YandereGirlfriend wrote: »I appreciate the thoughtful post. And agree that subclassing can use some better balancing. Particularly for the underachieving skill lines.
However, let's not pretend that this is a novel situation. Instead of specific skill lines, we currently have this with classes instead. Compare the ratio of open-world Nightblades and Sorcs to Arcanists and Necromancers, for example. The ratios are astronomical because the differences in class kit, and specifically to the PvP attributes that you cite, were already extreme.
So yes. War, war never changes. (Well that and Nightblade somehow getting buffed every patch.)
Or ZOS could just do nothing... with subclassing everyone now has access to the same 'overpowered'/powerful skilllines. Which makes nerfing or changing anything from those skilllines pointless, as everyone will flock to the next best skillline if one is nerfed.
Subclassing removes the entire point of ever having to nerf anything ever again. ZOS could release new extremely powerfull class skilllines(or classes), and it won't change anything. As everyone can use those skilllines! Keeping the power in check between any player vs player interaction.
Even if something is nerfed that is perceived as overpowered by pvp players, these pvp players will flock to the next best 'overpowered' thing and ask for it to be nerfed. It is a neverending cycle. A cycle which has already messed up many skills/gearsets/mythics/etc, a cycle that has removed many fun things from the game already.
YandereGirlfriend wrote: »I appreciate the thoughtful post. And agree that subclassing can use some better balancing. Particularly for the underachieving skill lines.
However, let's not pretend that this is a novel situation. Instead of specific skill lines, we currently have this with classes instead. Compare the ratio of open-world Nightblades and Sorcs to Arcanists and Necromancers, for example. The ratios are astronomical because the differences in class kit, and specifically to the PvP attributes that you cite, were already extreme.
So yes. War, war never changes. (Well that and Nightblade somehow getting buffed every patch.)
James-Wayne wrote: »You don't have to subclass, it's option but if you feel for PvP it's not viable then just don't subclass. Simple.
James-Wayne wrote: »You don't have to subclass, it's option but if you feel for PvP it's not viable then just don't subclass. Simple.
Personally I think Shadow is a better option for Major resolve as you can also gain Major Savagery, Major Evasion, Minor Resolve, Major Resolve, Increased recoveries by 15% and max health. On top of all this you gain a guaranteed Critical strike and an escape mechasim.
YandereGirlfriend wrote: »I appreciate the thoughtful post. And agree that subclassing can use some better balancing. Particularly for the underachieving skill lines.
However, let's not pretend that this is a novel situation. Instead of specific skill lines, we currently have this with classes instead. Compare the ratio of open-world Nightblades and Sorcs to Arcanists and Necromancers, for example. The ratios are astronomical because the differences in class kit, and specifically to the PvP attributes that you cite, were already extreme.
So yes. War, war never changes. (Well that and Nightblade somehow getting buffed every patch.)
Not true at all. Classes always worked rock, paper, scissors even if it was really barebones and balance was all over the place.
Each of the classes had its own strengths. If you wanted these strengths you needed to play the whole class and accept its weaknesses.
Only by playing around the class weak spots and strategically making the most use of the strong aspects you could hope to be good in PvP.
The balance changed many times over the years from bad to worse from worse to meh. However at the peak of eso PvP all classes were more or less competitive at least in some aspect, at least in one type (Magicka or stamina).
All these had their meta builds that maximised strengths and tried to minimise weaknesses.
This was very nice but we had no idea how good we had and that suddenly someone will want to make this very core of all mmo class systems disappear…
Or ZOS could just do nothing... with subclassing everyone now has access to the same 'overpowered'/powerful skilllines. Which makes nerfing or changing anything from those skilllines pointless, as everyone will flock to the next best skillline if one is nerfed.
Subclassing removes the entire point of ever having to nerf anything ever again. ZOS could release new extremely powerfull class skilllines(or classes), and it won't change anything. As everyone can use those skilllines! Keeping the power in check between any player vs player interaction.
