tomofhyrule wrote: »I have some StreamTeam friends who tested an early build of Subclassing and were able to talk to the devs about it. They said that one of the common things people told the devs after trying it was "it's fun, but we don't like that is really makes pure class builds underpowered compared to Subclassed builds," and the devs' responce was "wait, you think people would willingly not do Subclassing?"
Imagine thinking that some players would like to keep playing the Class they selected at character creation and not suck.
It was clear what subclassing would mean for pure classes from the moment it was announced.
They are now part of the line of progression. Much like level 50 contrasted against the CP system. One gets to level 50, then they start earning CP to progress further. One gets to level 50 in their class and then begins subclassing to progress further.
I understand the attachment to pure classes. I felt it too prior to u46. I made a point of gearing up and playing all of my favorite characters before u46 understanding everything would change after. I waited until the day before release before deciding to continue playing ESO at an enthusiast level.
But with all that said, life has taught me to let go. Baggage and stagnation are terrible things. The game changes constantly. Sometimes one will like the changes, other they may not.
To me, the worst thing ZOS can do is try to engineer solutions to keep pure classes competitive.
Pure classes are already lost. It's not playing something called Nightblade or Dragonknight that had value. It was the individual design of each class, the synergies (I don't mean the synergy mechanic) between abilities and passives, and the play styles those resulted in. Those things are already gone to varying degrees and the process will continue regardless of whatever other changes they may decide on to make pure classes more powerful.
ZOS may try to boost pure classes in some cheap way through passive bonuses for each pure class skill line used or something silly like that, but that won't give us our pre-u46 classes back. They are lost forever at this point. RIP. The best thing to do is let go and move on according to the new rules of the game.
I've been through this a lot over the years. Do I ever miss my 1.6-2.3 PVP builds! Or the characters I used to solo vet coa 2 when it was a challenge to do so prior to DLC dungeons.
Nightblades used to have a skill called agony which was sort of like dk's petrify, except with a higher skill cap because if the CC'd player was damaged, the CC would end and they'd have CC immunity at no cost to them. It was so much fun because not only would I have to avoid damaging my opponent in PVP -- unless it was part of the final burst combo -- they would sometimes expect me to and not break free immediately, so there was an interesting interplay.
Agony was replaced by Malevolent Offering as one of the first steps towards their class homogenization efforts. I was so embittered for so long and I deeply regret it now. It's just a game. The best thing to do is choose if you want to continue playing and if you do, adapt and embrace.
Don't make the mistake I did by becoming encumbered by a change in a video game.
Ragnarok0130 wrote: »That is a lot of words to say "I give up".
There is nothing I can do to compensate for losing 2x skill lines with damage passives if I want to DPS as a ''Pure Class''. This isn't even taking into consideration the active skills, just losing access to those passives alone(by not Subclassing) leaves me in an objectively worse state as a DPS. Same logic applies for the other 2 roles.
tomofhyrule wrote: »As such, there is also a lot of social pressure to Subclass whether you want to or not. True, some people do not feel social pressures that way, but that doesn't mean those pressures don't exist.
. Major changes happen. The best thing to do is express one's feedback and if it's not heeded, get on with it, one way or another. Encumbering oneself with video game baggage is a waste of time and energy.
ForumBully wrote: »It sounds like the complaint is that not taking 3 damage skill lines is weaker than taking 3 damage skill lines.
Maybe there's a way to have both hybrid and nonhybrid classes functional and somewhat balanced. Given the fact that we have to actually level the subclass versions of these skills, while those who had them "naturally" had their own levels, is there no way to leverage this for balance? Like, if my DK has all 3 DK skill lines, he has Skill Line Version A. If he switches out a skill line, he gets the stats etc of the Skill Line Version B, just at his native xp level. I'm probably not saying this as clearly as I wish, but hopefully the intent is clear enough.
This way my pure class DK could have his standard ultimate generation, but if he switches out a line for like Winter's Embrace or whatever the skill switches to the version with the heroism system. I wouldn't feel punished for keeping all three nightblade skill lines after Grim Focus gets nerfed. I know and expect Zos to upset the apple cart every now and again but this two steps forward, three back situation is just frustrating.
This is actually the only MMO I've ever seen where subclassing is mandatory...it's not a nuance or a different gameplay, it's just better.
It's not even close to mandatory unless one is in an HM core or plays in pug HMs/trifectass. Pure classes are not ruined or unplayable.
The kind of player who will feel compelled to run HoT/Assassination as the base of their DD was already playing the meta before u46 and it's actually less restrictive than before. Prior to u46, everyone was complaining they "had" to play arcanist, even though that wasn't close to true.
I play with some 1 bar players including an oakensorc and they're just fine. Like all things in ESO, it's more about the player. They don't have to be highly skilled, but need to be attentive and intelligent enough to follow instructions and not stand in red... in vet content. In open world and normals, all one has to do is press any combination of buttons and eventually things will work out!
Not all tanks need to play that combination at all, although that is a typical MT configuration. There is currently far greater variety in support configurations than before subclassing, as one might expect. But many players WANT a standard to emerge to make open runs and GF pugs easier to facilitate.
I'm a trial tank sometimes in a small vet trial guild and at the start of subclassing, me and the other tank were so busy figuring out our DDs that we tanked with dual pure necro tanks... and it was a total disaster, right?! Nope, it was totally fine and we did great.
A real problem in these forums is that readers who don't play end game or do challenging content are getting caught up in false narratives that spread like a fire. A person who doesn't play eso but reads the forums would think the game is melting down, but in reality everything is fine in-game. The biggest complaint I see in the wild is that the game is too easy. Normal dlc dungeons are as easy as delves now. We just melt everything in seconds unless it's a phased fight.
I don't chase metas, I don't wanna do trifectas and speedruns, but it feels so tone deaf when you see developers announcing a new system that merges all classes without any pro/cons added, letting literally power piling up and leaving those who don't do it way behind.
spartaxoxo wrote: »It feels like all of the recent balance changes have been purely about making subclasses feel more balanced based off how they are being used with no regard to how it impacts players who opt out of using the system. I actually like the concept of the system and while I haven't had a lot of time to play lately as it is my busiest time of year, I have been looking forward to making some of my classes into the subclass system. But, my plan was to leave some of my characters with their original kits. And that feels less and less like a real option.
There's been longstanding issues with pure class balancing where some skills have just always felt bad to play with. So, you focused on certain skills. Those same skill now are popular in subclassing too.
Rather than address this by fixing this long issue that would make both pure classing and subclassing feel better, pure classes feel completely disregarded in the balance changes. They current plan seems to make them less and less competitive with subclassing.
Which is honestly a real bummer. Subclassing does not fit the vision I have for all of my characters, and I am someone who actually enjoys this change (at least in theory).
If even I feel like this than I can't imagine how awful this game's current direction feels for people who don't want to use this system at all.
spartaxoxo wrote: »The CP tree does not fundamentally alter gameplay in the manner that subclassing does. Subclassing isn't like different sets or CP becoming meta. Those are passive bonuses. It isn't even like the jabs change, which I also didn't like, because that was a single skill that had significant but ultimately minor adjustments in the grand scheme of things. The rhythm is different but ultimately you're still taking a spear and jabbing enemies multiple times for AOE damage (and possibly healing). This change drastically alters the core gameplay loop for every class that engages in it. I don't think there's any change to the game as drastic as this one, personally.
I think the devs should balance for and expect that some people would want to keep the core gameplay loops that they have enjoyed for the past 10 years.