I personally think one way to address pure vs subclassed passives is to make it so that subclassing can only get Rank 1of each passive where as the class gets up to Rank 2.
Up the bonus/power of Rank 1 so that it doesn't feel weaker but make sure Rank 2 is potent (but not OP of course) to give playing a class more advantage besides Class Mastery and Sets. Arguably the same as Rank 2 is on Live right now but give the new Rank 2 like 1.2x more power.
AdmiralDigby wrote: »3. Pureclass's need a buff per same skill tree present.
This is a thought that occurred to me, also. I wonder if some concerns from players who want to play a pure - or mostly pure class (i.e. no subclassing, or subclassing with just a single other skill line) could be met by introducing some sort of passive(?) buff if you use 2 or more skill lines from any class. In other words, have some sort of (unique?) single buff if you run two of your native skill lines, and maybe a double buff - or whatever - if you're a pure class (all three skill lines used, no subclassing).
That way, subclassing still gets benefits from the passives etc from each skill line they use, but pure (or semi-pure) classes aren't left behind with unique buff(s) that bring their performance up to, or close to a full 3-line subclass build.
If that makes sense :-)
Not sure if that's doable, sensible or what, there may be unintended consequences, but something akin to that would be very much in the ethos of the "play the way you want" without anyone being penalized if they choose not to use subclassing, or not use it fully.
YandereGirlfriend wrote: »I'm a bit disappointed to see no mention of Grim Focus here.
The change is a pretty significant nerf for pure NB, because of how the class line is being used in subclassing.
I do agree that the ability should be active and not just a passive, and ironically, U46's change to allow it to stack to 10 was a major part of shifting this skill into a passive.
If reverting the 10-stack is not something you want to do, then perhaps another option is to grant X weapon/spell damage for Y number of seconds whenever the bow is fired.
NB never needed nor deserved that ridiculous giga-buff when it happened. Justified nerf is justified on an already overloaded skill.
While we're at it, restore the Pen bonus to flanking so that it does not continue to contribute to PvE power-creep. That was another ridiculous and unnecessary buff, particularly with how jealously ZOS has guarded Crit Chance over the last several years. To just hand out a giant unique tranche of Crit Chance was completely bewildering in U46.
If need be, shift the power to another skill or preferably another skill line altogether (such as the unloved and forgotten Shadow).
I personally think one way to address pure vs subclassed passives is to make it so that subclassing can only get Rank 1of each passive where as the class gets up to Rank 2.
Up the bonus/power of Rank 1 so that it doesn't feel weaker but make sure Rank 2 is potent (but not OP of course) to give playing a class more advantage besides Class Mastery and Sets. Arguably the same as Rank 2 is on Live right now but give the new Rank 2 like 1.2x more power.
Also wouldn't hurt to revisit some nerfs you all made to stuff like Twisting Path and reverting it to entice the skill line. Good for PvE Shadow and stronger but not as advantageous for PvP Shadow if one was to spec for it, for example.
Erickson9610 wrote: »I personally think one way to address pure vs subclassed passives is to make it so that subclassing can only get Rank 1of each passive where as the class gets up to Rank 2.
Up the bonus/power of Rank 1 so that it doesn't feel weaker but make sure Rank 2 is potent (but not OP of course) to give playing a class more advantage besides Class Mastery and Sets. Arguably the same as Rank 2 is on Live right now but give the new Rank 2 like 1.2x more power.
That would not be a good change. Skill lines should maintain parity regardless of whether they're subclassed or not.
tomofhyrule wrote: »Erickson9610 wrote: »I personally think one way to address pure vs subclassed passives is to make it so that subclassing can only get Rank 1of each passive where as the class gets up to Rank 2.
Up the bonus/power of Rank 1 so that it doesn't feel weaker but make sure Rank 2 is potent (but not OP of course) to give playing a class more advantage besides Class Mastery and Sets. Arguably the same as Rank 2 is on Live right now but give the new Rank 2 like 1.2x more power.
