Pixiepumpkin wrote: »OldStygian wrote: »Classes should only exist in so far as they are predefined skill line selections.
We should be able to freely choose 3 skill lines on our toons when we create them.
.
since theyve offered no balance system in relation to the original classes this would seem to be their goal. Get rid of classes altogether at some point and just let players make their own. Certainly not a bad thing. More elder scrolls, less generic mmo.
Call me casual, but as someone who has played TES games for 25 years, I've always built my own class based on how I wanted to play and so this change feels very right to me. I spend a lot of time on builds that feels both on-theme and moderately effective, but I'm not here to min-max. That being said, to those crying doom over the "end of class identity" or the dissolution of whatever they believed to be a state of balance, I think this should be taken as an opportunity to re-*** things in a positive way. It may take a little time, but ZOS intends to ensure that everything will feel good.
There's a lot of valid criticism going around but ever since the beta I was annoyed by the restrictions that classes placed on a player and I'm very glad to see them fall away somewhat.
Edit: The censored word I used above is a normal barkeeping term, and also commonly used to describe a scenario in which something is shaken up. It's fine.
1. This is a multiplayer game, not a single player. This is why classes were created AND NECESSARY for balance.
2. It's disrespectful and dishonest to dismiss people concerned about class identity and balance who have not only shown severe concern over the implementation of subclassing, but tested it on the PTS and proven the community correct. Sublassing absolutely decimates balance in the game.
If you have studied people in raids/trials for the past 20 years or so, then you soon realize that weak DPS often get the boot. It is expected by most raid leaders and the community at large to be able to pull your weight in a raid.
Theorycrafters will find the optiimal build (not much different than now) and expect players to run this build if they intend on being brought along to a trial/raid.
The difference between now and post subclassing ESO is multifaceted.
• On live, classes can be balanced to ensure every player has the opportunity to accel based on what they play. After subclassing, this goes out the window meaning if a player intends to play a pure sorc...LOL good luck finding a group that will carry you.
• Class identity is gone, destroyed, obliterated, non-existent. There is no way to tell what another player is playing after subclassing. This is imporant in PVP where its necessary to understand how the enemy class is played. After subclassing, its a free for all.
• Once the "meta" is discovered (already has been), people are going to be expected to run this to run raids and due to the power differential being huge between a tuned subclass and a "normal" pure class build, you now have even LESS chance of being brought along.
The biggest turn off for me regarding ESO are two things.
1. ZOS moderation
2. Players harassing and abusing other players who do not "pull their weight" in vets, even when the player who is doing less DPS exceeds the threshold necessary to run the vet. Due to the 4 person party, its pretty obvious which DPS is not doing as good when you are the DPS doing 80% of the damage. The issue is people look at % not actual values of damage being done in conjunction with what is neccesary to do the content.
This issue, just got multipled by a massive factor with subclassing. People are already soloing vet march of sacrifices with it, something many folks can barely do right now with 4 people in game even if they understand the mechanics.
Subclassing and the multitude of build options are an illusion because folks who play with other people, especially strangers, are going to be expected to run a strong build.
There is literally more build diversity right now in game than there will be post subclassing, and its because the lack of being able to balance subclassing will result in people playing 1 build, vs a handfull on live.
People have always been expected to run a strong build in every group PvE scenario. Things are different now in a couple of ways:
- It will take a little while for balance to be sorted out due to this very significant change to the game.
- It may take somewhat longer to get to the build that suits your ideal group PvE setup.
That being said, I do recall players complaining about Arcanist outdoing basically every other class in PvE for a while before this was announced, and there were no doubt similar complaints prior to the existence of Arcanist for other issues. That will never stop. ZOS will never be able to create a perfectly balanced game, and they can't build a completely static game that never changes because it would become boring and people would stop playing. So the only choice is to do something new and interesting and hope people like it, and smooth things over with those who don't over time as the new system reaches a greater degree of balance.
I think one thing to consider is that this is such a big change that there will be a lot of new ideas coming to buildcraft for PvE, and we aren't going to figure out what's best right away. That sounds really fun and interesting to me. It's like New Game+ for ESO. Obviously there are players who like things as they were, but as previously stated, I just don't think an MMO can or should remain the same as the years go by. It's not good for the players and it's not good for the studio.
Change is an inherent part of the MMO experience. The game is supposed to evolve and improve, and I get that some people don't like what they're seeing now with subclassing and some of the critical feedback is certainly valid, but it's not as if it's going to stay that way forever. That feedback should be listened to and acted upon, but this feature, to me, feels like it's a step closer to the build freedom that TES games have always provided, and I never expected to see anything like it in ESO. I know we disagree but my interest isn't diminished just because it may make things a little more challenging to manage at release.
Edit: I should say this because I didn't really state it clearly - I disagree that classes are necessary for balance and I disagree that class identity should make a difference. The argument you're making is based on test server findings and speculation. None of what you've experienced is set in stone and the entire purpose of a PTS is to get feedback and make changes in the first place. It is good to speak up when you see a problem but I'm just kind of tired of people dooming about any change they deem somewhat significant, especially when they haven't even really experienced it.
That feedback should be listened to and acted upon, but this feature, to me, feels like it's a step closer to the build freedom that TES games have always provided, and I never expected to see anything like it in ESO. I know we disagree but my interest isn't diminished just because it may make things a little more challenging to manage at release.
cuddles_with_wroble wrote: »Pixiepumpkin wrote: »OldStygian wrote: »Classes should only exist in so far as they are predefined skill line selections.
