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回報翻譯問題
I for one, would like it if they stopped with this class nonsense in a TES game.
Unarmed fighting style has a place, in the weapon lines, so that anybody can use it. You can even make it as a magic school, like alteration, so that we get a close range magic tank
dual wield weapon line (and remove the tank part in the ice destruction subline). As weapon use marks you put on hands, and use enchanting as the craft line.
As for alchemy, why not just add throwing potions as items and mkae it craftable stuff and give it to alchemy line ? So that anybody can use it.
We could even make it an alchemy/enchanting hybrid, like furnitures are, making crafting even more interesting.
The system has so much potential that is crippled by those classes.
..except the way the game is currently set up, if you make a character, and want it to be in any way viable, you have to follow a specific pattern from the very beginning. Yes, you can make tanks with various 'classes', but they're all basically the same thing. Adding potential variations would require you to make a new character from the bottom up, or have a flawed build. Thus, classes.
I'd even be willing to go further and say that Monks, for example, would be race specific, since the 'Rain of Sand' style of fighting used by the Khajiit monk wouldn't be the same as the Argonian Marshmerrow, Salt Rice, and Golden Reed styles. Some races might not be willing to learn to be monks at all, due to the strictness of the belief systems involved.
Whereas Alchemy would be more widely spread in more scientifically developed areas where such study was common. You're suggesting an Alchemy line; look at the Fighter's Guild line. All those passives are restricted to affect only Fighter's Guild skills; how is that less restrictive than a class?
I understand what you're saying (I think) but I don't see how making a class would be a bad thing for the game. It wouldn't restrict weapon use by other existing classes; tanks and melee types could still use fist weapons if they wanted to, and that would be something added to the more general list of abilities. But since Monks, for example, don't tend to use heavy armor, having any tank suddenly have access to those skills would require them to also stop wearing heavy armor.
It would have to be it's own type of character within the game, in order to give it it's own feel and styling. In my opinion, one of the weaknesses of the game is when it comes right down to it, there's a bit too much sameness between character types. Everyone being able to do everything waters it all down to the point of it all feeling much the same.
If they are going to do anything with classes, they should work on what they already have.
Although, if they are going to add another class, I'd ask for: Hobo
Combat (melee):
- If wielding bladed weapons, gain vorpal and disease bonuses. Against weaker enemies, vorpal grants a chance at insta-kill. Against even or stronger enemies, vorpal grants a chance to execute a double critical strike. All strikes also have a chance to inflict random status ailments.
- All strikes are granted a chance to mug. Mugging can steal money or food. Mugging has much higher chance to steal food than money.
- If unarmed, all strikes are granted a chance to "throw dirt". A successful throw dirt inflicts stun/blind (3 seconds). If stunned/blinded, melee strikes ignore armor.
Combat (ranged):
- Restrictions placed on ranged combat. Normal ranged combat not available and replaced with Sterno Bombs (cooldown). Sterno Bombs inflict aoe damage and burning status affect (dot).
Defense/Armor:
- Restrictions placed on armor. Plate armor cannot be equipped. May equip up to medium armor. Bonuses granted to evasion abilities.
Support:
- Bonus to alchemy (also applies to Sterno Bomb).
- Class bonus "resiliency". Due to being homeless, bonuses granted to disease and poison resist.
- Scavenger. Chance to gather/loot more materials.
- Class ability "something for nothing". May harass npcs or loiter outside shrines. Harassing npcs will occasionally yield gold. May loiter outside shrines. Loitering outside shrines will yield small, passive amounts of gold. Loitering will inflict "nuisance" debuff which will increase vendor prices while active.
Creative, kinda funny... a bit sad. Despite you trying to troll, I can't help but applaud you on your level of commitment to the attempt. Kudos.
I would like to see elder scroll online as in all the other versions of the elder scroll, WITHOUT ANY STUPID CLASS, where your hero can do everything without any class restrictions or having to equip special weapons to have exclusive weapon skills, in addition to see the restoration of the spells that are very limited here, for example those of summoning (the lord daedra, the various atronach and many others) that do almost nothing of damage in this version of ESO
Because of one simple thing. You can choose to learn or not a guild line, you can choose to learn on not a crafting line, you can choose to learn or not to learn a weapon line.
You can even mix them up in your build if you want.
You can't change your class, or pick 2 skills from different classes, once you pick a class, it's final.
A stamina sorc can pick fighter guild, a nightblade can too, you can put it in your bar, or not, depending on the meta, because balance changes over time. If you make a monk class, that means only a monk can fight bare handed, a sorcerer or a DK etc. can't, whatever update the game gets, it will never change.
That's what I don't like in eso, because that's what the TES moved away from after Arena.
A good example of that system limitation is the illusion magic school and conjuration magic school. If you want to be an illusionist, you have to be a magblade. There is no other way around it, since all the illusion spells are in the shadow line. If you want to be a summoner you have to be a sorcerer.
That means that TES archetypes that use illusion and conjuration iare impossible to do in ESO.