The ones who want to experience a new class with their main would be satisfied. Be it for RP reasons or to breathe a new life into overland content without starting from scratch.
The ones who worry about homogenization, possible nerfs, or other imbalance issues would have nothing to worry about. Nothing for them would change after all.
The ones who want to experiment with different combinations of skill lines would be disappointed however. But personally I don't see why people would choose anything other than the specific most viable skills of any class. So I don't see much experimentation in the long run anyway.
Thoughts?
Warhawke_80 wrote: »I was thinking last night what they should do is get rid of classes and just offer the skills from each class in one pool....essentially that is what 99% of folks are going to do anyway...
Warhawke_80 wrote: »I was thinking last night what they should do is get rid of classes and just offer the skills from each class in one pool....essentially that is what 99% of folks are going to do anyway...
99% of meta chasers maybe, as for the proportion of the remaining players who will make much or even any use of sub-classing I'm not so sure. I wonder what proportion of the overall playerbase do scribing, for example?
The ones who want to experience a new class with their main would be satisfied. Be it for RP reasons or to breathe a new life into overland content without starting from scratch.
The ones who worry about homogenization, possible nerfs, or other imbalance issues would have nothing to worry about. Nothing for them would change after all.
The ones who want to experiment with different combinations of skill lines would be disappointed however. But personally I don't see why people would choose anything other than the specific most viable skills of any class. So I don't see much experimentation in the long run anyway.
Thoughts?
The ones who want to experience a new class with their main would be satisfied. Be it for RP reasons or to breathe a new life into overland content without starting from scratch.
The ones who worry about homogenization, possible nerfs, or other imbalance issues would have nothing to worry about. Nothing for them would change after all.
The ones who want to experiment with different combinations of skill lines would be disappointed however. But personally I don't see why people would choose anything other than the specific most viable skills of any class. So I don't see much experimentation in the long run anyway.
Thoughts?
Instead of Subclassing, wouldn't a Class Change Token be better for everyone?
I don't like the idea of class change. To me it shortcuts actually playing the game. There are many different ways to level a new character so you can get used to that character and how it will play as you level the skills.
SilverBride wrote: »Anything would be better than subclassing.
Warhawke_80 wrote: »SilverBride wrote: »Anything would be better than subclassing.
I don't understand why some folks are having a fit over this...it's not like they are forcing people to subclass
Don't like it don't use it...but no need to be the fun police for those of us who are excited about it.
Warhawke_80 wrote: »SilverBride wrote: »Anything would be better than subclassing.
I don't understand why some folks are having a fit over this...it's not like they are forcing people to subclass
Don't like it don't use it...but no need to be the fun police for those of us who are excited about it.
Vonnegut2506 wrote: »I wonder if the same couple people keep complaining over and over ZOS will fold to the non-massive pushback and just decide to scrap subclassing. I guess we will see.
Are there really people, after all the times this kind of thread has been made and the following points made, going on about "but it's so easy and fast to level a new character!"?
Consider maybe someone has a full roster and can't just make a new character. And no, deleting a character for these people is probably not an answer, if they're all characters a person regularly plays or has a specific role for (and don't automatically assume a full roster means 22 characters, as any slot after the 8th has to be paid for, and thus a full roster can be anything from 8 to 22).
Consider maybe someone doesn't want to spend the time and hassle of leveling (and potentially unlocking) various Skill Lines all over again, or deal with collecting Skyshards all over again, or deal with leveling Mounts all over again. These are things people conveniently seem to forget don't get done in just a handful of hours.
Consider a person might, for any number of reasons, not have the time OR desire to grind out 1-50 in a mindless Dolmen train or in Spell Scar or Skyreach. People might only have a limited time to play every day and might not want to spend time grinding levels. It's not fun for many people, and 40-50 is a SLOG. People who have limited play time would like to spend that time doing something they actually enjoy. Which ties back to the last point of people not wanting to spend who knows how long collecting Skyshards/Skill Points and leveling Skill Lines.
People keep saying it would let people chase meta too easily...but then y'all say leveling a character is so fast and easy, so what's the difference? If it's so easy and quick to level a new character then people who chase the meta are going to do it regardless, and apparently in just a few hours.
It'll probably never happen, whatever allows them to do Subclassing is probably entirely different coding than a Class Change token would be. But maybe, just maybe, instead of accusing people who'd want to use them of being lazy or whatever, you actually stop and consider all the OTHER things that go into a new character than just 1-50.
The ones who want to experience a new class with their main would be satisfied. Be it for RP reasons or to breathe a new life into overland content without starting from scratch.
The ones who worry about homogenization, possible nerfs, or other imbalance issues would have nothing to worry about. Nothing for them would change after all.
The ones who want to experiment with different combinations of skill lines would be disappointed however. But personally I don't see why people would choose anything other than the specific most viable skills of any class. So I don't see much experimentation in the long run anyway.
Thoughts?