Possibly.
I feel like ZOS is trying to create an “MMO Elder Scrolls 6” if you will. If this is the case, I feel ESO should’ve been classless from the start lol.
That said, I do hope they start adding more skill colors for every class for roleplaying purposes. Like pairing Red Necro with Nightblade to create a death assassin. Etc.
I think the idea of moving toward a classless system is exciting and long overdue, especially for a franchise like Elder Scrolls, which has always emphasized freedom and customization in its single-player games.
The Elder Scrolls universe has always been about building your own character, not picking from a pre-made archetype. A classless system (or one that allows you to mix skill trees freely) could finally align ESO more closely with that core identity. It would open the door to more creative, personal builds, encourage experimentation, and give players more control over how they engage with the game.
With subclasses, character possibilities are multiplied.
They're still limited, but the number of possible combinations increases to approximately 5,000.
Isn't ZOS ultimately planning to do away with classes?
Perhaps this is just a step, and the ultimate goal... would be to create a class-neutral character and select skill trees from the very beginning.
Is this the end of an old generation of MMOs where the player plays a class (like WoW, Black Desert Online, SWTOR, etc.) that is moving more toward a system like NewWorld?
Is TESO beginning its transition to a new generation of MMOs?
This is just a guess, but it is a legitimate question.
I think the idea of moving toward a classless system is exciting and long overdue, especially for a franchise like Elder Scrolls, which has always emphasized freedom and customization in its single-player games.
The Elder Scrolls universe has always been about building your own character, not picking from a pre-made archetype. A classless system (or one that allows you to mix skill trees freely) could finally align ESO more closely with that core identity. It would open the door to more creative, personal builds, encourage experimentation, and give players more control over how they engage with the game.
knifeinthedark wrote: »subclassing leads to our pure classes being gutted and you destroy my RP experience as well. They need to make purist builds viable or people like me are just gonna quit, I put a lot of time into it and this change is basically dissing me to my face and telling me to like it. @ZOS_RichLambert
This.
I’ve been saying it over and over. Pure builds need to perform on par as subclass builds. This is how ZOS allows everyone to truly play how they want. If I want to purely be a flaming knight in the hardest of trifectas, I should have the option for that without getting kicked. Forcing people to subclass just to keep up is more limiting.
So far I haven’t seen anyone counter this.
The Elder Scrolls universe has always been about building your own character, not picking from a pre-made archetype. A classless system (or one that allows you to mix skill trees freely) could finally align ESO more closely with that core identity. It would open the door to more creative, personal builds, encourage experimentation, and give players more control over how they engage with the game.
Is this the end of an old generation of MMOs where the player plays a class (like WoW, Black Desert Online, SWTOR, etc.) that is moving more toward a system like NewWorld?
Is TESO beginning its transition to a new generation of MMOs?
Possibly.
I feel like ZOS is trying to create an “MMO Elder Scrolls 6” if you will. If this is the case, I feel ESO should’ve been classless from the start lol.
That said, I do hope they start adding more skill colors for every class for roleplaying purposes. Like pairing Red Necro with Nightblade to create a death assassin. Etc.
Rich said a few years ago that initially they planned to make ESO a true MMO, but after a year they realized that the majority didn't want that, they wanted 'Skyrim with friends' and so that's when they created One Tamriel. So no, ESO hasn't been considered by ZOS to be a true MMO for many years- it's only certain players clinging to this concept and then being upset when the game doesn't match their concept.
Ragnarok0130 wrote: »Possibly.
I feel like ZOS is trying to create an “MMO Elder Scrolls 6” if you will. If this is the case, I feel ESO should’ve been classless from the start lol.
That said, I do hope they start adding more skill colors for every class for roleplaying purposes. Like pairing Red Necro with Nightblade to create a death assassin. Etc.
Rich said a few years ago that initially they planned to make ESO a true MMO, but after a year they realized that the majority didn't want that, they wanted 'Skyrim with friends' and so that's when they created One Tamriel. So no, ESO hasn't been considered by ZOS to be a true MMO for many years- it's only certain players clinging to this concept and then being upset when the game doesn't match their concept.
You keep posting this, can you link me the article or video where Rich stated this as I’ve never heard any of the devs say this. Not trying to be combative but would love to hear it in the original and full context.
Ragnarok0130 wrote: »Possibly.