Even if something is nerfed that is perceived as overpowered by pvp players, these pvp players will flock to the next best 'overpowered' thing and ask for it to be nerfed. It is a neverending cycle. A cycle which has already messed up many skills/gearsets/mythics/etc, a cycle that has removed many fun things from the game already.
Or ZOS could just do nothing... with subclassing everyone now has access to the same 'overpowered'/powerful skilllines. Which makes nerfing or changing anything from those skilllines pointless, as everyone will flock to the next best skillline if one is nerfed.
Subclassing removes the entire point of ever having to nerf anything ever again. ZOS could release new extremely powerfull class skilllines(or classes), and it won't change anything. As everyone can use those skilllines! Keeping the power in check between any player vs player interaction.
Even if something is nerfed that is perceived as overpowered by pvp players, these pvp players will flock to the next best 'overpowered' thing and ask for it to be nerfed. It is a neverending cycle. A cycle which has already messed up many skills/gearsets/mythics/etc, a cycle that has removed many fun things from the game already.
At this point I just assume that ZOS isn't considering PvP balance issues with regards to Subclassing because they plan on eventually implementing ''Vengeance style'' rules to Cyro/IC/BGs.
The_Meathead wrote: »It's not what I want, but I definitely feel like we're being herded to Vengeance and that they're gonna put very little if any effort anywhere else for PvP balance.
Or ZOS could just do nothing... with subclassing everyone now has access to the same 'overpowered'/powerful skilllines. Which makes nerfing or changing anything from those skilllines pointless, as everyone will flock to the next best skillline if one is nerfed.
Subclassing removes the entire point of ever having to nerf anything ever again. ZOS could release new extremely powerfull class skilllines(or classes), and it won't change anything. As everyone can use those skilllines! Keeping the power in check between any player vs player interaction.
Even if something is nerfed that is perceived as overpowered by pvp players, these pvp players will flock to the next best 'overpowered' thing and ask for it to be nerfed. It is a neverending cycle. A cycle which has already messed up many skills/gearsets/mythics/etc, a cycle that has removed many fun things from the game already.
Or ZOS could just do nothing... with subclassing everyone now has access to the same 'overpowered'/powerful skilllines. Which makes nerfing or changing anything from those skilllines pointless, as everyone will flock to the next best skillline if one is nerfed.
Subclassing removes the entire point of ever having to nerf anything ever again. ZOS could release new extremely powerfull class skilllines(or classes), and it won't change anything. As everyone can use those skilllines! Keeping the power in check between any player vs player interaction.
Even if something is nerfed that is perceived as overpowered by pvp players, these pvp players will flock to the next best 'overpowered' thing and ask for it to be nerfed. It is a neverending cycle. A cycle which has already messed up many skills/gearsets/mythics/etc, a cycle that has removed many fun things from the game already.
Yea I mean you're basically just describing how this system will lead to homogenization and that's part of the problem. Before someone might ask "What's the DK meta?" or "What's the Templar meta?", now it's just "What's the meta?". Things will get way more stale and boring when everyone is using the same skill lines. At least in the current system you have people who make a particular class work even if it's not great.
I made a post in the past about how subclassing would homogenize the game, but I never got super into specifics so I figured I would do that here. In it's current state, subclassing is one of the most destructive ideas for PvP that I've ever seen in the decade that I've played. It's hard to even think of a way to make it work, but I think that pointing out why it's a rigid system could lead to some insights on how to improve it.
First, if you abstract almost any good PvP build, you see some common things. These are:
- Burst/Delayed Burst
- Multiple sources of healing
- Major Brutality/Sorcery
- Major Resolve
- Mobility/Snare Removal
- Major Breach and Minor Breach (usually, but not always)
- A spammable
- Sustain Buffs/ Skills
So with this in mind, there's an immediate problem: some skill lines provide 3 or more of these common PvP build elements. In some cases, multiple of these elements can be found in a single skill. Because of this, certain skill lines pull way ahead of others without any drawbacks, and they will quickly become the norm for almost any build. I've seen people say that subclassing will make the game come alive again because it provides hundreds of unique combinations, but these PvP build elements actually make the skill line pool very small.
