spaceghost8 wrote: »Subclassing doesn’t feel like it’s adding something, it feels like it’s taking away.
My suggestion would have been to let classes keep all their skill lines and just be able to add 1 skill line from other classes and lock it at 4 skill lines. If you wanted to use 2 skill lines from other classes then you would have to take away 1 of your class skill line.
Don’t get me wrong I love the idea but I would like to keep all of my Templar skill lines and maybe add storm calling giving my character the Aurorans feeling from Depths of Malatar. This way my Templar would still feel like a Templar with all the golden skills but with more.
Otherwise there is going to be a lot of unused dd skills since the passives on those skill lines are subpar or downright just bad for example ritual of retribution (restoring light), burning talons (Draconic power) etc
Zyaneth_Bal wrote: »I always believed that eso shouldn’t have had classes. But if it didn’t then it should have been so from the very start, not to mention it would look very different from what subclassing is. Suddenly removing classes that the game has been designed and built around for 11 years is sure to spell disaster.
No classes are being removed in fact way subclassing is designed thousands of classes have just been added in a roundabout way. ESO is 11 yrs on from beginning and it’s a far cry from where it was at launch and in another ten yrs it will be a far cry from where it is now.
Reading people stating how this is going to kill pure classes it’s not yes pure classes are not gonna be as strong but it’s not becuz of nerfing classes it is becuz mix matching skill lines is allowing players to pick skill lines tht boost the power and effectiveness of their chosen role. Class identity is also not effected becuz u can choose to take/change one or 2 skill lines for skill lines tht can boost your class further. Class identity isnt the skill lines its the playstyle each class has for example dk is considered to be the de facto dot class now u can pick skill lines that take that identity and make it stronger.
As classes are without subclassing you have 3 skill lines with passives in all three tht subscribe to a role archetype damage dealer tank or healer why subclassing surpasses pure classing is you sacrifice up to 2 skill lines for others meaning tank gives up healing and damage lines for lines with passives and skills directed towards tanking. Same with the other archetypes thus staying on a pure classing is obviously gonna have the drawback of not being as strong at any one of the archetypes. Even if you take subclassing and give it say 50% effectiveness to native skill lines subclassing will still out perform pure classing as your still giving up skill lines that don’t align with your chosen archetype.
To address the op title of this forum post subclassing is adding options many options and substantial build diversity.
I disagree, you should have to give up something to get something. I think they are on the right track with what they are doing, which isnt really multiclassing or subclassing but rather make your own classing.
spaceghost8 wrote: »I disagree, you should have to give up something to get something. I think they are on the right track with what they are doing, which isnt really multiclassing or subclassing but rather make your own classing.
I don't follow, there is an opportunity cost. We don't have unlimited slots, I'm already giving up something by not choosing a different skill line or skills
necro_the_crafter wrote: »No classes are being removed in fact way subclassing is designed thousands of classes have just been added in a roundabout way. ESO is 11 yrs on from beginning and it’s a far cry from where it was at launch and in another ten yrs it will be a far cry from where it is now.
Reading people stating how this is going to kill pure classes it’s not yes pure classes are not gonna be as strong but it’s not becuz of nerfing classes it is becuz mix matching skill lines is allowing players to pick skill lines tht boost the power and effectiveness of their chosen role. Class identity is also not effected becuz u can choose to take/change one or 2 skill lines for skill lines tht can boost your class further. Class identity isnt the skill lines its the playstyle each class has for example dk is considered to be the de facto dot class now u can pick skill lines that take that identity and make it stronger.
As classes are without subclassing you have 3 skill lines with passives in all three tht subscribe to a role archetype damage dealer tank or healer why subclassing surpasses pure classing is you sacrifice up to 2 skill lines for others meaning tank gives up healing and damage lines for lines with passives and skills directed towards tanking. Same with the other archetypes thus staying on a pure classing is obviously gonna have the drawback of not being as strong at any one of the archetypes. Even if you take subclassing and give it say 50% effectiveness to native skill lines subclassing will still out perform pure classing as your still giving up skill lines that don’t align with your chosen archetype.
To address the op title of this forum post subclassing is adding options many options and substantial build diversity.
Even if you try to build something coherent by combining different class lines, you still end up with a frankenstain that shoots rainbows.
Without proper tools to customise visuals, damage types, and resourse costs we will end up with basicly randomise button on class selection menu.
Sorry to seem passive aggressive but it blows my mind tht it appears to me as much as I hear people saying the devs are out of touch with the game the players are so much more so out of touch with the game if people really think pure classes with passives tht are a combination of dps healing and tanking is or should be as strong as choosing 3 skill lines that are all directed towards either dps healing or tanking.
tomofhyrule wrote: »Sorry to seem passive aggressive but it blows my mind tht it appears to me as much as I hear people saying the devs are out of touch with the game the players are so much more so out of touch with the game if people really think pure classes with passives tht are a combination of dps healing and tanking is or should be as strong as choosing 3 skill lines that are all directed towards either dps healing or tanking.