I feel like ZOS is trying to create an “MMO Elder Scrolls 6” if you will. If this is the case, I feel ESO should’ve been classless from the start lol.
That said, I do hope they start adding more skill colors for every class for roleplaying purposes. Like pairing Red Necro with Nightblade to create a death assassin. Etc.
Rich said a few years ago that initially they planned to make ESO a true MMO, but after a year they realized that the majority didn't want that, they wanted 'Skyrim with friends' and so that's when they created One Tamriel. So no, ESO hasn't been considered by ZOS to be a true MMO for many years- it's only certain players clinging to this concept and then being upset when the game doesn't match their concept.
You keep posting this, can you link me the article or video where Rich stated this as I’ve never heard any of the devs say this. Not trying to be combative but would love to hear it in the original and full context.
I think this article is meant:
https://www.gameinformer.com/2021/05/21/elder-scrolls-online-creative-director-reflects-back-on-rough-launch-we-didnt-have-an?mobile-app=true&theme=falseCampfire
Agree, now I don't agree on the true MMO part. Yes the most defining MMO like Everquest and WOW has classes other like Runescape has not.Possibly.
I feel like ZOS is trying to create an “MMO Elder Scrolls 6” if you will. If this is the case, I feel ESO should’ve been classless from the start lol.
That said, I do hope they start adding more skill colors for every class for roleplaying purposes. Like pairing Red Necro with Nightblade to create a death assassin. Etc.
Rich said a few years ago that initially they planned to make ESO a true MMO, but after a year they realized that the majority didn't want that, they wanted 'Skyrim with friends' and so that's when they created One Tamriel. So no, ESO hasn't been considered by ZOS to be a true MMO for many years- it's only certain players clinging to this concept and then being upset when the game doesn't match their concept.
Classes won't go away because it would be lost revenue. Subclassing will still prompt many players to continue alts, because there are limitations to subclassing- such as having to keep one class skill line from your base class and not being able to have two of another. So players expecting to be a Warden but then have two Arcanist skill lines- can't do that. You can have two Warden skill lines, but cannot have two of the same class subclassed.
Twohothardware wrote: »We’ve been replacing our classes skills with alternatives for a long time from the weapon skill lines, fighters guild, mages guild, Psijic skill line, and most recently Scribing skills.
Up until more recently classes like StamSorc were almost entirely using the skills from the weapon skill lines instead of Sorcerer because they were better and when ESO first launched stamina versions of many class skills didn’t exist.
Subclassing is no different except that it’s more freedom to build and optimize your character however you want.
If you choose to play with a “pure class” and keep a bunch of skill lines full of healing and tanking skills that are useless for DPS that’s totally fine, just don’t expect to deal the exact same DPS as someone that chooses all DPS skill lines for their character.
knifeinthedark wrote: »Twohothardware wrote: »We’ve been replacing our classes skills with alternatives for a long time from the weapon skill lines, fighters guild, mages guild, Psijic skill line, and most recently Scribing skills.
Up until more recently classes like StamSorc were almost entirely using the skills from the weapon skill lines instead of Sorcerer because they were better and when ESO first launched stamina versions of many class skills didn’t exist.
Subclassing is no different except that it’s more freedom to build and optimize your character however you want.
If you choose to play with a “pure class” and keep a bunch of skill lines full of healing and tanking skills that are useless for DPS that’s totally fine, just don’t expect to deal the exact same DPS as someone that chooses all DPS skill lines for their character.
You don't seem to understand PvE very well. Your last paragraph doesn't make much sense. DPS characters were well balanced in their role, as tanks and healers have been as well. Balance has actually been pretty good so far overall. If you were to look at the skill bars for endgame DPS players you would notice that there really aren't "tanking/healing" skills being slotted other than necessities and even that is situational, if healer(s) are present you can be damned sure I'm only slotting DPS skills and skills that passively increase my damage. I invite you to come look at my skill bars and tell me where exactly I deserve to be punished in terms of DPS simply because I want to be a sorc exclusively.
Your argument makes no sense at all. People deserve to be punished for wanting to play a specific class fully simply because they don't want overpowered combinations of skills and passives that were never even supposed to be used in conjunction on a single toon in the first place?
