The only argument I see with Subclassing is, “it’s fun”.
The argument is this: In Low/Medium-end content it changes the number of viable builds from 1,000 to 5,000 per role.
The problem is this: In High-end content it changes the number of viable builds from 5 to 1 per role.
Edit: The latter being an unintended consquence that was forseeable for everyone who runs high-end, but doesn't seem to have been for ZOS, despite them being explicitly told so before release to Live.
Right, it’s “fun” to kill weak monsters with a wide variety of skills. Balance doesn’t matter at all in these scenarios. The argument IMO holds no weight, the shine will wear off for these types of players who don’t strive to be endgame players. MMO’s aren’t casual by nature, they are massive time sinks and the longevity is in achievements, gear grinds, character connections, and PvP. Subclassing in its current state is bad for longevity and panders to solo RPGrs not MMO fans. ZOS needs to figure this out. ESO is an MMO and should be marketed as such. They don’t understand who their target audience is or should be.
I still believe that despite all my disdain for subclassing, hybridization is actually the root cause of most balance issues and until they fix it and deal with how healing scales, any semblance of balance will never be achievable.
Once again, an entirely wrong take.
Having more build strength in the hands of players, enables other players entry into content where their contribution would have needed to be much higher.
The goal posts on HM requirements have not moved, yet now people are doing 1.5x as much damage if they want to. That means another player in their group can do .5x the normal damage and still clear.
It’s the Oakensoul argument all over again, everyone hates that people are being included in the harder activities while those of us who SHERPA love it.
No.
No.
No.
Your scenario literally describes the issue people have. HMs haven’t changed, but in order to carry casuals who want to clear HMs on a “fun” build the Sherpa is required to subclass into a mutt monster optimal DPS. That is not balanced. That is “requiring” people to play a certain way. This is just PvE, when it comes to PvP it’s even worse. You either zerg in your off meta builds cause you can’t compete against the meta, or you choose the meta and face tank bomb zergs.
Sorry, but your take is entirely wrong.
Most Subclassed builds are reaching near that pre-Subclassing threshold of damage, if someone wants to make a crazy parse monster because they enjoy the inclusion net that creates, that’s not forced, that’s an active decision.
People do not force others into builds.
There is nobody holding you hostage.
…I promise. 😁
The only argument I see with Subclassing is, “it’s fun”.
The argument is this: In Low/Medium-end content it changes the number of viable builds from 1,000 to 5,000 per role.
The problem is this: In High-end content it changes the number of viable builds from 5 to 1 per role.
Edit: The latter being an unintended consquence that was forseeable for everyone who runs high-end, but doesn't seem to have been for ZOS, despite them being explicitly told so before release to Live.
The only argument I see with Subclassing is, “it’s fun”.
The argument is this: In Low/Medium-end content it changes the number of viable builds from 1,000 to 5,000 per role.
The problem is this: In High-end content it changes the number of viable builds from 5 to 1 per role.
Edit: The latter being an unintended consquence that was forseeable for everyone who runs high-end, but doesn't seem to have been for ZOS, despite them being explicitly told so before release to Live.
Right, it’s “fun” to kill weak monsters with a wide variety of skills. Balance doesn’t matter at all in these scenarios. The argument IMO holds no weight, the shine will wear off for these types of players who don’t strive to be endgame players. MMO’s aren’t casual by nature, they are massive time sinks and the longevity is in achievements, gear grinds, character connections, and PvP. Subclassing in its current state is bad for longevity and panders to solo RPGrs not MMO fans. ZOS needs to figure this out. ESO is an MMO and should be marketed as such. They don’t understand who their target audience is or should be.
I still believe that despite all my disdain for subclassing, hybridization is actually the root cause of most balance issues and until they fix it and deal with how healing scales, any semblance of balance will never be achievable.
Once again, an entirely wrong take.
Having more build strength in the hands of players, enables other players entry into content where their contribution would have needed to be much higher.
The goal posts on HM requirements have not moved, yet now people are doing 1.5x as much damage if they want to. That means another player in their group can do .5x the normal damage and still clear.
It’s the Oakensoul argument all over again, everyone hates that people are being included in the harder activities while those of us who SHERPA love it.
AnonomissX wrote: »You just need Xbox Essential. You can even use cloud play!