tomofhyrule wrote: »Now would you celebrate this build as "wow such build diversity! I would like to play that!" Or is it more like "wow, are you stupid for gimping yourself that much?"
Erickson9610 wrote: »tomofhyrule wrote: »Now would you celebrate this build as "wow such build diversity! I would like to play that!" Or is it more like "wow, are you stupid for gimping yourself that much?"
I would say the latter.
But here's what Class passives enable for Werewolf:The build diversity comes from which attributes you want to stack into.
- Damage buffs from Aedric Spear, Storm Calling, Grave Lord, Herald of the Tome, etc
- Max Health buffs from Bone Tyrant, Green Balance, and Daedric Summoning
- Armor buffs from Aedric Spear and Draconic Power
- Block-related buffs from Restoring Light, Dark Magic, Draconic Power, and Winter's Embrace
- Ability cost reduction from Dawn's Wrath and Dark Magic
- Healing Done with Living Death and Restoring Light
- Resource Recovery from Shadow and Curative Runeforms
- ...and so on
For a PvP Werewolf, sometimes I'll want to stack Armor, Ability Cost Reduction, and Healing Done, so I could go with Aedric Spear, Dawn's Wrath (or Dark Magic), and either Restoring Light or Living Death.
Maybe I want a tank/block build that uses Draconic Power and Winter's Embrace. I could supplement Daedric Summoning for Max Health if I run Pack Leader.
Damage dealer werewolves will for sure want to use Aedric Spear and Storm Calling, but a good third skill line is Herald of the Tome or Grave Lord.
All of those builds wouldn't be possible without Subclassing, much less without the ability to use your native Class passives at all. Even before Subclassing, certain Classes were by far the most optimal for Werewolf — Sorcerer Werewolf was top tier for the longest time before Templar Werewolf had Burning Light made available to them. Now that we aren't locked to our native Class skill lines, any Class Werewolf can be competitive with one another.
tomofhyrule wrote: »Heck, I think there's a lot they could do to werewolf that would make them a lot more unique. Consider that vampire is able to use vamp skills in addition to other skills. What if werewolves could use their Class skills? That would mean you need to put more thought into what lines you want instead of just taking a line for its passives.
Erickson9610 wrote: »This is actually the problem many people have with Subclassing. Suddenly, there is no such thing as a "pure Templar" because you have the option of Subclassing. Sure, you can roleplay as a pureclass Templar, but you shouldn't be as strong as someone who prioritizes their role over their archetype.tomofhyrule wrote: »Heck, I think there's a lot they could do to werewolf that would make them a lot more unique. Consider that vampire is able to use vamp skills in addition to other skills. What if werewolves could use their Class skills? That would mean you need to put more thought into what lines you want instead of just taking a line for its passives.
tomofhyrule wrote: »I think the biggest problem with the different views of Subclassing are the fact that there are two schools of thought on how it works, and those are diametrically opposed to each other. This means that one person's "perfect suggestion" is another person's "obviously wrong idea."
I think everyone can get behind the idea of a character who is built to be focused in one way should be more powerful than, and have more drawbacks than, a character who is a jack of all trades, master of none. The issue is... how do you define the "focused in one way" versus the "jack of all trades?"
School of thought 1: We're talking about the character's role.
These are the people who think that the character's position in the Holy Trinity is the important thing. A character who is focused into being a Damage Dealer would be one with three DPS lines, and therefore they should absolutely have higher DPS than someone who is spreading their lines out to take one each of a tank/healer/DPS line. This also means the 3xDD character should have weaknesses in not being able to survive much at all, and they will require healers/tanks to support them. Pureclasses are normally set up to be able to do every role, so they are more the jack-of-all-trades types, and therefore the suggestion to "buff pureclasses!" makes no sense since they should be lower DPS since they are not focused purely on one role.
In essence, the Subclassed build is the focused one, and the pureclass is the jack of all trades.
School of thought 2: We're talking about the character's archetype.
These are the people who favor the idea of Class identity. They see each Class as playing slightly differently - DKs tend to be tanky and mostly pressure with DoTs and poison/burning status effects, but they suffer from low sustain and no execute power; NBs are sneaky stabby assassins with high burst and great single target damage, and basically no cleave; and the like. They see a pureclass as someone who is all-in on their character's skills and has to play to their Class's strengths and weaknesses. A Subclass, however, allows players to take skills from another class to cover those weaknesses, and therefore they're making themselves more versatile. They therefore think that buffing pureclasses is obvious since the Subclass is extending its capabilities, so it should logically be sacrificing power to do so.
