ForumBully wrote: »ForumBully wrote: »Have I always wanted beam on a sorc? Yes. Have I always wanted hardened ward on just about every attempted non sorc ranged build? Yes. Have I wanted DK Shalks? Yes. Can I keep asking myself questions and then answering them? Yes I can.
Still, it's fun to come back to a game you left years back and see the same complaints about broken sets and the same worries about disrupting a "balance" that has never ever ever existed in the game ever.
Right?? Sorc with the arc beam sounds wild, but honestly, I think the key thing people are missing is that just having a strong skill doesn’t guarantee a strong build. If you throw in the beam but don’t have the right passives, synergies, or set bonuses to support it, you might just end up with a flashy dud. That’s what excites me the most about all of this, the potential for wild combos with real tradeoffs. Way more interesting than being locked into one rigid class kit.
I haven't played at all in a long long time because it was nothing but broken sets in PVP...in a weird way, broken subclass combos sound so refreshing, and I'm sure we won't know them all until we run into them.
I kind of hope this change is coming just ahead of some kind of Vengeance PvP standard campaign (which I didn't hear about til it was over) and all the class combos can be experienced outside of the usual set imbalance that has plagued PvP since the dawn of Vicious Death.
Pixiepumpkin wrote: »Imagine an RPG where there are no chefs, bards, warriors, barbarians, mages, wizards, thieves, necromancers, rangers, engineers...
naaa, not having it. Classes make these games what they are.
Tolkein wrote Lord of the Rings
Dungeons and Dragons made their pen and paper table top game with classes inspired from Tolkien.
Video game RPG's classes were inspired from Dungeons & Dragons
MMORPG's classes were inspired from probably any of the above.
Classes make these games cool.
Classes offer nonverbal communication to a party of people who have never met before. Each person knows the others persons role based on their class/spec.
The players in a classless game would have no identity. No soul. Classes do more than just offer a way to play, they help paint the picture of the landscape, the environment in which that universe rests in. They tie to lore.
I am all for expressing different ideas and things to make the game more fun, but honestly the "no class" idea is just a bad one, and I don't mean to say that in a disparaging way or as an attack on your abilty to think and reason. It would be bad because so much would be lost in the process and very little gained.
THAT being said.
If we had blank templates and built a class from scratch AND a class spec was applied to it by the game "your choices make you a warrior mage", then I might be for it.
I might be in the minority here but I miss class identity. Maybe it's cause I'm an older gamer (a lot of new games/systems have this sub class concept) but there is just something about a new class coming out and having to learn it that I enjoy.
Now to the point that they brought up during the stream about having your OG toon you made in 2014 and wanting to play it with other skills and stuff... I can see that.
My OG DK is by far my favorite toon. When I have to get on warden for group it just doesn't feel the same. So I can respect the change from this perspective.
I do have a fear of power creep and what not - especially in PVP. PVP is going to be absolutley brutal for people that don't min/man for a while until new builds and what not come out. The groups that theory craft are going to wipe the floor clean for a while.
There will still be classes…. Just now you have more freedom to make your own class instead of being locked in to a set of skill lines. It’s like how classes were in older elder scrolls games. They had a bunch of pre set classes but all those classes used a select amount of skills from a larger pool.
Kinda like how Elder Scrolls single player games have always worked.
tomofhyrule wrote: »Kinda like how Elder Scrolls single player games have always worked.
This is I think the main thing right here. "This is great because it's like how Elder Scrolls single player games have always !" Keyword: single-player
However, in single-player games, you never needed to worry about your gameplay affecting others. Who cares if you used Morrowind's busted alchemy/enchant system so you could drink 15 gallons of booze and literally oneshot God so hard that your weapon explodes in your hand? Who cares if you just don't sleep ever in Oblivion so you can walk up with 100 in almost every skill except the dump skills you labelled as your class and take out a literal Daedric Prince with an iron dagger because the world's techincally at level 1? Who cares if you can exploit the intricacies of Skyrim's mechanics to get a literally immortal projectile-vomiting Bosmer to fight everything for you? Alternatively, who cares if you take every self-nerf possible in those games because you want the challenge of going up against fire-breathing dragons with a literal wooden sword?
But in an MMO, other players do exist. Having busted builds will make things unfun to play against, or to see those busted builds get chosen over yours in cooperative content. Sure, infinite possibilities sound great as long as you don't intend to play with others, but this interplay will cause a balancing problem.
And yes, the argument can be made that "oh, but the balance is already so bad so who cares if we make it worse." Which is... really? You honestly believe that's a solution? "Oh, my house is already on fire, so it shouldn't matter if I just throw gasoline on it because it's not like that's gonna fix anything anyway, right?"
Besides, I think people are overestimating the degrees of freedom this will bring. Of course some people are going to be creative. Of course people will like to experiment. But let's face it: we're all pretending that Skyrim was this vast open-ended experience where everyone could build however they wanted and do whatever... and so many people chose "stealth archer" that it became a meme as the only way most people ended up playing. "I promise I'm not going to make a stealth archer this time! Ooops!" Why? It was OP.
