Sub-classing isn't problematic. It just highlights the power disparity between classes even more. NB, Sorc, Warden, and Templar are all being used in sub-class builds. These 4 classes were also top tier before U46.
The solution is to buff the underperforming classes (which they should have done) so that we don't have to choose from the same 4 classes to have an optimal build
Thumbless_Bot wrote: »You have to pull yourself out of the weeds, take a step back so to speak, and ask yourself why zos would do this.
It is either that they have given up on balancing classes so they give everyone everything so they cant complain that x is stronger than y because any class can run x. Not that they won't make changes to skills, but when something is broken they have less urgency to balance and or fix it because anyone can run the broken skill or skill lone.
Or that they are running out of ways to keep existing players playing the game so they are throwing everything they can at players to keep them engaged. I've been really enjoying subclassing, but this will lokely fade and we will be left with a game that barely resembles eso from 5 years ago. Whether that is good or bad is a matter of preference.
Not to get trapped in a false dichotomy, there may be other reasons, but these two seem the most likely to me.
Back to the origional thread topic, Sub classing vs Pure class, before this gets derailed. I think his idea of retaining class identity by giving a passive bonus would be a step in the right direction. As it stands now things have to be viewed from the perspective of everyone has to have at least 1 skill line from their OC skills. Perhaps giving a passive of some sort for each additional skill line kept would be incentive enough to keep 2/3 or 3/3 of the OC skills. Maybe the passives could be unique to each class to help retain or give that since of class identity...
sweatapodimas wrote: »Each class could have a signature master passive maybe? NB 10% damage out of stealth, Tmp channeling damage boost, DK penetration or mobility increase. warden/necro pet damage etc...
but a 10% damage boost would be the easiest.
ESO has never had "pure" classes. Classes have always been a hodgepodge of mismatched skill lines.
I don't think there should be any bonus for sticking to the default three lines. Quite the opposite in fact. It takes a lot of time, XP, and skill points to subclass so I think the benefits for doing so should remain.
propertyOfUndefined wrote: »Other CRPGs with multiclass mechanics usually call this a "capstone". And yeah... it's usually there as an incentive for staying pure.
Not a bad idea, imho...
MincMincMinc wrote: »Thumbless_Bot wrote: »You have to pull yourself out of the weeds, take a step back so to speak, and ask yourself why zos would do this.
It is either that they have given up on balancing classes so they give everyone everything so they cant complain that x is stronger than y because any class can run x. Not that they won't make changes to skills, but when something is broken they have less urgency to balance and or fix it because anyone can run the broken skill or skill lone.
Or that they are running out of ways to keep existing players playing the game so they are throwing everything they can at players to keep them engaged. I've been really enjoying subclassing, but this will lokely fade and we will be left with a game that barely resembles eso from 5 years ago. Whether that is good or bad is a matter of preference.
Not to get trapped in a false dichotomy, there may be other reasons, but these two seem the most likely to me.
My big question is why are they still grasping onto the oldschool thought process of needing multiple characters.
CameraBeardThePirate wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »You have to pull yourself out of the weeds, take a step back so to speak, and ask yourself why zos would do this.
It is either that they have given up on balancing classes so they give everyone everything so they cant complain that x is stronger than y because any class can run x. Not that they won't make changes to skills, but when something is broken they have less urgency to balance and or fix it because anyone can run the broken skill or skill lone.
Or that they are running out of ways to keep existing players playing the game so they are throwing everything they can at players to keep them engaged. I've been really enjoying subclassing, but this will lokely fade and we will be left with a game that barely resembles eso from 5 years ago. Whether that is good or bad is a matter of preference.
Not to get trapped in a false dichotomy, there may be other reasons, but these two seem the most likely to me.
My big question is why are they still grasping onto the oldschool thought process of needing multiple characters.
Because this is how MMOs keep players playing the game.
If they went to a model where everything was on one character, suddenly a large portion of their playerbase would no longer feel obligated to play as much as they do currently.
MMOs are time sinks. More characters = more time spent = more money earned. That's all there is to it.