In essence, the pureclassed build is the focused one, and the Subclass is the jack of all trades.
tomofhyrule wrote: »Erickson9610 wrote: »This is actually the problem many people have with Subclassing. Suddenly, there is no such thing as a "pure Templar" because you have the option of Subclassing. Sure, you can roleplay as a pureclass Templar, but you shouldn't be as strong as someone who prioritizes their role over their archetype.tomofhyrule wrote: »Heck, I think there's a lot they could do to werewolf that would make them a lot more unique. Consider that vampire is able to use vamp skills in addition to other skills. What if werewolves could use their Class skills? That would mean you need to put more thought into what lines you want instead of just taking a line for its passives.
Once again, that was the whole point of this posttomofhyrule wrote: »I think the biggest problem with the different views of Subclassing are the fact that there are two schools of thought on how it works, and those are diametrically opposed to each other. This means that one person's "perfect suggestion" is another person's "obviously wrong idea."
I think everyone can get behind the idea of a character who is built to be focused in one way should be more powerful than, and have more drawbacks than, a character who is a jack of all trades, master of none. The issue is... how do you define the "focused in one way" versus the "jack of all trades?"
School of thought 1: We're talking about the character's role.
These are the people who think that the character's position in the Holy Trinity is the important thing. A character who is focused into being a Damage Dealer would be one with three DPS lines, and therefore they should absolutely have higher DPS than someone who is spreading their lines out to take one each of a tank/healer/DPS line. This also means the 3xDD character should have weaknesses in not being able to survive much at all, and they will require healers/tanks to support them. Pureclasses are normally set up to be able to do every role, so they are more the jack-of-all-trades types, and therefore the suggestion to "buff pureclasses!" makes no sense since they should be lower DPS since they are not focused purely on one role.
In essence, the Subclassed build is the focused one, and the pureclass is the jack of all trades.
School of thought 2: We're talking about the character's archetype.
These are the people who favor the idea of Class identity. They see each Class as playing slightly differently - DKs tend to be tanky and mostly pressure with DoTs and poison/burning status effects, but they suffer from low sustain and no execute power; NBs are sneaky stabby assassins with high burst and great single target damage, and basically no cleave; and the like. They see a pureclass as someone who is all-in on their character's skills and has to play to their Class's strengths and weaknesses. A Subclass, however, allows players to take skills from another class to cover those weaknesses, and therefore they're making themselves more versatile. They therefore think that buffing pureclasses is obvious since the Subclass is extending its capabilities, so it should logically be sacrificing power to do so.
In essence, the pureclassed build is the focused one, and the Subclass is the jack of all trades.
What you see as "you can roleplay as a pureclass Templar, but you shouldn't be as strong as someone who prioritizes their role over their archetype" is someone else's "you can give up your entire identity to cover your innate weaknesses, but you shouldn't be as strong as someone who prioritizes their Class over their role."
That was never the problem with this change, it's the lack of ability to generate crux using subclassed or weapon abilities.We'll also be introducing a failsafe for the Arcanist's Class Mastery script with Banner Bearer — so it's not a complete loss of power. It will generate Ultimate if the effect did not generate a Crux.
The change is only for banner. You can scribe any other skill and put the class mastery on that and it will build crux. Also every line has a crux builder. You can certainly argue that that is still too restrictive, but there are options.randconfig wrote: »That was never the problem with this change, it's the lack of ability to generate crux using subclassed or weapon abilities.We'll also be introducing a failsafe for the Arcanist's Class Mastery script with Banner Bearer — so it's not a complete loss of power. It will generate Ultimate if the effect did not generate a Crux.
1/3 of Arcanist passives require you to generate/consume crux: Fated Fortune, Healing Tides, Hideous Clarity, Implacable Outcome. If I'm a DPS Arcanist and I want to subclass Herald of the Tome for Grave Lord, I now lose access to 3/8 of my remaining two base class skill line passives because of the Bannerbearer change. Additionally, there's no point in slotting any crux consumption abilities, as I will never be able to generate more than a single crux, so 7 abilities/morphs from the two base Arcanist skill lines kept in this scenario are also rendered useless.
