There are four things (to memory) that are mutually exclusive to each class, now that Subclassing makes skill lines no longer mutually exclusive. They are:
- Class Sets (Infinite Archive)
- Each of these sets are themed around a skill line belonging to a class. With a third Class Set for each class on the way, it really doesn't make much sense that we cannot use a Class Set that augments a skill line that we can Subclass into.
- Class Set weapon/armor motifs
- Regardless of your position on Subclassing, you probably agree that the fashion aspect of the Class Sets shouldn't be restricted to your class, even if those motifs have the associated class symbol on them. Nightblade's head piece was a very popular piece in the Class Set style, and many wish they could use it on their non-Nightblades. Those motifs also cannot be used on Companions — even on Companions of the same class as the motif you select. The class restriction is unpopular.
- Class Mastery (Scribing)
- The unique effects per class have got to go. It would be better for the sake of balancing if Class Mastery was instead made into a generic buff that boosted Class abilities somehow — whether that only affect your base class or all of your Class abilities. Problematic Class Masteries include Arcanist's for the Crux generation, Warden's for the charm, and Templar's for the Restoring Light skill line requirement.
- Subclassing's own limitations that you cannot have more than one skill line from another class and that you must retain one skill line from your own.
- Finally, the last thing that needs to change in order for any character to be any class. Why must we retain one skill line from our original class if we no longer wish to be that class? Why can't we specialize in being another class instead? We can manage the double skill point cost for three skill lines easily — we just need the ability to completely discard our old class. Can we get a Class Change Token to do this if Subclassing won't allow it?
Subclassing broke down a lot of barriers, which is good. Now we just need the rest of the restrictions lifted.
Preferably we wouldn't even have to pick between classes; we could just buy sets of three skill lines (one for damage, one for tanking, and one for healing) from the Crown Store (i.e. purchasing a DLC class) and then be able to use any skill from any of our classes on our bars. Damage dealers then are expected to use three damage lines on an optimized build in PvE, because there's no reason to also specialize in tanking and healing if your role is damage.
And why is there only one skill line for frost magic (Winter's Embrace) while there are several for fire magic (all three of Dragonknight's skill lines)? Ideally there should be several options to pick from for the element of our choice, but the class system ESO originally went with limits our ability to freely pick the spells we want to use, unlike previous TES games. Warden is like three classes in one — it might've been better if we had three lines for frost-related spells (like a Cryomancer class), with the animal and nature related spells put into their own separate classes.
@ZOS_Kevin
Edited by Erickson9610 on 8 May 2025 05:03 PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf
Werewolf Should be Allowed to Sneak
Please give us Werewolf
Skill Styles (for customizing our fur color),
Grimoires/Scribing skills (to fill in the holes in our builds), and
Companions (to transform with).