Major Brutality
So first let's look at Major Brutality since pretty much any damage dealing build will need this. Outside of class skill lines there's a few options for Major Brutality such as Rattlecage, Entropy, certain weapon skills like flying blade, scribed skills, and potions. Most of these have some pretty serious drawbacks. For example, major brutality/sorcery potions only restore either mag or stam which is a pretty tough thing to deal with in the hybrid era. Giving up an entire 5 piece set for something like Rattlecage just isn't worth it. Skills like Entropy and Flying Blade require a target and there's just not great skills anyway. So this usually leaves class skills as a source of Major Brutality.
The class skill lines with Major Brutality/Sorcery are: Animal Companions, Earthen Heart, Storm Calling, Herald of the Tome, Aedric Spear, Grave Lord, and Siphoning. In terms of PvP, these are not equal in the slightest. Now I won't break every single one down, but there's one option here that stands above the rest in a massive way, and that's Animal Companions.
Animal Companions provides Shalks which fulfills the delayed burst requirement as well as major and minor breach. It provides the Netch, which is a purify, it's free, it requires no target, and it restores resources. Those 4 things put the Netch way above other sources of Major Brutality. Then Animal Companions also has Falcon's Swiftness, which is not a bad idea at all for a mobility skill since it also provides some offensive buffs. Lastly, the passives of Animal Companions aren't exactly the best, but they're pretty good when paired with all of the other things you get. So this one skill line provides 5 of those PvP build elements: Delayed Burst, Brutality, Breach, Sustain Buffs, and Mobility/Snare removal.
There are some other skill lines that wouldn't be terrible choices. For example, Storm Calling gives mobility through Streak, Brutality/Healing through Surge, and Major Resolve through Hurricane. However, I don't think it's good enough competition for Animal Companions in this department.
Major Resolve
Major Resolve is another important PvP buff. You can get this buff through Chudan which might give some room for skill line flexibility, but that's a pretty significant opportunity cost since there's other great monster sets. Once again, this leads us to class skill lines. For Major Resolve we have: Restoring Light, Stormcalling, Winter's Embrace, Soldier of Apocrypha, Bone Tyrant, Draconic Power, and Shadow. Once again there's a standout skill line, and that's Restoring Light.
Restoring Light gives access to Rune Focus which is major resolve, a heal, and a strong resource restore all in one skill. Then there's also the purify which is not only extremely useful in PvP for you and your allies, but it's a pretty good HoT too. So Restoring Light gives access to: 2 multifunction heal over times, a resource restore, and Major Resolve which checks 3 of the important PvP build elements, and the purify is a very good bonus. That's not even mentioning the passives in Restoring Light which put it above some other healing skill lines.
Once again, there's a little bit of competition here. Shadow gives access to Dark Cloak and Refreshing Path as well as Major Resolve, it's not a horrible option for both healing and Major Resolve. Storm Calling as I mentioned earlier isn't horrible, but definitely not the strongest competitor here. The rest don't do quite enough.
Spammable/Burst
Spammables and burst are very important for any damage dealing builds in PvP. Animal Companions, which I mentioned earlier, provides Shalks which is a great burst skill. Then there's Assassination. It's pretty much not worth mentioning any Spammable/Burst skill line other than Assassination. I don't know how it's going live, but it's an insane skill line in its current state. The Spectral Bow, Surprise Attack/Concealed, Incap, and the passives put it so far beyond most other choices. It's a tough skill line to pass up for the sake of being creative, and you'll probably be pretty disadvantaged.
The Tempdenblade
I mentioned 3 standout skill lines: Animal Companions, Restoring Light, and Assassination. These 3 skill lines work extremely well together and provide everything a PvP build would need in a reasonable amount of skills. So a build can fit 10 skills and 2 ultimates. Let's look at a possible skill bar layout:
Bar 1: Surprise Attack, Vigor, Shalk, Camo Hunter/Flex, Merciless Resolve, Ult: Incap
Bar 2: Race against time/Falcon swiftness, burst heal (probably healing soul), Purify/Ritual, Rune, Netch, Ult: Possibly Temporal Guard
This is a very strong option because it checks all of the boxes very well. You can also shuffle these skills to different bars to make it even better. There's lots of healing, the Shalk Merciless Resolve combo is insane burst, it has the mobility and needed buffs, both Rune and Netch are great resource restores, and the passives synergize very well with each other. The fact that this is possible is not only ridiculous, but it's significantly better than most other options that can be made with this system.
