ZOS should roll back to 2017 and restart from there
As a player coming from skyrim subclassing and scribing dont make teso feel more like skyrim but like teso in worse and were not things I missed.
karthrag_inak wrote: »As a player coming from skyrim subclassing and scribing dont make teso feel more like skyrim but like teso in worse and were not things I missed.
Well, since apparently past game experience is being used as credibility-builder, and as a completer of every ES game since Arena (attached is a picture just taken of original Arena install disks, which still actually boot, amazing as it may be), Khajiit considers the addition of subclassing to be the most iconically ES addition to the game since launch. It may not be to everyone's preference, but it IS more 'Elder Scrolls' than this game ever has been before.
Classes were never anything more than suggestions in any of the ES games, and the addition of classes to ESO was one of the biggest flaws introduced since the beginning that is finally, now, being somewhat rectified. Thank the bright moons.
karthrag_inak wrote: »That's nice.
they’re laying the ground-work for a future where skills are balanced to each other, rather than a skill line power budget
karthrag_inak wrote: »they’re laying the ground-work for a future where skills are balanced to each other, rather than a skill line power budget
Agree with this. Now, balancing a poorly or over-performing skill (khajiit has heard them called 'over-tuned' which was most amusing) can be done in without constraints regarding underlying class concerns.
Hapexamendios wrote: »No, I don't think they should roll it back. I do think they should reconsider some of the ways they've cone up with for balancing. Everything seems to be going towards a major or minor buff. They're taking away the uniqueness of the class line buffs and it's becoming far too homogenized.
Mathius_Mordred wrote: »Subclassed passives and skills should not hit quite as hard as on a pure class. This is the obvious solution.
karthrag_inak wrote: »As a player coming from skyrim subclassing and scribing dont make teso feel more like skyrim but like teso in worse and were not things I missed.
Well, since apparently past game experience is being used as credibility-builder, and as a completer of every ES game since Arena (attached is a picture just taken of original Arena install disks, which still actually boot, amazing as it may be), Khajiit considers the addition of subclassing to be the most iconically ES addition to the game since launch. It may not be to everyone's preference, but it IS more 'Elder Scrolls' than this game ever has been before.
Classes were never anything more than suggestions in any of the ES games, and the addition of classes to ESO was one of the biggest flaws introduced since the beginning that is finally, now, being somewhat rectified. Thank the bright moons.
You know what else would be more ''Elder Scrolls''? Permanently killing quest NPCs(not all were Essential after all), or what about forced PvP in every single zone of the game?(you were free to attack pretty much anyone you wanted).
Having your quest NPC being permanently killed, then being sneak killed by a stealth archer that you won't even see attacking you doesn't sound really fun. What about going around with a bunch of reanimated Trial Bosses and annihilating every player and NPC in your path? Both of those would make the game more ''Elder Scrolls'', but I'm pretty sure that most players wouldn't really call it fun.
Hapexamendios wrote: »No, I don't think they should roll it back. I do think they should reconsider some of the ways they've cone up with for balancing. Everything seems to be going towards a major or minor buff. They're taking away the uniqueness of the class line buffs and it's becoming far too homogenized.
This is actually the entire reason the major/minor buff system exists!
Previously, the abilities and sets that used it at the time of its introduction had unique buffs and stacking them was one of the early major balance issues in the game.
Like imagine if you could stack all of the sources of major brutality/sorcery. Now imagine if you could do that with all major buffs. It becomes very difficult to add new sets and abilities because power goes through the roof. The system was designed to avoid things like hard/soft caps and diminishing benefits.
I agree there's a lot of reasons why it's not ideal in this case, but ult gen is op at the moment (12s barriers) and it's trivializing a lot of content that was designed to be challenging. It's not just barriers, of course. Just to be clear, 12s barriers is what the theorycrafter who made the video thinks is theoretically possible, but in practice it was more like 15-30s. Still crazy.