Alternatively, if I'm forced to always keep the Herald of the Tome skill line, I have access to Runeblades... But the whole point is I want to use a different spammable/to engage with subclassing or weapon skill lines while being an Arcanist. Perhaps I could use Tome-Bearer's Inspiration, but again, it only generates a single crux and only works with class skills, so at most I would get a single crux, meaning all consumption abilities would be useless to slot and up to 1/3 of my class passives would do nothing.
So your post does nothing to soothe my frustration, as you did not address the core issue with the Arcanist class mastery change, and it doesn't appear that there's any intention to add an alternative method of crux generation to replace the one you're taking away from us, leaving us functionally locked out of engaging with subclassing and weapon skill lines.
Hello All,
We've seen a lot of your feedback about some of the class and ability changes that are currently on the PTS for Update 47. We hear your frustration and confusion about why some of these changes are being made, and we wanted to give you some additional context.
We also understand that having to continually update builds with every patch can be tiresome and can detract from the fun and enjoyment of playing the way you want, something that is a part of ESO's DNA. In considering the community’s feedback, we will be making the following changes starting in an upcoming week of the U47 PTS, sometime after PTS week 2.
...
As we mentioned before the release of U46 and Subclassing, we will continue to work on tuning these abilities to achieve greater class balance. It's worth noting that the changes above are also subject to change, and we'll continue listening to your feedback before these go live. In the months ahead, we are going to continue to look at balancing and will make additional adjustments. For now, we hope these amended abilities are more in line with your expectations, and you continue to enjoy Subclassing.
Thank you, again, for all the thoughtful and constructive discourse around the U47 PTS changes. Your input is valuable and these adjustments are a direct result. Please continue to let us know how your experience is on the PTS — we're listening.
Turtle_Bot wrote: »BananaBender wrote: »Well, this is just confusing.
While the communication is great, stepping backwards is a horrible sign. When you make a change, and then revert it, it tells me you either have no vision or there’s not enough confidence in that vision… and that’s a horrible sign for the future.
I couldn't disagree more. Actually listening feedback and walking back negative changes is a great thing. That's what the PTS is for, testing and feedback. Mistakes happen to everyone and sometimes you can overlook things when trying to fix something.
My feedback was that each subclass should feel more unique and that I appreciated the change they just reverted, so no.
They didn’t listen to my feedback and they walked back a change that I felt was strongly heading towards that future.
Why even touch the skill if it wasn’t part of some bigger plan?
The issue wasn't them touching the skills, it was that they didn't implement enough of said "bigger plan" alongside those changes to have those changes make sense. They also didn't communicate with us what said bigger plan was, so those changes simply read as just a straight up nerf to specific abilities/skill lines/playstyles.
Rolling those changes back (even if only for a patch or 2) so they can work on creating and implementing more changes to be added alongside those changes for a more complete picture of their "bigger plan" is the best way to move forward. It prevents a repeat of U35 where players got a massive nerf only to be forced to wait multiple patches (in some cases over a year), completely in the dark regarding the bigger plan, to receive any buffs/changes that allowed those U35 changes to somewhat make sense.
We need a clear mission statement from ZOS following Subclassing.
Despite wanting to believe they rolled back these changes to implement them better later down the road, they haven’t communicated that.
PeacefulAnarchy wrote: »The change is only for banner. You can scribe any other skill and put the class mastery on that and it will build crux. Also every line has a crux builder. You can certainly argue that that is still too restrictive, but there are options.randconfig wrote: »That was never the problem with this change, it's the lack of ability to generate crux using subclassed or weapon abilities.We'll also be introducing a failsafe for the Arcanist's Class Mastery script with Banner Bearer — so it's not a complete loss of power. It will generate Ultimate if the effect did not generate a Crux.
1/3 of Arcanist passives require you to generate/consume crux: Fated Fortune, Healing Tides, Hideous Clarity, Implacable Outcome. If I'm a DPS Arcanist and I want to subclass Herald of the Tome for Grave Lord, I now lose access to 3/8 of my remaining two base class skill line passives because of the Bannerbearer change. Additionally, there's no point in slotting any crux consumption abilities, as I will never be able to generate more than a single crux, so 7 abilities/morphs from the two base Arcanist skill lines kept in this scenario are also rendered useless.
Alternatively, if I'm forced to always keep the Herald of the Tome skill line, I have access to Runeblades... But the whole point is I want to use a different spammable/to engage with subclassing or weapon skill lines while being an Arcanist. Perhaps I could use Tome-Bearer's Inspiration, but again, it only generates a single crux and only works with class skills, so at most I would get a single crux, meaning all consumption abilities would be useless to slot and up to 1/3 of my class passives would do nothing.
