We knew dps numbers would skyrocket. Everyone knew that. Having three dps focused skill trees instead of one will do that.
Now we just need ZOS to communicate their goals for how to balance that. Whether it’s making top end content harder, or nerfing abilities across the board.
They will still be on beamcanist, just with necro and nb passives...
Beam is ridiculous.
While I agree that arc beam is ridiculous, Subclassing will still bring out other playstyles that can break 120k DPS. Remember you do NOT need meta to get through current content. Just better than what we have now. Which is definitely a possibility now.
Now is that going to change the people (edited to be nice) that want the Max potential to "look cool". No, they are still going to do the things they have for years. There is always a crowd that only plays meta builds. Which is fine.
If people stop comparing themselves to the people who decide to play this way, the game would be such a happier place.
In HM trials, I do understand you would prefer the maximum potential. Stacking one class to burn through mechanics seems so lame, and imo kills the validation of getting the achievement. The only use I see in this method is the people who sell carries. Which also should be shunned.
In addition, I believe that beam is broken, and would prefer if it got tuned to fit this new subclassing feature. There's no reason to nerf a whole bunch of passives and skills that buff it more, when the initial issue is arc beam being broken, and has been broken for a while.
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^ Edit: I don't know how to keep the quote short, I mess it up everytime.
The primary issue I think is that while you don't necessarily completely balance around the top tier of players, you do need to account for them in some way when balancing.
I don't know what that looks like, but I do know that it does need to be addressed. The damage ceiling is now sitting somewhere near Neptune here on week 1 pts even taking the various bugs into account. While the floor has actually dropped I think.
I don't think the floor has dropped, thats almost impossible to tell right now. Like I mentioned in my first comment, pretty much everyone has access to Minimum requirement of like 120k dps for HM now. I don't really know the minimum requirements now, I have been away for 2 months.
That being said, we already know beam is an issue to the integrity of DPS. What will happen in the PTS is soon to come to light, but surely it doesn't stand. I have a friend that parsed 222k. Arcanist beam is 1000% an issue, and I'm interested into seeing what happens from here.
madmufffin wrote: »______________________________________________________________________________________________________________________
^ Edit: I don't know how to keep the quote short, I mess it up everytime.
The primary issue I think is that while you don't necessarily completely balance around the top tier of players, you do need to account for them in some way when balancing.
I don't know what that looks like, but I do know that it does need to be addressed. The damage ceiling is now sitting somewhere near Neptune here on week 1 pts even taking the various bugs into account. While the floor has actually dropped I think.
I don't think the floor has dropped, thats almost impossible to tell right now. Like I mentioned in my first comment, pretty much everyone has access to Minimum requirement of like 120k dps for HM now. I don't really know the minimum requirements now, I have been away for 2 months.
That being said, we already know beam is an issue to the integrity of DPS. What will happen in the PTS is soon to come to light, but surely it doesn't stand. I have a friend that parsed 222k. Arcanist beam is 1000% an issue, and I'm interested into seeing what happens from here.
______________________________________________________________________________________________________________________
^ Edit: I don't know how to keep the quote short, I mess it up everytime.
The primary issue I think is that while you don't necessarily completely balance around the top tier of players, you do need to account for them in some way when balancing.
I don't know what that looks like, but I do know that it does need to be addressed. The damage ceiling is now sitting somewhere near Neptune here on week 1 pts even taking the various bugs into account. While the floor has actually dropped I think.
Tommy_The_Gun wrote: »Every class skill was designed as a part of a toolkit. Each class has access only for a specific set of skills. If a class lacks certain tools, then there are options to use weapon / guild / world / AW skills. Later, scribing was added to add even more tools. This is how it works right now.
Now, once you will remove the restrictions of each class skill being assigned to a specific class and being exclusive to that class.... You will get exactly the issue you are seeing in this thread.
The very foundation on which combat was established in ESO is falling appart. Different classes with different skill trees. What is also important is that each class skill was never designed to be used in combo with a skill that is sourced from a different class. For instance, It is possible to use Blue Betty + Cloak and you will never run out of magicka. Or to combo Sorc Overload with NB Bow Proc. It is crazy. And this is just the tip of the ice berg. You can for example pick just class passives from 3 different "DPS" trees and dmg bonus alone would give you so much boost that you wont even need a rotation to do decent dmg.
