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Should pure classes be stronger than subclassing?

  • Alaztor91
    Alaztor91
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    With subclassing creating such a large gap between ''pure'' and ''non-pure'' specs you can't just simply go ahead and start nerfing OP combinations like GLS+Fatecarver+Grim Focus because if you decide to nerf each skill individually you also end up hurting ''pure'' specs in the process.

    You could do something like for example apply ''penalties'' for subclassed skills(dmg/healing/etc) so that they keep their normal strength when used with your original class but become weaker when they are used in a subclassed skill line.

    You could also implement some kind of buff or passive for keeping your 3 original class skill lines slotted. Something to keep them on par with ''multiclass'' specs.

    ZOS should also be wary of alienating a large portion of the player base if they decide to go through with this without any concerns for balance. Players are already penalized for choosing the ''wrong'' Race, the ''wrong'' skill morph, the ''wrong'' weapon, etc. Telling them to ''just swap out your skill line'' is not going to cut it when a Class represents other things like a particular theme or visual cohesion, not just simply numbers on a screen.
  • tomofhyrule
    tomofhyrule
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    notsojuicy wrote: »
    So the Skill-Line Setup was always
    Damage; Healing, Tanking

    Now with subclassing if you can just take 3 Damage Skill Trees, OFC Subclassing will be stronger, and if you start nerfing individual skill-trees your automatically nerfing a Char which is only using his Class Skill-Trees, make sense doesn't it?

    But that's the thing. It wasn't always that.

    The DLC classes? Sure. They're set up with strict DPS/Heal/Tank lines.

    But not the basegame Classes. They're set more around themes, so you don't really have a full line of one or the other.
    Let's take DK as an example:
    • the Ardent Flame line is the "DPS" line, right? But one of the passives is a snare (Tank), the chains are one of the few Class taunts (Tank), and the Cauterize morph of inferno is one of the DK's best targeted heals (Heal)
    • Earthen Heart is clearly the "Tank" line. Except it has a passive offering extra damage. Ash Cloud and Cinder Storm are ground HoTs (Heal), and a major placeable ground DoT morph (DPS)
    • So Draconic Power is... the Heal line? Really? The only two heals in that line are solo heals (Dragon Blood and Inhale). Otherwise that's the line that has the armor and CC skills (Tank)
    As such, it's a lot harder for a DK to say "I can just give up my heal line!" when they don't really have a heal line; all of the healing stuff is spread across the other lines.

    The ability to make a Glass Cannon by throwing out all of the support lines and only taking the DPS lines of other classes also doesn't account for the fact that a lot of those DPS lines are also a bit unbalanced themselves. Consider Arcanist: a spammable that heals on contact, and powers up their main attack, and debuffs the enemy, and a passive that increases crit damage, which then leads to a major AoE attack that does very high damage, and gives a free damage shield, and has a low cost. And that's even without subclassing! Add a Necro DPS line passive to that and you get a free 15% extra damage on both attacks!

    The "but they have a glass cannon now!" argument really only works if we're talking about being solo. But if they're able to get the heals and shields from other group members, then literally what is the downside to just adding more damage for free? That's the problem.
  • Cominfordatoothbrush
    Multiclassing should come with some major inefficiencies like it does in for example DND. Yes there are some very powerful synergistic multiclasses there but they aren't necessarily all strong and no matter what youre missing out on high level perks/abilities. Idk if for ESO that means removing the passives, changing the numbers for multiclassed trees, whatever, but it's bad as is. It's extra bad in the sense that skills are being nerfed so that they're not super OP multiclassed, but that just punishes you for being one class hence not really fixing anything at all, so that is not the way imo
    Edited by Cominfordatoothbrush on 16 April 2025 15:35
  • sarahthes
    sarahthes
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    Multiclassing should come with some major inefficiencies like it does in for example DND. Yes there are some very powerful synergistic multiclasses there but they aren't necessarily all strong and no matter what youre missing out on high level perks/abilities. Idk if for ESO that means removing the passives, changing the numbers, whatever, but it's bad as is. It's extra bad in the sense that skills are being nerfed so that they're not super OP multiclassed, but that just punishes you for being one class hence not really fixing anything at all, so that is not the way imo

    It hurts classes that have their damage skills spread across multiple lines and buffs necro and arcanist which have clearly defined damage and healing and tanking lines.

    For example on dk if I keep ardent flame and want to subclass I have to give up eruption, talons, or both.
  • Cominfordatoothbrush
    sarahthes wrote: »
    Multiclassing should come with some major inefficiencies like it does in for example DND. Yes there are some very powerful synergistic multiclasses there but they aren't necessarily all strong and no matter what youre missing out on high level perks/abilities. Idk if for ESO that means removing the passives, changing the numbers, whatever, but it's bad as is. It's extra bad in the sense that skills are being nerfed so that they're not super OP multiclassed, but that just punishes you for being one class hence not really fixing anything at all, so that is not the way imo

    It hurts classes that have their damage skills spread across multiple lines and buffs necro and arcanist which have clearly defined damage and healing and tanking lines.

    For example on dk if I keep ardent flame and want to subclass I have to give up eruption, talons, or both.