We should be able to freely choose 3 skill lines on our toons when we create them.
.
since theyve offered no balance system in relation to the original classes this would seem to be their goal. Get rid of classes altogether at some point and just let players make their own. Certainly not a bad thing. More elder scrolls, less generic mmo.
Call me casual, but as someone who has played TES games for 25 years, I've always built my own class based on how I wanted to play and so this change feels very right to me. I spend a lot of time on builds that feels both on-theme and moderately effective, but I'm not here to min-max. That being said, to those crying doom over the "end of class identity" or the dissolution of whatever they believed to be a state of balance, I think this should be taken as an opportunity to re-*** things in a positive way. It may take a little time, but ZOS intends to ensure that everything will feel good.
There's a lot of valid criticism going around but ever since the beta I was annoyed by the restrictions that classes placed on a player and I'm very glad to see them fall away somewhat.
Edit: The censored word I used above is a normal barkeeping term, and also commonly used to describe a scenario in which something is shaken up. It's fine.
1. This is a multiplayer game, not a single player. This is why classes were created AND NECESSARY for balance.
2. It's disrespectful and dishonest to dismiss people concerned about class identity and balance who have not only shown severe concern over the implementation of subclassing, but tested it on the PTS and proven the community correct. Sublassing absolutely decimates balance in the game.
If you have studied people in raids/trials for the past 20 years or so, then you soon realize that weak DPS often get the boot. It is expected by most raid leaders and the community at large to be able to pull your weight in a raid.
Theorycrafters will find the optiimal build (not much different than now) and expect players to run this build if they intend on being brought along to a trial/raid.
The difference between now and post subclassing ESO is multifaceted.
• On live, classes can be balanced to ensure every player has the opportunity to accel based on what they play. After subclassing, this goes out the window meaning if a player intends to play a pure sorc...LOL good luck finding a group that will carry you.
• Class identity is gone, destroyed, obliterated, non-existent. There is no way to tell what another player is playing after subclassing. This is imporant in PVP where its necessary to understand how the enemy class is played. After subclassing, its a free for all.
• Once the "meta" is discovered (already has been), people are going to be expected to run this to run raids and due to the power differential being huge between a tuned subclass and a "normal" pure class build, you now have even LESS chance of being brought along.
The biggest turn off for me regarding ESO are two things.
1. ZOS moderation
2. Players harassing and abusing other players who do not "pull their weight" in vets, even when the player who is doing less DPS exceeds the threshold necessary to run the vet. Due to the 4 person party, its pretty obvious which DPS is not doing as good when you are the DPS doing 80% of the damage. The issue is people look at % not actual values of damage being done in conjunction with what is neccesary to do the content.
This issue, just got multipled by a massive factor with subclassing. People are already soloing vet march of sacrifices with it, something many folks can barely do right now with 4 people in game even if they understand the mechanics.
Subclassing and the multitude of build options are an illusion because folks who play with other people, especially strangers, are going to be expected to run a strong build.
There is literally more build diversity right now in game than there will be post subclassing, and its because the lack of being able to balance subclassing will result in people playing 1 build, vs a handfull on live.
People have always been expected to run a strong build in every group PvE scenario. Things are different now in a couple of ways:
- It will take a little while for balance to be sorted out due to this very significant change to the game.
- It may take somewhat longer to get to the build that suits your ideal group PvE setup.
That being said, I do recall players complaining about Arcanist outdoing basically every other class in PvE for a while before this was announced, and there were no doubt similar complaints prior to the existence of Arcanist for other issues. That will never stop. ZOS will never be able to create a perfectly balanced game, and they can't build a completely static game that never changes because it would become boring and people would stop playing. So the only choice is to do something new and interesting and hope people like it, and smooth things over with those who don't over time as the new system reaches a greater degree of balance.
I think one thing to consider is that this is such a big change that there will be a lot of new ideas coming to buildcraft for PvE, and we aren't going to figure out what's best right away. That sounds really fun and interesting to me. It's like New Game+ for ESO. Obviously there are players who like things as they were, but as previously stated, I just don't think an MMO can or should remain the same as the years go by. It's not good for the players and it's not good for the studio.
Change is an inherent part of the MMO experience. The game is supposed to evolve and improve, and I get that some people don't like what they're seeing now with subclassing and some of the critical feedback is certainly valid, but it's not as if it's going to stay that way forever. That feedback should be listened to and acted upon, but this feature, to me, feels like it's a step closer to the build freedom that TES games have always provided, and I never expected to see anything like it in ESO. I know we disagree but my interest isn't diminished just because it may make things a little more challenging to manage at release.
Edit: I should say this because I didn't really state it clearly - I disagree that classes are necessary for balance and I disagree that class identity should make a difference. The argument you're making is based on test server findings and speculation. None of what you've experienced is set in stone and the entire purpose of a PTS is to get feedback and make changes in the first place. It is good to speak up when you see a problem but I'm just kind of tired of people dooming about any change they deem somewhat significant, especially when they haven't even really experienced it.
the issue is that ZoS has a track record of ignoring PTS feedback and going live with things anyway, this is how they act like 95% of the time actually
the reason you see so many doomers and people preaching the end is bcs from our own lived exp we naturally assume that ZoS will launch the update in a broken state and then never fix the issues, just as the have a million times in the past.
the trust between the devs and the players is mostly gone due to their silence and actions
Nerfs are made in the interest of balance, just like everything else the devs do. Endgame buildcraft and balance will be addressed. If they make a mistake then it's fine to let them know but that doesn't mean this whole endeavor is a bad idea. Only fun matters.
tomofhyrule wrote:Now if you're playing a single player game, or if you're playing ESO as a single-player game sticking to overland or even random dungeons where you treat the other players as NPCs, then you really can do whatever you want. You still have all that freedom to do amazingly well with whatever you want to.