The thing is that people already can hyperfocus into a role. You only have 5+1 skills per bar, so it's not like a DPS right now will slot in all of their tank skills in the first place. They already will focus on one role.
But every time someone says "but you should be hyperfocused into damage if you drop all of your tanking and healing lines!", it always comes to a few basic facts:
- What are the set "tank," "heal," and "dps" lines for the basegame classes?
- What about the overlaps even in the DLC classes (like how people are trying their hardest to make Warden's tank line into a dps line)?
- Doesn't that also imply that a pureclass should be superior to a Subclass in areas where one solo character needs to do all three roles simultaneously, like vMA or PvP?
The fact that there is no area where it's beneficial to be pure class over Subclassed means the balance is off. In an RPG, everything should be a choice, not that one option should be 50% better than other options.
Those tools are slowly being introduced in game with ability to change skill appearances and scribing does allow custome damage typing. There is an alarming trend which actually led to my eso hiatus only logging in for dailies and that is that players of late essentially want things spoon fed to them and to have their cake and eat it to.
So let’s go ahead buff pure classes passives and skills to make them on par with subclassing wait oops due to the buffs to pure classes the class combo xyz now does 200k dps. Oh now lets make sub classes passives half as strong as native lines what no how is subclass still so far ahead of pure classes?
Sorry to seem passive aggressive but it blows my mind tht it appears to me as much as I hear people saying the devs are out of touch with the game the players are so much more so out of touch with the game if people really think pure classes with passives tht are a combination of dps healing and tanking is or should be as strong as choosing 3 skill lines that are all directed towards either dps healing or tanking.
its adding alot,
we can now make our own classes, and many builds never before even fathomed.
but most important ...
it's adding Customers.
I'm going to need a MASSIVE source for this claim here, buddy.
spaceghost8 wrote: »Subclassing doesn’t feel like it’s adding something, it feels like it’s taking away.
My suggestion would have been to let classes keep all their skill lines and just be able to add 1 skill line from other classes and lock it at 4 skill lines. If you wanted to use 2 skill lines from other classes then you would have to take away 1 of your class skill line.
Don’t get me wrong I love the idea but I would like to keep all of my Templar skill lines and maybe add storm calling giving my character the Aurorans feeling from Depths of Malatar. This way my Templar would still feel like a Templar with all the golden skills but with more.
Otherwise there is going to be a lot of unused dd skills since the passives on those skill lines are subpar or downright just bad for example ritual of retribution (restoring light), burning talons (Draconic power) etc
spaceghost8 wrote: »Subclassing doesn’t feel like it’s adding something, it feels like it’s taking away.
My suggestion would have been to let classes keep all their skill lines and just be able to add 1 skill line from other classes and lock it at 4 skill lines. If you wanted to use 2 skill lines from other classes then you would have to take away 1 of your class skill line.
Don’t get me wrong I love the idea but I would like to keep all of my Templar skill lines and maybe add storm calling giving my character the Aurorans feeling from Depths of Malatar. This way my Templar would still feel like a Templar with all the golden skills but with more.
Otherwise there is going to be a lot of unused dd skills since the passives on those skill lines are subpar or downright just bad for example ritual of retribution (restoring light), burning talons (Draconic power) etc
This. I feel like this is THE solution to the divisiveness. I’m very much against subclassing, to the point where I’m going to unsub and rarely play as I hate what it is going to do for this game. This simple yet effective idea for implementation would probably change my mind. It’s a split down the middle. Pure classes get love and are more important this way, and you lose nothing for the current implementation of subclassing, with the option to trade that 3rd pure class line for a 2nd subclass line. 4 class lines would be the fix to keep me playing.
Subclassing is just a way to introduce a new "feature" with minimal development time.
I'm going to need a MASSIVE source for this claim here, buddy.
I know "I" personally have returned to the game strictly because of subclassing; without subclassing, I wouldn't be here. I see a LOT of excitement around the forums about it as well... but of course, a lot of people suffer from confirmation bias, and only want to believe what they accept as true. I have also seen, having started a new character, a TON of new players running around... and not just starter zones, but also a ton of players running the scribing main quest. I was actually shocked how many players I actually saw.
People forget that ZOS has working towards making ESO 'Skyrim with Friends' ever since they introduced One Tamriel. The game is focused on those players... so those expecting ZOS to focus on endgame or PvP and neglect their primary customers... doesn't understand how a business works. They have years of data to show what people are playing, which ones of those are leaving, and which ones tend to return- such as when new classes are added. IMO, subclassing is so much better than a new class because it's basically allowing us to create our OWN classes now- like Skyrim.
I'm sure the bean counters have factored in which group of players would be most negatively impacted and have evaluated what the loss would be if a percentage of those players left. They saw it in U35, and they've also seen it with previous updates in the past... but they also know which players stuck around, which players spend the most in the stores, and through all that data, have an idea of which group of players to focus on retaining and bringing back.