That would not be a good change. Skill lines should maintain parity regardless of whether they're subclassed or not.
I think the biggest problem with the different views of Subclassing are the fact that there are two schools of thought on how it works, and those are diametrically opposed to each other. This means that one person's "perfect suggestion" is another person's "obviously wrong idea."
I think everyone can get behind the idea of a character who is built to be focused in one way should be more powerful than, and have more drawbacks than, a character who is a jack of all trades, master of none. The issue is... how do you define the "focused in one way" versus the "jack of all trades?"
School of thought 1: We're talking about the character's role.
These are the people who think that the character's position in the Holy Trinity is the important thing. A character who is focused into being a Damage Dealer would be one with three DPS lines, and therefore they should absolutely have higher DPS than someone who is spreading their lines out to take one each of a tank/healer/DPS line. This also means the 3xDD character should have weaknesses in not being able to survive much at all, and they will require healers/tanks to support them. Pureclasses are normally set up to be able to do every role, so they are more the jack-of-all-trades types, and therefore the suggestion to "buff pureclasses!" makes no sense since they should be lower DPS since they are not focused purely on one role.
In essence, the Subclassed build is the focused one, and the pureclass is the jack of all trades.
School of thought 2: We're talking about the character's archetype.
These are the people who favor the idea of Class identity. They see each Class as playing slightly differently - DKs tend to be tanky and mostly pressure with DoTs and poison/burning status effects, but they suffer from low sustain and no execute power; NBs are sneaky stabby assassins with high burst and great single target damage, and basically no cleave; and the like. They see a pureclass as someone who is all-in on their character's skills and has to play to their Class's strengths and weaknesses. A Subclass, however, allows players to take skills from another class to cover those weaknesses, and therefore they're making themselves more versatile. They therefore think that buffing pureclasses is obvious since the Subclass is extending its capabilities, so it should logically be sacrificing power to do so.
In essence, the pureclassed build is the focused one, and the Subclass is the jack of all trades.
tomofhyrule wrote: »I definitely think that modifying the passives is the best way to go about trying to balance this monster.
VvwvenomwvV wrote: »I was looking forward to having Major Resolve from Bound Aegis, but now it's back on Hurricane. My hopes were to have Bound Aegis, gain Major Resolve, then add to my build with a monster set, etc. Having to activate Hurricane to keep the resistance up was a nuisance, especially when tanking, if you were counting on those resistances to not get 1-shot. A passive Major Resolve that will work while on either bar would have been awesome. This would have opened up many awesome build combinations.
If possible, can you please add a skill that grants Major Resolve while slotted on either bar?
MashmalloMan wrote: »[*] Please consider the following:
- Move minor force to Mages Fury or Lightning Splash. These skills are behind from a pve dps perspective, and yes they need major adjustments still, but having "Minor Force for slotting" would do wonders for build diversity/flexibility. We already have to go to Daedric Summoning for Major Prophecy/Savagery and Dark Magic for Minor Prophecy, why not allow some named damage buffs to be sourced from the damage line; Storm Calling.
- Mages Fury and morphs would be my favourite pick as 80% of any fight the skill does nothing on a Sorc's bar. While I don't think this would be enough to bring back the skill from the dead, it would be a fantastic start with hopefuly some changes to come in the future.
MashmalloMan wrote: »Since we're talking sorc design so much.. Why not move Major Prophecy/Savagery to Surge? I don't know where I'd put Major Brutality/Sorcery now that Major Resolve is back to Lightning Form, but the skill requires the player to crit, then the class spreads out the crit buffs to Dark Magic and Daedric Summoning where they don't really belong. This makes it difficult to engage with subclassing. A bunch of skill lines that aren't great at anything, succeed at nothing.
From that perspective, a Sorc has to take 3 lines which NB's Assassination can do in 1. This is a big reason why it's so popular, it's just well desgined, it's why I previously ignored Dark Magic/Daedric Summoning, and why I'll continue to do so with U47. Major/Minor Crit Chance, passives for crit chance and crit damage, along with a spammable, burst, execute, and dps ultimate.