But if the entire build system is being completely redefined by this change, why worry about it? Every single player is going to have to figure out how to adjust to this reality, and if everyone is going through that at the same time then who cares? All this sounds like to me is a party. There's going to be a period of time where nobody really knows what's going on, just like it's the beginning of the game all over again, and that sounds fun to me. And eventually, builds will be figured out and things will return to business as usual. Things will be a little different, but it will be fine. It will just take a little time, and when the dust settles we'll have an interesting new feature.tomofhyrule wrote: »It's when you get into the realm of competitive playstyles that that freedom is an illusion. PvP and endgame PvE. At that point, if you're not min-maxing similarly to how others are, then you're going to be left behind... and left off the teams. How do you address that? Well, good players can take off-meta builds and still do really well with them - I've seen endgame trial members take 'forbidden' setups through everything because they can, and still do better. I've seen DKs and Templars and Necros outparse Arcanists because those players know their character inside and out. It means they're pushing their build to the absolute limit, but they've proven that they can still keep up, and it's usually because they have a seething hatred toward the meta for some reason. And a lot of that works because there is some semblance of balance now. It's not perfect, but they can make up for the lack of a meta build by offerring buffs or other things like execute power that the meta doesn't have.That feedback should be listened to and acted upon, but this feature, to me, feels like it's a step closer to the build freedom that TES games have always provided, and I never expected to see anything like it in ESO. I know we disagree but my interest isn't diminished just because it may make things a little more challenging to manage at release.
So what happens when the game ends up nerfing their setup into the ground, or forcing everyone into a narrower meta that they're consciously trying to avoid because either they hate that playstyle or they really are that concerned about their character lore? Are they going to suck it up and play something they don't find fun? Or are they going to have to play at a level far beneath them since the high-level groups won't take them (and the mid-level hasn't existed since U35) so they're bored in low-level groups?
Here's a question for everyone who is frustrated with all of the "doomers": Would your life really be different if this had been balanced before it released? It doesn't need to be perfect, but a system where there isn't an absurd power delts like this is offerring. Then you'd still get everything and the people concerned about balance wouldn't be frustrated about it.
That's why people on the other side are frustrated with the "everything is fine!" brigade, since if only they had dome some balancing (and listened to the issues raised on PTS!) that you could have your cake and eat it too. It'd be a system that everyone would be able to enjoy instead of just some of the players.
sans-culottes wrote: »Subclassing, as presented here, is not a system rooted in thoughtful design. It is a system built on abstraction. The language of “freedom,” “player fantasy,” and “play your way” is repeated like a mantra, but nowhere in this post is there any serious engagement with the structural consequences this introduces, either mechanically or thematically.
ZOS wrote:“We know the Subclassing system will infuse power into the player community. For example, players can drop their tank and support skill lines for more damage-dealing abilities and passives,” notes Day. “However, there is a trade-off—by taking all damage skill lines, you are more reliant on your team for support healing, shielding, and protection. Also, there is no desire to reduce the effectiveness of pure classes and their ability to complete content, and overall, the system should make the content more accessible to all players.”
Pixiepumpkin wrote: »OldStygian wrote: »Classes should only exist in so far as they are predefined skill line selections.
We should be able to freely choose 3 skill lines on our toons when we create them.
.
since theyve offered no balance system in relation to the original classes this would seem to be their goal. Get rid of classes altogether at some point and just let players make their own. Certainly not a bad thing. More elder scrolls, less generic mmo.
Call me casual, but as someone who has played TES games for 25 years, I've always built my own class based on how I wanted to play and so this change feels very right to me. I spend a lot of time on builds that feels both on-theme and moderately effective, but I'm not here to min-max. That being said, to those crying doom over the "end of class identity" or the dissolution of whatever they believed to be a state of balance, I think this should be taken as an opportunity to re-*** things in a positive way. It may take a little time, but ZOS intends to ensure that everything will feel good.
There's a lot of valid criticism going around but ever since the beta I was annoyed by the restrictions that classes placed on a player and I'm very glad to see them fall away somewhat.
Edit: The censored word I used above is a normal barkeeping term, and also commonly used to describe a scenario in which something is shaken up. It's fine.
1. This is a multiplayer game, not a single player. This is why classes were created AND NECESSARY for balance.
2. It's disrespectful and dishonest to dismiss people concerned about class identity and balance who have not only shown severe concern over the implementation of subclassing, but tested it on the PTS and proven the community correct. Sublassing absolutely decimates balance in the game.
If you have studied people in raids/trials for the past 20 years or so, then you soon realize that weak DPS often get the boot. It is expected by most raid leaders and the community at large to be able to pull your weight in a raid.
Theorycrafters will find the optiimal build (not much different than now) and expect players to run this build if they intend on being brought along to a trial/raid.
The difference between now and post subclassing ESO is multifaceted.
• On live, classes can be balanced to ensure every player has the opportunity to accel based on what they play. After subclassing, this goes out the window meaning if a player intends to play a pure sorc...LOL good luck finding a group that will carry you.