    Dk design is peak (I'm haeavily biased but still) and if every class was built like that multiclass probably wouldnt be a huge issue.
    Edited by Cominfordatoothbrush on 16 April 2025 16:04
  • Wereswan
    Wereswan
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    notsojuicy wrote: »
    So the Skill-Line Setup was always
    Damage; Healing, Tanking

    Now with subclassing if you can just take 3 Damage Skill Trees, OFC Subclassing will be stronger, and if you start nerfing individual skill-trees your automatically nerfing a Char which is only using his Class Skill-Trees, make sense doesn't it?

    But that's the thing. It wasn't always that.

    The DLC classes? Sure. They're set up with strict DPS/Heal/Tank lines.

    But not the basegame Classes. They're set more around themes, so you don't really have a full line of one or the other.
    Let's take DK as an example:
    • the Ardent Flame line is the "DPS" line, right? But one of the passives is a snare (Tank), the chains are one of the few Class taunts (Tank), and the Cauterize morph of inferno is one of the DK's best targeted heals (Heal)
    • Earthen Heart is clearly the "Tank" line. Except it has a passive offering extra damage. Ash Cloud and Cinder Storm are ground HoTs (Heal), and a major placeable ground DoT morph (DPS)
    • So Draconic Power is... the Heal line? Really? The only two heals in that line are solo heals (Dragon Blood and Inhale). Otherwise that's the line that has the armor and CC skills (Tank)
    As such, it's a lot harder for a DK to say "I can just give up my heal line!" when they don't really have a heal line; all of the healing stuff is spread across the other lines.

    The ability to make a Glass Cannon by throwing out all of the support lines and only taking the DPS lines of other classes also doesn't account for the fact that a lot of those DPS lines are also a bit unbalanced themselves. Consider Arcanist: a spammable that heals on contact, and powers up their main attack, and debuffs the enemy, and a passive that increases crit damage, which then leads to a major AoE attack that does very high damage, and gives a free damage shield, and has a low cost. And that's even without subclassing! Add a Necro DPS line passive to that and you get a free 15% extra damage on both attacks!

    The "but they have a glass cannon now!" argument really only works if we're talking about being solo. But if they're able to get the heals and shields from other group members, then literally what is the downside to just adding more damage for free? That's the problem.

    Likewise, try to find the "tank" line in Templar, or the "healer" line in Sorc—and NB, being the fourth of our release classes, is probably similar, although I'm not familiar enough with the skill lines there to say for certain.
  • sarahthes
    sarahthes
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    sarahthes wrote: »
    Multiclassing should come with some major inefficiencies like it does in for example DND. Yes there are some very powerful synergistic multiclasses there but they aren't necessarily all strong and no matter what youre missing out on high level perks/abilities. Idk if for ESO that means removing the passives, changing the numbers, whatever, but it's bad as is. It's extra bad in the sense that skills are being nerfed so that they're not super OP multiclassed, but that just punishes you for being one class hence not really fixing anything at all, so that is not the way imo

    It hurts classes that have their damage skills spread across multiple lines and buffs necro and arcanist which have clearly defined damage and healing and tanking lines.

    For example on dk if I keep ardent flame and want to subclass I have to give up eruption, talons, or both.

    Dk design is peak (I'm haeavily biased but still) and if every class was built like that multiclass probably wouldnt be a huge issue.

    As a dk main myself...

    Yeah.
  • ChaoticWings3
    ChaoticWings3
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    I think a solution would be to introduce passives that scale with the number of skill trees you have from your own class. So if youre a sorcerer and you have two sorc trees then the new passives offer bonuses accounting for the fact you have two of your own class type

    I was thinking the same thing in a way like we have the armor passives. Maybe have certain bonuses for each class? Would give a reason to stay in the pure class line rather than sub class but could open up other ideas with different passives for other classes.
    sarahthes wrote: »
    Multiclassing should come with some major inefficiencies like it does in for example DND. Yes there are some very powerful synergistic multiclasses there but they aren't necessarily all strong and no matter what youre missing out on high level perks/abilities. Idk if for ESO that means removing the passives, changing the numbers, whatever, but it's bad as is. It's extra bad in the sense that skills are being nerfed so that they're not super OP multiclassed, but that just punishes you for being one class hence not really fixing anything at all, so that is not the way imo

    It hurts classes that have their damage skills spread across multiple lines and buffs necro and arcanist which have clearly defined damage and healing and tanking lines.

    For example on dk if I keep ardent flame and want to subclass I have to give up eruption, talons, or both.

    Dk design is peak (I'm haeavily biased but still) and if every class was built like that multiclass probably wouldnt be a huge issue.

    Also I agree on this. I switched from my warden to a dk and I honestly find it hard removing any one of my skill lines even with the proposed nerfs to some of the skills. They kind of jell well with one another. I don't even have weapon skills on my bars but a full dk build. If I get rid of one in favor of another I honestly feel like I would lose out on something in the process.
  • Yioth
    Yioth
    Soul Shriven
    Until all the skill lines are relatively balanced, then yes. Once skill lines are reasonably balanced between each other then no.
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