Twohothardware wrote: »This patch is going to be a disaster.
Casual players are gonna log in, feel how their classes have been entirely ruined, and log out forever.
Absolute disaster for everyone but most hardcore of the hardcore, aka the 3-5% of players who post on these forums.
Whoever thought they could just nerf almost everything across the board for pure classes and still have a player count above 500 a year from now is on some strong stuff that's for sure.
Casual players are going to log in and be lucky to notice any difference at all. Casual players don't test their DPS on test dummies and that's the only place you're going to notice a difference.
Twohothardware wrote: »
Outside of maybe DK I don't think anyone is going to notice the rest of the sustain changes and DK is probably the least played class in the game if you're not a tank.
Yea agreed its mainly DK right now thats going to happen to, especially since they decided to partially fix the Sorcs sustain change.
StarOfElyon wrote: »
StarOfElyon wrote: »
Oh wow missed this one entirely…
Undead Confederate: This passive now increases your Health, Magicka, and Stamina Recovery by 77/155 while a Necromantic pet is active, down from 100/200.
Counter_point wrote: »... subclasses? This is taking the easy way out. You really avoided the true challenge and work to create something amazing. Arcanist was pretty cool and now you've suddenly ruined that momentum. Instead, you should've created another job or even TWO more jobs. Not throw all the skill lines into one pot. There should be at least two more jobs than there are at this point in the history of this game. I just don't and will never understand what this dev team thinks and why you continue to make poor choices. I am absolutely judging this before it comes out. I will try it on the PTS with harsh criticism and low expectations. Lets see how this goes.
Making all skill lines available to any job creates profound rigidity. End game will find the meta and everyone will be forced into running the same skill lines and jobs. There was, at least a tiny bit of diversity in job identity, but now... you've decided to completely mutilate any progress you've made as a dev team. I just don't get it.
Rules, limitations, restrictions, and identity is the proper way to go about this, as are most artistic endeavors. The extreme opposite is subclasses. You've created even more problems for yourselves in terms of "balancing" out everything. I expect an onslaught of hot fixes, combat/gameplay nerfs and more & more dramatic changes that will inevitably anger the already exhausted community.
Everything is homogenized, the same, and you can do whatever you want whenever. This "freedom" that is so pervasive in many spaces not only in the gaming world but the world in general, accomplishes the exact opposite of the intention.
This dev team is exhausting. You seemingly were doing so much better and then you take five step backwards and put yourself at ground zero... again.
I felt mildly intrigued about the recent changes and direction the devs plan to go. But subclasses will inevitably ruin this game. I just see the future as bleak, constantly changing combat jobs, skills, to the point where all of this will collapse.
sans-culottes wrote: »Counter_point wrote: »... subclasses? This is taking the easy way out. You really avoided the true challenge and work to create something amazing. Arcanist was pretty cool and now you've suddenly ruined that momentum. Instead, you should've created another job or even TWO more jobs. Not throw all the skill lines into one pot. There should be at least two more jobs than there are at this point in the history of this game. I just don't and will never understand what this dev team thinks and why you continue to make poor choices. I am absolutely judging this before it comes out. I will try it on the PTS with harsh criticism and low expectations. Lets see how this goes.
Making all skill lines available to any job creates profound rigidity. End game will find the meta and everyone will be forced into running the same skill lines and jobs. There was, at least a tiny bit of diversity in job identity, but now... you've decided to completely mutilate any progress you've made as a dev team. I just don't get it.
Rules, limitations, restrictions, and identity is the proper way to go about this, as are most artistic endeavors. The extreme opposite is subclasses. You've created even more problems for yourselves in terms of "balancing" out everything. I expect an onslaught of hot fixes, combat/gameplay nerfs and more & more dramatic changes that will inevitably anger the already exhausted community.
Everything is homogenized, the same, and you can do whatever you want whenever. This "freedom" that is so pervasive in many spaces not only in the gaming world but the world in general, accomplishes the exact opposite of the intention.
This dev team is exhausting. You seemingly were doing so much better and then you take five step backwards and put yourself at ground zero... again.
I felt mildly intrigued about the recent changes and direction the devs plan to go. But subclasses will inevitably ruin this game. I just see the future as bleak, constantly changing combat jobs, skills, to the point where all of this will collapse.
