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Losing class identity!

Ectheliontnacil
Ectheliontnacil
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I'd like to address this trend of class homogenisation that we were able to observe with every major balancing patch. (NOTE: Mostly about openworld pvp, since pve class identity has never existed imo and duelling has always been a joke!)

I'm quite upset about the incap nerf (yes, yes harvest my nightblade tears). Why? Because incap into execute has been the trademark move of stamblades since day one basically. I'm not here to debate over the strength of the nightblade class, I merely wish to question the way zeni usually balances classes. Instead of decreasing burst potential, healing power or access to generic debuffs like major defile (which is what I would have removed from incap) they attack core class mechanics. The nightblade playstyle will never be the same after this and an unreliable stun is worse than no stun at all imo.

And nightblades are just the last ones to be turned into generic and mind-numbingly boring class:

It happened to sorcs who had their crystal fragment stun removed, which forced them to crutch on dsa flame reach or use the cancer that is rune cage. The once fluid and satisfying playstyle of sorcs is a thing of the past. Flame reach builds are cookie cutters and rune cage feels clunky to use and is a nightmare to fight against. The unpredictability has been removed from the class imo. Without rune cage two decent sorcs will not be able to kill one another, period.

It happened to magicka wardens, who were underperforming from the start. The one thing they had going for them was their unique, timed stun. It allowed the class to build up their burst in very unique ways - now that's gone. All because wardens desperately 'needed' access to major breach...

(Magicka) Templars and Dragonknights were *** over a long time ago. The idea of protecting the house has been given up. To me they feel sluggish, their playstyle is all about slowly grinding down an enemy's health and hoping they don't escape or kite you. Out in the open they're like sitting ducks though. They may take a minute to kill, but they'll die all the same.


All stamina classes with the exception of nightblades and perhaps wardens (to an extent) feel very generic as well. There's a set number of builds that work on all classes and any deviation from these setups will result in you performing at a non competitive level. They're also very reliant on weapon skills. The core build mechanics of most stamina classes are shuffle, snare immunity, rally, heroic slash/ransack bash weaves or overperforming bleeds - nothing class specific. Also more dynamic playstyles like 2h/bow are dead, except on nbs.

So where's the root of the problem?
As I see it, these changes are always made because we cannot accept that a class is good at something. Every class must be good at tanking, healing dpsing, kiting etc. When dks were awesome at tanking zergs, the mob was screaming for them to be nerfed. As stamblades were ambushing and slaughtering scattered zerglings, only to cloak away before they could be attacked, the pvp crowd once again screamed for them to be nerfed. Sorcs kiting entire zergs with streak and instant nuking '0 crit resist nooblets' was not tolerated either. I could go on with this but I think you get what I'm trying to say.

The point is that we need to allow classes to be good at something. Let dks be mighty zergtanks and let nightblades be rogues. What's so inherently wrong with classes being well suited for one type of gameplay. Also if you ever get bored of your class, you should be able to reroll and have an entirely different experience.


That's just my opinion on the matter, feel free to disagree with me. I'd like to hear your thoughts.

Edited by Ectheliontnacil on 10 August 2018 15:03
  • Jeremy
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    I'd like to address this trend of class homogenisation that we were able to observe with every major balancing patch. (NOTE: Mostly about openworld pvp, since pve class identity has never existed imo and duelling has always been a joke!)

    I'm quite upset about the incap nerf (yes, yes harvest my nightblade tears). Why? Because incap into execute has been the trademark move of stamblades since day one basically. I'm not here to debate over the strength of the nightblade class, I merely wish to question the way zeni usually balances classes. Instead of decreasing burst potential, healing power or access to generic debuffs like major defile (which is what I would have removed from incap) they attack core class mechanics. The nightblade playstyle will never be the same after this and an unpredictable stun is worse than no stun at all imo.


    And nightblades are just the last ones to be turned into generic and mind-numbingly boring class:

    It happened to sorcs who had their crystal fragment stun removed, which forced them to crutch on dsa flame reach or use the cancer that is rune cage. The once fluid and satisfying playstyle of sorc is a thing of the past. Flame reach builds are cookie cutters and rune cage feels clunky to use and a nightmare to fight against. The unpredictability has been removed from the class imo. Without rune cage two decent sorcs will not be able to kill one another, period.