This will lead to so many balance problems that ZOS will either have to nerf everything to the ground & convert every skill basically into what we have seen in "vengeance" mode, or just gave up & not balance anything cuz it will be pointless.
While I agree that arc beam is ridiculous, Subclassing will still bring out other playstyles that can break 120k DPS. Remember you do NOT need meta to get through current content. Just better than what we have now. Which is definitely a possibility now.
Now is that going to change the people (edited to be nice) that want the Max potential to "look cool". No, they are still going to do the things they have for years. There is always a crowd that only plays meta builds. Which is fine.
If people stop comparing themselves to the people who decide to play this way, the game would be such a happier place.
In HM trials, I do understand you would prefer the maximum potential. Stacking one class to burn through mechanics seems so lame, and imo kills the validation of getting the achievement. The only use I see in this method is the people who sell carries. Which also should be shunned.
In addition, I believe that beam is broken, and would prefer if it got tuned to fit this new subclassing feature. There's no reason to nerf a whole bunch of passives and skills that buff it more, when the initial issue is arc beam being broken, and has been broken for a while.
Here some questions.
In theory, everyone will do more damage. Is that a good thing?
Is the gap between the very good players and the less good ones widening?
What is the point of ranking (arenas etc) by class now?
Will the diversity of sub-builds be maintained?
We knew dps numbers would skyrocket. Everyone knew that. Having three dps focused skill trees instead of one will do that.
Now we just need ZOS to communicate their goals for how to balance that. Whether it’s making top end content harder, or nerfing abilities across the board.
RealLoveBVB wrote: »We knew dps numbers would skyrocket. Everyone knew that. Having three dps focused skill trees instead of one will do that.
Now we just need ZOS to communicate their goals for how to balance that. Whether it’s making top end content harder, or nerfing abilities across the board.
And this is where the fun starts. ZOS' plan in the last years was to close the gap between hard-core players and casuals, so every player can enjoy all kind of content the same way.
Now to your balance solutions:
Making content harder would balance it for the hard-core players, but not for the casuals. Because the casuals have problems to beat hard mode content already and to make it harder will make it impossible for them.
Same logic hits when nerfing skills. Casuals tend to have not that much dps. So even if they get a buff with new skill lines and combinations, then the nerf hammer will bring them back to the starting point.
The only way to balance things from ZOS' side is to admit, that they made a huge mistake with introducing stuff like this and just rethink it.
Some years ago we had a similar case, where everyone got upset, when they decided to weaken light attacks and make heavy attacks the way to go, which would have made weaving useless. They also decided to not bring this change live, so there's hope they are as smart here too.
madmufffin wrote: »It's the single strongest spell in the current meta too. The mix and match of straight up buffs like Merciless and GLS means it's even stronger, especially with the skill itslef getting an 8% buff. I imagine it's one of several things getting tuned down in the next iteration patch.
RealLoveBVB wrote: »We knew dps numbers would skyrocket. Everyone knew that. Having three dps focused skill trees instead of one will do that.
Now we just need ZOS to communicate their goals for how to balance that. Whether it’s making top end content harder, or nerfing abilities across the board.
And this is where the fun starts. ZOS' plan in the last years was to close the gap between hard-core players and casuals, so every player can enjoy all kind of content the same way.
Now to your balance solutions:
Making content harder would balance it for the hard-core players, but not for the casuals. Because the casuals have problems to beat hard mode content already and to make it harder will make it impossible for them.
Same logic hits when nerfing skills. Casuals tend to have not that much dps. So even if they get a buff with new skill lines and combinations, then the nerf hammer will bring them back to the starting point.
The only way to balance things from ZOS' side is to admit, that they made a huge mistake with introducing stuff like this and just rethink it.
Some years ago we had a similar case, where everyone got upset, when they decided to weaken light attacks and make heavy attacks the way to go, which would have made weaving useless. They also decided to not bring this change live, so there's hope they are as smart here too.