@Counter_point nails what so many defenders of subclassing sidestep: freedom without form becomes incoherence.
By collapsing class structure into a pile of interchangeable fragments, ZOS hasn’t expanded creative possibility. It has erased it. The logic here is not design but surrender. No new archetypes were built. No new thematic identities emerged. Instead, everything collapses into a flavorless slurry of modular “utility.”
The irony is that this move will reduce variety, not increase it. Once the meta calcifies around the top-performing skill line combos, diversity dies. What remains is a treadmill of reactive hotfixes and patch notes trying to balance a system that no longer has any internal logic.
What you call out—rules, limitation, identity—isn’t restriction. It’s the raw material of artistic structure. Without it, there is no tension, no flavor, no reason to pick anything at all.
Subclasses are not a bold evolution. They are an exhausted compromise.
sans-culottes wrote: »Counter_point wrote: »... subclasses? This is taking the easy way out. You really avoided the true challenge and work to create something amazing. Arcanist was pretty cool and now you've suddenly ruined that momentum. Instead, you should've created another job or even TWO more jobs. Not throw all the skill lines into one pot. There should be at least two more jobs than there are at this point in the history of this game. I just don't and will never understand what this dev team thinks and why you continue to make poor choices. I am absolutely judging this before it comes out. I will try it on the PTS with harsh criticism and low expectations. Lets see how this goes.
Making all skill lines available to any job creates profound rigidity. End game will find the meta and everyone will be forced into running the same skill lines and jobs. There was, at least a tiny bit of diversity in job identity, but now... you've decided to completely mutilate any progress you've made as a dev team. I just don't get it.
Rules, limitations, restrictions, and identity is the proper way to go about this, as are most artistic endeavors. The extreme opposite is subclasses. You've created even more problems for yourselves in terms of "balancing" out everything. I expect an onslaught of hot fixes, combat/gameplay nerfs and more & more dramatic changes that will inevitably anger the already exhausted community.
Everything is homogenized, the same, and you can do whatever you want whenever. This "freedom" that is so pervasive in many spaces not only in the gaming world but the world in general, accomplishes the exact opposite of the intention.
This dev team is exhausting. You seemingly were doing so much better and then you take five step backwards and put yourself at ground zero... again.
I felt mildly intrigued about the recent changes and direction the devs plan to go. But subclasses will inevitably ruin this game. I just see the future as bleak, constantly changing combat jobs, skills, to the point where all of this will collapse.
@Counter_point nails what so many defenders of subclassing sidestep: freedom without form becomes incoherence.
By collapsing class structure into a pile of interchangeable fragments, ZOS hasn’t expanded creative possibility. It has erased it. The logic here is not design but surrender. No new archetypes were built. No new thematic identities emerged. Instead, everything collapses into a flavorless slurry of modular “utility.”
The irony is that this move will reduce variety, not increase it. Once the meta calcifies around the top-performing skill line combos, diversity dies. What remains is a treadmill of reactive hotfixes and patch notes trying to balance a system that no longer has any internal logic.
What you call out—rules, limitation, identity—isn’t restriction. It’s the raw material of artistic structure. Without it, there is no tension, no flavor, no reason to pick anything at all.
Subclasses are not a bold evolution. They are an exhausted compromise.
This is the same point that has been made from day one. This is ONLY true for min/max end gamers. For everyone else, this system gives incredible freedom.
sans-culottes wrote: »sans-culottes wrote: »Counter_point wrote: »... subclasses? This is taking the easy way out. You really avoided the true challenge and work to create something amazing. Arcanist was pretty cool and now you've suddenly ruined that momentum. Instead, you should've created another job or even TWO more jobs. Not throw all the skill lines into one pot. There should be at least two more jobs than there are at this point in the history of this game. I just don't and will never understand what this dev team thinks and why you continue to make poor choices. I am absolutely judging this before it comes out. I will try it on the PTS with harsh criticism and low expectations. Lets see how this goes.
Making all skill lines available to any job creates profound rigidity. End game will find the meta and everyone will be forced into running the same skill lines and jobs. There was, at least a tiny bit of diversity in job identity, but now... you've decided to completely mutilate any progress you've made as a dev team. I just don't get it.