• Class identity is gone, destroyed, obliterated, non-existent. There is no way to tell what another player is playing after subclassing. This is imporant in PVP where its necessary to understand how the enemy class is played. After subclassing, its a free for all.
• Once the "meta" is discovered (already has been), people are going to be expected to run this to run raids and due to the power differential being huge between a tuned subclass and a "normal" pure class build, you now have even LESS chance of being brought along.
The biggest turn off for me regarding ESO are two things.
1. ZOS moderation
2. Players harassing and abusing other players who do not "pull their weight" in vets, even when the player who is doing less DPS exceeds the threshold necessary to run the vet. Due to the 4 person party, its pretty obvious which DPS is not doing as good when you are the DPS doing 80% of the damage. The issue is people look at % not actual values of damage being done in conjunction with what is neccesary to do the content.
This issue, just got multipled by a massive factor with subclassing. People are already soloing vet march of sacrifices with it, something many folks can barely do right now with 4 people in game even if they understand the mechanics.
Subclassing and the multitude of build options are an illusion because folks who play with other people, especially strangers, are going to be expected to run a strong build.
There is literally more build diversity right now in game than there will be post subclassing, and its because the lack of being able to balance subclassing will result in people playing 1 build, vs a handfull on live.
People have always been expected to run a strong build in every group PvE scenario. Things are different now in a couple of ways:
- It will take a little while for balance to be sorted out due to this very significant change to the game.
- It may take somewhat longer to get to the build that suits your ideal group PvE setup.
That being said, I do recall players complaining about Arcanist outdoing basically every other class in PvE for a while before this was announced, and there were no doubt similar complaints prior to the existence of Arcanist for other issues. That will never stop. ZOS will never be able to create a perfectly balanced game, and they can't build a completely static game that never changes because it would become boring and people would stop playing. So the only choice is to do something new and interesting and hope people like it, and smooth things over with those who don't over time as the new system reaches a greater degree of balance.
I think one thing to consider is that this is such a big change that there will be a lot of new ideas coming to buildcraft for PvE, and we aren't going to figure out what's best right away. That sounds really fun and interesting to me. It's like New Game+ for ESO. Obviously there are players who like things as they were, but as previously stated, I just don't think an MMO can or should remain the same as the years go by. It's not good for the players and it's not good for the studio.
Change is an inherent part of the MMO experience. The game is supposed to evolve and improve, and I get that some people don't like what they're seeing now with subclassing and some of the critical feedback is certainly valid, but it's not as if it's going to stay that way forever. That feedback should be listened to and acted upon, but this feature, to me, feels like it's a step closer to the build freedom that TES games have always provided, and I never expected to see anything like it in ESO. I know we disagree but my interest isn't diminished just because it may make things a little more challenging to manage at release.
Edit: I should say this because I didn't really state it clearly - I disagree that classes are necessary for balance and I disagree that class identity should make a difference. The argument you're making is based on test server findings and speculation. None of what you've experienced is set in stone and the entire purpose of a PTS is to get feedback and make changes in the first place. It is good to speak up when you see a problem but I'm just kind of tired of people dooming about any change they deem somewhat significant, especially when they haven't even really experienced it.
You're missing the point. 1 thing is to bring change, another is to break existing foundations. There is a reason why different classes have different abilities and bonuses. They were designed as enclosed systems for a balance. All classes have different visuals, aestetics and gameplay. Intermixing parts of them with other classes with no adjustments or limitations made is tastless and gamebreaking. You can get all the best skill lines with no downsides. It's not "change", it looks like a desparate attempt to boost fading popularity.ZOS will never be able to create a perfectly balanced game, and they can't build a completely static game that never changes because it would become boring and people would stop playing.
Classes are the only major way to keep players in check with giving them a freedom and a chance to be creative. Restrictions and limitations are what gives people motivation to create, to be unique, not an absolute freedom. Also, in fantasy or sci-fi classes are a huge part of characters identities, serving as jobs or professions.Edit: I should say this because I didn't really state it clearly - I disagree that classes are necessary for balance and I disagree that class identity should make a difference.
The argument you're making is based on test server findings and speculation. None of what you've experienced is set in stone and the entire purpose of a PTS is to get feedback and make changes in the first place.
It really is remarkable how they’re seemingly hand-waving away the fact that players—even casuals—gravitate towards the point of least resistance. Stacking three dps skill lines (or tank or healer focused lines) that offer a host of incredibly destructive skills and traits will absolutely trivialize and break the game and every type of content and there’s no way they don’t understand this reality. We know this, we’ve had weeks of PTS testing that prove this, with established nuclear metas already emerging. The response reads as tone-deaf or apathetic. I won’t presume to know which.
The solution will be broad, crippling nerfs many months down the road after tremendous reputational damage has been incurred and players have run amok with godlike tools destroying content, in-game relationships and the economy. No one will be happy with this result—players or developers—but that’s the only solution ZOS has boxed themselves into. I wish I was wrong, though I don’t think I am in this case.