    It happened to magicka wardens, who were underperforming from the start. The one thing they had going for them was their unique, timed stun. It allowed the class to build up their burst in very unique ways - now that's gone. All because wardens desperately 'needed' access to major breach...

    (Magicka) Templars and Dragonknights were *** over a long time ago. The idea of protecting the house has been given up. To me they feel sluggish, their playstyle is all about slowly grinding down an enemy's health and hoping they don't escape or kite you. Out in the open they're like sitting ducks though. They may take a minute to kill, but they'll die all the same.


    All stamina classes with the exception of nightblades and perhaps wardens (to an extent) feel very generic as well. There's a set number of builds that work on all classes and any deviation from these setups will result in you performing at a non competitive level. They're also very reliant on weapon skills. The core build mechanics of most stamina classes are shuffle, snare immunity, rally, heroic slash/ransack bash weaves or overperforming bleeds - nothing class specific. Also more dynamic playstyles like 2h/bow are dead, except on nbs.

    So where's the root of the problem?
    As I see it, these changes are always made because we cannot accept that a class is good at something. Every class must be good at tanking, healing dpsing, kiting etc. When dks were awesome at tanking zergs, the mob was screaming for them to be nerfed. As stamblades were ambushing and slaughtering scattered zerglings, only to cloak away before they could be attacked, the pvp crowd once again screamed for them to be nerfed. Sorcs kiting entire zergs with streak and instant nuking '0 crit resist nooblets' was not tolerated either. I could go on with this but I think you get what I'm trying to say.

    The point is that we need to allow classes to be good at something. Let dks be mighty zergtanks and let nightblades be rogues. What's so inherently wrong with classes being well suited for one type of gameplay. Also if you ever get bored of your class, you should be able to reroll and have an entirely different experience.


    That's just my opinion on the matter, feel free to disagree with me. I'd like to hear your thoughts.

    This is what happens when PvPers demand "balance". The devs give in and classes are watered down to the point they become boring and unimpressive.

    I've never understood this obsession for "balance" in an MMORPG anyway. The whole point of different classes used to be that they all had their own unique strengths and weaknesses. This idea that every class should perform the same as the other makes the gameplay a lot less interesting.
    Edited by Jeremy on 10 August 2018 15:05
  • Ectheliontnacil
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    Yep, you're right. It takes away a lot from the game, if classes are robbed of their uniqueness. :/
  • Davor
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    We should just get rid of classes, and choose the skill trees we want.
    Not my quote but I love this saying

    "I would pay It for support. But since they choosed we are just numbers and not customers, i dont mind if game and zos goes to oblivion"
  • jedtb16_ESO
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    here we go again.... pvp driving the wagon.

    meh.
  • Sergykid
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    Jeremy wrote: »
    [...] The whole point of different classes used to be that they all had their own unique strengths and weaknesses. [...]

    but it's not fair for some builds/specs/classes to have little to no weaknesses while having most/best strength. Here comes the balance, each class/spec must have its strength but in an equal measure its weaknesses.
    -PC EU- / battlegrounds on my youtube
  • Silver_Strider
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    Removal of class specific hard CC seems to be the ultimate goal ZOS is slowly crawling towards. Almost every class seems to have lost a Hard CC from their toolkit at one point or another (C.Frags, Shards, Shalks, Agony) and I can already see fear and fossilize being next on the chopping block later down the line. I personally don't feel it's a terrible thing but only if the classes are compensated for it to continue to feel unique, which ZOS has failed to do. By removing the stun from Shalks, it caused Warden to utilize Dizzy Swing or Clutch instead of a class special skill making it feel generic when it really doesn't need to be.

    Every class has undesirable skills that are in DESPERATE need of a rework to make them viable and making them actually require some thought on the player's part in determining which morph they should choose instead of having a clear cut winner all the time (This extends further than just having a Stamina or magic variant of a skill as well). How many people pick the other morph of Crippling Blast? How about Shimmering Shield? Volatile Armor? The majority of players in the know will always pick the better morph while new players get screwed by picking a lackluster morph option because they didn't know any better. ZOS has attempted to update some poor morphs, like Lightning Flood vs Liquid Lightning, but so many skills still remain lacking even after those changes.