Rules, limitations, restrictions, and identity is the proper way to go about this, as are most artistic endeavors. The extreme opposite is subclasses. You've created even more problems for yourselves in terms of "balancing" out everything. I expect an onslaught of hot fixes, combat/gameplay nerfs and more & more dramatic changes that will inevitably anger the already exhausted community.
Everything is homogenized, the same, and you can do whatever you want whenever. This "freedom" that is so pervasive in many spaces not only in the gaming world but the world in general, accomplishes the exact opposite of the intention.
This dev team is exhausting. You seemingly were doing so much better and then you take five step backwards and put yourself at ground zero... again.
I felt mildly intrigued about the recent changes and direction the devs plan to go. But subclasses will inevitably ruin this game. I just see the future as bleak, constantly changing combat jobs, skills, to the point where all of this will collapse.
@Counter_point nails what so many defenders of subclassing sidestep: freedom without form becomes incoherence.
By collapsing class structure into a pile of interchangeable fragments, ZOS hasn’t expanded creative possibility. It has erased it. The logic here is not design but surrender. No new archetypes were built. No new thematic identities emerged. Instead, everything collapses into a flavorless slurry of modular “utility.”
The irony is that this move will reduce variety, not increase it. Once the meta calcifies around the top-performing skill line combos, diversity dies. What remains is a treadmill of reactive hotfixes and patch notes trying to balance a system that no longer has any internal logic.
What you call out—rules, limitation, identity—isn’t restriction. It’s the raw material of artistic structure. Without it, there is no tension, no flavor, no reason to pick anything at all.
Subclasses are not a bold evolution. They are an exhausted compromise.
This is the same point that has been made from day one. This is ONLY true for min/max end gamers. For everyone else, this system gives incredible freedom.
@Stx, the “this only applies to min-maxers” dodge doesn’t hold. Subclassing undermines class identity regardless of whether one chases the meta. It collapses distinct thematic roles into generic skill-line composites, eroding clarity for everyone—from new players trying to parse group roles to veterans trying to maintain a sense of coherent character design. That isn’t freedom.
sans-culottes wrote: »sans-culottes wrote: »Counter_point wrote: »... subclasses? This is taking the easy way out. You really avoided the true challenge and work to create something amazing. Arcanist was pretty cool and now you've suddenly ruined that momentum. Instead, you should've created another job or even TWO more jobs. Not throw all the skill lines into one pot. There should be at least two more jobs than there are at this point in the history of this game. I just don't and will never understand what this dev team thinks and why you continue to make poor choices. I am absolutely judging this before it comes out. I will try it on the PTS with harsh criticism and low expectations. Lets see how this goes.
Making all skill lines available to any job creates profound rigidity. End game will find the meta and everyone will be forced into running the same skill lines and jobs. There was, at least a tiny bit of diversity in job identity, but now... you've decided to completely mutilate any progress you've made as a dev team. I just don't get it.
Rules, limitations, restrictions, and identity is the proper way to go about this, as are most artistic endeavors. The extreme opposite is subclasses. You've created even more problems for yourselves in terms of "balancing" out everything. I expect an onslaught of hot fixes, combat/gameplay nerfs and more & more dramatic changes that will inevitably anger the already exhausted community.
Everything is homogenized, the same, and you can do whatever you want whenever. This "freedom" that is so pervasive in many spaces not only in the gaming world but the world in general, accomplishes the exact opposite of the intention.
This dev team is exhausting. You seemingly were doing so much better and then you take five step backwards and put yourself at ground zero... again.
I felt mildly intrigued about the recent changes and direction the devs plan to go. But subclasses will inevitably ruin this game. I just see the future as bleak, constantly changing combat jobs, skills, to the point where all of this will collapse.
@Counter_point nails what so many defenders of subclassing sidestep: freedom without form becomes incoherence.
By collapsing class structure into a pile of interchangeable fragments, ZOS hasn’t expanded creative possibility. It has erased it. The logic here is not design but surrender. No new archetypes were built. No new thematic identities emerged. Instead, everything collapses into a flavorless slurry of modular “utility.”
The irony is that this move will reduce variety, not increase it. Once the meta calcifies around the top-performing skill line combos, diversity dies. What remains is a treadmill of reactive hotfixes and patch notes trying to balance a system that no longer has any internal logic.