If I said "hey, let's just have a quick race and you can choose your vehicle" and I offerred you a bicycle, a skateboard, a moped, a pair of high-heeled stilettos, and a formula 1 racing car, which do you think most people would pick? Sure, I could take one of the other options, but why would I?
I'm expecting that people will gravitate to one setup with various OP skills. I'm also then expecting that said skills will get the sledgehammer nerf (which will really screw the people who chose not to subclass) and we'll be at a point where we were when the U35 nerfs were announced. The population, specifically the endgame population, has never recovered from that, and it'll happen again.
So sure, "who cares about the endgamers! They're only a small percentage of the population!" But they do tend to be the most active (aka spending lots of $$$$) population, and is "we can afford to lose our whales" really a sound business strategy in the long run?
Pixiepumpkin wrote: »Imagine an RPG where there are no chefs, bards, warriors, barbarians, mages, wizards, thieves, necromancers, rangers, engineers...
Pixiepumpkin wrote: »Imagine an RPG where there are no chefs, bards, warriors, barbarians, mages, wizards, thieves, necromancers, rangers, engineers...
So... Skyrim? Oblivion? Morrowind? Like yeah those classes 'technically' exist in the latter two but that's just an early increase in skills.
Idk I just find the fantasy of trading in my lava whip for a book of eldritch horrors in one hand and a holy spear in the other more appealing than being told "You HAVE to use Dragon Abilities because of a choice you made 10 years ago+ before the miriad of changes, buffs, nerfs and gameplay redesigns that made it be unfun".
Once again, though,You're right, though, I'm sure we're going to see busted combos early on. But idk, doesn't really bother me. There are already busted combos and sets that people gravitate to. My hope is that long term, this system encourages more diversity, not less.
tomofhyrule wrote: »And yes, the argument can be made that "oh, but the balance is already so bad so who cares if we make it worse." Which is... really? You honestly believe that's a solution? "Oh, my house is already on fire, so it shouldn't matter if I just throw gasoline on it because it's not like that's gonna fix anything anyway, right?"
Izanagi.Xiiib16_ESO wrote: »I completely agree, the game is still too restrictive even with the new change.
I want to be able to completely choose exactly what my ability does, how much it costs and what buffs / debuffs it applies.
Unless I get this the game is just too restrictive to play.
Actually why stop there, I should be able to write my own gear sets too!
shadyjane62 wrote: »Is there minimum char level to subclassing
tomofhyrule wrote: »Once again, though,You're right, though, I'm sure we're going to see busted combos early on. But idk, doesn't really bother me. There are already busted combos and sets that people gravitate to. My hope is that long term, this system encourages more diversity, not less.tomofhyrule wrote: »And yes, the argument can be made that "oh, but the balance is already so bad so who cares if we make it worse." Which is... really? You honestly believe that's a solution? "Oh, my house is already on fire, so it shouldn't matter if I just throw gasoline on it because it's not like that's gonna fix anything anyway, right?"
I do have a few characters I'm totally gonna have fun with subclassing - my NB has some Daedric in him and I wanted more literal firepower, so he needs to be able to cast Flames of Oblivion. My Necro is a shadowscale so he'll get some NB stuff. My Sorc is kind of an elemental druid-y Maormer, so I could play around with the Green Balance line to give him some 'earth' themed stuff. My Arcanist is a Skaal shaman, so I'll totally give him a Warden line as soon as I figure out what Arc line to sacrifice and which Warden line to take.
What I don't want though is what did happen to Hybridization: where if you choose not to build that way (free choice, right!), that you won't end up completely underpowered from someone who did. Since Hybridization, a pure mag/pure stam build has nothing on a hybrid build because your sustain is just gone. And I can totally see that if everyone starts using the same skills (like everyone's going to be salivating over 500% execute power while wearing Deadly), that those skills will get a massive nerfhammer. Now imagine being the person who plays Templar and doesn't want to multiclass, and then they get their primary skill nerfed into Oblivion, and the only way they can get back to the level they were is by signing a pact with Hermaeus Mora.
(hmm... Templars getting mad because their class-defining skill got decimated in a huge nerf patch that caused a lot of endgamers to leave ESO? I'm sure that's never happened before)
The only way I can see subclassing working without breaking the game is to have at the very least a 50% penalty on the skills and passives. Lore wise, you're not that class. You shouldn't be able to be just as strong as someone who is naturally that class. It's the only way to open variety but keep balance in line. The skills costing 2 skill points is not enough to be considered a penalty since skill points are so easy to obtain.
ForumBully wrote: »I literally can't remember a time when there wasn't a horrible imbalance in PVP. At least one. The only time there was only one horrible imbalance was pre-Vicious Death, and that singular imbalance was that "numbers always win".
El_Borracho wrote: »I am completely with you @tomofhyrule. This is going to result in massive nerfs to sets and class skills. And it will not be simply from PVP. This isn't power creep, its power overflow.
xXCJsniperXx7 wrote: »I like subclassing especially since playing DnD, but here, it needs some polishing. Since all the years prior, everything was designed on a class basis. So just letting you mix and match makes the character feel kinda generic. In my idea, though it probably won't happen, subclassing should give you the option to "merge" the skill lines. In a sense, extend your original class by letting you convert the damage types of the subclass to your original. E.g. DK/W, Warden skills could be swapped to fire or poison. Opposite, DK skills to frost or bleed. Or, if you want keep the default skills, main idea is it gives you more creative power.