    The current system is the issue. Its far too limited in its reach to make everything feel unique without also making some choices invalid. If each class skill had a Stamina and Magic Morph that had a 2nd branch of morphs to them, all of which being viable options, there'd be much greater variety overall. Going back to Shalks, base skill and the current morph options would be decent starts to them. The 2nd option of morphs for Deep Fissure would include a Stun morph or an Ice Damage morph, while Sub Assault got a Root effect or a longer cast time with a Physical DoT attached to the burst. The stun/root options would be attractive options in PvP while the Ice and DoT morphs are still good options as well, especially in PvE. Of course, for that suggestion to even work something would have to be done about the current number of skill points as you're essentially adding 1.5x the amount of skill points needed to fully upgrade skills to their full potential. I'm personally of the mindset that skill points should just be removed entirely but that's just IMO.

    As for strengths and weaknesses, those are harder to challenge since every class is meant to be capable of fulfilling any role but also not impossible, you just need to make each class based role have a niche that doesn't completely nullify other classes as that role, such as when Templars were the only viable healer because they were the only class that could restore Stamina for the longest time. With a 2nd morph option, it could be possible for utility morphs to be opened up for Tanks and Healers to have that are unique to them alone.

    Just as an example, we have Blur with Double Take as the magic morph, Miragle the Stamina. Double Take has a morph option that adds a synergy to the skilll for allies to gain Double Take's effects, so major evasion and major expedition for party members or increases spell damage for dodging an attack. Mirage gets a morph that causes dodged attacks to set the target off balance or causes disease damage to enemies that get close to the NB. Since the healer is in a better position for the hypothetical synergy morph, they get a niche purpose of being able to mitigate damage thru dodging and providing major expedition, while a tank could provide more off balance uptime.

    This is all just spitballing ideas but hey, at least classes would be unique.

    tl;dr
    Improve current morph options as well as add 2 additional morph option as an extension of the current morph system to include more options within classes to increase uniqueness.
    Argonian forever
  • ak_pvp
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    I mean, I agree... kind of? The let them be what they should be idea is fine, but then you have things that end up being too much, way more than they should be. NBs are not only rougy and bursty but are the absolute best surviving class in the game

    Never had too much problem with incap but it was clear it was overloaded. The nerf they did was strange, I like the idea of tiered ult,but now the stun function is outclassed by dawn. It should continue to incapacitate as the name suggests, but have the damage/amp/defile change dependent on ult.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • peacenote
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    I'd like to address this trend of class homogenisation that we were able to observe with every major balancing patch. (NOTE: Mostly about openworld pvp, since pve class identity has never existed imo and duelling has always been a joke!)

    I'm a big, big advocate of class identity. Where I disagree with you is when you say PvE class identity never existed. Really?? Let's talk about how Templar healers lost their shard stun, or how that synergy got collapsed into the same mechanic as orbs. And some of the changes that caused classes to lose unique abilities in PvE, which made them more flexible, or more fun, or more unique, were actually because of the fact that people were upset about the "imbalance" in PvP!

    I do not think that each class should be able to equally heal, tank, and DPS, and I really dislike when it appears that balance changes are made to specifically facilitate this and move unique skills to be accessible by all in exactly the same way. Especially since despite these changes, there is ALWAYS a best and worst DPS class every meta. Not everything will be perfectly balanced, ever, unless classes aren't unique in any way, so I'd like to see more effort being made to provide more unique and fun abilities that are class specific. But PvE can't be changed while ignoring PvP play, or vice versa. And that's the issue that happens frequently because many people don't play both or know enough about both sides to think about this when they advocate for change.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
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  • brandonv516
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    Davor wrote: »
    We should just get rid of classes, and choose the skill trees we want.

    Agreed. I've wanted this system for years. Pick any 3 of the 15 trees.

    So much theorycrafting.
  • DKsUnite
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    Jeremy wrote: »
    I'd like to address this trend of class homogenisation that we were able to observe with every major balancing patch. (NOTE: Mostly about openworld pvp, since pve class identity has never existed imo and duelling has always been a joke!)

    I'm quite upset about the incap nerf (yes, yes harvest my nightblade tears). Why? Because incap into execute has been the trademark move of stamblades since day one basically. I'm not here to debate over the strength of the nightblade class, I merely wish to question the way zeni usually balances classes. Instead of decreasing burst potential, healing power or access to generic debuffs like major defile (which is what I would have removed from incap) they attack core class mechanics. The nightblade playstyle will never be the same after this and an unpredictable stun is worse than no stun at all imo.