What you call out—rules, limitation, identity—isn’t restriction. It’s the raw material of artistic structure. Without it, there is no tension, no flavor, no reason to pick anything at all.
Subclasses are not a bold evolution. They are an exhausted compromise.
This is the same point that has been made from day one. This is ONLY true for min/max end gamers. For everyone else, this system gives incredible freedom.
@Stx, the “this only applies to min-maxers” dodge doesn’t hold. Subclassing undermines class identity regardless of whether one chases the meta. It collapses distinct thematic roles into generic skill-line composites, eroding clarity for everyone—from new players trying to parse group roles to veterans trying to maintain a sense of coherent character design. That isn’t freedom.
False. You presume everyone cares about ‘class identity’. Subclassing makes the class system less cookie cutter, and much more in line with the single player Elder scrolls games which to me is awesome. This change helps character design, you can make character themes that you couldn’t before. You say clarity, I say restrictions.
All they need to do is put a cap on the buff amounts. Sure, 160k shield is silly. But if they put a cap on Shields to be something like "up to 200% of Max Health". Then I'm looking at, on my Warden right now, 40k shield with no HP buffs.
Stuff like Resistance and Penetration. Easy, Resistance and Penetration capped at 100% (or whatever) of either Magicka or Stamina, which ever is highest.
There. Now it doesn't matter to stack skill lines for INT Overflow numbers for Shields, Resistance, or Penetration.
sans-culottes wrote: »sans-culottes wrote: »sans-culottes wrote: »Counter_point wrote: »... subclasses? This is taking the easy way out. You really avoided the true challenge and work to create something amazing. Arcanist was pretty cool and now you've suddenly ruined that momentum. Instead, you should've created another job or even TWO more jobs. Not throw all the skill lines into one pot. There should be at least two more jobs than there are at this point in the history of this game. I just don't and will never understand what this dev team thinks and why you continue to make poor choices. I am absolutely judging this before it comes out. I will try it on the PTS with harsh criticism and low expectations. Lets see how this goes.
Making all skill lines available to any job creates profound rigidity. End game will find the meta and everyone will be forced into running the same skill lines and jobs. There was, at least a tiny bit of diversity in job identity, but now... you've decided to completely mutilate any progress you've made as a dev team. I just don't get it.
Rules, limitations, restrictions, and identity is the proper way to go about this, as are most artistic endeavors. The extreme opposite is subclasses. You've created even more problems for yourselves in terms of "balancing" out everything. I expect an onslaught of hot fixes, combat/gameplay nerfs and more & more dramatic changes that will inevitably anger the already exhausted community.
Everything is homogenized, the same, and you can do whatever you want whenever. This "freedom" that is so pervasive in many spaces not only in the gaming world but the world in general, accomplishes the exact opposite of the intention.
This dev team is exhausting. You seemingly were doing so much better and then you take five step backwards and put yourself at ground zero... again.
I felt mildly intrigued about the recent changes and direction the devs plan to go. But subclasses will inevitably ruin this game. I just see the future as bleak, constantly changing combat jobs, skills, to the point where all of this will collapse.
@Counter_point nails what so many defenders of subclassing sidestep: freedom without form becomes incoherence.
By collapsing class structure into a pile of interchangeable fragments, ZOS hasn’t expanded creative possibility. It has erased it. The logic here is not design but surrender. No new archetypes were built. No new thematic identities emerged. Instead, everything collapses into a flavorless slurry of modular “utility.”
The irony is that this move will reduce variety, not increase it. Once the meta calcifies around the top-performing skill line combos, diversity dies. What remains is a treadmill of reactive hotfixes and patch notes trying to balance a system that no longer has any internal logic.
What you call out—rules, limitation, identity—isn’t restriction. It’s the raw material of artistic structure. Without it, there is no tension, no flavor, no reason to pick anything at all.
Subclasses are not a bold evolution. They are an exhausted compromise.
This is the same point that has been made from day one. This is ONLY true for min/max end gamers. For everyone else, this system gives incredible freedom.
@Stx, the “this only applies to min-maxers” dodge doesn’t hold. Subclassing undermines class identity regardless of whether one chases the meta. It collapses distinct thematic roles into generic skill-line composites, eroding clarity for everyone—from new players trying to parse group roles to veterans trying to maintain a sense of coherent character design. That isn’t freedom.