So your post does nothing to soothe my frustration, as you did not address the core issue with the Arcanist class mastery change, and it doesn't appear that there's any intention to add an alternative method of crux generation to replace the one you're taking away from us, leaving us functionally locked out of engaging with subclassing and weapon skill lines.
randconfig wrote: »PeacefulAnarchy wrote: »The change is only for banner. You can scribe any other skill and put the class mastery on that and it will build crux. Also every line has a crux builder. You can certainly argue that that is still too restrictive, but there are options.randconfig wrote: »That was never the problem with this change, it's the lack of ability to generate crux using subclassed or weapon abilities.We'll also be introducing a failsafe for the Arcanist's Class Mastery script with Banner Bearer — so it's not a complete loss of power. It will generate Ultimate if the effect did not generate a Crux.
1/3 of Arcanist passives require you to generate/consume crux: Fated Fortune, Healing Tides, Hideous Clarity, Implacable Outcome. If I'm a DPS Arcanist and I want to subclass Herald of the Tome for Grave Lord, I now lose access to 3/8 of my remaining two base class skill line passives because of the Bannerbearer change. Additionally, there's no point in slotting any crux consumption abilities, as I will never be able to generate more than a single crux, so 7 abilities/morphs from the two base Arcanist skill lines kept in this scenario are also rendered useless.
Alternatively, if I'm forced to always keep the Herald of the Tome skill line, I have access to Runeblades... But the whole point is I want to use a different spammable/to engage with subclassing or weapon skill lines while being an Arcanist. Perhaps I could use Tome-Bearer's Inspiration, but again, it only generates a single crux and only works with class skills, so at most I would get a single crux, meaning all consumption abilities would be useless to slot and up to 1/3 of my class passives would do nothing.
So your post does nothing to soothe my frustration, as you did not address the core issue with the Arcanist class mastery change, and it doesn't appear that there's any intention to add an alternative method of crux generation to replace the one you're taking away from us, leaving us functionally locked out of engaging with subclassing and weapon skill lines.
You're arguing against a point I did not make. I am pointing out how banner enabled flexibility, and without it, the class is too restricted to utilize Subclassing or Weapon abilities, and that they should not remove it until they implement an alternative solution.
The banner Arcanist script was not game breaking, there's no reason to remove it immediately before you have a solution to the restrictions the Crux mechanic places on only the Arcanist class.
This means that if you intend to generate Crux to use your abilities, you are required to work towards doing so. And, as stated, Banner-Bearer was gamebreaking since it literally broke ZOS's main rule for Crux generation - that it needs to be actively cast or have a limitation.Crux was designed to play a central role in the Arcanist's rotation, and most of its sources are built on taking actions with an active cost or reacting to events outside of one's control. Passive forms of Crux tend to have a limitation on their activation: Cruxweaver requires taking damage with a mild cooldown and Tome-Bearer's Inspiration requires you to have no Crux active. Both limitations are done to ensure you cannot purely passively generate Crux
tomofhyrule wrote: »randconfig wrote: »PeacefulAnarchy wrote: »The change is only for banner. You can scribe any other skill and put the class mastery on that and it will build crux. Also every line has a crux builder. You can certainly argue that that is still too restrictive, but there are options.randconfig wrote: »That was never the problem with this change, it's the lack of ability to generate crux using subclassed or weapon abilities.We'll also be introducing a failsafe for the Arcanist's Class Mastery script with Banner Bearer — so it's not a complete loss of power. It will generate Ultimate if the effect did not generate a Crux.
1/3 of Arcanist passives require you to generate/consume crux: Fated Fortune, Healing Tides, Hideous Clarity, Implacable Outcome. If I'm a DPS Arcanist and I want to subclass Herald of the Tome for Grave Lord, I now lose access to 3/8 of my remaining two base class skill line passives because of the Bannerbearer change. Additionally, there's no point in slotting any crux consumption abilities, as I will never be able to generate more than a single crux, so 7 abilities/morphs from the two base Arcanist skill lines kept in this scenario are also rendered useless.
