Great idea, but that means actual work and pretty much unfeasable within the current timeframe. They would have to correctly redistribute and rebalance class passives to account for abilities being rearranged. Keep in mind that a simple audiofix requires at least two weeks of prep, involvement of multiple departments, and several certifications.
For now, just limiting this whole mess to 1 skill line retains a fragment of class identity without completely dismantling the current system. Because once they push this to live, it'll be almost impossible to untangle this mess.
Great idea, but that means actual work and pretty much unfeasable within the current timeframe. They would have to correctly redistribute and rebalance class passives to account for abilities being rearranged. Keep in mind that a simple audiofix requires at least two weeks of prep, involvement of multiple departments, and several certifications.
For now, just limiting this whole mess to 1 skill line retains a fragment of class identity without completely dismantling the current system. Because once they push this to live, it'll be almost impossible to untangle this mess.
You are 100% correct that the first thing they should have done was overhaul the class lines in say update 47, and then attempt subclassing in update 48. Instead we've put the cart before the horse as usual and the foundation for what they're attempting is an absolute mess they will be retrofitting for the next 1-2 years. What’s more annoying is that they said that they wanted to avoid rushing things out with this new type of content delivery that they've switched to. Yet it seems that they've done exactly that.
I participated in very constructive discussions on @skinnycheeks YT channel (great CC—actually seems to care about the game and its community) and wanted to import that dialogue here. Following the refinement of expansion class lines (not base game), where skills are relatively organized into tank/ healer/ dps focused arrangements, I proposed that we give the same overhaul to the base classes and allow people to pick ONE of each type of line in TOTAL, with the same limitation of only one additional skill line of that type (Tank/ Healer/ DPS) from a class that is not your base class. So a Templar could pick Aedric Spear (Tank), Restoring Light (Healer) and Soldier of Apocrypha (DPS); or Aedric Spear (Tank), Living Death (Healer), Soldier of Apocrypha (DPS). Furthering on this idea of refinement, too, on the Templar skill lines, I don’t know why restoring light has the armor buff when that’s undoubtedly a tank skill. Many of the base skill lines are due a massive overhaul instead of the piecemeal treatment they’ve been getting each update. Regardless, this type of rebalancing would avoid situations where people essentially pick three DPS lines and break the game, or make 110K HP tanks and annoy everyone in PVP.
Now I sympathize with Skinnycheek’s contention that this limits the overall “amount” of build diversity. But do we really need 3000 or whatever combinations simply as a meaningless marketing bulletpoint if it destroys the game balance? Just like ESO has “hundreds of sets”—but few worth wearing at all. Still, I would argue that a power deflation and massive nerfstorm or rebalancing will happen in one way or another because ZOS will have to reign in powercreep somehow. We saw this happen with scribing and almost every horizontal progression system they’ve introduced. This at least keeps the essence of multiclassing alive while also encouraging (once the base game classes have refined skill trees) staying purely within your base class.
I participated in very constructive discussions on @skinnycheeks YT channel (great CC—actually seems to care about the game and its community) and wanted to import that dialogue here. Following the refinement of expansion class lines (not base game), where skills are relatively organized into tank/ healer/ dps focused arrangements, I proposed that we give the same overhaul to the base classes and allow people to pick ONE of each type of line in TOTAL, with the same limitation of only one additional skill line of that type (Tank/ Healer/ DPS) from a class that is not your base class. So a Templar could pick Aedric Spear (Tank), Restoring Light (Healer) and Soldier of Apocrypha (DPS); or Aedric Spear (Tank), Living Death (Healer), Soldier of Apocrypha (DPS). Furthering on this idea of refinement, too, on the Templar skill lines, I don’t know why restoring light has the armor buff when that’s undoubtedly a tank skill. Many of the base skill lines are due a massive overhaul instead of the piecemeal treatment they’ve been getting each update. Regardless, this type of rebalancing would avoid situations where people essentially pick three DPS lines and break the game, or make 110K HP tanks and annoy everyone in PVP.