False. You presume everyone cares about ‘class identity’. Subclassing makes the class system less cookie cutter, and much more in line with the single player Elder scrolls games which to me is awesome. This change helps character design, you can make character themes that you couldn’t before. You say clarity, I say restrictions.
@Stx, that’s not a rebuttal. It’s a confession of preference. You like subclassing. Fine. But the structure you’re praising—“less cookie cutter,” “more like single player”—relies on flattening distinctions until all classes become interchangeable vectors for utility. That may feel like freedom, but in design terms, it’s entropy.
You haven’t defended subclassing so much as restated your aesthetic preference for looseness over form. That doesn’t erase the reality that coherence, clarity, and identity are being discarded to chase a shallow idea of flexibility.
sans-culottes wrote: »Counter_point wrote: »... subclasses? This is taking the easy way out. You really avoided the true challenge and work to create something amazing. Arcanist was pretty cool and now you've suddenly ruined that momentum. Instead, you should've created another job or even TWO more jobs. Not throw all the skill lines into one pot. There should be at least two more jobs than there are at this point in the history of this game. I just don't and will never understand what this dev team thinks and why you continue to make poor choices. I am absolutely judging this before it comes out. I will try it on the PTS with harsh criticism and low expectations. Lets see how this goes.
Making all skill lines available to any job creates profound rigidity. End game will find the meta and everyone will be forced into running the same skill lines and jobs. There was, at least a tiny bit of diversity in job identity, but now... you've decided to completely mutilate any progress you've made as a dev team. I just don't get it.
Rules, limitations, restrictions, and identity is the proper way to go about this, as are most artistic endeavors. The extreme opposite is subclasses. You've created even more problems for yourselves in terms of "balancing" out everything. I expect an onslaught of hot fixes, combat/gameplay nerfs and more & more dramatic changes that will inevitably anger the already exhausted community.
Everything is homogenized, the same, and you can do whatever you want whenever. This "freedom" that is so pervasive in many spaces not only in the gaming world but the world in general, accomplishes the exact opposite of the intention.
This dev team is exhausting. You seemingly were doing so much better and then you take five step backwards and put yourself at ground zero... again.
I felt mildly intrigued about the recent changes and direction the devs plan to go. But subclasses will inevitably ruin this game. I just see the future as bleak, constantly changing combat jobs, skills, to the point where all of this will collapse.
@Counter_point nails what so many defenders of subclassing sidestep: freedom without form becomes incoherence.
By collapsing class structure into a pile of interchangeable fragments, ZOS hasn’t expanded creative possibility. It has erased it. The logic here is not design but surrender. No new archetypes were built. No new thematic identities emerged. Instead, everything collapses into a flavorless slurry of modular “utility.”
The irony is that this move will reduce variety, not increase it. Once the meta calcifies around the top-performing skill line combos, diversity dies. What remains is a treadmill of reactive hotfixes and patch notes trying to balance a system that no longer has any internal logic.
What you call out—rules, limitation, identity—isn’t restriction. It’s the raw material of artistic structure. Without it, there is no tension, no flavor, no reason to pick anything at all.
Subclasses are not a bold evolution. They are an exhausted compromise.
This is the same point that has been made from day one. This is ONLY true for min/max end gamers. For everyone else, this system gives incredible freedom.
sans-culottes wrote: »sans-culottes wrote: »sans-culottes wrote: »Counter_point wrote: »... subclasses? This is taking the easy way out. You really avoided the true challenge and work to create something amazing. Arcanist was pretty cool and now you've suddenly ruined that momentum. Instead, you should've created another job or even TWO more jobs. Not throw all the skill lines into one pot. There should be at least two more jobs than there are at this point in the history of this game. I just don't and will never understand what this dev team thinks and why you continue to make poor choices. I am absolutely judging this before it comes out. I will try it on the PTS with harsh criticism and low expectations. Lets see how this goes.
Making all skill lines available to any job creates profound rigidity. End game will find the meta and everyone will be forced into running the same skill lines and jobs. There was, at least a tiny bit of diversity in job identity, but now... you've decided to completely mutilate any progress you've made as a dev team. I just don't get it.
