member

Joined: 10/03/13
Posts: 3

10/03/13 4:15:25 PM#39

On a separate note, I think the current classes are too specific.  I would prefer more generic classes.  Mage, Priest, Thief, Warrior and then make Night Blades and Dragon Knights things your character can join in game.

 

  keithian

Hard Core Member

Joined: 5/20/06
Posts: 2977

10/03/13 4:34:12 PM#40

Attention to the many above and probably more to post below that did not bother reading the article carefully or who do not understand just how diverse the skills will be, please read the following. Source is Tamriel Foundry.

Overall Class Design

  • All three alliances have access to the same classes. The four playable classes at launch will be Dragonknight, Templar, Sorcerer, and Nightblade. The game had originally featured planned to feature the "Warden" class, as well as possibly a second finesse based class, but ZOS has opted for fewer base classes in favor of more open-ended character progression.(TF1),(GF1)
  • Each class can use every type of weapon in the game as well as every type of armor. As the player uses a particular weapon type they gain skill and further proficiency with that type of armament. All weapons will require practice to master. Mastering a weapon can unlock additional alternative melee attacks that can be slotted.(GI1),(TF1)
  • Players can choose between light, medium, or heavy armor, or can elect to use a mixture of multiple types. Light armor yields bonuses to spell damage and magicka regeneration. Medium armor improves a character's use of stamina-based abilities like dodging, sprinting, or sneaking. Heavy armor grants a bonus to incoming healing recieved as well as damage absorbed.(ESO4)
  • Each class can unlock a wide arsenal of skills and abilities, from which players may choose six to actively use at any given time. These class abilities can be changed on the fly, and reflect a players current "loadout" that can be adapted to various situations. Skill selection is one way in which players can differentiate themselves from others of their class.(GI1),(PCG1)
  • Constellations and birthsigns are incorporated into TES:O in the form of Mundus stones, which function similarly to guardian stones in Skyrim, allowing the player to choose a permanent buff associated with a particular constellation. Some Mundus stones also unlock an additional ability for players who have them active.(GI1),(GI3)

Character Advancement Systems

  • The major attributes of the game are health, stamina, magicka, armor, and power. At each level up, you can place an attribute point into either health, stamina, or magicka. These attribute points increase your hero's available pool of each resource, allowing them to specialize in a certain style of combat.(TF1)
  • Perks exist and will be similar to talents in previous MMOs. Paul Sage emphasized that perks will provide substantial benefit and be pivotal in character development and growth.(ME3),(GI3)
  • Weapon attacks, class skills, and ultimate abilities all level up as you use them in combat. Advancing these skills unlocks improved versions as your mastery improves. Using abilities successfully in combat increases the character's proficiency with that ability, as well as the overall skill type. Higher skill level in a given tree increases the number of abilities a character has access to within that tree. Equipping items and putting skills in your hotbar enables them to level as you defeat enemies, splitting the overall pool of experience across all of your active abilities, armor, and weapons.(TF1),(GF1),(GN1)
  • While all classes have a basic proficiency with every weapon and armor type, advanced offensive and defensive abilities are only unlocked through advancing in the relevant skill trees and using skill points to unlock and upgrade their abilities. (GF1)
  • There are seven confirmed varieties of skill trees within the game: Class, Weapon, Armor, Racial, World, Guild, and AvA. These categories are (in some cases) further broken down. Each class has three sub-trees, and AvA also features three skill trees. Unique quest based skill trees like those for Lycanthropy or Vampiriism are also present. (GF1),(PA1)
  • There are six overall weapon types which the player can level and unlock special abilities: two-handed, dual wield, one hand and shield, bow, destruction staff, and restoration staff. There are many varities of weapons within each general category, such as daggers, swords, and maces within one-handed, or fire, frost, and lightning staves within destruction staff.(MA1)
  • Individual abilities can be leveled up and ?morphed? into more advanced versions of the basic form. An ability can be morphed by spending an additional skill point after leveling the individual ability through five ranks. Morphing allows the player to choose between two advanced skills, and this decision can be respecialized if the player changes his/her mind.(PA1)

Class Details

  • The Dragonknight is an offensive warrior with many controlling abilities. Dragonknights emphasize direct assaults wielding fire-based spells, preferring to engage and dispatch their foes in melee. The Dragonknight has a combination of damage-dealing, damage absorbing, and armor enhancing abilities.(TF1)
  • The Templar is a stalwart defensive fighter, calling upon the power of the sun to damage foes and heal allies. Templars are less offensive than the Dragonknight, but have additional tools that are useful for survival of both themselves and their allies.(TF1)
  • Sorcerers are offensive magicka wielders, channeling elemental attacks to destroy their foes. The Sorcerer class has three damage-dealing skill sets to draw from: Dark Magic grants stuns, disorients, knockbacks, and other types of crowd-control, Daedric Summoning offers combat pets, damage shields, and curses, and Storm Calling gives pure damage-based abilities.(TF1),(GF1)
  • Details regarding the Nightblade class have not yet been announced, but we know it will be a finesse based assasin style archetype.(TF1)

 

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