As title indicates, subclassing has been announced. There's nothing we can do about that now. What we CAN do, is identify balance issues before they occur, and minimize the damage that subclassing will do upon release. This thread is intended for people to comment issues that they foresee, and follow that with how the issue could possibly be balanced.
I'll start us off:
-Obviously, burst damage will be a massive issue again. E.g., people will be able to queue up skills with delays to all pop at the same time, such as subs, curse, PotL (limited by the number of skill lines you can swap). They'll then be able to throw a skill like spectral bow as the delayed burst is occurring. This will result in 1-shotting people in pvp with minimal counterplay (especially if an invis pot is used). The only solution I can see here is to significantly nerf the damage of every burst skill. Another thing that would help would be buffing the Impen trait again (although this won't fix non-crit/High WD burst).
-Tanky builds will also be a big issue. People will be able to weave the strongest heals and shields together. E.g., Hardened Ward + warden or DK burst heals. The solution to this could actually be quite obvious, and is something that should have been done years ago... Buff defile again. Make major and minor defile debuffs much stronger, to negate the unhealthy playstyle of building to never die.
-Everyone will have access to good purges, such as templar cleanse. This will slightly nerf debuffs in PvP, though I don't think this is a huge issue, as groups currently can just run 1 good purger already. Making debuffs such as DoTs stronger would have negative flow-on effects to PvE, so probably isn't worth touching.
-If burst skills got nerfed, and DoTs were effectively nerfed due to easy access to purges, I could imagine a meta where people stacked WD and relied more heavily on their spammables? TBH, I think that's the healthiest possible meta I can imagine at this point in time. At least there would be some build diversity due to the sheer number of viable spammables in the game.
I'll probably have further thoughts as the theorycrafting around subclassing progresses, but am keen to hear other issues people have identified, as well as what they could do to fix them!
Edited by TumlinTheJolly on 14 April 2025 06:45