    And nightblades are just the last ones to be turned into generic and mind-numbingly boring class:

    It happened to sorcs who had their crystal fragment stun removed, which forced them to crutch on dsa flame reach or use the cancer that is rune cage. The once fluid and satisfying playstyle of sorc is a thing of the past. Flame reach builds are cookie cutters and rune cage feels clunky to use and a nightmare to fight against. The unpredictability has been removed from the class imo. Without rune cage two decent sorcs will not be able to kill one another, period.

    It happened to magicka wardens, who were underperforming from the start. The one thing they had going for them was their unique, timed stun. It allowed the class to build up their burst in very unique ways - now that's gone. All because wardens desperately 'needed' access to major breach...

    (Magicka) Templars and Dragonknights were *** over a long time ago. The idea of protecting the house has been given up. To me they feel sluggish, their playstyle is all about slowly grinding down an enemy's health and hoping they don't escape or kite you. Out in the open they're like sitting ducks though. They may take a minute to kill, but they'll die all the same.


    All stamina classes with the exception of nightblades and perhaps wardens (to an extent) feel very generic as well. There's a set number of builds that work on all classes and any deviation from these setups will result in you performing at a non competitive level. They're also very reliant on weapon skills. The core build mechanics of most stamina classes are shuffle, snare immunity, rally, heroic slash/ransack bash weaves or overperforming bleeds - nothing class specific. Also more dynamic playstyles like 2h/bow are dead, except on nbs.

    So where's the root of the problem?
    As I see it, these changes are always made because we cannot accept that a class is good at something. Every class must be good at tanking, healing dpsing, kiting etc. When dks were awesome at tanking zergs, the mob was screaming for them to be nerfed. As stamblades were ambushing and slaughtering scattered zerglings, only to cloak away before they could be attacked, the pvp crowd once again screamed for them to be nerfed. Sorcs kiting entire zergs with streak and instant nuking '0 crit resist nooblets' was not tolerated either. I could go on with this but I think you get what I'm trying to say.

    The point is that we need to allow classes to be good at something. Let dks be mighty zergtanks and let nightblades be rogues. What's so inherently wrong with classes being well suited for one type of gameplay. Also if you ever get bored of your class, you should be able to reroll and have an entirely different experience.


    That's just my opinion on the matter, feel free to disagree with me. I'd like to hear your thoughts.

    This is what happens when PvPers demand "balance". The devs give in and classes are watered down to the point they become boring and unimpressive.

    I've never understood this obsession for "balance" in an MMORPG anyway. The whole point of different classes used to be that they all had their own unique strengths and weaknesses. This idea that every class should perform the same as the other makes the gameplay a lot less interesting.

    It isn't the fault of the PvPers that the devs destroy the abilities. PvPers voice their opinion on things that are over performing from their perspective and it's the devs that *** up the set/ability beyond repair.
    Vyr Cor | Magicka Dragonknight | DC
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  • Starlock
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    There's something I have trouble wrapping my head around here - nobody is stopping players from slotting their class skills. If you want to play a character who feels like they have a strong class identity, use your class skills. The only thing stopping you from slotting your class skills is you and your own expectations (and I suppose some people pass expectations off to someone else and conform to what others demand of them).
  • Royaji
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    Starlock wrote: »
    There's something I have trouble wrapping my head around here - nobody is stopping players from slotting their class skills. If you want to play a character who feels like they have a strong class identity, use your class skills. The only thing stopping you from slotting your class skills is you and your own expectations (and I suppose some people pass expectations off to someone else and conform to what others demand of them).

    If you want to play a character that has a strong potato identity that is.
  • phermitgb
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    to the OP, since you asked for opinions...

    I don't pvp all that much - I've done it, I've enjoyed it, don't really feel a pressing need to do it all that often

    however, virtually all the points you brought up I've experienced to one degree or another (except for warden gameplay), so I feel qualified to have an opinion, at least...

    nearly all of the examples you brought up were some form of hard CC combined with the ability to follow up into an execute
    now, I won't argue against this requiring *skill* - *skill* isn't the point

    the point is, that "competitive" gameplay, as you called it, ideally denies your opponent the ability to react. If the opponent can react, they may save themselves, they may potentially beat you. A true winning move is one in which you craft an opening that kills your opponent before they can respond and threaten you

    doing the above takes skill - quite a bit of skill. But it still basically screws 1/2 of the player base, if done correctly, because the whole point of it is to effectively deny the person you're targeting the ability to play in any way.

