Zenimax can absolutely make subclassing in ESO work — even thrive — but it has to be done very carefully. Here’s how they could improve and polish the new system so it enhances the game instead of derailing it:
1. Preserve Class Identity
Each class (Nightblade, Templar, etc.) has a distinct theme and playstyle. Subclassing should:
Reinforce that identity (e.g., Dragonknight subclasses still feel martial/fire-based).
Avoid making everything feel like “generic magic user #4.”
Fix: Lock subclasses to thematic options or create class-specific subclass trees instead of open-ended mix-and-match.
2. Slow, Phased Rollout
Don’t drop all subclasses at once. Instead:
Start with one subclass per class, gather feedback, and adjust.
Use PTS (Public Test Server) aggressively for tuning.
3. Strict PvP vs PvE Separation
Balance in ESO PvP is already volatile. Subclassing could break it.
Use separate scaling or modifiers in Cyrodiil, Battlegrounds, etc.
Or even disable certain subclass features in PvP, similar to how CP gets disabled in no-CP campaigns.
4. Clear Build Trade-offs
Subclassing should be about customization, not power stacking.
Make sure each subclass offers a new path, not just straight-up upgrades.
Build options should come with trade-offs: more mobility = less sustain, etc.
5. Revamp Outdated Skills and Sets
Subclassing only works well if the foundation is solid.
Update old class skills and underused sets to keep pace.
Otherwise, everyone will just subclass into the newest meta build and ignore the rest.
6. Lore Integration
ESO has a strong narrative backbone. If subclassing feels like a random MMO mechanic, players will reject it.
Tie subclassing into in-game systems (e.g., Daedric blessings, lost schools of magic, ancient martial orders).
Use quests to earn subclass powers, making it immersive.
7. Visual & Audio Polish
This stuff matters in ESO’s presentation-heavy world.
Make subclass abilities look and sound unique, but still in line with the parent class.
No reused animations — players notice.
8. Community Engagement
Let players help shape the system:
Run design contests or public feedback polls.
Feature popular subclass builds and player concepts.
Bottom Line:
Zenimax can make subclassing a huge success if they:
Respect class identity,
Keep it balanced and meaningful,
And give it depth and purpose beyond “more buttons = more DPS.”
Would you want subclasses to be like full new trees, or more like passive perks or morph-style upgrades?