Same logic applied to Sorc is:
- Storm Calling: Execute, DPS passives
- Daedric Summoning: Burst, dots, DPS ultimate, Major Crit
- Dark Magic: spammable, Minor Crit
And yes I know they all do something unique that Assassination maybe can't, but it's excellent food for thought as to what you're asking Sorcs to do now. Either all classes should behave this way or none of them should, at the very least move the Major/Minor crit to Storm Calling to make that role easier even if you can't also move skills around... although Crystal Frags as the outlier should leave Dark Magic in my opinion. Trying to make 3 lines competitive for damage dealing in the future will never happen, but I can see a pet vs non pet dynamic between Daedric Summoning and Storm Calling as they both fill niches that Dark Magic can't compete with.
We've seen a lot of your feedback about some of the class and ability changes that are currently on the PTS for Update 47. We hear your frustration and confusion about why some of these changes are being made, and we wanted to give you some additional context.
We also understand that having to continually update builds with every patch can be tiresome and can detract from the fun and enjoyment of playing the way you want, something that is a part of ESO's DNA. In considering the community’s feedback, we will be making the following changes starting in an upcoming week of the U47 PTS, sometime after PTS week 2.
As we mentioned before the release of U46 and Subclassing, we will continue to work on tuning these abilities to achieve greater class balance. It's worth noting that the changes above are also subject to change, and we'll continue listening to your feedback before these go live. In the months ahead, we are going to continue to look at balancing and will make additional adjustments. For now, we hope these amended abilities are more in line with your expectations, and you continue to enjoy Subclassing.
Thank you, again, for all the thoughtful and constructive discourse around the U47 PTS changes. Your input is valuable and these adjustments are a direct result. Please continue to let us know how your experience is on the PTS — we're listening.
Erickson9610 wrote: »tomofhyrule wrote: »I definitely think that modifying the passives is the best way to go about trying to balance this monster.
Nobody likes to be nerfed.
In my use case, Werewolf got a noticeable buff from being able to drop skill lines without usable passives (like Animal Companions or Earthen Heart) in favor of skill lines which do give usable buffs (like Aedric Spear or Storm Calling).
For my use case, I don't necessarily care if the Subclass Active Abilities get nerfed. Werewolf can't use them anyway. But adding a buff to people who don't subclass would widen the gap between werewolves and "normal playstyles".
I just don't want Passive Abilities to be nerfed if you choose to subclass into those skill lines. Nobody likes to be nerfed, and losing effectiveness on skill line passives would push Werewolf behind — farther behind than they currently are compared to how human form builds can perform with Subclassing.
I just read through all the iterations of Grim Focus over the years and as an oldschool nightblade, I'm sad that it's in this state.
It went through an arc of positive refinements followed by distortions by high level agendas, turning it into something that became too easy to use and completely OP, thus necessitating a nerf. Thanks.
I fondly remember my pre-hybridization 2017 eso 3.0 melee magblade with its degeneration empowered meteor + assassin's will + malefic wreath combo.
Malefic Wreath was like a long range petrify that required more thoughtful use or the target could be given free cc immunity. It was the removed as part of the original homogenization effort which converted Agony to Malevolent Offering.
The point I'm trying to make by posting that clip is almost all aspects of it have been dramatically changed without being op according to an ever evolving agenda, and to what end if the target keeps changing? It is an example of the impact of homogenization, hybridization, floor raising, ceiling lowering, and then ultimately a nerf to what was originally a well-designed ability.
I wish we could just roll back grim focus 5 years, but that's not going to happen.
And then we see the genesis of more of the same with the banner change. I'm supportive of the passive crux gen nerf, but why was it added in the first place -- because arc was just fine at the time and didn't need any kind of buff -- and is ZOS just setting the table for more of the same down the road by adding ult gen to it?