    PVP gameplay, ideally, needs to be a give and take, for both/all parties involved, at least, in my opinion. If not, then it's only fun for the people that have successfully designed the ideal opening gambit. Most players, I imagine, don't mind *losing* so much as they mind *getting shut out* without actually being able to play at all. I mean, "competitive" pvp'ers *** up and down the street about lag that gets them kill, denying them the ability to respond to incoming attacks, and whatnot - sure, lag is a technical issue, but what if (and it's happened so I've heard in other games) if you could develop a skill/rotation/series of events that could trigger lag that would make your opponents vulnerable without the ability to respond? wouldn't you be justifiably annoyed if someone did that to you? even if it took "skill" to discover and pull off?

    based on your observations OP, it sounds like ZOS has come roughly to the same conclusion that I have - that hard CC's in combination with other abilities are essentially allowing one segment of the pvp population to deny another segment of the pvp population to play more-or-less at all, and from a business perspective, I can see why ZOS would want to disallow such a thing

    I like distinction in classes - I like classes to feel different, and to play differently - but if you're going to have any kind of class based system AND a competitive pvp system that's "fun" for the majority of your player-base, you have to be very careful to make sure that everyone gets some kind of chance to actually play pvp, and it seems like for now, at least, that means nerfing various abilities to make sure that at least 1v1, it's as hard as possible for one player to put together a build that assassinates other players without offering them the ability to respond

    now, if there were a harder global cooldown for skills, if you could reduce overall ttk and offer stronger mitigation and come-back skills, I think there would be a lot more leeway for more unique class skills - thing is, I'm pretty sure you could still find people to complain

    I mean, what if we made invisibility and strike and incap all work - you could open from stealth, get a big hit in, do a big chunk of damage - but skills would be slow enough that this is about all you could do, and your opponent could break free, dodge roll before the next incoming attack, and pop a heal or a damage reflect or something that either gave them a chance to recover some portion of the damage you had done and/or made them more dangerous at a lower health level, etc...

    I guarantee you that people would come onto these forums screaming bloody murder, that cloak wasn't "viable" because being invisible didn't give you enough of an advantage to totally kill your opponent, so why use it at all? and that TTK was too low because everyone had time to just heal up, so why even bother....waaaaaahhhhhhh....

    not you, necessarily - but I guarantee that *someone* would say it, and would probably infer that they spoke for the pvp community as a whole, as well

    me, I'd honestly really enjoy PVP, if it wasn't so focused on killing so fast that people can't respond - I'd really like it if besieging keeps was *more* of a thing, and assassinating individuals on the battlefield was *less* of a thing - but then again, I don't pvp much so...there's that
    "There is no correct resolution; It's a test of character."
    James T. Kirk
  • Starlock
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    Royaji wrote: »
    Starlock wrote: »
    There's something I have trouble wrapping my head around here - nobody is stopping players from slotting their class skills. If you want to play a character who feels like they have a strong class identity, use your class skills. The only thing stopping you from slotting your class skills is you and your own expectations (and I suppose some people pass expectations off to someone else and conform to what others demand of them).

    If you want to play a character that has a strong potato identity that is.


    I don't know what that means. I assume it's an unnecessary pejorative. That's not a particularly commendable counterargument.
    Edited by Starlock on 11 August 2018 01:26
  • Royaji
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    Starlock wrote: »
    Royaji wrote: »
    Starlock wrote: »
    There's something I have trouble wrapping my head around here - nobody is stopping players from slotting their class skills. If you want to play a character who feels like they have a strong class identity, use your class skills. The only thing stopping you from slotting your class skills is you and your own expectations (and I suppose some people pass expectations off to someone else and conform to what others demand of them).

    If you want to play a character that has a strong potato identity that is.


    I don't know what that means. I assume it's an unnecessary pejorative. That's not a particularly commendable counterargument.