Obviously a lot of other players, including myself, don't think it really matters all that much, because the general sentiment is overall positive about this change. I guess I understand that some people want very clearly-defined character classes but that was never what TES has been in the past and this change is something that brings this game more in line with its predecessors, which is a good thing as far as I'm concerned. It's going to allow a level of freedom and choice we didn't have before. That sounds like progress to me, even if it's going to take a bit of work to balance things under this new system.OgrimTitan wrote: »You're missing the point. 1 thing is to bring change, another is to break existing foundations. There is a reason why different classes have different abilities and bonuses. They were designed as enclosed systems for a balance. All classes have different visuals, aestetics and gameplay. Intermixing parts of them with other classes with no adjustments or limitations made is tastless and gamebreaking. You can get all the best skill lines with no downsides. It's not "change", it looks like a desparate attempt to boost fading popularity.
The only reason you think this matters so much is because you dislike change, and you (I assume?) really like the system you had. That said, if you've ever complained about balance issues in the past, I would propose that maybe you don't like it as much as you think you do, and you're just one of the many people on this forum who seems to dislike change of just about any kind.OgrimTitan wrote: »Classes are the only major way to keep players in check with giving them a freedom and a chance to be creative. Restrictions and limitations are what gives people motivation to create, to be unique, not an absolute freedom. Also, in fantasy or sci-fi classes are a huge part of characters identities, serving as jobs or professions.
Also, don't be bare with your words - if you say that classes are not necessary for balance, bring an alternative solution to the table.
Yeah dude, that's what I said. You have test server experience and you seem to believe that things are going to be terrible forever. They aren't. Things will be sorted out over time. It's a big change and ZOS needs working data in order to make sensible adjustments. That's going to take a while. I suggest you play the game live, see what happens, try and have fun, and when something happens that feels bad/wrong (badong) then hurry back to the forums and write a blistering OP for ZOS to marvel at.OgrimTitan wrote: »No, they aren't speculation. We have the numbers, we have the math, we have the real examples. Moreso, we already had PTS cycle almost finished, with 0 feedback about breaking the balance taken to consideration.
Elvenheart wrote: »It really is remarkable how they’re seemingly hand-waving away the fact that players—even casuals—gravitate towards the point of least resistance. Stacking three dps skill lines (or tank or healer focused lines) that offer a host of incredibly destructive skills and traits will absolutely trivialize and break the game and every type of content and there’s no way they don’t understand this reality. We know this, we’ve had weeks of PTS testing that prove this, with established nuclear metas already emerging. The response reads as tone-deaf or apathetic. I won’t presume to know which.
The solution will be broad, crippling nerfs many months down the road after tremendous reputational damage has been incurred and players have run amok with godlike tools destroying content, in-game relationships and the economy. No one will be happy with this result—players or developers—but that’s the only solution ZOS has boxed themselves into. I wish I was wrong, though I don’t think I am in this case.
I’m curious, when you ran your own personal tests on the PTS, which 3 DPS skill lines did you stack that offered a host of incredibly destructive skills and traits that absolutely trivialized and broke the game, and what were the specific outrageous numbers that stacking those three skill lines caused?
Elvenheart wrote: »It really is remarkable how they’re seemingly hand-waving away the fact that players—even casuals—gravitate towards the point of least resistance. Stacking three dps skill lines (or tank or healer focused lines) that offer a host of incredibly destructive skills and traits will absolutely trivialize and break the game and every type of content and there’s no way they don’t understand this reality. We know this, we’ve had weeks of PTS testing that prove this, with established nuclear metas already emerging. The response reads as tone-deaf or apathetic. I won’t presume to know which.
The solution will be broad, crippling nerfs many months down the road after tremendous reputational damage has been incurred and players have run amok with godlike tools destroying content, in-game relationships and the economy. No one will be happy with this result—players or developers—but that’s the only solution ZOS has boxed themselves into. I wish I was wrong, though I don’t think I am in this case.
I’m curious, when you ran your own personal tests on the PTS, which 3 DPS skill lines did you stack that offered a host of incredibly destructive skills and traits that absolutely trivialized and broke the game, and what were the specific outrageous numbers that stacking those three skill lines caused?
Now I love the variety and the concept of multi-classing, as it is much more canon ESO in terms of skill freedom, but I also acknowledge that in its current state and for at least the next 6 to 12 months, it will be unpleasant or even unplayable for a lot of people. The only fix will be to make everything tankier and have massive hit point pools, or to nerf player power as I stated in my first comment.
Everything else is a slight variation on this with a couple one bar builds in there for those that truly want to turn off their brains and still hit 160-170k. You have to understand how high that is compared to where we were say a year ago. Gold Road was about 120 to 130K DPS if I remember correctly. And you also have to understand that this probably isn't even the most broken combination that has been found or will be discovered in the next few months. This level of DPS absolutely trivializes almost any PVE content and makes PVP content a game of who shoots first or who wants to build the 100K HP tank with permablock. Indeed, blocking will be about the only viable means of mitigating this much damage in PVP.
Now I love the variety and the concept of multi-classing, as it is much more canon ESO in terms of skill freedom, but I also acknowledge that in its current state and for at least the next 6 to 12 months, it will be unpleasant or even unplayable for a lot of people. The only fix will be to make everything tankier and have massive hit point pools, or to nerf player power as I stated in my first comment.
It really is remarkable how they’re seemingly hand-waving away the fact that players—even casuals—gravitate towards the point of least resistance. Stacking three dps skill lines (or tank or healer focused lines) that offer a host of incredibly destructive skills and traits will absolutely trivialize and break the game and every type of content and there’s no way they don’t understand this reality. We know this, we’ve had weeks of PTS testing that prove this, with established nuclear metas already emerging. The response reads as tone-deaf or apathetic. I won’t presume to know which.