Yes, there are people that hate their "chores" for each character, but the amount of people that actually quit for that reason are greatly outnumbered by the amount of people that spend time logging into their characters each day to do their chores.
tomofhyrule wrote: »I also don’t think I can agree with the “don’t nerf, just buff” stance. That definitely feels better, but rampant inflation is not a good thing. And this power surge definitely deserves nerfs to bring the top back into line.
MincMincMinc wrote: »CameraBeardThePirate wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »You have to pull yourself out of the weeds, take a step back so to speak, and ask yourself why zos would do this.
It is either that they have given up on balancing classes so they give everyone everything so they cant complain that x is stronger than y because any class can run x. Not that they won't make changes to skills, but when something is broken they have less urgency to balance and or fix it because anyone can run the broken skill or skill lone.
Or that they are running out of ways to keep existing players playing the game so they are throwing everything they can at players to keep them engaged. I've been really enjoying subclassing, but this will lokely fade and we will be left with a game that barely resembles eso from 5 years ago. Whether that is good or bad is a matter of preference.
Not to get trapped in a false dichotomy, there may be other reasons, but these two seem the most likely to me.
My big question is why are they still grasping onto the oldschool thought process of needing multiple characters.
Because this is how MMOs keep players playing the game.
If they went to a model where everything was on one character, suddenly a large portion of their playerbase would no longer feel obligated to play as much as they do currently.
MMOs are time sinks. More characters = more time spent = more money earned. That's all there is to it.
Yes, there are people that hate their "chores" for each character, but the amount of people that actually quit for that reason are greatly outnumbered by the amount of people that spend time logging into their characters each day to do their chores.
Yeah, but they already started moving many things to account wide which is my point. Wasn't that the big pve achievement update 35 hooplah already? I thought they already took away the replayability for lategame pve. PvP itself with subclassing wouldnt really be affected, other than the QoL hassle of logging in and out and meta change niches.
The multicharacter model worked well in a growing mmo for replayability, where there really wasnt any. However ESO certainly has enough content for thousands or tens of thousands of hours. I just imagine they would be far more stable or make way more income making it easy for new players to stay in the game.
CameraBeardThePirate wrote: »MincMincMinc wrote: »CameraBeardThePirate wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »You have to pull yourself out of the weeds, take a step back so to speak, and ask yourself why zos would do this.
It is either that they have given up on balancing classes so they give everyone everything so they cant complain that x is stronger than y because any class can run x. Not that they won't make changes to skills, but when something is broken they have less urgency to balance and or fix it because anyone can run the broken skill or skill lone.
Or that they are running out of ways to keep existing players playing the game so they are throwing everything they can at players to keep them engaged. I've been really enjoying subclassing, but this will lokely fade and we will be left with a game that barely resembles eso from 5 years ago. Whether that is good or bad is a matter of preference.
Not to get trapped in a false dichotomy, there may be other reasons, but these two seem the most likely to me.
My big question is why are they still grasping onto the oldschool thought process of needing multiple characters.
Because this is how MMOs keep players playing the game.
If they went to a model where everything was on one character, suddenly a large portion of their playerbase would no longer feel obligated to play as much as they do currently.
MMOs are time sinks. More characters = more time spent = more money earned. That's all there is to it.
Yes, there are people that hate their "chores" for each character, but the amount of people that actually quit for that reason are greatly outnumbered by the amount of people that spend time logging into their characters each day to do their chores.
Yeah, but they already started moving many things to account wide which is my point. Wasn't that the big pve achievement update 35 hooplah already? I thought they already took away the replayability for lategame pve. PvP itself with subclassing wouldnt really be affected, other than the QoL hassle of logging in and out and meta change niches.
The multicharacter model worked well in a growing mmo for replayability, where there really wasnt any. However ESO certainly has enough content for thousands or tens of thousands of hours. I just imagine they would be far more stable or make way more income making it easy for new players to stay in the game.
It's not about replayability, or wanting to complete things on all characters as a player.
It's about needing to complete things on multiple characters to keep people playing the game.
Look at Scribing: You only need to do the full quest line once, so ZOS could've just as easily made scripts account wide as well. They didn't so that you have to play and farm the game on multiple characters. It forces you to spend more time in the game.
Yes, there are multiple things that have moved to being account wide, but keeping specific things character based forces players to sink more time into the game. It’s how MMOs work. "The chase" needs to exist in some way in order to keep players hooked.