    You are very welcome to prove me wrong. Show me a StamSorc build that only uses class abilities and is able to hold its own in PvP? You will have a hard time filling all the slots. Not fair and stam builds are supposed to use a lot of weapon abilities? Fine. Give me a MagWarden. With no class stun except from an ultimate. This will go well.

    When you have to sacrifice perfomance for class identity there is an issue with said identity.

  • Starlock
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    Royaji wrote: »
    Starlock wrote: »
    Royaji wrote: »
    Starlock wrote: »
    There's something I have trouble wrapping my head around here - nobody is stopping players from slotting their class skills. If you want to play a character who feels like they have a strong class identity, use your class skills. The only thing stopping you from slotting your class skills is you and your own expectations (and I suppose some people pass expectations off to someone else and conform to what others demand of them).

    If you want to play a character that has a strong potato identity that is.


    I don't know what that means. I assume it's an unnecessary pejorative. That's not a particularly commendable counterargument.

    You are very welcome to prove me wrong. Show me a StamSorc build that only uses class abilities and is able to hold its own in PvP? You will have a hard time filling all the slots. Not fair and stam builds are supposed to use a lot of weapon abilities? Fine. Give me a MagWarden. With no class stun except from an ultimate. This will go well.

    When you have to sacrifice perfomance for class identity there is an issue with said identity.

    I'm not sure I expressed my thoughts clearly before. When I say that nobody is stopping a player from slotting their class sills aside from their own expectations (or those of others), that statement is agnostic with respect to how many class skills someone chooses to slot (or not). Basically, a player can slot whatever skills they want to. What they choose is governed by their own expectations. Maybe an example will help.

    Some players have expectations grounded in being competitive, or playing to 'win.' This sort of expectation leads a player to pick certain skills over others because they are trying to power game or min-max. Doing anything other than that means their game experience fails to meet their expectations. Similarly, some players have expectations grounded in just having fun or in creating a character to role play. That sort of expectation inevitably makes a player pick certain skills over others too... the "I want to have fun" player won't slot skills they find un-fun, and the role player won't slot things that are out of character. In any of these examples, what a player slots is still basically a choice governed by their expectations and what they want to get out of the game. If any homogenization happens, it's because your expectations of the game and your way of playing it make it that way.

    Don't get me wrong, I'm not saying that's necessarily fun. When you want to play a game a particular way and the mechanics don't work out the way you want them to, it limits you in ways that are darn frustrating! At that point, I like to take a step back and go "okay, if this is frustrating me so much, maybe I should rethink how I'm playing this game and adjust my expectations?" I've been there, done that. I suppose it's part of why I tell this story. Maybe it'll inspire someone and spare them that same frustration. :)
  • max_only
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    .

    All stamina classes with the exception of nightblades and perhaps wardens (to an extent) feel very generic as well. There's a set number of builds that work on all classes and any deviation from these setups will result in you performing at a non competitive level. They're also very reliant on weapon skills. The core build mechanics of most stamina classes are shuffle, snare immunity, rally, heroic slash/ransack bash weaves or overperforming bleeds - nothing class specific.

    THIS! So much this.

    My favorite playstyle was saptank because it was so flavorful. It was like a burst of spice and citrus sprinkled with the tears of meta Dk chubby chasers. I felt like a special snowflake tanking as a Nightblade. Felt good man. I didn’t have to be a Dk to hold my own and dance around vWGT. I was chock full of class skills that kept my group overhealed and survived some horrendous pugs.

    Or the blazing shield Templar tanks! Paladins bro, paladins. Where have you gone my golden sons?

    If I want to go stamina I have only weapon skills. There are too few stamina morphs in every class. Nb has 4. The rest have 2 or 3. That’s not good enough.

    All healers are the same, just use resto staff.

    All stam dps has always been the same to be fair, y’all have been spinning to win for a few years now.



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  • Kel
    Kel
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    The forums: "We want class identity!"

    Also the forums: "We want to pick any 3 skill lines from any class!"

    Wtf? Does anyone actually listen to what they say around here or naw?
  • Bakkagami
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    I'd like to address this trend of class homogenisation that we were able to observe with every major balancing patch. (NOTE: Mostly about openworld pvp, since pve class identity has never existed imo and duelling has always been a joke!)