The solution will be broad, crippling nerfs many months down the road after tremendous reputational damage has been incurred and players have run amok with godlike tools destroying content, in-game relationships and the economy. No one will be happy with this result—players or developers—but that’s the only solution ZOS has boxed themselves into. I wish I was wrong, though I don’t think I am in this case.
Rkindaleft wrote: »Elvenheart wrote: »It really is remarkable how they’re seemingly hand-waving away the fact that players—even casuals—gravitate towards the point of least resistance. Stacking three dps skill lines (or tank or healer focused lines) that offer a host of incredibly destructive skills and traits will absolutely trivialize and break the game and every type of content and there’s no way they don’t understand this reality. We know this, we’ve had weeks of PTS testing that prove this, with established nuclear metas already emerging. The response reads as tone-deaf or apathetic. I won’t presume to know which.
The solution will be broad, crippling nerfs many months down the road after tremendous reputational damage has been incurred and players have run amok with godlike tools destroying content, in-game relationships and the economy. No one will be happy with this result—players or developers—but that’s the only solution ZOS has boxed themselves into. I wish I was wrong, though I don’t think I am in this case.
I’m curious, when you ran your own personal tests on the PTS, which 3 DPS skill lines did you stack that offered a host of incredibly destructive skills and traits that absolutely trivialized and broke the game, and what were the specific outrageous numbers that stacking those three skill lines caused?
Now I love the variety and the concept of multi-classing, as it is much more canon ESO in terms of skill freedom, but I also acknowledge that in its current state and for at least the next 6 to 12 months, it will be unpleasant or even unplayable for a lot of people. The only fix will be to make everything tankier and have massive hit point pools, or to nerf player power as I stated in my first comment.
And you just know that ZOS's solution to this will be to nerf the skills that are OP with Subclassing, instead of just making skills and passives that are Subclassed weaker, which means the people who don't wish to Subclass or ones that prefer the class-identity oriented playstyle will just have their builds ruined for no reason.
licenturion wrote: »
Everything else is a slight variation on this with a couple one bar builds in there for those that truly want to turn off their brains and still hit 160-170k. You have to understand how high that is compared to where we were say a year ago. Gold Road was about 120 to 130K DPS if I remember correctly. And you also have to understand that this probably isn't even the most broken combination that has been found or will be discovered in the next few months. This level of DPS absolutely trivializes almost any PVE content and makes PVP content a game of who shoots first or who wants to build the 100K HP tank with permablock. Indeed, blocking will be about the only viable means of mitigating this much damage in PVP.
Now I love the variety and the concept of multi-classing, as it is much more canon ESO in terms of skill freedom, but I also acknowledge that in its current state and for at least the next 6 to 12 months, it will be unpleasant or even unplayable for a lot of people. The only fix will be to make everything tankier and have massive hit point pools, or to nerf player power as I stated in my first comment.
I leave PvP out of the equation for a moment. But why exactly is this bad from a PvE standpoint. All I see I less gatekeeping and casual players would be able to run more difficult content now. Just like one bar HA builds made the game more accessible for a lot of players. So I consider this a win for those who want to go on a content clearing spree next week to collect stuff they were missing. I am pretty sure that making stuff more accessible is also one of ZOS their goals with making subclassing and scribing free base game updates.
And for those who don't want to, they don't have to. You really don't need 180K DPS for 98 percent of content of the game.
licenturion wrote: »
Everything else is a slight variation on this with a couple one bar builds in there for those that truly want to turn off their brains and still hit 160-170k. You have to understand how high that is compared to where we were say a year ago. Gold Road was about 120 to 130K DPS if I remember correctly. And you also have to understand that this probably isn't even the most broken combination that has been found or will be discovered in the next few months. This level of DPS absolutely trivializes almost any PVE content and makes PVP content a game of who shoots first or who wants to build the 100K HP tank with permablock. Indeed, blocking will be about the only viable means of mitigating this much damage in PVP.
Now I love the variety and the concept of multi-classing, as it is much more canon ESO in terms of skill freedom, but I also acknowledge that in its current state and for at least the next 6 to 12 months, it will be unpleasant or even unplayable for a lot of people. The only fix will be to make everything tankier and have massive hit point pools, or to nerf player power as I stated in my first comment.
I leave PvP out of the equation for a moment. But why exactly is this bad from a PvE standpoint. All I see I less gatekeeping and casual players would be able to run more difficult content now. Just like one bar HA builds made the game more accessible for a lot of players. So I consider this a win for those who want to go on a content clearing spree next week to collect stuff they were missing. I am pretty sure that making stuff more accessible is also one of ZOS their goals with making subclassing and scribing free base game updates.
And for those who don't want to, they don't have to. You really don't need 180K DPS for 98 percent of content of the game.
tomofhyrule wrote: »licenturion wrote: »
Everything else is a slight variation on this with a couple one bar builds in there for those that truly want to turn off their brains and still hit 160-170k. You have to understand how high that is compared to where we were say a year ago. Gold Road was about 120 to 130K DPS if I remember correctly. And you also have to understand that this probably isn't even the most broken combination that has been found or will be discovered in the next few months. This level of DPS absolutely trivializes almost any PVE content and makes PVP content a game of who shoots first or who wants to build the 100K HP tank with permablock. Indeed, blocking will be about the only viable means of mitigating this much damage in PVP.
