tsaescishoeshiner wrote: »I think this would give a disadvantage to many subclassing builds that aren't min-maxed, and punish people for experimenting with it.
That said, maybe the idea for a passive buff for monoclassing would be a good idea for a Mythic item.
tsaescishoeshiner wrote: »I think this would give a disadvantage to many subclassing builds that aren't min-maxed, and punish people for experimenting with it. For example, if you want to try out a heal from a new class skill line, you would lose your passive monoclassing buff. Does not sound fun, although they should keep balancing single-class characters.
Subclassing isn't going to give an inherent boost--only some class combinations will with the right build. Single class builds will definitely outperform some subclassing builds.
I think there are some natural bonuses to monoclassing, namely having all the major buffs (Sorcery/Brutality, Resolve) without redundancies. For example, if you're an arcanist and you pick up sorcerer's Surge for the healing, you're paying extra magicka for Major Brutality/Sorcery because Surge is cost-budgeted based on providing that buff. For DPS, some classes have their ultimate-generation passive in a tank or heal skill line, so by swapping that out, you lose some ult. And of course, there will be some optimal subclass combinations for DPS that will outperform mono-class builds.
I think they've added a lot to each class to make sure it has all the buffs and tools, and hopefully they keep that up so that each base class is fully rounded out.
That said, maybe the idea for a passive buff for monoclassing would be a good idea for a Mythic item.
techprince wrote: »Pure classes shouldn’t be penalized for choosing not to multiclass. At a minimum, they should perform on par with multiclassed builds—if not exceed them. A balanced approach would be to evaluate the overall increase in damage or healing that multiclassing provides and compensate pure classes with a corresponding benefit called "Class Mastery." For instance, if multiclassing offers a 15% boost to damage or healing, then pure classes who keep all three skill lines could gain a passive "Class Mastery" bonus granting the same percentage boost.
so you want that strong classes who don't realky need to subclass get a buff and weaker classes who need to subclass to come to the level of the stronger classes get a penalty ?
Points of subclassing:techprince wrote: »Pure classes shouldn’t be penalized for choosing not to multiclass. At a minimum, they should perform on par with multiclassed builds—if not exceed them. A balanced approach would be to evaluate the overall increase in damage or healing that multiclassing provides and compensate pure classes with a corresponding benefit called "Class Mastery." For instance, if multiclassing offers a 15% boost to damage or healing, then pure classes who keep all three skill lines could gain a passive "Class Mastery" bonus granting the same percentage boost.
What would even be the point of subclassing then? You wouldn’t gain anything and give up utility / defense / sustain
techprince wrote: »Pure classes shouldn’t be penalized for choosing not to multiclass. At a minimum, they should perform on par with multiclassed builds—if not exceed them. A balanced approach would be to evaluate the overall increase in damage or healing that multiclassing provides and compensate pure classes with a corresponding benefit called "Class Mastery." For instance, if multiclassing offers a 15% boost to damage or healing, then pure classes who keep all three skill lines could gain a passive "Class Mastery" bonus granting the same percentage boost.
Thumbless_Bot wrote: »techprince wrote: »Pure classes shouldn’t be penalized for choosing not to multiclass. At a minimum, they should perform on par with multiclassed builds—if not exceed them. A balanced approach would be to evaluate the overall increase in damage or healing that multiclassing provides and compensate pure classes with a corresponding benefit called "Class Mastery." For instance, if multiclassing offers a 15% boost to damage or healing, then pure classes who keep all three skill lines could gain a passive "Class Mastery" bonus granting the same percentage boost.
This is like saying I want adept rider to give me a special buff because i choose not to use Rele because i am into horse riding immersion.
You are choosing to nerf yourself. Maybe don't. That or live with the impact of your decisions on your gameplay.
