sans-culottes wrote: »By now, the debates are well-rehearsed. Subclassing is either the great liberation from ESO’s rigid class silos or the final blow to its already threadbare identity system. Some cheer the possibilities. Others see only entropy.
But perhaps the more interesting question isn’t whether subclassing is good or bad. It’s whether subclassing is even the real issue.
Because what if subclassing feels like the cause but is really just the symptom?
What if this Frankenstein patchwork of skill lines and re-skinned passives is less an act of bold experimentation and more a desperate attempt to cover structural rot? What if the real problem is that ESO’s class system, long underdeveloped and out of step with its own lore, has finally collapsed under its own contradictions? What if subclassing is just the bandage?
You can see it in Necromancer, a class so dysfunctional in core design that subclassing only highlights its incoherence. Or in the recurring cycle of homogenization that began with hybridization and now intensifies as class distinctions are flattened even further. This isn’t creative freedom. It is design surrender.
Subclassing isn’t the monster. It is the panic response to a decade of deferred decisions, neglected systems, and ill-fitting mechanics. The question is no longer whether subclassing fits the game. The question is: does anything?
So was subclassing the monster, or was it just what ZOS stitched together to distract from what’s really on the slab?
Come up to the lab and see what’s on the slab.
ImmortalCX wrote: »sans-culottes wrote: »By now, the debates are well-rehearsed. Subclassing is either the great liberation from ESO’s rigid class silos or the final blow to its already threadbare identity system. Some cheer the possibilities. Others see only entropy.
But perhaps the more interesting question isn’t whether subclassing is good or bad. It’s whether subclassing is even the real issue.
Because what if subclassing feels like the cause but is really just the symptom?
What if this Frankenstein patchwork of skill lines and re-skinned passives is less an act of bold experimentation and more a desperate attempt to cover structural rot? What if the real problem is that ESO’s class system, long underdeveloped and out of step with its own lore, has finally collapsed under its own contradictions? What if subclassing is just the bandage?
You can see it in Necromancer, a class so dysfunctional in core design that subclassing only highlights its incoherence. Or in the recurring cycle of homogenization that began with hybridization and now intensifies as class distinctions are flattened even further. This isn’t creative freedom. It is design surrender.
Subclassing isn’t the monster. It is the panic response to a decade of deferred decisions, neglected systems, and ill-fitting mechanics. The question is no longer whether subclassing fits the game. The question is: does anything?
So was subclassing the monster, or was it just what ZOS stitched together to distract from what’s really on the slab?
Come up to the lab and see what’s on the slab.
Structural rot?
They can't balance the classes, so with subclassing they are leaving that up to the players.
sans-culottes wrote: »ImmortalCX wrote: »sans-culottes wrote: »By now, the debates are well-rehearsed. Subclassing is either the great liberation from ESO’s rigid class silos or the final blow to its already threadbare identity system. Some cheer the possibilities. Others see only entropy.
But perhaps the more interesting question isn’t whether subclassing is good or bad. It’s whether subclassing is even the real issue.
Because what if subclassing feels like the cause but is really just the symptom?
What if this Frankenstein patchwork of skill lines and re-skinned passives is less an act of bold experimentation and more a desperate attempt to cover structural rot? What if the real problem is that ESO’s class system, long underdeveloped and out of step with its own lore, has finally collapsed under its own contradictions? What if subclassing is just the bandage?
You can see it in Necromancer, a class so dysfunctional in core design that subclassing only highlights its incoherence. Or in the recurring cycle of homogenization that began with hybridization and now intensifies as class distinctions are flattened even further. This isn’t creative freedom. It is design surrender.
Subclassing isn’t the monster. It is the panic response to a decade of deferred decisions, neglected systems, and ill-fitting mechanics. The question is no longer whether subclassing fits the game. The question is: does anything?
So was subclassing the monster, or was it just what ZOS stitched together to distract from what’s really on the slab?
Come up to the lab and see what’s on the slab.
Structural rot?
They can't balance the classes, so with subclassing they are leaving that up to the players.
Yes. That would be the “structural rot.” When the design team throws up its hands and offloads coherence, identity, and balance onto the players, it’s a tacit admission that they can’t do it themselves.
P.S. I wanted to respond to your edit because it includes an important clarification. I should add that this is precisely what I’m referring to. Subclassing is an abdication. When a studio quietly redirects its design responsibility onto the playerbase, that’s just not innovation. It’s triage. A workaround. A white flag.
You can feel it in every system held together with legacy code and borrowed mechanics. And yes—when 90% of your staff is elsewhere and the rest are pushing out shallow seasonal content, subclassing becomes the illusion of depth.
ImmortalCX wrote: »sans-culottes wrote: »ImmortalCX wrote: »sans-culottes wrote: »By now, the debates are well-rehearsed. Subclassing is either the great liberation from ESO’s rigid class silos or the final blow to its already threadbare identity system. Some cheer the possibilities. Others see only entropy.
But perhaps the more interesting question isn’t whether subclassing is good or bad. It’s whether subclassing is even the real issue.
Because what if subclassing feels like the cause but is really just the symptom?
What if this Frankenstein patchwork of skill lines and re-skinned passives is less an act of bold experimentation and more a desperate attempt to cover structural rot? What if the real problem is that ESO’s class system, long underdeveloped and out of step with its own lore, has finally collapsed under its own contradictions? What if subclassing is just the bandage?
You can see it in Necromancer, a class so dysfunctional in core design that subclassing only highlights its incoherence. Or in the recurring cycle of homogenization that began with hybridization and now intensifies as class distinctions are flattened even further. This isn’t creative freedom. It is design surrender.
Subclassing isn’t the monster. It is the panic response to a decade of deferred decisions, neglected systems, and ill-fitting mechanics. The question is no longer whether subclassing fits the game. The question is: does anything?
So was subclassing the monster, or was it just what ZOS stitched together to distract from what’s really on the slab?
Come up to the lab and see what’s on the slab.
Structural rot?
They can't balance the classes, so with subclassing they are leaving that up to the players.
Yes. That would be the “structural rot.” When the design team throws up its hands and offloads coherence, identity, and balance onto the players, it’s a tacit admission that they can’t do it themselves.
P.S. I wanted to respond to your edit because it includes an important clarification. I should add that this is precisely what I’m referring to. Subclassing is an abdication. When a studio quietly redirects its design responsibility onto the playerbase, that’s just not innovation. It’s triage. A workaround. A white flag.
You can feel it in every system held together with legacy code and borrowed mechanics. And yes—when 90% of your staff is elsewhere and the rest are pushing out shallow seasonal content, subclassing becomes the illusion of depth.
Throws up their hands? Rot? Illusion of depth? That is some very colorful langauge.
The game is largely in maintenance mode with reduced staff. Its just them cutting costs.
My langauge is less colorful but probably more true.
There are like 15 threads about subclassing. There is no reason to open a new one and use it to answer to yourself all the time.
This is not a constructive discussion but just the same lamento you spreaded in many other threads. There is really no need for it and people are tired reading it. Players do not want to read speculations about cost cutting which are based on nothing. Just stop it. There are no facts on which your argumentation is based, you just talk to yourself.