Now I love the variety and the concept of multi-classing, as it is much more canon ESO in terms of skill freedom, but I also acknowledge that in its current state and for at least the next 6 to 12 months, it will be unpleasant or even unplayable for a lot of people. The only fix will be to make everything tankier and have massive hit point pools, or to nerf player power as I stated in my first comment.
I leave PvP out of the equation for a moment. But why exactly is this bad from a PvE standpoint. All I see I less gatekeeping and casual players would be able to run more difficult content now. Just like one bar HA builds made the game more accessible for a lot of players. So I consider this a win for those who want to go on a content clearing spree next week to collect stuff they were missing. I am pretty sure that making stuff more accessible is also one of ZOS their goals with making subclassing and scribing free base game updates.
And for those who don't want to, they don't have to. You really don't need 180K DPS for 98 percent of content of the game.
Uhh... PvP is part of the equation, whether you want to acknowledge it or not.
But let's look at your PvE argument - you say it's good for such ridiculous power creep? And you're comparing it to how Oakensorc made endgame more approachable?
Remind me: how many threads have we seen lately where the main complaint was "groups are not letting me in because I play Oakensorc and that's not good enough for them!"
A lot of the arguments you're making, particularly the "you really don't need 180K DPS for 98 percent of content of the game" one, are missing one teensy little thing: you're not playing solo or with NPCs. That means that you do have to work with other people and their requirements. Sure, you can clear a lot of content with reasonably low DPS - there's a reason carry services work since some people are good enough to 11-man trial trifectas - but if you're in a group you will be expected to be an asset to the group. If you come in demanding that the group accept you as you are, they are perfectly allowed to not take you and take someone else who will conform to their higher standards.
I tank in high-level content, so my DPS is irrelevant. But I've been in groups that have high DPS and ones that have low DPS. I can confidently say that the higher the DPS, the easier my life is - fewer mechanics to deal with, fewer chances to make a mistake, and the possibility to skip entire phases. If we're getting absurd power creep from this, there's no way in Oblivion that most groups are going to even consider taking people who aren't doing the insane DPS so they can make life go easier.
So sure, you may not need 180K DPS to do the content... but you will need to do that much to find groups.
Also I want to remind everyone that Subclassing will not automatically raise the floor just for logging in. If you want to pick skill lines because you like the way they look or match with your character's personal lore (which includes pureclassing at this point), you're getting nerfs and nothing to show for it. Your DPS will go up if you build your character a certain way: 1) take Herald of the Tome so you can get Fatecarver and Tentacular Dread, 2) take Assassination for the passives and so you can slot Grim Focus for the buffs, 3) drop all of your heals and shields and rely on the healers and tanks for that, 4) use the right potions and sets
Essentially, the way you increase DPS is by min-maxing. But... isn't that the problem that people who choose not to min-max are already excluded from groups? Are we expecting that people who don't care about min-maxing will suddenly start caring about it so they can get into groups?
Subclassing's "balance" (if you want to call it that) is currently doing two things: raising the ceiling to a ridiculous level, and severely increasing the gap between sweaty organized players and casuals. And as such, we're likely to see some meganerfs coming in U47 and U48 once people realize that thins like a 47-second IR shouldn't exactly be possible.
Now, for PvP (which is still a part of this game and can't just be ignored), there's no way to avoid Subclassing. First, you now have no way to know how to counter someone since they can be everything at once, and secondly you will need to play meta because other people will. If you don't play at their level, you will lose. So really, there's not much of a choice there. And the only way to survive double-proc bows is to build even tankier (which has always been the problem), so this will just make the PvP meta a way worse version of what it already is.
Not to mention that one Class line is literally broken on PTS because the new pet/corpse limit makes the Grave Lord skills essentially playable since you can't summon your Blastbones
Elvenheart wrote: »It really is remarkable how they’re seemingly hand-waving away the fact that players—even casuals—gravitate towards the point of least resistance. Stacking three dps skill lines (or tank or healer focused lines) that offer a host of incredibly destructive skills and traits will absolutely trivialize and break the game and every type of content and there’s no way they don’t understand this reality. We know this, we’ve had weeks of PTS testing that prove this, with established nuclear metas already emerging. The response reads as tone-deaf or apathetic. I won’t presume to know which.
The solution will be broad, crippling nerfs many months down the road after tremendous reputational damage has been incurred and players have run amok with godlike tools destroying content, in-game relationships and the economy. No one will be happy with this result—players or developers—but that’s the only solution ZOS has boxed themselves into. I wish I was wrong, though I don’t think I am in this case.
I’m curious, when you ran your own personal tests on the PTS, which 3 DPS skill lines did you stack that offered a host of incredibly destructive skills and traits that absolutely trivialized and broke the game, and what were the specific outrageous numbers that stacking those three skill lines caused?
This is the most common/ meta selection for U46:https://youtu.be/eYQMYjaGYBk?si=ow04byBqcBJxhKGm
Everything else is a slight variation on this with a couple one bar builds in there for those that truly want to turn off their brains and still hit 160-170k. You have to understand how high that is compared to where we were say a year ago. Gold Road was about 120 to 130K DPS if I remember correctly.
tomofhyrule wrote: »licenturion wrote: »
Everything else is a slight variation on this with a couple one bar builds in there for those that truly want to turn off their brains and still hit 160-170k. You have to understand how high that is compared to where we were say a year ago. Gold Road was about 120 to 130K DPS if I remember correctly. And you also have to understand that this probably isn't even the most broken combination that has been found or will be discovered in the next few months. This level of DPS absolutely trivializes almost any PVE content and makes PVP content a game of who shoots first or who wants to build the 100K HP tank with permablock. Indeed, blocking will be about the only viable means of mitigating this much damage in PVP.