SundarahFr3akinrican wrote: »Why do you need class identity when you can quite literally make your own class with its own identity in this new system.
I don't understand why people want their base classes identity so bad.
AdmiralDigby wrote: »RealLoveBVB wrote: »We knew dps numbers would skyrocket. Everyone knew that. Having three dps focused skill trees instead of one will do that.
Now we just need ZOS to communicate their goals for how to balance that. Whether it’s making top end content harder, or nerfing abilities across the board.
And this is where the fun starts. ZOS' plan in the last years was to close the gap between hard-core players and casuals, so every player can enjoy all kind of content the same way.
Now to your balance solutions:
Making content harder would balance it for the hard-core players, but not for the casuals. Because the casuals have problems to beat hard mode content already and to make it harder will make it impossible for them.
Same logic hits when nerfing skills. Casuals tend to have not that much dps. So even if they get a buff with new skill lines and combinations, then the nerf hammer will bring them back to the starting point.
The only way to balance things from ZOS' side is to admit, that they made a huge mistake with introducing stuff like this and just rethink it.
Some years ago we had a similar case, where everyone got upset, when they decided to weaken light attacks and make heavy attacks the way to go, which would have made weaving useless. They also decided to not bring this change live, so there's hope they are as smart here too.
You could quadruple their damage as and they still wouldn't clear it because it's the mechanics stopping them. Not dps (speaking in generalities).
tomofhyrule wrote: »SundarahFr3akinrican wrote: »Why do you need class identity when you can quite literally make your own class with its own identity in this new system.
I don't understand why people want their base classes identity so bad.
...the same reason other people want to have their sorc shoot fireballs?
Some people designed their characters around the Class line. Some people like the way they play. Others are sad that their fantasy character didn't have access to other skills.
I don't understand why the people who are so gung-*** on "I want to have my character do a lot of different Class skills" can't comprehend that others' character fantasy is "I'm a pure Paladin with my Templar skills of light and I don't abide with trafficking with Daedra."
LukosCreyden wrote: »tomofhyrule wrote: »SundarahFr3akinrican wrote: »Why do you need class identity when you can quite literally make your own class with its own identity in this new system.
I don't understand why people want their base classes identity so bad.
...the same reason other people want to have their sorc shoot fireballs?
Some people designed their characters around the Class line. Some people like the way they play. Others are sad that their fantasy character didn't have access to other skills.
I don't understand why the people who are so gung-*** on "I want to have my character do a lot of different Class skills" can't comprehend that others' character fantasy is "I'm a pure Paladin with my Templar skills of light and I don't abide with trafficking with Daedra."
Good news! You can now do both! You can play a pure class, or use subclassing!
As long as ZOS can behave themselves and not wreck things with wacky balancing.
I hope there will be some penalty for using skill line from other class. Like decrease efficiency by some percentage, allowing only certain amount of abilities, locking the passives... if it will go live in current stage, it might ruin the game.
Or just increase health, defenses and overal strength of monsters, especially in dungeons and trials. Right now, it looks ridiculous.
SundarahFr3akinrican wrote: »Why do you need class identity when you can quite literally make your own class with its own identity in this new system.
I don't understand why people want their base classes identity so bad.
AdmiralDigby wrote: »The same people that are excited about the possibilities will be the first to drop the game when its either too easy and/or too stale.
I hope there will be some penalty for using skill line from other class. Like decrease efficiency by some percentage, allowing only certain amount of abilities, locking the passives... if it will go live in current stage, it might ruin the game.
Or just increase health, defenses and overal strength of monsters, especially in dungeons and trials. Right now, it looks ridiculous.
Yeah i've mentioned this in several threads including the main feedback one. hopefully like a 25% efficiency nerf on subclassed skill lines or sum similar
AdmiralDigby wrote: »SundarahFr3akinrican wrote: »Why do you need class identity when you can quite literally make your own class with its own identity in this new system.
I don't understand why people want their base classes identity so bad.
Someone could hit you with the exact same argument.
"I don't know why you want to multiclass so much?".
The reality is different people have different ideas of what's fun. What's most important is your fun, doesn't stop me from mine.
That's the issue. Balancing multiclassi g without making pureclasses absolute garbage.