I'd rather see each skill line have a mixture of DPS/tank/sustain passives, along with morphs consolidated and expanded so that every line has something appealing for each role. That would limit the current power of stacking 3x lines dedicated to your role. It would also not leave pure classes in a state where you "need" to drop a skill line because it doesn't benefit you, since each skill line should now have something you can meaningfully benefit from.
We’re not talking about anything crazy or over powering; just something that seeks to keep the idea of base class potential just as viable as subclassed ones. Let’s be honest, nobody wants to get excited about a build that seemingly falls behind in Cyrodill, Dungeons, or Arenas.
no thanks.
"pureclassing" is a weird term anyways.
We’re not talking about anything crazy or over powering; just something that seeks to keep the idea of base class potential just as viable as subclassed ones. Let’s be honest, nobody wants to get excited about a build that seemingly falls behind in Cyrodill, Dungeons, or Arenas.
There is a flaw in this premise, it's the same flaw many players fall into when they listen to YouTube too much. All builds have a maximum potential, and some builds are easier to play, but it is the player who is the one responsible for meeting that potential.
Lets say for the sake of argument that the current max damage potential sits in Ardent/Aedric/Herald - lets say the potential is 100. Can everyone reach the maximum? No, player efficiency (skill/understanding/engagement) is what determines how much of that potential is unlocked. Somebody who finds the playstyle not to be fun will not be as engaged, it will mean mistakes are made, it will mean they may fail to understand the interplay between skills, and so their efficiency is only 80%.
Somebody on a pure Templar will have less maximum potential - lets say it is 81, but the playstyle may suit them better, they may find it more fun which means they are more engaged meaning they make less mistakes through boredom, they die less - all of that leading to an efficiency of 100%.
So which performs better for that player?! Just something to consider.
That said, I believe that pure class loyalty should be rewarded.
This didn’t come from YouTube, in fact, it came from mechanics that formed the basis of a legacy MMO from years ago, just expanded upon.
What we’re looking at here, is whether the combinations of mechanics in certain builds run away with the farm so to speak.
This didn’t come from YouTube, in fact, it came from mechanics that formed the basis of a legacy MMO from years ago, just expanded upon.
Regardless, it remains a flawed premise.What we’re looking at here, is whether the combinations of mechanics in certain builds run away with the farm so to speak.
That requires looking at player efficiency and habit as well though.
So, pre-subclassing, parses uploaded to ESOLogs. Top DPS by parse/score:
1. DK
2. Templar
3. Sorc
4. Arcanist
Same data, number of parses
1. Arcanist - 6,000
2. Sorc - 100
3. Templar - 75
4. DK - 50
There is something fundamentally wrong with that breakdown. There will always be some who can take the 100% potential build and apply ~100% efficiency to it. Building any system around them is going to lead to nothing but imbalance. The diversity of ESO builds, even before subclassing meant that yes there is a 100% potential build, but there was also a dozen 99.5% potential, and another dozen 99%, etc.
Sub-classing, as implemented was a fundamentally bad idea imo. It looks great in theory but does not account for player behaviour, and the niche-imposition of "required" builds found in all MMOs. In an effort to diversify builds all ZOS has done is (to keep the terminology going) given builds a massive potential but ignored the playerbase only runs at 10% efficiency, thereby limiting the builds actually used, especially at end-game.
Keeping class identity is something the MMO part of my brain very much wants, BUT to make remaining a pure-class feasable it would have to compete with the sub-classed builds. Whichever has even the slightest advantage will then become the dominant build driven by the players.
ZOS opened an can of worms with sub-classing. There will be even more calls for combat balance going forward, because they do not seem to recognize that a lot of players want the pew pew, and a lot of players want class identity. They will be tweaking this forever more. Additions such as class specific passives would add to the chaos. It may work for a while but will eventually fall prey to the same player habits. Class Specialization would have been a far more sensible option by ZOS.
At some point the constant to and fro will become too much of a drain for players to be bothered with.
I'd rather see each skill line have a mixture of DPS/tank/sustain passives, along with morphs consolidated and expanded so that every line has something appealing for each role. That would limit the current power of stacking 3x lines dedicated to your role. It would also not leave pure classes in a state where you "need" to drop a skill line because it doesn't benefit you, since each skill line should now have something you can meaningfully benefit from.
Parasaurolophus wrote: »Guys, please, stop. Playing a pure class today is basically the same as giving up on Champion Points or new sets. And instead of saying that the subclassing system is breaking your gameplay, you’re saying things like, “subclassing would be good if…”. That makes it sound like everything is basically fine, except for a few minor nuances. There’s no “if” — there never will be. Subclassing is what it is right now, and there’s no point in consoling yourself.
As for buffing pure classes — that’s not going to work. It’s not just about stacking passive abilities, it’s also about choosing the best active skills. And you’re suggesting just buffing skills that aren’t supposed to be too strong on their own. On top of that, don’t forget that a pure DPS class still has lines with passives for regeneration and defense, which ZOS can already consider a compromise.
Parasaurolophus wrote: »Guys, please, stop. Playing a pure class today is basically the same as giving up on Champion Points or new sets. And instead of saying that the subclassing system is breaking your gameplay, you’re saying things like, “subclassing would be good if…”. That makes it sound like everything is basically fine, except for a few minor nuances. There’s no “if” — there never will be. Subclassing is what it is right now, and there’s no point in consoling yourself.
As for buffing pure classes — that’s not going to work. It’s not just about stacking passive abilities, it’s also about choosing the best active skills. And you’re suggesting just buffing skills that aren’t supposed to be too strong on their own. On top of that, don’t forget that a pure DPS class still has lines with passives for regeneration and defense, which ZOS can already consider a compromise.
katanagirl1 wrote: »The game was built around pure classes, subclassing had brought more power creep than ten years of patches in one instant.
The easy answer is to reduce the effectiveness of subclassed skill lines with something like a percent modifier and bring them in line with the power of previous builds, but I don’t think that will ever happen. The whole game, overland, delves, public dungeons, group dungeons, and trials will either have be increased in difficulty to address the power creep, which is a monumental task, and then it will be too hard for pure classes, or it will be left alone and too easy for subclassed builds.
We’ve already heard what the devs have to say though. Everyone is supposed to subclass, if you don’t you’re just left behind. Good luck, though.