Now I love the variety and the concept of multi-classing, as it is much more canon ESO in terms of skill freedom, but I also acknowledge that in its current state and for at least the next 6 to 12 months, it will be unpleasant or even unplayable for a lot of people. The only fix will be to make everything tankier and have massive hit point pools, or to nerf player power as I stated in my first comment.
I leave PvP out of the equation for a moment. But why exactly is this bad from a PvE standpoint. All I see I less gatekeeping and casual players would be able to run more difficult content now. Just like one bar HA builds made the game more accessible for a lot of players. So I consider this a win for those who want to go on a content clearing spree next week to collect stuff they were missing. I am pretty sure that making stuff more accessible is also one of ZOS their goals with making subclassing and scribing free base game updates.
And for those who don't want to, they don't have to. You really don't need 180K DPS for 98 percent of content of the game.
Uhh... PvP is part of the equation, whether you want to acknowledge it or not.
But let's look at your PvE argument - you say it's good for such ridiculous power creep? And you're comparing it to how Oakensorc made endgame more approachable?
Remind me: how many threads have we seen lately where the main complaint was "groups are not letting me in because I play Oakensorc and that's not good enough for them!"
A lot of the arguments you're making, particularly the "you really don't need 180K DPS for 98 percent of content of the game" one, are missing one teensy little thing: you're not playing solo or with NPCs. That means that you do have to work with other people and their requirements. Sure, you can clear a lot of content with reasonably low DPS - there's a reason carry services work since some people are good enough to 11-man trial trifectas - but if you're in a group you will be expected to be an asset to the group. If you come in demanding that the group accept you as you are, they are perfectly allowed to not take you and take someone else who will conform to their higher standards.
I tank in high-level content, so my DPS is irrelevant. But I've been in groups that have high DPS and ones that have low DPS. I can confidently say that the higher the DPS, the easier my life is - fewer mechanics to deal with, fewer chances to make a mistake, and the possibility to skip entire phases. If we're getting absurd power creep from this, there's no way in Oblivion that most groups are going to even consider taking people who aren't doing the insane DPS so they can make life go easier.
So sure, you may not need 180K DPS to do the content... but you will need to do that much to find groups.
Also I want to remind everyone that Subclassing will not automatically raise the floor just for logging in. If you want to pick skill lines because you like the way they look or match with your character's personal lore (which includes pureclassing at this point), you're getting nerfs and nothing to show for it. Your DPS will go up if you build your character a certain way: 1) take Herald of the Tome so you can get Fatecarver and Tentacular Dread, 2) take Assassination for the passives and so you can slot Grim Focus for the buffs, 3) drop all of your heals and shields and rely on the healers and tanks for that, 4) use the right potions and sets
Essentially, the way you increase DPS is by min-maxing. But... isn't that the problem that people who choose not to min-max are already excluded from groups? Are we expecting that people who don't care about min-maxing will suddenly start caring about it so they can get into groups?
Subclassing's "balance" (if you want to call it that) is currently doing two things: raising the ceiling to a ridiculous level, and severely increasing the gap between sweaty organized players and casuals. And as such, we're likely to see some meganerfs coming in U47 and U48 once people realize that thins like a 47-second IR shouldn't exactly be possible.
Now, for PvP (which is still a part of this game and can't just be ignored), there's no way to avoid Subclassing. First, you now have no way to know how to counter someone since they can be everything at once, and secondly you will need to play meta because other people will. If you don't play at their level, you will lose. So really, there's not much of a choice there. And the only way to survive double-proc bows is to build even tankier (which has always been the problem), so this will just make the PvP meta a way worse version of what it already is.
Not to mention that one Class line is literally broken on PTS because the new pet/corpse limit makes the Grave Lord skills essentially playable since you can't summon your Blastbones
As you've laid out quite clearly, it's important to note that the skill gap, knowledge gap, and skill ceiling will be even higher with this new level of flexibility and min-maxing. So casual players will play even worse, comparatively, even if the floor is 'technically' raised – it won't be 'practically' raised because they don't have the knowledge or competence on how to do so.
What an out of touch newspost.
People have been pointing out issues with subclassing and expressing their concerns this entire PTS cycle, which have largely been ignored. One of the foremost concerns I've seen is that pure classes are essentially dead for any type of real PVP or PVM encounter once this system releases, because there are almost no scenarios where a pure class is as strong as one utilizing subclassing. Yet according to this article, "there is no desire to reduce the effectiveness of pure classes". What about effectiveness by comparison? This comment completely glosses over the reality of the system.
Furthermore, the team says "Of course, with a change of this magnitude, there are balance concerns, but the team is prepared for what may come.". You haven't even acknowledged many of the balance concerns during the testing cycle for the patch! How can you possibly suggest that you're prepared to address these issues as they arise when you have already demonstrated that you have no intentions of addressing those that have already been brought up during the PTS?
Are you planning to have a more frequent patch cadence to accommodate balance changes in the near future? Or are we going to be waiting the typical 3+ months before you adjust a single thing, as has historically been the case with ESO?
This is the official discussion thread for, "ESO’s Developers Share Subclassing System Secrets"
"Customize your knowledge of the new Subclassing system with this developer deep dive."