Other Options
You can throw in some other decent skill lines that I didn't mention like Aedric Spear or Green Balance, but you'll have to compromise and you'll probably lack something when compared to other builds. As you can see though, the number of viable skill lines is small and the ways that these skill lines can be combined limit things further.
Summary/Conclusion
Subclassing is not the diverse and freeing system that it appears to be on first glance due to how PvP builds are constructed. The number of viable skill lines and combinations of those skill lines is actually very small. There's also options that are both extremely broken and far better than any other combination. So from this it would appear to be that a possible solution to avoid the homogenization that this system would cause, is to give more skill lines a variety of utility and buff skills. However, it's a big mess and there's no great way to balance this all while keeping skill lines unique. At this point though, the homogenization is going to happen without question and I think that this will destroy a large portion of the very very small PvP community that is left.
LittlePinkDot wrote: »I made a post in the past about how subclassing would homogenize the game, but I never got super into specifics so I figured I would do that here. In it's current state, subclassing is one of the most destructive ideas for PvP that I've ever seen in the decade that I've played. It's hard to even think of a way to make it work, but I think that pointing out why it's a rigid system could lead to some insights on how to improve it.
First, if you abstract almost any good PvP build, you see some common things. These are:
- Burst/Delayed Burst
- Multiple sources of healing
- Major Brutality/Sorcery
- Major Resolve
- Mobility/Snare Removal
- Major Breach and Minor Breach (usually, but not always)
- A spammable
- Sustain Buffs/ Skills
So with this in mind, there's an immediate problem: some skill lines provide 3 or more of these common PvP build elements. In some cases, multiple of these elements can be found in a single skill. Because of this, certain skill lines pull way ahead of others without any drawbacks, and they will quickly become the norm for almost any build. I've seen people say that subclassing will make the game come alive again because it provides hundreds of unique combinations, but these PvP build elements actually make the skill line pool very small.
Major Brutality
So first let's look at Major Brutality since pretty much any damage dealing build will need this. Outside of class skill lines there's a few options for Major Brutality such as Rattlecage, Entropy, certain weapon skills like flying blade, scribed skills, and potions. Most of these have some pretty serious drawbacks. For example, major brutality/sorcery potions only restore either mag or stam which is a pretty tough thing to deal with in the hybrid era. Giving up an entire 5 piece set for something like Rattlecage just isn't worth it. Skills like Entropy and Flying Blade require a target and there's just not great skills anyway. So this usually leaves class skills as a source of Major Brutality.
The class skill lines with Major Brutality/Sorcery are: Animal Companions, Earthen Heart, Storm Calling, Herald of the Tome, Aedric Spear, Grave Lord, and Siphoning. In terms of PvP, these are not equal in the slightest. Now I won't break every single one down, but there's one option here that stands above the rest in a massive way, and that's Animal Companions.
Animal Companions provides Shalks which fulfills the delayed burst requirement as well as major and minor breach. It provides the Netch, which is a purify, it's free, it requires no target, and it restores resources. Those 4 things put the Netch way above other sources of Major Brutality. Then Animal Companions also has Falcon's Swiftness, which is not a bad idea at all for a mobility skill since it also provides some offensive buffs. Lastly, the passives of Animal Companions aren't exactly the best, but they're pretty good when paired with all of the other things you get. So this one skill line provides 5 of those PvP build elements: Delayed Burst, Brutality, Breach, Sustain Buffs, and Mobility/Snare removal.
There are some other skill lines that wouldn't be terrible choices. For example, Storm Calling gives mobility through Streak, Brutality/Healing through Surge, and Major Resolve through Hurricane. However, I don't think it's good enough competition for Animal Companions in this department.