    I'm quite upset about the incap nerf (yes, yes harvest my nightblade tears). Why? Because incap into execute has been the trademark move of stamblades since day one basically. I'm not here to debate over the strength of the nightblade class, I merely wish to question the way zeni usually balances classes. Instead of decreasing burst potential, healing power or access to generic debuffs like major defile (which is what I would have removed from incap) they attack core class mechanics. The nightblade playstyle will never be the same after this and an unreliable stun is worse than no stun at all imo.

    And nightblades are just the last ones to be turned into generic and mind-numbingly boring class:

    It happened to sorcs who had their crystal fragment stun removed, which forced them to crutch on dsa flame reach or use the cancer that is rune cage. The once fluid and satisfying playstyle of sorcs is a thing of the past. Flame reach builds are cookie cutters and rune cage feels clunky to use and is a nightmare to fight against. The unpredictability has been removed from the class imo. Without rune cage two decent sorcs will not be able to kill one another, period.

    It happened to magicka wardens, who were underperforming from the start. The one thing they had going for them was their unique, timed stun. It allowed the class to build up their burst in very unique ways - now that's gone. All because wardens desperately 'needed' access to major breach...

    (Magicka) Templars and Dragonknights were *** over a long time ago. The idea of protecting the house has been given up. To me they feel sluggish, their playstyle is all about slowly grinding down an enemy's health and hoping they don't escape or kite you. Out in the open they're like sitting ducks though. They may take a minute to kill, but they'll die all the same.


    All stamina classes with the exception of nightblades and perhaps wardens (to an extent) feel very generic as well. There's a set number of builds that work on all classes and any deviation from these setups will result in you performing at a non competitive level. They're also very reliant on weapon skills. The core build mechanics of most stamina classes are shuffle, snare immunity, rally, heroic slash/ransack bash weaves or overperforming bleeds - nothing class specific. Also more dynamic playstyles like 2h/bow are dead, except on nbs.

    So where's the root of the problem?
    As I see it, these changes are always made because we cannot accept that a class is good at something. Every class must be good at tanking, healing dpsing, kiting etc. When dks were awesome at tanking zergs, the mob was screaming for them to be nerfed. As stamblades were ambushing and slaughtering scattered zerglings, only to cloak away before they could be attacked, the pvp crowd once again screamed for them to be nerfed. Sorcs kiting entire zergs with streak and instant nuking '0 crit resist nooblets' was not tolerated either. I could go on with this but I think you get what I'm trying to say.

    The point is that we need to allow classes to be good at something. Let dks be mighty zergtanks and let nightblades be rogues. What's so inherently wrong with classes being well suited for one type of gameplay. Also if you ever get bored of your class, you should be able to reroll and have an entirely different experience.


    That's just my opinion on the matter, feel free to disagree with me. I'd like to hear your thoughts.

    While i disagree about the nb incap change in particular ( I don't think the change will mean much), the overall idea is something I fully agree with and am hoping more people come to realize. Forum posts, which are likely the primary way in which ZoS gets community feedback, leans heavily toward pushing for all classes to perform identically in all categories, making it impossible for class identity to be maintained. People love to decry ZoS for not listening to community feedback but frankly the continued homogenization of classes is a direct result of them listening to said feedback. The constant forum crying for buffs and nerfs almost never accounts for class identity and strengths in other areas and therefore doesn't lead to class balance, but rather to homogenization.
  • Joshlenoir
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    Why do people who can't perform complaining about PvP changes because things become tuned down and balanced.
    There's a reason the class reps are in tight communication with players who spend the majority of their time exclusively PvPing on this game and have the skill to atest to that.
    The game isn't "becoming more streamlined and homogeneous". Nightblades were overpowered- this is coming from a person who mains one- get over it.
    Edited by Joshlenoir on 11 August 2018 03:22
  • Tasear
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    What does class indentity mean to you? Is it one unique that can you can use for your class? Is it class skills? Is it theme of said class? Is it how you work with group?
  • Bakkagami
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    Joshlenoir wrote: »
    Why do people who can't perform complaining about PvP changes because things become tuned down and balanced.
    There's a reason the class reps are in tight communication with players who spend the majority of their time exclusively PvPing on this game and have the skill to atest to that.
    The game isn't "becoming more streamlined and homogeneous". Nightblades were overpowered- this is coming from a person who mains one- get over it.