Now I sympathize with Skinnycheek’s contention that this limits the overall “amount” of build diversity. But do we really need 3000 or whatever combinations simply as a meaningless marketing bulletpoint if it destroys the game balance? Just like ESO has “hundreds of sets”—but few worth wearing at all. Still, I would argue that a power deflation and massive nerfstorm or rebalancing will happen in one way or another because ZOS will have to reign in powercreep somehow. We saw this happen with scribing and almost every horizontal progression system they’ve introduced. This at least keeps the essence of multiclassing alive while also encouraging (once the base game classes have refined skill trees) staying purely within your base class.
In my opinion there's no way to make subclassing work at all, so it's all about mitigating the damage it causes at this point.
The idea that every class needs a tank skill line, a DPS skill line, and a healer skill line is more of a modern ZOS idea. I personally think it's kind of rigid. So in it's current state, a Templar tank for example could find use out of a skill from each of the Templar skill lines. Living Dark can scale off of health, Blazing Shield scales off of health, and so does the Rune. This allows a Templar tank to benefit from passives from each of its skill lines while still using useful skills. Also, if Aedric Spear became the tank skill line, would jabs end up in Dawn's Wrath? I think the original devs had it right to let each skill line have skills that were thematically consistent with the skill line rather than having one skill line for each role.
Another difficulty is that ZOS would have to ensure that no one tank skill line is better than all of the other tank skill lines, because then no one would ever choose the others. This is hard to do while keeping things creative, but also balanced. It also goes back to the rigidity of this approach. When a single skill line has a different skills for different roles, it's easier to make it unique and balanced. So for example, how would you handle a DK skill like Inferno, it can be morphed into Cauterize which is a heal or Flames of Oblivion which is a good damage skill. Would you take away the heal morph, the damage morph? It makes things more boring.
So let's look at Nightblade cause it's a good example for this. Surprise Attack used to be a Shadow skill, but it was swapped to the Assassination skill line and Blur was moved to Shadow to make it so that Shadow was the tank skill line. This was actually a disaster change for subclassing, cause before this, Assassination might be tempting for access to the spectral bow in PvP. It definitely wasn't a no brainer because the skill line didn't have a spammable though. Now that Assassination has Surprise Attack however, Assassination is a ridiculous skill line and it's an easy choice for me if I wanted a damage skill line for PvP.
While this might seem like a reasonable fix in theory, I don’t think it would work very well in practice. Take the Sorcerer, for example - across its three skill lines, it currently has around ten different abilities that damage dealers may use (not counting utility-based skills that also deal damage like Shattering Spines, Rune Cage and Daedric Mines). To cleanly split the Sorcerer's skills into distinct DPS, tank, and healer lines would require a significant overhaul of the class, undoubtedly leading to the removal of a couple of skills/morphs that players currently use. Is that really necessary?
Personally, I’d much rather see underperforming skill lines (like Dark Magic) brought up to par, and overperforming ones (like Herald of the Tome and Assassination) dialed back slightly. That kind of tuning could help close the gap between the different subclass setups, encourage more build diversity, reduce the power creep a little bit, and help pure builds too if done correctly - without forcing every class skill line into a rigid, role-locked framework.
While this might seem like a reasonable fix in theory, I don’t think it would work very well in practice. Take the Sorcerer, for example - across its three skill lines, it currently has around ten different abilities that damage dealers may use (not counting utility-based skills that also deal damage like Shattering Spines, Rune Cage and Daedric Mines). To cleanly split the Sorcerer's skills into distinct DPS, tank, and healer lines would require a significant overhaul of the class, undoubtedly leading to the removal of a couple of skills/morphs that players currently use. Is that really necessary?
Personally, I’d much rather see underperforming skill lines (like Dark Magic) brought up to par, and overperforming ones (like Herald of the Tome and Assassination) dialed back slightly. That kind of tuning could help close the gap between the different subclass setups, encourage more build diversity, reduce the power creep a little bit, and help pure builds too if done correctly - without forcing every class skill line into a rigid, role-locked framework.
Nerfing skill lines sounds good in theory but in practice it will do the opposite and reduce build diversity. Why? Because it shrinks amount of builds that can clear higher level content efficiently to the few that are still not nerfed.