Major Resolve
Major Resolve is another important PvP buff. You can get this buff through Chudan which might give some room for skill line flexibility, but that's a pretty significant opportunity cost since there's other great monster sets. Once again, this leads us to class skill lines. For Major Resolve we have: Restoring Light, Stormcalling, Winter's Embrace, Soldier of Apocrypha, Bone Tyrant, Draconic Power, and Shadow. Once again there's a standout skill line, and that's Restoring Light.
Restoring Light gives access to Rune Focus which is major resolve, a heal, and a strong resource restore all in one skill. Then there's also the purify which is not only extremely useful in PvP for you and your allies, but it's a pretty good HoT too. So Restoring Light gives access to: 2 multifunction heal over times, a resource restore, and Major Resolve which checks 3 of the important PvP build elements, and the purify is a very good bonus. That's not even mentioning the passives in Restoring Light which put it above some other healing skill lines.
Once again, there's a little bit of competition here. Shadow gives access to Dark Cloak and Refreshing Path as well as Major Resolve, it's not a horrible option for both healing and Major Resolve. Storm Calling as I mentioned earlier isn't horrible, but definitely not the strongest competitor here. The rest don't do quite enough.
Spammable/Burst
Spammables and burst are very important for any damage dealing builds in PvP. Animal Companions, which I mentioned earlier, provides Shalks which is a great burst skill. Then there's Assassination. It's pretty much not worth mentioning any Spammable/Burst skill line other than Assassination. I don't know how it's going live, but it's an insane skill line in its current state. The Spectral Bow, Surprise Attack/Concealed, Incap, and the passives put it so far beyond most other choices. It's a tough skill line to pass up for the sake of being creative, and you'll probably be pretty disadvantaged.
The Tempdenblade
I mentioned 3 standout skill lines: Animal Companions, Restoring Light, and Assassination. These 3 skill lines work extremely well together and provide everything a PvP build would need in a reasonable amount of skills. So a build can fit 10 skills and 2 ultimates. Let's look at a possible skill bar layout:
Bar 1: Surprise Attack, Vigor, Shalk, Camo Hunter/Flex, Merciless Resolve, Ult: Incap
Bar 2: Race against time/Falcon swiftness, burst heal (probably healing soul), Purify/Ritual, Rune, Netch, Ult: Possibly Temporal Guard
This is a very strong option because it checks all of the boxes very well. You can also shuffle these skills to different bars to make it even better. There's lots of healing, the Shalk Merciless Resolve combo is insane burst, it has the mobility and needed buffs, both Rune and Netch are great resource restores, and the passives synergize very well with each other. The fact that this is possible is not only ridiculous, but it's significantly better than most other options that can be made with this system.
Other Options
You can throw in some other decent skill lines that I didn't mention like Aedric Spear or Green Balance, but you'll have to compromise and you'll probably lack something when compared to other builds. As you can see though, the number of viable skill lines is small and the ways that these skill lines can be combined limit things further.
Summary/Conclusion
Subclassing is not the diverse and freeing system that it appears to be on first glance due to how PvP builds are constructed. The number of viable skill lines and combinations of those skill lines is actually very small. There's also options that are both extremely broken and far better than any other combination. So from this it would appear to be that a possible solution to avoid the homogenization that this system would cause, is to give more skill lines a variety of utility and buff skills. However, it's a big mess and there's no great way to balance this all while keeping skill lines unique. At this point though, the homogenization is going to happen without question and I think that this will destroy a large portion of the very very small PvP community that is left.
I don't think it's as bad as you make it out to be. You also completely forgot about scribing and how that can fill in gaps in skill lines.
You also didn't mention stuns. I personally don't know how you can hit anyone with shalks without a stun. And personally I like ranged attacks, I'm either using a bow or a staff. I don't like having to get close to use a skill like surprise attack. Personal preference matters alot.
I don't think Templar restoring light is mandatory either. There's other cool skills like polar wind for example.
LittlePinkDot wrote: »I made a post in the past about how subclassing would homogenize the game, but I never got super into specifics so I figured I would do that here. In it's current state, subclassing is one of the most destructive ideas for PvP that I've ever seen in the decade that I've played. It's hard to even think of a way to make it work, but I think that pointing out why it's a rigid system could lead to some insights on how to improve it.