I run stat builds that aren't meta. I dont ask zos for a special buff because I'm not using "proc" sets that are meta. I live with my decisions because it's how I choose to play.
techprince wrote: »Thumbless_Bot wrote: »techprince wrote: »Pure classes shouldn’t be penalized for choosing not to multiclass. At a minimum, they should perform on par with multiclassed builds—if not exceed them. A balanced approach would be to evaluate the overall increase in damage or healing that multiclassing provides and compensate pure classes with a corresponding benefit called "Class Mastery." For instance, if multiclassing offers a 15% boost to damage or healing, then pure classes who keep all three skill lines could gain a passive "Class Mastery" bonus granting the same percentage boost.
This is like saying I want adept rider to give me a special buff because i choose not to use Rele because i am into horse riding immersion.
You are choosing to nerf yourself. Maybe don't. That or live with the impact of your decisions on your gameplay.
I run stat builds that aren't meta. I dont ask zos for a special buff because I'm not using "proc" sets that are meta. I live with my decisions because it's how I choose to play.
You are comparing apples to oranges. Pure class builds are significantly under performing as compared to multi classing. Your stat builds wont get you into DLC HM vTrials.
Of course they are. Pure class builds have one dps line vs subclassing having three. 😓
Pure classes also have two other trees which offer damage mitigation, effective health, sustain and recovery, self healing, utility, buffs, etc etc.
You can’t just ask for pure classes to have equal output to specialized subclasses with the wave of a magic wand kthnxbye. Subclassing would be dead on arrival.
There are a number of solutions to decreasing the gap between pure and subclasses players. But none of them are just a blanket buff to pures to make them equal to subclasses.
tomofhyrule wrote: »Here's the major rebuttal: If it were true that a subclassed build that hyperfocused into damage should be doing more damage, then it logically follows that a pureclass build which allows a character to be able to damage, heal, and shield all with the same setup should be able to be better than a subclass build in places where one character needs to do all three roles, e.g. vMA or PvP. So why are pureclasses also worse than subclassed builds in those areas? After all, that's where you need to be able to do everything at once, so shouldn't that excel there?
Erickson9610 wrote: »tomofhyrule wrote: »Here's the major rebuttal: If it were true that a subclassed build that hyperfocused into damage should be doing more damage, then it logically follows that a pureclass build which allows a character to be able to damage, heal, and shield all with the same setup should be able to be better than a subclass build in places where one character needs to do all three roles, e.g. vMA or PvP. So why are pureclasses also worse than subclassed builds in those areas? After all, that's where you need to be able to do everything at once, so shouldn't that excel there?
Because Subclassed builds don't always stack skill lines of the same kind. A Subclassed build can take skill lines with abilities for all three roles from different classes, since each class can do all three roles at varying degrees of effectiveness. For instance, Dragonknight is known for its tanking, Arcanist is known for its damage dealing, and Warden is known for its healing, for varying reasons — it could be their passives or functionality/scaling of their active abilities, which are different between classes.
At this point, yes, optimized Subclassed builds should always be better than Pureclass builds.
Unless every single class was changed to be homogeneous with one another — meaning every class has the same exact abilities shared between them, just with different colors — then some class will always be better than another at a particular role. Just look at Templar tanking (no in-kit pull, the gap closer taunts) compared to Dragonknight tanking (has an in-kit pull which is also a taunt) and you'll see that it's preferable to be a Dragonknight when tanking compared to being a Templar.
If there exists a better Pureclass build for a particular role than another Pureclass build for that role, then there will always be an advantage to Subclassing. Subclassing allows you to trade your suboptimal skill lines for optimal ones, even if every Pureclass build can technically fill any role.
the1andonlyskwex wrote: »A simpler option would be to just change a whole bunch of the passives to only buff their own class's abilities. So, for example, Nightblade's Pressure Points and Hemorrhage passives (both from the Assassination skill line) could be changed to only apply to Nightblade abilities. Making similar mods to two or three passives from each skill line would probably be enough to balance things out without introducing additional subclass-specific systems.