tomofhyrule wrote: »Renato90085 wrote: »here have mountWhile it's surely possible to agree that it feels like there's been silence from devs this PTS cycle, I also have the feeling there's been "players silence" - I'm not saying players haven't made their voice heard, but it seems to me there have been fewer inputs from players than past PTS cycles.
I think I didn't hear anything about the new Trial. The dedicated feedback page is almost empty and YouTube algorithm didn't show me any video about it (which is unusual).
I tried searching for an image of the new Event Mount and... Not a single one in the whole internet.
As I said, it feels like fewer players engaged, so maybe as a result devs didn't talk much. Maybe they got less data than they expected.
https://forums.elderscrollsonline.com/en/discussion/676340/new-trial-mount-skin-pts#latest
and my friend have some in PTS doing hard mode but not many,zos change 2(3?)time new trial in 3/4 patch, so we are waiting live patch
but they discussed more about leaving the game or not .
Thank you but I was talking about the Event Mount, the one that comes from the Event Tickets - "Julianos Law Dwarven Spider" or something along this line, can't recall the specific name, sorry...
Here it is.
Dalsinthus wrote: »While it's surely possible to agree that it feels like there's been silence from devs this PTS cycle, I also have the feeling there's been "players silence" - I'm not saying players haven't made their voice heard, but it seems to me there have been fewer inputs from players than past PTS cycles.
I think I didn't hear anything about the new Trial. The dedicated feedback page is almost empty and YouTube algorithm didn't show me any video about it (which is unusual).
I tried searching for an image of the new Event Mount and... Not a single one in the whole internet.
As I said, it feels like fewer players engaged, so maybe as a result devs didn't talk much. Maybe they got less data than they expected.
I've noticed the same. This is undoubtedly the biggest change to our characters in the history of the game, but there is relatively little buzz or conversation happening in the forums and channels that I frequent. When they changed the Bosmer stealth passive we had a 100 page thread, but here the subclassing feedback thread has like 7 or 8 pages total of feedback. I go to YouTube daily and have only seen a small number of creators posting about this (notably Skinny, Ninjapulls, 8pups). Yes there are threads like this one but it seems rather quiet for the scale of the change we're about to experience.
To me this new system seems very half baked and not ready for launch. I'm very nervous for what is coming.
I think from ZOS's point of view, it's the "wait and see" method.
What do you want them to say? "Yes, we love our new subclass system, we're making the final adjustments thanks to PTS, but we can't wait for it to be live"? That kind of message is a bit pointless.
From our perspective, it's the same, we have to wait.
For my part, I uninstalled the PTS, after the first update of the pts. I understood that despite the numerous feedback from the burning forum, their decision was made. I saw what I had to see... I'm enjoying the last moments of the game without this class anarchy, and then, well, I'll adapt. What other choice do I have?
This subclass system is just another step towards making ESO Classic one day a reality.
SwimsWithMemes wrote: »MorallyBipolar wrote: »ForumBully wrote: »If they give me Vengeance I'll spend more time in the game, otherwise...I can't see this making Cyrodiil better than it was when I decided to leave, so maybe not yet.
As a PvP main if they force vengeance mode on us I'll stop logging into the game all together. At that point ESO will be a completely different game than what I purchased in 2014 for the implicit purpose of PvP end game activities.
Same here. Vengeance was pitched to us as a test campaign, but it feels counterintuitive to ESO’s core—freedom to choose and build our characters however we want.
Edit:
About subclassing.
Subclassing is designed to be embraced. If you choose to stick with a "pure" class for personal reasons, that's just a self-imposed limit—nobody's forcing you to stay pure; it's your own mindset (just like staying pure magicka or pure stamina would be)
The ability to mix and match skill lines is a nod to players of less competitive classes, bringing them closer to the S+ tier. Many players don’t want to juggle multiple characters just to stay efficient. They’d rather invest in one character without feeling punished for a suboptimal choice or being forced to start over due to balance changes in updates.
This ties into another big plus: balance and future updates. With subclassing, we can look forward to patches with hope instead of dread. In the past, players feared their class getting nerfed or others being buffed. Now, you can simply swap skill lines and adapt. Sure, it gives meta-chasers more options, but overall, it makes balancing the game much easier.
As for communication, ZOS doesn’t have to bend to every player’s demands. They’re sharing their plans and vision, and they’re moving forward with it. We can voice our disappointment, but that doesn’t mean they’ll abandon their direction. They might make tweaks, but the core plan stays intact.
