This isn’t a downside, it simply makes the entry point longer to reach for new players and is honestly weirdmadmufffin wrote: »It costs double the skill points for subclassed skills and passives
madmufffin wrote: »It costs double the skill points for subclassed skills and passives
madmufffin wrote: »Instead of nerfing subclassing you should simply provide more benefits for not subclassing. There's no way to dial back subclassing without fundamentally nerfing the base class.
madmufffin wrote: »Instead of nerfing subclassing you should simply provide more benefits for not subclassing. There's no way to dial back subclassing without fundamentally nerfing the base class.
nerfing the base class to nerf subclass is non sense
base class will still be behind subclassing, by doing this
ForumBully wrote: »It doesn't get disadvantages because when you launch something new, it's a bad idea to make it worse than what we've already got
Maybe a system that empowers your primary Skill Line (the one you cannot swap) would be cool idk. The implications of Subclassing is giving me a headache now. What about Necro?? What about Crux gen?? Skill Lines need to be overhauled tremendously to function independently.
Right. Depending on the content, your Crux generating skills don't simply come from one skill line. The Blades (or Flail), Heal and Armor Buff (Sometimes Tomebearer's) are ways to sustain Crux gen and they derive from all three lines. Spending Crux, too. Runeward, Fatecarver, the healbeam and T. Dread are across skill lines. I don't feel comfortable with the implications of some classes needing a Skill Line swap and others literally being thrown off without maintaining their unique lines.Maybe a system that empowers your primary Skill Line (the one you cannot swap) would be cool idk. The implications of Subclassing is giving me a headache now. What about Necro?? What about Crux gen?? Skill Lines need to be overhauled tremendously to function independently.
This is why I'm probably just going to switch to playing my Arcanist when this finally releases; a "pure" Arcanist will still be superior at generating and making use of Crux across the entirety of their toolkit.
Right. Depending on the content, your Crux generating skills don't simply come from one skill line. The Blades (or Flail), Heal and Armor Buff (Sometimes Tomebearer's) are ways to sustain Crux gen and they derive from all three lines. Spending Crux, too. Runeward, Fatecarver, the healbeam and T. Dread are across skill lines. I don't feel comfortable with the implications of some classes needing a Skill Line swap and others literally being thrown off without maintaining their unique lines.Maybe a system that empowers your primary Skill Line (the one you cannot swap) would be cool idk. The implications of Subclassing is giving me a headache now. What about Necro?? What about Crux gen?? Skill Lines need to be overhauled tremendously to function independently.
This is why I'm probably just going to switch to playing my Arcanist when this finally releases; a "pure" Arcanist will still be superior at generating and making use of Crux across the entirety of their toolkit.
madmufffin wrote: »It costs double the skill points for subclassed skills and passives
Ragnarok0130 wrote: »madmufffin wrote: »It costs double the skill points for subclassed skills and passives
Skill points are immaterial, it should half their resources and resource regen if it's balanced (or something similar as a penalty). It makes sense that one's base class would be the pinnacle of mastery. There is however no way that anyone would be able to master a "sub class" to the same level as their real class so there should be penalties to subclass abilities so someone subclassing as a templar or arcanist will never be as proficient as an actual templar or arcanist.
madmufffin wrote: »Instead of nerfing subclassing you should simply provide more benefits for not subclassing. There's no way to dial back subclassing without fundamentally nerfing the base class.
I agree that nerfing is not the way to success here however the developers have already hit the DK and Sorc skill lines due to Subclassing and this is just the beginning. My point with that is that you're right but ZOS has already decided they have a vision on what each skill line is classified as and how they should be standardized upon. DK lost sustain and Sorc has lost an entire skill line (Daedric Summoning) if you aren't into building for pets. They're gonna be going back and forth a lot buffing and nerfing things and this is just the beginning. Also the technical nerf on Necromancer via pets/corpse cap. These are consequences of Subclassing that tell me that maybe ZOS is biting off more than they can chew.madmufffin wrote: »Ragnarok0130 wrote: »madmufffin wrote: »It costs double the skill points for subclassed skills and passives
Skill points are immaterial, it should half their resources and resource regen if it's balanced (or something similar as a penalty). It makes sense that one's base class would be the pinnacle of mastery. There is however no way that anyone would be able to master a "sub class" to the same level as their real class so there should be penalties to subclass abilities so someone subclassing as a templar or arcanist will never be as proficient as an actual templar or arcanist.
So just make subclassing useless. Got it. The obvious solution is to find a way to buff no using subclassing by giving damage and/or resources for using more of your base class skill lines. Having people lose a ton of resources to the point that the benefit is negligible would undermine the premise entirely. It should be stronger. It's a full 3 line specialization for your role. You just need to close the gap between the two by raising base class up not killing the subclassing.
People have reached 171k single target dummy parse on PTS, so clearly, subclassing is way too OP as of now.
So why don't it get any disadvantage?
Simple, make it like a vampire curse. If you activate subclass, you get reduced attribute point. The more skill tree you take from other classes, the more attribute point you need to sacrifice.
Problem solved.
said no one ever wrote: »People have reached 171k single target dummy parse on PTS, so clearly, subclassing is way too OP as of now.
So why don't it get any disadvantage?
Simple, make it like a vampire curse. If you activate subclass, you get reduced attribute point. The more skill tree you take from other classes, the more attribute point you need to sacrifice.
Problem solved.
there was no problem and you didnt solve it. So glad someone is successful with subclassing. The only reason to poo-poo subclassing is if you're no good at it?
Anyway, a 40% power increase in a single patch is a little bit much, don't you think? Perhaps 20% to start would be a little better? That way it'll hurt less when they walk it all back.
Anyway, a 40% power increase in a single patch is a little bit much, don't you think? Perhaps 20% to start would be a little better? That way it'll hurt less when they walk it all back.
Remember, the 40% is just for now, 3 days after the PTS open. The number can go higher later on.
171k is fine actually. There's no problem and therefore there doesn't need to be a fix.
You're free to treat the game like an excel spreadsheet and trivialize the content if you want to. Most of the playerbase won't though, and we'll have a fun new thing we can do to personalize how we theme our characters.
And to the people who say "but we swap old skill line to get another, that's balance enough". Not even close, you'll swap 2 utility skill lines for 2 dps skill lines and further buff your stats. That's not a trade, that's a straight upgrade.
And to the people who say "but we swap old skill line to get another, that's balance enough". Not even close, you'll swap 2 utility skill lines for 2 dps skill lines and further buff your stats. That's not a trade, that's a straight upgrade.
It's definitely a power up. Rich said in the stream they are aware of the power creep, but I'm not sure how extensively they tested everything, because numbers seem really high right now (not accounting for the bugs). One thing they could do is only allow swapping between the same type of skill lines, but players would find that less fun. And if they removed the passives that would kill the point of the system. Another idea would be to have a nerfed version of the subclassed skills, so there would be a downside to them, but again I don't think players would like that.
171k is fine actually. There's no problem and therefore there doesn't need to be a fix.
You're free to treat the game like an excel spreadsheet and trivialize the content if you want to. Most of the playerbase won't though, and we'll have a fun new thing we can do to personalize how we theme our characters.
And to the people who say "but we swap old skill line to get another, that's balance enough". Not even close, you'll swap 2 utility skill lines for 2 dps skill lines and further buff your stats. That's not a trade, that's a straight upgrade.