First, if you abstract almost any good PvP build, you see some common things. These are:
- Burst/Delayed Burst
- Multiple sources of healing
- Major Brutality/Sorcery
- Major Resolve
- Mobility/Snare Removal
- Major Breach and Minor Breach (usually, but not always)
- A spammable
- Sustain Buffs/ Skills
So with this in mind, there's an immediate problem: some skill lines provide 3 or more of these common PvP build elements. In some cases, multiple of these elements can be found in a single skill. Because of this, certain skill lines pull way ahead of others without any drawbacks, and they will quickly become the norm for almost any build. I've seen people say that subclassing will make the game come alive again because it provides hundreds of unique combinations, but these PvP build elements actually make the skill line pool very small.
Major Brutality
So first let's look at Major Brutality since pretty much any damage dealing build will need this. Outside of class skill lines there's a few options for Major Brutality such as Rattlecage, Entropy, certain weapon skills like flying blade, scribed skills, and potions. Most of these have some pretty serious drawbacks. For example, major brutality/sorcery potions only restore either mag or stam which is a pretty tough thing to deal with in the hybrid era. Giving up an entire 5 piece set for something like Rattlecage just isn't worth it. Skills like Entropy and Flying Blade require a target and there's just not great skills anyway. So this usually leaves class skills as a source of Major Brutality.
The class skill lines with Major Brutality/Sorcery are: Animal Companions, Earthen Heart, Storm Calling, Herald of the Tome, Aedric Spear, Grave Lord, and Siphoning. In terms of PvP, these are not equal in the slightest. Now I won't break every single one down, but there's one option here that stands above the rest in a massive way, and that's Animal Companions.
Animal Companions provides Shalks which fulfills the delayed burst requirement as well as major and minor breach. It provides the Netch, which is a purify, it's free, it requires no target, and it restores resources. Those 4 things put the Netch way above other sources of Major Brutality. Then Animal Companions also has Falcon's Swiftness, which is not a bad idea at all for a mobility skill since it also provides some offensive buffs. Lastly, the passives of Animal Companions aren't exactly the best, but they're pretty good when paired with all of the other things you get. So this one skill line provides 5 of those PvP build elements: Delayed Burst, Brutality, Breach, Sustain Buffs, and Mobility/Snare removal.
There are some other skill lines that wouldn't be terrible choices. For example, Storm Calling gives mobility through Streak, Brutality/Healing through Surge, and Major Resolve through Hurricane. However, I don't think it's good enough competition for Animal Companions in this department.
Major Resolve
Major Resolve is another important PvP buff. You can get this buff through Chudan which might give some room for skill line flexibility, but that's a pretty significant opportunity cost since there's other great monster sets. Once again, this leads us to class skill lines. For Major Resolve we have: Restoring Light, Stormcalling, Winter's Embrace, Soldier of Apocrypha, Bone Tyrant, Draconic Power, and Shadow. Once again there's a standout skill line, and that's Restoring Light.
Restoring Light gives access to Rune Focus which is major resolve, a heal, and a strong resource restore all in one skill. Then there's also the purify which is not only extremely useful in PvP for you and your allies, but it's a pretty good HoT too. So Restoring Light gives access to: 2 multifunction heal over times, a resource restore, and Major Resolve which checks 3 of the important PvP build elements, and the purify is a very good bonus. That's not even mentioning the passives in Restoring Light which put it above some other healing skill lines.
Once again, there's a little bit of competition here. Shadow gives access to Dark Cloak and Refreshing Path as well as Major Resolve, it's not a horrible option for both healing and Major Resolve. Storm Calling as I mentioned earlier isn't horrible, but definitely not the strongest competitor here. The rest don't do quite enough.
Spammable/Burst
Spammables and burst are very important for any damage dealing builds in PvP. Animal Companions, which I mentioned earlier, provides Shalks which is a great burst skill. Then there's Assassination. It's pretty much not worth mentioning any Spammable/Burst skill line other than Assassination. I don't know how it's going live, but it's an insane skill line in its current state. The Spectral Bow, Surprise Attack/Concealed, Incap, and the passives put it so far beyond most other choices. It's a tough skill line to pass up for the sake of being creative, and you'll probably be pretty disadvantaged.