The skill lines as they are make sense, I can be at just enough health to be survivable if I'm attentive and still hit 100k+ in a parse. Scaling up the game to compensate for this incredible increase in effectiveness will make pure classes go extinct. In a "play how you want" game I'm not to be allowed to play how I want?
As another wise poster said, you should be able to be a pure fire based DPS at endgame if you want and not be obsolete, I should be able to be a pure NB assassin and not be obsolete.
Edit: To your points about weapon and guild skill lines as well as your comment about "don’t expect to deal the exact same DPS as someone that chooses all DPS skill lines for their character" I don't see how that makes sense either given, and I'm fairly certain of this, the overwhelming majority of class skill lines (like the nightblade shadow) don't have exclusively all dps skills/passives, there are non dps skills and passives in those trees, as there are also supplemental skills that tie in well with the rest of the class creating a pretty complete kit unique to that classes Identity.
ragnarok6644b14_ESO wrote: »knifeinthedark wrote: »Twohothardware wrote: »We’ve been replacing our classes skills with alternatives for a long time from the weapon skill lines, fighters guild, mages guild, Psijic skill line, and most recently Scribing skills.
Up until more recently classes like StamSorc were almost entirely using the skills from the weapon skill lines instead of Sorcerer because they were better and when ESO first launched stamina versions of many class skills didn’t exist.
Subclassing is no different except that it’s more freedom to build and optimize your character however you want.
If you choose to play with a “pure class” and keep a bunch of skill lines full of healing and tanking skills that are useless for DPS that’s totally fine, just don’t expect to deal the exact same DPS as someone that chooses all DPS skill lines for their character.
You don't seem to understand PvE very well. Your last paragraph doesn't make much sense. DPS characters were well balanced in their role, as tanks and healers have been as well. Balance has actually been pretty good so far overall. If you were to look at the skill bars for endgame DPS players you would notice that there really aren't "tanking/healing" skills being slotted other than necessities and even that is situational, if healer(s) are present you can be damned sure I'm only slotting DPS skills and skills that passively increase my damage. I invite you to come look at my skill bars and tell me where exactly I deserve to be punished in terms of DPS simply because I want to be a sorc exclusively.
Your argument makes no sense at all. People deserve to be punished for wanting to play a specific class fully simply because they don't want overpowered combinations of skills and passives that were never even supposed to be used in conjunction on a single toon in the first place?
The skill lines as they are make sense, I can be at just enough health to be survivable if I'm attentive and still hit 100k+ in a parse. Scaling up the game to compensate for this incredible increase in effectiveness will make pure classes go extinct. In a "play how you want" game I'm not to be allowed to play how I want?
As another wise poster said, you should be able to be a pure fire based DPS at endgame if you want and not be obsolete, I should be able to be a pure NB assassin and not be obsolete.
Edit: To your points about weapon and guild skill lines as well as your comment about "don’t expect to deal the exact same DPS as someone that chooses all DPS skill lines for their character" I don't see how that makes sense either given, and I'm fairly certain of this, the overwhelming majority of class skill lines (like the nightblade shadow) don't have exclusively all dps skills/passives, there are non dps skills and passives in those trees, as there are also supplemental skills that tie in well with the rest of the class creating a pretty complete kit unique to that classes Identity.
You can't have your cake and eat it too.
Theme builds (like the ones I run) have been excluded from endgame for years. I still do fine in content and even get compliments after a good hard mode dungeon or the like, when everything really meshes, but it's simply the truth that you won't see me getting into endgame trifecta pushing.
And I am okay with that, because I have more fun making my theme build work than I do chasing the endgame.
But at some point, chasing the endgame and chasing theme are incompatible, and you have to pick a street. That was true before subclassing and will be true whether subclassing exists or not.
I couldn't be happier about this change; I've been advocating for a classless system in ESO for a long time now. It always struck me as odd that a defining feature of TES games was being classless: you can do whatever you want whenever you want (and "classes" in the older titles were really just xp bonuses or damage buffs, never hard locks on what your character could actually access).
So having a hard class system in the online entry to the TES series seemed like a missed opportunity to innovate in the MMO genre. I guess it's better late than never, but I for one will be thrilled to get back into ESO once this update hits and we get harder overland content too. If my necromancer wants to learn some daedric summoning spells, he'll be able to (at the cost of one of my class skill lines, but still). If he wants to learn some storm magic, he will also be able to do that.