Rules, limitations, restrictions, and identity is the proper way to go about this, as are most artistic endeavors. The extreme opposite is subclasses. You've created even more problems for yourselves in terms of "balancing" out everything. I expect an onslaught of hot fixes, combat/gameplay nerfs and more & more dramatic changes that will inevitably anger the already exhausted community.
Everything is homogenized, the same, and you can do whatever you want whenever. This "freedom" that is so pervasive in many spaces not only in the gaming world but the world in general, accomplishes the exact opposite of the intention.
This dev team is exhausting. You seemingly were doing so much better and then you take five step backwards and put yourself at ground zero... again.
I felt mildly intrigued about the recent changes and direction the devs plan to go. But subclasses will inevitably ruin this game. I just see the future as bleak, constantly changing combat jobs, skills, to the point where all of this will collapse.
@Counter_point nails what so many defenders of subclassing sidestep: freedom without form becomes incoherence.
By collapsing class structure into a pile of interchangeable fragments, ZOS hasn’t expanded creative possibility. It has erased it. The logic here is not design but surrender. No new archetypes were built. No new thematic identities emerged. Instead, everything collapses into a flavorless slurry of modular “utility.”
The irony is that this move will reduce variety, not increase it. Once the meta calcifies around the top-performing skill line combos, diversity dies. What remains is a treadmill of reactive hotfixes and patch notes trying to balance a system that no longer has any internal logic.
What you call out—rules, limitation, identity—isn’t restriction. It’s the raw material of artistic structure. Without it, there is no tension, no flavor, no reason to pick anything at all.
Subclasses are not a bold evolution. They are an exhausted compromise.
This is the same point that has been made from day one. This is ONLY true for min/max end gamers. For everyone else, this system gives incredible freedom.
@Stx, the “this only applies to min-maxers” dodge doesn’t hold. Subclassing undermines class identity regardless of whether one chases the meta. It collapses distinct thematic roles into generic skill-line composites, eroding clarity for everyone—from new players trying to parse group roles to veterans trying to maintain a sense of coherent character design. That isn’t freedom.
False. You presume everyone cares about ‘class identity’. Subclassing makes the class system less cookie cutter, and much more in line with the single player Elder scrolls games which to me is awesome. This change helps character design, you can make character themes that you couldn’t before. You say clarity, I say restrictions.
@Stx, that’s not a rebuttal. It’s a confession of preference. You like subclassing. Fine. But the structure you’re praising—“less cookie cutter,” “more like single player”—relies on flattening distinctions until all classes become interchangeable vectors for utility. That may feel like freedom, but in design terms, it’s entropy.
You haven’t defended subclassing so much as restated your aesthetic preference for looseness over form. That doesn’t erase the reality that coherence, clarity, and identity are being discarded to chase a shallow idea of flexibility.
That’s your reality. You can throw out numerous subjective terms to try and create your point but what this comes down to is preference, and yes I prefer a more classless traditional elder scrolls system. I acknowledge the point that this system at the min/max level will reduce variety in builds just like hybridization did. I think it’s still a very good system to implement for the overall game and player base.
You know what’s a mess? Base warden class.
I haven’t provided any examples because I wasn’t asked. I have many that I’m excited for-
Storm God: Storm calling / Aedric spear / X
Geomancer: Earthen Heart / Storm calling / Winters embrace
Master Summoner: Daedric summoning / Grave Lord / Animal Companion
Plague Dragon: Ardent Flame / Grave Lord / X
Witch Hunter: Daedric Summoning / Assassination / Shadow
Magician: Siphoning / Dark Magic / Dawns Wrath / Animal Companion (magicka damage, one is out)
We can agree that for min / maxing subclassing “collapses” build diversity although I think that’s a little dramatic. We won’t agree that this ruins identity in any way. This does wonders for identity. Mainly because the classes as they exist now have never had a strong identity to begin with. What in the world even is a ‘Dragon knight’?
We can agree that for min / maxing subclassing “collapses” build diversity although I think that’s a little dramatic. We won’t agree that this ruins identity in any way. This does wonders for identity. Mainly because the classes as they exist now have never had a strong identity to begin with. What in the world even is a ‘Dragon knight’?