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http://www.mmorpg.com/discussion2.cfm/thread/413136/More-classes-would-have-significantly-improved-this-game.htmlInspired by this thread here
lets create some class ideas for ESO future update whenever that may be.
whats some class concepts you want?
Philosophy of MMO Game Design
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Druid/Beastmaster/Bard class.
Illusionist/Alteration/Mystic class.
Hand to hand/Martial Arts/Ninja class
Looking forward to: Crowfall / Lost Ark / Black Desert Mobile
need a REAL tank class. period
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Necromancer, Summoner (undead), Lich class.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
No more classes....
just more skilltrees accessible to all...
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I'd love to see some additional elements (make frost viable please!) get some dedicated skill trees.
Also, longer buffs specifically related to knockdown resist would b awesome. 8-14 second Immovable just aint cuttin it.
Imperial Legatus (or soldier, whatever name you want) which is a tank and specializes in reducing damage taken by tactics and formations. You don't have to be Imperial to be in the Imperial Army
Example Skill lines:
-Tactics- (abilities cost nothing except Ultimate of course)
Orb Formation- Ultimate - All allies within 15 meters take no damage for 4 seconds. Deactivates all other Formations for 8 seconds.
Morph 1: Tactical Orb Formation - Does not deactivate other Formations.
Morph 2: Defensive Orb Formation - Allies heal a percentage of life per second while active.
Wedge Formation - Increases the weapon and spell damage of all allies within 15 meters. When toggled, deactivates all other Formations.
Morph 1: Flight Wedge Formation - Also increases attack speed.
Morph 2: Pilum Wedge Formation - Also increases critical chance.
Tortoise Formation - Increases the Armor and spell resist of all allies within 15 meters. When toggled, deactivates all other Formations.
Morph 1: Heavy Tortoise Formation - Increases the armor and resistance buff even more.
Morph 2: Regenerating Tortoise Formation - Every 2 seconds allies' health will attempt to equalize to each other. Maximum of 3/4/5/6/7% per tick.
Skirmish Formation - Increases the movement speed of all allies within 15 meters. When toggled, deactivates all other Formations.
Morph 1: Flight Skirmish Formation - Also increases attack speed.
Morph 2: Mounted Skirmish Formation - Greatly increases mounted movement speed.
Repel Formation - All allies within 15 meters reflect a percentage of melee damage back at attackers, and take less damage from projectiles. When toggled, deactivates all other Formations.
Morph 1: Greater Repel Formation - Increases the amount of damage reflected, and also reflects some projectile damage.
Morph 2: Siphoning Repel Formation - Damage reflected heals allies.
Passive: Tactical Leadership - Increases the range of Formations' effects by 5/10 meters
Passive: Sustained Tactics - Increases allies' health, stamina, and magicka regeneration by 3/6% while in a formation.
Passive: Offensive Tactics - Increases damage delth by 2/4% while in a formation.
Passive: Defensive Tactics- Reduces damage taken by 2/4% while in a formation.
-Legate- (abilities cost magicka)
Provocation - Ultimate - Resets all threat for all enemies within 15 meters and gives you priority. For 8 seconds, threat generation is tripled and enemies deal 50% less damage.
Morph 1: Loud Provocation - Increases radius and duration.
Morph 2: Bold Provocation - Increases damage reduction.
Taunting Blow - Deals damage and has double the normal threat.
Morph 1: Provoking Blow - Resets the target's threat before dealing damage.
Morph 2: Antagonizing Blow - Increases damage.
Brace - For the next 10 seconds, Blocking costs 50/60/70/80/90% less stamina. (cost equal to 3 blocks)
Morph 1: Hard Brace - Increases Blocking amount
Morph 2: Long Brace - Increases Duration.
Tempered Legate - Increases total health by 20/22/24/26/28% (also heals for that amount) for 10 seconds.
Morph 1: Sturdy Legate - Reduces physical damage taken.
Morph 2: Tactical Legate - Increases the health of 3 nearby allies as well.
Hard Surge - deals damage and knocks back enemies in front of you 5 meters. Has a chance to knockdown enemies for 3 seconds. (targets like elemental wall except only extends 10 meters)
Morph 1: Rushing Surge - You charge and deal extra damage to your target.
Morph 2: Heavy Surge - 100% knockdown for 2/2.5/3/3.5/4 seconds.
Passive: Tempered Armor - Reduces damage taken by 2/4%
Passive: Tempered Weapon - Increases threat generation of all skills by 10/20% while a non-staff or bow weapon is equipped.
Passive: Sustainability - Reduces the cost of Legate abilities by 10/20%
Passive: Primus Legatus - Reduces the cost of Provocation by 10/20%. Increases the the threat of taunting blow to triple/quadruple. Reduces cost of Brace to equal 2/1 block. Increases health gained by Tempered Legate by 5/10%. Increases knockback of Hard Surge by 4/8 meters.
-Infantry- (infantry units also form up in formations when under the effect of one)
Rallying Cry - Ultimate - Increases the damage, health, armor, and resist of Infantry Units.
Morph 1: Bolstering Cry - Reduces damage taken by allies as well.
Morph 2: Battle Cry - Increases the damage of allies as well.
Miles - Summons a sturdy Infantry Unit to taunt and take damage for you. While active you have 5% less stamina and magicka. Costs 25% Magicka and Stamina.
Morph 1: Menacing Miles - Deals more damage.
Morph 2: Primus Miles - Reduces damage taken by yourself and the Miles.
Signifer - Summons a standard bearer that uses buffing abilities. While active you have 5% less stamina and magicka. Costs 25% Magicka and Stamina.
Morph 1: Regal Signifer - Increases Alliance Points and Gold gained from enemies
Morph 2: Primus Signifer - Adds more buffing abilities available.
Medicus - Summons a healing unit that heals nearby allies. While active you have 10% less Magicka. Costs 50% Magicka.
Morph 1: Primus Medicus - Increases healing effects.
Morph 2: Frontline Medicus - Can use melee attacks. (normally this unit doesn't attack at all)
Auxilia - Summons an archer to deal damage from afar. While active you have 10% less Stamina. Costs 50% Stamina.
Morph 1: Pilum Auxilia - Throws spears instead of using a bow, has less range but deals much more damage.
Morph 2: Sagittarii - Increased range and attack speed.
Passive: Vigorous Training - Increases the health of all Infantry Units by 5/10% and your health by 1% for each Infantry skill slotted.
Passive: Decimation - When an Infantry Unit dies, it deals 10 times it's damage to the attacker (for Miles and Auxilia) or heals you for 10% of your health (for Signifer and Medicus). Cannot occur more than once every 60/30 seconds.
Passive: March - Increases movement speed by 2/4% for each Infantry summoned.
Passive: Cohort - Reduces the lost Stamina and Magicka effects of summoned Infantry by 1/2% and reduces initial cost by 10/20%
Another stupid thread by OP.
Don't need new classes just new skill trees.
The Litigator class for all the forum lawyers who threaten to sue gaming companies over every perceived wrong.
Whatever happens, I would dearly love if they shook everything up regularly so that the usual anal crowd can't just google 'the best build/gear/tactic' for every boss/instance and turn the game into the same old stupid minmax, predictable, repetitive endeavor like every other game in the last 15 years. And then maybe I won't have to listen to the same old 'pff dude you have tier bleh gear it's like soooo last patch and your spec if myeh myeh myeh blah blah blah' every time I enter an instance to enjoy the game.
Something that keeps players guessing or at least have to test things out for themselves...then wipe the slate clean and start again would be a lovely novelty.
agreed
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