1. I think Vengeance would be not the sole campaign, if it returned permanently.
2. It's not "just" a self imposed limit.
a) the idea of it being a "limit": Why should it be suboptimal compared to subclassing? Why can't they be equally viable? It wouldn't be a limit in this case.
b) subclassing is a also a grind, for no real reason. The cynic may see it as a chance to sell skyshard packs & an artificial boost of engagement on the release of a season pass (e.g., exp grinding on existing characters), for a lack of engaging content
3. If you think this will improve a diversity of classes in content, that is (to me) an erroneous assumption. Sure, you might have 1-2 of each class in a trial, but game optimisation will mean there will be *less* choice for being closer to the S+ tier than before. If Arcanist beam build is simpler and stronger than every other build, over time, other builds will die if they don't offer uniqueness. Uniqueness is antithetical to providing every class with every option.
4.Single character preference:
a) I am not sure you have anything beyond anecdotes to offer the view that people prefer a single character. As a counter-anecdote, I enjoy having characters for different themes. My Bosmer Warden does nature stuff. My Arcanist does the Hermaeus Mora stuff (and Breton stuff). My imperial does PvP, I their homeland. For my Sorc, he was exclusively for the Daedric War storyline & then spent his retirement grinding solo content.
b) on being forced to start over on balance updates, this is exactly what will happen! When a skill line is nerfed, you will probably go and grind the next best thing. That skill line might also be best with another armor set, so you'll need to re-gear more than ever before.
5. balance and future updates: Balancing is primarily done based on an optimised/over performing basis. It is rare that underperformance is a core consideration of balancing. "Simply swap skill lines" again requires a substantial time investment to grind that line if you haven't before (although you would refund the skill points at this time, still need to level the line at the double exp requirement). It makes balancing the game easier, because there will likely only be 1 popular build (AKA a homogenisation of the game). Further, it reduces the viability of alternative builds. E.g. if a skill line is nerfed because it is strong, the S+ build goes and takes the next best skill line. Every non-S+ build relying on that skill line will generally, be far worse off. It will suck.
6. Communication: we don't want to control ZOS, we want to understand the reasoning behind their choices and importantly, people want to know that their concerns are valid and being taken on board. Players spend much more time on the game than developers, both on the hardcore level and as an overall group. Players may be bad at recognizing solutions, but they are excellent at identifying problems. We really don't know what any core plan is beyond the superficial, let alone have received communication about the why.
the silver lining here is that zos doesn't have to balance classes anymore, just skill lines and specific skills which are outliers which is a better process. It also gives players adaptability if you don't like certain changes or just want to try something new.
while change can be hard, sometimes its for the best and i think this is one of those cases. If they truely want new blood, they will have to make more substantial changes than this.
If subclassing is pushed through without sufficient testing and without visible developer dialogue, it could erode community confidence—not just in this system, but in ZOS's commitment to collaboration with its players.
Please consider expanding testing to broader systems like you did with Cyrodiil and increasing developer presence in discussions before finalizing such a transformative update.
the silver lining here is that zos doesn't have to balance classes anymore, just skill lines and specific skills which are outliers which is a better process. It also gives players adaptability if you don't like certain changes or just want to try something new.
while change can be hard, sometimes its for the best and i think this is one of those cases. If they truely want new blood, they will have to make more substantial changes than this.
ZOS wrote:We have teams that reading your feedback and implementing what they can during the PTS cycle. Doing all of that is a tight turn around and then getting those all prepped for patch notes is a lot. It's why we try to provide what we can in the dev commentary. Having said all of that, we understand that you want more conversations. It is a process we are working through (and have started with the PvP Q&As) to make sure we can hit an appropriate balance, but we are talking about this and working on ways to support it. So we are looking at what other teams are doing and seeing how they can work for us and ultimately work for you.
.we are talking about this and working on ways to support it
And yet, I can totally imagine that when they post an article about Subclassing after release, it ignores all of those major questions players have, and instead ends up being something that just talks about how wonderful it is to play a zookeeper (ignoring the fact that that ends up unplayable in PvP due to pet/corpse limits) or an elemental mage, and essentially implies that players who prefer playing the pure Class are wrong, in a way. And then in U47 or U48, we'll see NBs get hit with a massive nerfhammer (that really only affects PvE but somehow buffs PvP) among other nerfs that make it even harder to "play the way you want" if the way you want to play is a pure Class.Joy_Division wrote: »
- It is clear to me those who opt for a single class will be left in the proverbial dust. What's ZOS going to do about this?
