What classes they should add in the future updates?

Post » Fri Feb 14, 2014 6:18 am

That was Wardens and they were nature themed defensive spellcasters. Think Druid.

Maybe that's what he meant. Or maybe he meant Wanderer?

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Samantha Pattison
 
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Post » Fri Feb 14, 2014 6:31 am

I think classes were implemented as a familiar starting point (for those not coming from TES games). If true, then logic would imply current players would know how the basics of the game works and wouldn't need to be constrained by a class restriction in future new content.

I'd rather see new lines added through quests/guilds (Dark Brotherhood, etc.). If they want to try and get players to not all end up the same (all a part of the same guilds with the same skills), they could add some competing factions where you can only join one or the other.

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Fanny Rouyé
 
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Post » Fri Feb 14, 2014 12:23 pm

We already have a bit of that with the vampire and werewolf skill lines. You can be one or the other or neither. But not both.

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Laura Ellaby
 
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Post » Fri Feb 14, 2014 2:40 pm

all the classes!!!! XD

jk. a monk and a warden would be really cool

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N Only WhiTe girl
 
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Post » Fri Feb 14, 2014 7:30 am

Every class is a mage... And blood magic doesn't sound very TES-like.

I voted for ranger and monk, though I agree with SCSA: more skill lines are better than more classes. And more morphs, this is the easiest thing to add and would make a world of difference.

I completely don't see bards, what are you gonna do, whack someone over the head with a lute? A guild would be nice though, and a more interesting music system like in LotRO.

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Colton Idonthavealastna
 
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Post » Fri Feb 14, 2014 5:46 am

Basically most of these could be covered by adding skill trees in the existing classes. Unarmed skill tree in Nightblade makes a monk, nature manipulation in Templar would make a druid, necromancy tree in Sorcery would make a necromancer, and Bezerker tree in Dragonknight a Barbarian.

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Etta Hargrave
 
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Post » Fri Feb 14, 2014 4:50 am

or just adding them as skill lines every class can pick up.

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Star Dunkels Macmillan
 
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Post » Fri Feb 14, 2014 1:05 pm


Why would profession be any different to guild in that respect?
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jenny goodwin
 
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Post » Fri Feb 14, 2014 2:17 pm


Each profession has a distinct theme and that carries into their skill lines and visuals.

Necromancy could maybe be added to Sorcerers. But I don't think the other three would fit.

Eg. Templars are all light magic. Throw in a nature magic skill line and it would look out of place.
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HARDHEAD
 
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Post » Fri Feb 14, 2014 1:34 am

What they need to do Is make the classes feel real.....

what I mean by this is have some type of tangible presence in the game world (like an academy in such&such city dedicated to DragonKnights. things like that)

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Jack Bryan
 
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Post » Fri Feb 14, 2014 6:54 am

Necromancer. It's my favourite class in every game that features it... apart from Guild Wars 2, which has the worst implementation of the Necromancer class I have ever seen.

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+++CAZZY
 
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Post » Fri Feb 14, 2014 4:10 pm

I don't see the conflict so much. Instead of deriving from the divine power of the heavens it draws from the diivine power of the earth. Pagan style!

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Sarah MacLeod
 
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