I guess what I'm really getting at it's all so whimsical and without any kind of cohesive long term vision. We can debate the merit of the individual changes, but maybe what's underneath the frustration are the constantly shifting goal posts.
tomofhyrule wrote: »Erickson9610 wrote: »tomofhyrule wrote: »I definitely think that modifying the passives is the best way to go about trying to balance this monster.
Nobody likes to be nerfed.
In my use case, Werewolf got a noticeable buff from being able to drop skill lines without usable passives (like Animal Companions or Earthen Heart) in favor of skill lines which do give usable buffs (like Aedric Spear or Storm Calling).
For my use case, I don't necessarily care if the Subclass Active Abilities get nerfed. Werewolf can't use them anyway. But adding a buff to people who don't subclass would widen the gap between werewolves and "normal playstyles".
I just don't want Passive Abilities to be nerfed if you choose to subclass into those skill lines. Nobody likes to be nerfed, and losing effectiveness on skill line passives would push Werewolf behind — farther behind than they currently are compared to how human form builds can perform with Subclassing.
But consider - what if... werewolf passives were buffed?
You're Subclassing for a very specific case: what passives are useful without having Class abilities slotted. But Werewolf should actually be balanced as its own class so that you didn't need to select three specific lines in order to not use any of them.
Another idea is to not nerf passives but swap them around, so a line like Herald isn't stacked with DPS-increasing passives. That means that if you play a full Arcanist you still get those passives, but people who just want to squeeze DPS out would then need to make a choice: "do I take this OP skill, or to I leave the OP skill in favor of getting the DPS-boost passives?"
I just feel like saying "a global balance adjustment is not a good idea because it will affect this one edge case!" is not as good of a solution as balancing in general and addressing the edge case.
(that reminds me of that one xkcd comic where a user didn't like that a bug was fixed since they built their workflow around said bug)
Erickson9610 wrote: »tomofhyrule wrote: »Erickson9610 wrote: »tomofhyrule wrote: »I definitely think that modifying the passives is the best way to go about trying to balance this monster.
Nobody likes to be nerfed.
In my use case, Werewolf got a noticeable buff from being able to drop skill lines without usable passives (like Animal Companions or Earthen Heart) in favor of skill lines which do give usable buffs (like Aedric Spear or Storm Calling).
For my use case, I don't necessarily care if the Subclass Active Abilities get nerfed. Werewolf can't use them anyway. But adding a buff to people who don't subclass would widen the gap between werewolves and "normal playstyles".
I just don't want Passive Abilities to be nerfed if you choose to subclass into those skill lines. Nobody likes to be nerfed, and losing effectiveness on skill line passives would push Werewolf behind — farther behind than they currently are compared to how human form builds can perform with Subclassing.
But consider - what if... werewolf passives were buffed?
You're Subclassing for a very specific case: what passives are useful without having Class abilities slotted. But Werewolf should actually be balanced as its own class so that you didn't need to select three specific lines in order to not use any of them.
Another idea is to not nerf passives but swap them around, so a line like Herald isn't stacked with DPS-increasing passives. That means that if you play a full Arcanist you still get those passives, but people who just want to squeeze DPS out would then need to make a choice: "do I take this OP skill, or to I leave the OP skill in favor of getting the DPS-boost passives?"
I just feel like saying "a global balance adjustment is not a good idea because it will affect this one edge case!" is not as good of a solution as balancing in general and addressing the edge case.
(that reminds me of that one xkcd comic where a user didn't like that a bug was fixed since they built their workflow around said bug)
I'd like more build diversity — not less!
Werewolves should have weapon passives so that their weapon choice matters.
Werewolves should continue to use certain Class passives so their Class skill lines matter.
Obliterating passives from working in Werewolf form would mean you wouldn't care what armor, weapons, or even Class you use. Every werewolf would be exactly the same — even more similar than they're forced to be currently since they only have 5 abilities (no Scribing skills) and only 3 fur colors (no Werewolf Transformation skill styles).
I wouldn't consider my niche use case illegitimate in the discussion of Subclassing balance, just as I believe in the people who want to play Werewolf on the same level as a "real" Class.