- It seems apparent that the "meta" will crystalize around a few skill lines that offer a ton (a big factor is that some of the better passives in the game were specifically designed around a class which had a lot of meh passives elsewhere). What will ZOS do to ensure we have a good diversity of viable end-game builds?
- IF ZOS stays true to their balance philosophy over the past decade, they will address issue #2 by swinging a giant nerf bat at these class lines, which will further screw over people just staying with one class. How are they going to resist the temptation to do this?
xylena_lazarow wrote: »I've been living on the PTS the past month. Subclassing doesn't break PvP, the opportunity cost of giving up your utility tree is much higher than in PvE. A small handful of busted skills and sets break PvP, same as always. Nobody will care about subclassing when all they remember after logging is how much they hate Rushing Agony and double spec bows.Joy_Division wrote: »I no longer play everyday or use the PTS much
Can't break what's already broken, just more of the same Rushing Agony and immortal defense stacking.moderatelyfatman wrote: »It may not break 1v1 or small groups but what about ball groups?
My concern is that subclassing will kill that off with everyone using the same 3 skill lines
xylena_lazarow wrote: »Can't break what's already broken, just more of the same Rushing Agony and immortal defense stacking.moderatelyfatman wrote: »It may not break 1v1 or small groups but what about ball groups?
My concern is that subclassing will kill that off with everyone using the same 3 skill lines
Ball groups aside, build diversity in open world should be good. Pressure and burst both work, there's no one build to rule them all (though the new chase mythic looks like another Oakensoul or Malacath one ring to rule them all). I helped some gankers test, the best one still left a short window to respond, which seemed surprisingly balanced.
I haven't seen subclassing do anything more toxic than existing toxic strats like Rushing Agony. The worst thing they changed or added is the double spectral bow, which has nothing to do with subclassing.
Two of the top PTS duelers were winning on a pure Templar (Blood for Blood not Jabs which sadly still sucks), and a pure MageBlade with Soulceaver set. The opportunity cost of dropping your utility tree for a 2nd offensive tree is much higher than people are thinking, the resulting resource economy can be very hard to design properly.cuddles_with_wroble wrote: »In my experience on the pts, damage is up by around 40 - 50% on most builds with 2 offensive skill lines.
There is more access to unblockable and undodgable cc across the board, which leads to more 1 shot combos strings.
The skill lines are not even close to balanced, the difference between you playing base classes or a non meta setup and trying to fight a meta build is gonna feel like dueling with no cp in.
xylena_lazarow wrote: »Two of the top PTS duelers were winning on a pure Templar (Blood for Blood not Jabs which sadly still sucks), and a pure MageBlade with Soulceaver set. The opportunity cost of dropping your utility tree for a 2nd offensive tree is much higher than people are thinking, the resulting resource economy can be very hard to design properly.cuddles_with_wroble wrote: »In my experience on the pts, damage is up by around 40 - 50% on most builds with 2 offensive skill lines.
There is more access to unblockable and undodgable cc across the board, which leads to more 1 shot combos strings.
The skill lines are not even close to balanced, the difference between you playing base classes or a non meta setup and trying to fight a meta build is gonna feel like dueling with no cp in.
The highest damage gank combo used melee and Crystal Weapon, which briefly reveals the ganker (too risky for melee), however at 6 seconds I can see this making for some really obnoxious ranged builds, even if they don't strictly one or two shot. The hardest gank to counter was a melee gank based on Flame Blossom, a burst proc, not subclassing.
I'm not sure where you're getting the 50% damage increase. Individual defense is up also. My open world pressure build is still doing the same 4-5k dps to other tanky open world builds that it was on live, and it's still enough to kill most opponents. Comp groups already have everything they could ever want on live, so they comparatively don't gain much.
The blame lies on poorly designed proc sets and one poorly designed NB tree, not subclassing itself. The meta burstplar variants aren't easy to pilot. A lot of players are in for a rude awakening when they pick up the new "op" subclass build and can't figure out how to land Shalks+Bow together against a live target, and end up melting to dots from a Storm Calling build because they're wasting too much mag purging and aren't paying attention to where their circles are.
the silver lining here is that zos doesn't have to balance classes anymore, just skill lines and specific skills which are outliers which is a better process. It also gives players adaptability if you don't like certain changes or just want to try something new.
while change can be hard, sometimes its for the best and i think this is one of those cases. If they truely want new blood, they will have to make more substantial changes than this.