Sorcs or plars with the arc beam?
Sign me up
wolfie1.0. wrote: »Honestly, I would have preferred that subclasses be branches of existing classes rather than using skills from other classes.
Using class lines from other classes seems like a shortcut approach and it's going to likely be a mess. And disappointment as skills and passives get nuked and mashed into being the exact same for each class.
It also devalues having multiple characters.
Totally get where you're coming from and I don't think your concerns are misplaced. I’ve started looking at it less as "classes borrowing from each other" and more like shifting toward schools of magic or disciplines of combat. Like, instead of asking “why can this class use that skill,” maybe the better question is “who trained them?” In that light, it’s not that everyone becomes the same, it’s that we get to mix our training paths in new ways.
And yeah, there’s definitely risk of skill/passive homogenization, but if ZOS can balance it with meaningful tradeoffs and synergy limitations, we might end up with more diversity, not less.
The only way I can see subclassing working without breaking the game is to have at the very least a 50% penalty on the skills and passives. Lore wise, you're not that class. You shouldn't be able to be just as strong as someone who is naturally that class. It's the only way to open variety but keep balance in line. The skills costing 2 skill points is not enough to be considered a penalty since skill points are so easy to obtain.
wolfie1.0. wrote: »Sorcs or plars with the arc beam?
Sign me up
Best way to defeat beam... altitude. You can't aim the book up or down. Jesus beam can let you dowolfie1.0. wrote: »Honestly, I would have preferred that subclasses be branches of existing classes rather than using skills from other classes.
Using class lines from other classes seems like a shortcut approach and it's going to likely be a mess. And disappointment as skills and passives get nuked and mashed into being the exact same for each class.
It also devalues having multiple characters.
Totally get where you're coming from and I don't think your concerns are misplaced. I’ve started looking at it less as "classes borrowing from each other" and more like shifting toward schools of magic or disciplines of combat. Like, instead of asking “why can this class use that skill,” maybe the better question is “who trained them?” In that light, it’s not that everyone becomes the same, it’s that we get to mix our training paths in new ways.
And yeah, there’s definitely risk of skill/passive homogenization, but if ZOS can balance it with meaningful tradeoffs and synergy limitations, we might end up with more diversity, not less.
There's a lot of IFs in there. But hopefully it works out.
So in an effort of trying to remain positive, one nice thing is that there shouldn't be a Zos favored class this time around.
Also, it opens up the possibility of adding in new subclass skill lines instead of whole new classes.
I guess we will see.
But I am looking forward to an all pet build, an elemental build among others. But I guess we will see what happens.
Aggrovious wrote: »I don't think a classless system will work since the player base has been introduced to alliance bundle/race, race tokens, and 20 maximum character slots.
A classless system will make the 19 character slots almost useless. I would rather see the continuing of classes, but I love the subclass idea. Most players run dawnbreaker on their front bar so I am not sure why players complain everyone will have an arcanist beam when they use meta.
I also understand nerfing a skill will punish purist class players (not name calling but not sure what else to call it).
Hearing ZOS state that they want there to be fun as the bottom line is encouraging. Some things will be op and honestly, unleash it! If its a bad experience in pvp, either buff a skill to counter or create a counter for players to have access too. Look at Lord of the Rings Conquest. It might be unbalanced with constantly being knocked over (was rushed to complete), but its also extremely fun.
Most players play games to have fun. If subclasses provide more fun, than I am all for it. I've felt Necromancers were unfairly treated in this game, but now I have the means to makes DOT's hurt with subclass to DK (rapid rot passive was nerfed long ago). We also lost our blue boy. We now can have an actual army if we subclass warden or sorcerer. To me, this will be fun.
tomofhyrule wrote: »The only way I can see subclassing working without breaking the game is to have at the very least a 50% penalty on the skills and passives. Lore wise, you're not that class. You shouldn't be able to be just as strong as someone who is naturally that class. It's the only way to open variety but keep balance in line. The skills costing 2 skill points is not enough to be considered a penalty since skill points are so easy to obtain.
I was thinking that a percentage reduction to subclasses skills would help - that would at least force people into a choice. Do you want the versatility of being able to pull buffs or skills from other classes, or the raw power of perfecting into your own?
Even in games like D&D, it's not like you can have a pure class and a multiclassed character with the same abilities. The tradeoff the multiclassed character took was to sacrifice power at the top end to give themselves a wider range of ability. For example in BG3, a pure Paladin gets their level 3 spell slots at level 9. But if a Paladin levels to 8 and then multiclasses into Barbarian for the rest of it, they'll never have access to their top level Paladin spells.
As it is here, the skills costing double skill points is not a drawback, it's an opportunity cost. That's like saying that we can use Oakensoul ring without taking up a gear slot and without locking us to one bar, but the drawback is that we have to dig up all the leads first. Ok, so you dig up the leads and then what? Oh, you just get all the power and no drawbacks.