The Tempdenblade
I mentioned 3 standout skill lines: Animal Companions, Restoring Light, and Assassination. These 3 skill lines work extremely well together and provide everything a PvP build would need in a reasonable amount of skills. So a build can fit 10 skills and 2 ultimates. Let's look at a possible skill bar layout:
Bar 1: Surprise Attack, Vigor, Shalk, Camo Hunter/Flex, Merciless Resolve, Ult: Incap
Bar 2: Race against time/Falcon swiftness, burst heal (probably healing soul), Purify/Ritual, Rune, Netch, Ult: Possibly Temporal Guard
This is a very strong option because it checks all of the boxes very well. You can also shuffle these skills to different bars to make it even better. There's lots of healing, the Shalk Merciless Resolve combo is insane burst, it has the mobility and needed buffs, both Rune and Netch are great resource restores, and the passives synergize very well with each other. The fact that this is possible is not only ridiculous, but it's significantly better than most other options that can be made with this system.
Other Options
You can throw in some other decent skill lines that I didn't mention like Aedric Spear or Green Balance, but you'll have to compromise and you'll probably lack something when compared to other builds. As you can see though, the number of viable skill lines is small and the ways that these skill lines can be combined limit things further.
Summary/Conclusion
Subclassing is not the diverse and freeing system that it appears to be on first glance due to how PvP builds are constructed. The number of viable skill lines and combinations of those skill lines is actually very small. There's also options that are both extremely broken and far better than any other combination. So from this it would appear to be that a possible solution to avoid the homogenization that this system would cause, is to give more skill lines a variety of utility and buff skills. However, it's a big mess and there's no great way to balance this all while keeping skill lines unique. At this point though, the homogenization is going to happen without question and I think that this will destroy a large portion of the very very small PvP community that is left.
I don't think it's as bad as you make it out to be. You also completely forgot about scribing and how that can fill in gaps in skill lines.
You also didn't mention stuns. I personally don't know how you can hit anyone with shalks without a stun. And personally I like ranged attacks, I'm either using a bow or a staff. I don't like having to get close to use a skill like surprise attack. Personal preference matters alot.
I don't think Templar restoring light is mandatory either. There's other cool skills like polar wind for example.
I agree, I’m not personally a fan of close quarters mele attacks as my own build …. but … even before Subclassing that was a very large share of PvP builds and now with Subclassing it’s even worse.
And why wouldn’t it be, the risk vs reward prospect for physical martial damage is a much better prospect than ranged. Most of the martial attacks have a 7m range which is kinda bonkers when you think about it (who do you know that has a 20+ foot arm reach) … plus many of those abilities aren’t linear in their mechanic so it enables martial dealers to dispense high damage, from an intermediate range that’s close rough to hit people but still far enough away to avoid defensive / CC self cast abilities. .. and all that is before we even talk about the wonky hit detection that exists in this game with ranged weapons; melee attacks avoid that issue all together.
Then there’s still popular ranged attacks which I’m seeing the majority from the NB & Templar trees.
As for scribed, sure, they provide access to actions but more often than not the scribes trail in effectiveness to established class skills. For example, scribed self heals are sub par compared to just about every class based self heal in the game. Scribes are too niche to be a broad solution. Don’t get me wrong, they’re nice and I use them but they don’t fill the holes the way most people think; especially when you consider potential passives one gives up to run some of them.
IMO subclassing made pre existing gaps in PvP balance worse.
Some animations have a more reliable animation cancel while others are so extended & elaborate it’s very unreliable if at all able. Some have little to no cast time while others have a cast time but paired with their animation mechanics make them less desirable in real use.
Now that Subclassing is here people are going to cherry pick a short list of skills that are heavy reward low risk and crazy easy to apply, and we’re already seeing that. … Sorcs running Merciless Resolve .. I didn’t need the Ms Cleo hotline to see that coming.