This system is drastically more complex to balance, because of the increased number of interactions between skills and passives. Suggesting that they're more likely to do a good job balancing this system when they couldn't or wouldn't balance the current system has no merit whatsoever.
the silver lining here is that zos doesn't have to balance classes anymore, just skill lines and specific skills which are outliers which is a better process. It also gives players adaptability if you don't like certain changes or just want to try something new.
while change can be hard, sometimes its for the best and i think this is one of those cases. If they truely want new blood, they will have to make more substantial changes than this.
This system is drastically more complex to balance, because of the increased number of interactions between skills and passives. Suggesting that they're more likely to do a good job balancing this system when they couldn't or wouldn't balance the current system has no merit whatsoever.
Describe what balance means to you, because I think we have different view on that topic when it goes to PvP.
In that case we would have to drastically buff the other 6 primary damage trees. We're seeing spectral bows hit literally twice as hard as charged whips or crystal frags, it's insane. Surprise Attack blows away every other melee spammable (again), Incap and Killers Blade are good at what they do, then the passives start to get nuts again. In particular they give absurd amounts of crit chance compared to any other source of crit chance in the game, or compared to how much any other class passive contributes to a single stat like that. It's like if they suddenly added 600 weapon damage to Ardent Flame.cuddles_with_wroble wrote: »I don’t agree the nb skill tree is an issue tbh, I think it’s the gold standard
xylena_lazarow wrote: »In that case we would have to drastically buff the other 6 primary damage trees. We're seeing spectral bows hit literally twice as hard as charged whips or crystal frags, it's insane. Surprise Attack blows away every other melee spammable (again), Incap and Killers Blade are good at what they do, then the passives start to get nuts again. In particular they give absurd amounts of crit chance compared to any other source of crit chance in the game, or compared to how much any other class passive contributes to a single stat like that. It's like if they suddenly added 600 weapon damage to Ardent Flame.cuddles_with_wroble wrote: »I don’t agree the nb skill tree is an issue tbh, I think it’s the gold standard
ItsNotLiving wrote: »the silver lining here is that zos doesn't have to balance classes anymore, just skill lines and specific skills which are outliers which is a better process. It also gives players adaptability if you don't like certain changes or just want to try something new.
while change can be hard, sometimes its for the best and i think this is one of those cases. If they truely want new blood, they will have to make more substantial changes than this.
This system is drastically more complex to balance, because of the increased number of interactions between skills and passives. Suggesting that they're more likely to do a good job balancing this system when they couldn't or wouldn't balance the current system has no merit whatsoever.
Describe what balance means to you, because I think we have different view on that topic when it goes to PvP.
Can’t speak on him but I simply want each class to feel unique and engaging to play and feel strong in certain areas while not as strong in other areas.
Urzigurumash wrote: »ItsNotLiving wrote: »the silver lining here is that zos doesn't have to balance classes anymore, just skill lines and specific skills which are outliers which is a better process. It also gives players adaptability if you don't like certain changes or just want to try something new.
while change can be hard, sometimes its for the best and i think this is one of those cases. If they truely want new blood, they will have to make more substantial changes than this.
This system is drastically more complex to balance, because of the increased number of interactions between skills and passives. Suggesting that they're more likely to do a good job balancing this system when they couldn't or wouldn't balance the current system has no merit whatsoever.
Describe what balance means to you, because I think we have different view on that topic when it goes to PvP.
Can’t speak on him but I simply want each class to feel unique and engaging to play and feel strong in certain areas while not as strong in other areas.
Hybridization almost cut the number of effective classes in half in PvP.
Does this reduce it further or expand it?
ItsNotLiving wrote: »the silver lining here is that zos doesn't have to balance classes anymore, just skill lines and specific skills which are outliers which is a better process. It also gives players adaptability if you don't like certain changes or just want to try something new.
while change can be hard, sometimes its for the best and i think this is one of those cases. If they truely want new blood, they will have to make more substantial changes than this.
This system is drastically more complex to balance, because of the increased number of interactions between skills and passives. Suggesting that they're more likely to do a good job balancing this system when they couldn't or wouldn't balance the current system has no merit whatsoever.
Describe what balance means to you, because I think we have different view on that topic when it goes to PvP.
Can’t speak on him but I simply want each class to feel unique and engaging to play and feel strong in certain areas while not as strong in other areas.