Did your ability to play and/or complete certain types of game content improve after the launch of Update 46? Not significantly. There’s no denying that subclassed builds using the most optimal skill lines now deal far more DPS than builds did pre-U46, so in that sense, yes: things die faster and content can feel a bit easier because of that. But I was already able to complete the content I wanted to before U46, so I wouldn’t say my ability to play has improved meaningfully.
General feedback about my play experience between U45 and U46: I have two fully leveled characters of every class (except for just one Sorcerer and one Arcanist), and I used to rotate between them pretty frequently. Since subclassing was introduced, though, I’ve barely touched most of my alts. Every time I look at one, I find myself thinking: “Well... I could swap in these two skill lines and increase its DPS by 20%+." But doing that means all my characters end up feeling very similar - and part of the fun, for me, was in their class identity and unique playstyles.
Apparently, I’m also too much of a min-maxer to use a more thematic or "pure" build when I know it’s significantly weaker than an optimized combo with more meta skill lines. So now I’m stuck between playing something underpowered or playing something that doesn’t feel unique anymore.
Other feedback
I do have to say that I was genuinely excited by the idea of having 1000+ unique skill line combinations and the opportunity to experiment with new, creative builds with subclassing. Unfortunately, due to how large the power gap is between the different skill lines, that excitement hasn’t translated into practice.
Therefore, I personally really hope to see some buffs to underused or underwhelming skill lines soon. Shadow, Dark Magic (even with the U47 change) and Draconic Power all feel like they’re lagging behind in terms of usefulness, for example.
For some skill lines, I also think it’d be a great idea to consolidate near-identical morphs to make room for more distinct or creative alternatives in the future. For example, quite a few players seem interested in building a Druid-style DPS character, but the game currently lacks plant-based damaging abilities. Since many of the morphs in the Green Balance line are very similar, it would be awesome if some of those could be reworked into nature-themed DPS skills instead. Not only would that open up new build options, it would also benefit “pure” Warden damage dealers - who currently have an entire class skill line that’s essentially useless for their role.
All in all, I do think subclassing has the potential to increase build diversity and enable a lot of fun, thematic builds. But in its current form - due to balance issues and rigid role-focus in some skill lines - that potential hasn’t entirely been realized yet in my opinion.
The BEST thing you can do for the game and its developers - play it as much and engage with it as often as possible and get other players to play it - the more people play it and the more undeniable it is the better for the game and its employees...
As far as has been publicly confirmed, from the daily win from the battlegrounds purple rewards box thatnyou get once per toon per day, and the drop chance is altered ifyoubwin a 4v4 vs a 8v8.
Contests are organized events with specific criteria that are open to all players to participate in if they choose, with set prizes already established. That is not the same thing as a player receiving gifts from the Devs for creating unsolicited works on their own.
I've decorated over 50 houses, but I should not receive gifts from the Devs for any of them outside of an organized housing contest.
No vengeance is a very balanced and 'fun first' environment (for a lot people) that has a very low entry barrier for every type of player to jump in. Subclassing would detract from that.
I would be a fan of a few rotating skill lines and a very limited rotating set pool per campaign to keep things fresh.
ZOS completely refactored ESO from its original vision starting with 1.6 and culminating in 2.6 also known as One Tamriel. The effort actually began a few months after launch and took over 2 years to complete, in response to player feedback.
They didn't stop there, but that's the point when the game became stable from a feature point of view and from which they have iterated since. A few months later, they added Homestead and then started the chapter model which was basically a large annual DLC focused on single player story gameplay -- in contrast the its original vision as the ultimate MMO.
Notably, they made the game much easier, removed vet levels, implemented battle levelling across the board and put a major core gamer feature, AvAvA, on the backburner for 10 years.
It could genuinely be called bending over backwards.
I've been a pretty huge ZOS critic, and one of my biggest criticisms over the years was the degree to which they have changed the game based on player feedback versus what they had originally marketed -- turning the game from one designed for the audience I am part of -- core gamer -- to one appealing to ultra-casual single player TES fans, especially those who started with Skyrim (which represents the vast majority of TES fans).
So of course not everyone feels their feedback was listened to. That's not possible. But in general, they have been incredibly responsive, making ESO largely "Play how you want."
Its about the same as other delayed burst AoE skills, not really an outlier by any means. It actually deals less than 2 Blastbones.
Deep Fissure: 2591+3600 (6191 with both hits, missable but unpurgeable, plus about 9k pen)
Haunting Curse: 2999+2999 (5998 with both hits, unmissable but purgeable, don't need to aim)
Blastbones: 3600 + two instances of disease, so closer to 4000 (shorter timer, technically missable and dodgeable due to pet weirdness, don't need to aim). Two of these would be 7200 (plus 4 instances of disease since Blastbones bypasses the AoE disease cooldown).
Tentacular Dread: 2002 with 0 crux, 3984 with 3 crux (plus an additional 11% from ink, missable, not technically delayed so harder to line up with other skills). Two fully charged would be 7968 (+11% from ink)
The 2900-4000 range is the standard for delayed AoE burst abilities per hit. Unlike Blastbones and Curse, you need to be aimed at your target and mid range or closer with Shalks.