    Yes NB's were overperforming, but I think that's a different situation than the general thread, classes are without a doubt becoming more homogenized and it's not just one or two changed causing it but the plethora of changes that were made over time. Nbs were actually one of the only classes that maintained much of their original class identity and i think still will. Strictly pvp speaking, it seems to me that recent changes are leaning toward bringing classes in line with the current meta (high mobility, high burst) rather than building classes to their individual strengths and weaknesses and allowing the meta to adapt to said changes.

    The recent changes to DK wings is a solid example. Where they used to be able to tank and spank, that playstyle is increasingly unviable to do sustain and damage changes over time making it necessary now for them to have a snare/root removal added to wings. Originally this wasn't needed because they were designed to have low mobility in return for high survivability along with solid sustained damage and resource management allowing them to stay in fights for an extended amount of time. Most of these changes were good for the game imo, but still have some adverse side effects.

    All that being said, ZoS' "every class can play every role" idea for the game naturally makes it more difficult to maintain class identity. balancing the extremes of class identity and role viability will always be difficult.
  • Bakkagami
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    Tasear wrote: »
    What does class indentity mean to you? Is it one unique that can you can use for your class? Is it class skills? Is it theme of said class? Is it how you work with group?

    My view of it is each class having their own strengths AND weaknesses. Class themes are nice and ESO does a good job of catering to those themes but recently there's been a push to eliminate those class weaknesses in particular while also toning down some of the other class strengths. Making each class perform similarly across the board leads to a loss of incentive to play each class uniquely.

    RIFT was another game with a good variety of class themes but inevitably those classes lose their unique appeal because they lacked uniqueness beyond visual effects.
  • Septimus_Magna
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    The problem is that there has to be some kind of counter play. You say Incap into execute was NB class identity without realizing how strong it actually is. Most players cannot block incap because its really quick and easy to animation cancel. With the stun they also cannot block the execute. Add major defile on top of a cheap 70 ult cost and you have a really overloaded ult.

    Not that much is changing tbh, you just have to wait a little longer to get enough ult for the stun or use fear>incap>execute
    PC - EU (AD)
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  • Jameliel
    Jameliel
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    Starts at the roots which are 3 attributes (health, stamina, magical) attempting to encompass all attributes. In most other major mmos, and even in lesser ones, there are tons of attributes. Strength, constitution, intelligence, dexterity, etc.

    Top this off with a nonsensical combat system which requires bar-swapping(aka switching weapons and armor during combat). What you're left with is a lazily designe system that makes no sense and forces everyone into the same builds.

  • Tasear
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    Bakkagami wrote: »
    Tasear wrote: »
    What does class indentity mean to you? Is it one unique that can you can use for your class? Is it class skills? Is it theme of said class? Is it how you work with group?

    My view of it is each class having their own strengths AND weaknesses. Class themes are nice and ESO does a good job of catering to those themes but recently there's been a push to eliminate those class weaknesses in particular while also toning down some of the other class strengths. Making each class perform similarly across the board leads to a loss of incentive to play each class uniquely.

    RIFT was another game with a good variety of class themes but inevitably those classes lose their unique appeal because they lacked uniqueness beyond visual effects.

    What kind of strengths do you think we're tooned down to far? What do you think is each classes strengths and weakest is in game right now?
    Edited by Tasear on 11 August 2018 06:48
  • Tasear
    Tasear
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    Jameliel wrote: »
    Starts at the roots which are 3 attributes (health, stamina, magical) attempting to encompass all attributes. In most other major mmos, and even in lesser ones, there are tons of attributes. Strength, constitution, intelligence, dexterity, etc.

    Top this off with a nonsensical combat system which requires bar-swapping(aka switching weapons and armor during combat). What you're left with is a lazily designe system that makes no sense and forces everyone into the same builds.

    Ideally don't limitations bread variations? You have to adjust for some situations too. Then again are you saying their isn't enough strong choices or something things don't compare?
  • Vahrokh
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    We are heading towards politically correct class fairness.

    The objective: leave everyone with a colorful, unique, awesome looking...


    ... autoattack. Only skill allowed.
  • DanteYoda
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    I do think races passives have a huge impact in the homogenization as well, its starts there and goes down hill at classes..
    Edited by DanteYoda on 11 August 2018 08:32
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