When I was new to trials, what made them so exciting was all the mechs and new players learning them continue to experience that because it's essential to the experience IMO. With the current barrier meta, there's so much that can just be ignored.
I mean, that's what end game pve is supposed to be about. I think many experienced players take that for granted because it's been so long since they were at that stage. It gets to a point where it's all easy, even without the u46 boost in power.
The benefit of doing it this way is that most players who don't play in optimal groups will continue to have similar ult gen as they had before.
Really, ZOS should have addressed this before subclassing went live because it was very obvious this would happen and many of us predicted they'd have to homogenize a lot of unique aspects of skill lines. It would have been a lot less frustrating to players if it all happened in u46 because they'd have all the upsides of subclassing to console them. But that's spilt milk at this point.
Lucasalex92 wrote: »i definitly belive yes otherwise it will be nerf to ground really badly until it wont be worth subclassing
BXR_Lonestar wrote: »I don't think they will, but IMO it is something they should consider doing. I realize there are a lot of people excited about the game, but the more and more I play around with subclassing (and not building cookie-cutter builds that are being posted online), the more frustrated I find myself getting with the system. The system is supposed to make it easier to do higher DPS and have builds that have greater synergy between your main skill lines, and the more I play around with non-META builds, the more frustrated I keep getting because I see my dps drop in comparison to where my builds were before. It's not just me, as I see other people saying the same thing.
No, you don't have to make a meta build. But that doesn't mean any combination is going to result in an improvement!
It's a game. Game have to be played by the rules. To do that, one must have an understanding of the rules. Many who play ESO do not, but after playing their classes for years, they either followed a guide or advice at some point or intuitively figured it out after a process of trial and error.
In general, if one wants their dps to improve, they must combine skill lines that provide the basics such as Major Brutality/Sorcery and Major Savagery/Prophecy. Next, they should consider passives. Then there are the minor buffs and things like berserker. Then they need to imagine their combat rotations.
Are you missing something important? Do not despair, you can lean into Scribing. Truthfully, Scribing can fix pretty much any shortcomings.
If one does those things, it is unlikely they will end up worse off than before. It doesn't even have to be 3 dps lines. For example, Warden's Lotus Flower from the Green Balance line grants Major Savagery/Prophecy when active. Warden is actually a good dps class and probably one of the best for overland and dungeons.
Of course, all of this also requires learning about the classes you want to subclass!
If one wants to meme or play a themed build, well of course they shouldn't expect it to just work. But again, they can lean into Scribing to correct any shortcomings.
Why would class purists struggle with this? Well, if someone is a purist and especially someone who has only played one class, of course they are predispositioned not to be flexible. That's on them, but it's also fine because their pure class is perfectly fine if they don't want to explore new realms with basic logic -- this is not rocket science, but some effort is required.
With all that said, is more dps what's truly important for one's activities? A lot of players will be better off with a pure class for the activities they do because pure classes are so well balanced and they're used to playing them. 3 dps line builds might have some serious shortcomings for some players.
I speak from experience. I am levelling subclassing on my mule account when I have spare moments by playing the game instead of grinding. Every build I'm using is completely off-meta and they've all been fine, even with low level skill lines. More than fine, it's been fun. Scribing is the key.
tl;dir: Major Brutality/Sorcery, Major Savagery/Prophecy, Scribing
karthrag_inak wrote: »Yeah, because anyone who loves subclassing is OBVIOUSLY just a 'yesman'
Says the guy voting yes!
And of course, when you agree with a change, you see those who are against it as contrarians!
That old subjective reality.
tomofhyrule wrote: »karthrag_inak wrote: »they’re laying the ground-work for a future where skills are balanced to each other, rather than a skill line power budget
Agree with this. Now, balancing a poorly or over-performing skill (khajiit has heard them called 'over-tuned' which was most amusing) can be done in without constraints regarding underlying class concerns.
I will save the excitement for them balancing an over/under-performing skill for when they actually do it.
Because so far it's "if you're not running these exact three lines and this array of skills on your bars, you're memetically underperforming"