Alternatively, if I'm forced to always keep the Herald of the Tome skill line, I have access to Runeblades... But the whole point is I want to use a different spammable/to engage with subclassing or weapon skill lines while being an Arcanist. Perhaps I could use Tome-Bearer's Inspiration, but again, it only generates a single crux and only works with class skills, so at most I would get a single crux, meaning all consumption abilities would be useless to slot and up to 1/3 of my class passives would do nothing.
So your post does nothing to soothe my frustration, as you did not address the core issue with the Arcanist class mastery change, and it doesn't appear that there's any intention to add an alternative method of crux generation to replace the one you're taking away from us, leaving us functionally locked out of engaging with subclassing and weapon skill lines.
You're arguing against a point I did not make. I am pointing out how banner enabled flexibility, and without it, the class is too restricted to utilize Subclassing or Weapon abilities, and that they should not remove it until they implement an alternative solution.
The banner Arcanist script was not game breaking, there's no reason to remove it immediately before you have a solution to the restrictions the Crux mechanic places on only the Arcanist class.
There are several solutions to this in place already.
The following skills will all generate up to three Crux:
- Herald of the Tome: Runeblades, both morphs
- Herald of the Tome: Cephaliarch's Flail morph
- Soldier of Apocrypha: Runic Jolt, both morphs
- Soldier of Apocrypha: Cruxweaver Armor morph on hit
- Curative Runeforms: Runemend, both morphs
- Curative Rumeforms: Chakram of Destiny morph
- Curative Runeforms: Apocryphal Gate, both morphs on port
- Scribing: All Scribed skills except Banner-bearer can generate Crux on cast for characters whose primary Class is Arcanist
You can use any of those to generate Crux to power your skills. If you prefer to use a Subclassed build based around Tentacular Dread instead of Fatecarver, then you have Runeblades or any Scribed weapon or guild or Soul Magic spammable which can generate the Crux you need.
ZOS has been extremely clear in their vision for Crux though: it needs to be either actively cast, or passive forms of Crux generation need to have limitations. As stated in the dev comments:This means that if you intend to generate Crux to use your abilities, you are required to work towards doing so. And, as stated, Banner-Bearer was gamebreaking since it literally broke ZOS's main rule for Crux generation - that it needs to be actively cast or have a limitation.Crux was designed to play a central role in the Arcanist's rotation, and most of its sources are built on taking actions with an active cost or reacting to events outside of one's control. Passive forms of Crux tend to have a limitation on their activation: Cruxweaver requires taking damage with a mild cooldown and Tome-Bearer's Inspiration requires you to have no Crux active. Both limitations are done to ensure you cannot purely passively generate Crux
boi_anachronism_ wrote: »This is terrible. Bound and relentless is trash now. Bro.
Please. With new management overseeing the game - rollback subclassing (and hybridization for that matter). If a change can be rolled back, so can the whole idea. Changing and watering down the classes to be the same is not making the game better. Subclassing was not well prepared for release, and every attempt to solve an issue creates a new issue. This feels like it will be never ending until all the classes are watered down to be the same.
The flavor of the classes is what made the game good. There were acute differences. Not all classes are 'tanks' or 'healers' The idea that each class has to have a 'tank' 'healing' and 'dps' skill line is a fallacy. This trend with each new class release was interesting, but not necessary. The classes could have been better if they were simply made to be a good class rather than cookie cutter 3 similar skill lines. For example...nightblade is typically not a tank class...and doesn't need to be. Sorcerer...typically not a tank class.
Instead of wrecking the game over and over please roll it all back and focus on rebalancing armor introduce new armor types (chainmail?), and new weapons while reworking many of the armor sets that have become hardly used or obsolete due to power creep.
The more unique and separate the classes are, the better. The game is going in the exact opposite direction to make everything the same. The time and energy spent on subclassing and ruining the classes could be otherwise spent on fixing other things in the game; which we all thought was going to happen based upon past communication.
With so many skill lines to choose from beyond the 3 class skill lines, subclassing was not necessary.
Subclassing is a pandora's box that is now opened to unleash this chaos on us all. Stuff it back into Pandora's Box and please move on to other things. Everything about the game seems to be in free fall and it would be nice for it to just end and be stabilized.
Zyaneth_Bal wrote: »I’m still baffled by the fact that they took max res from bound armour and moved it to dark magic. As I explained in the first post it doesn’t make any sense. And it’s not like daedric summoning is a strong line in any capacity, they add a little bit more power but at the same time take it away when the line clearly needs to be improved.
Yeah thanks for listing in some small way after the fact. After the complaints pre release and 170k+ parses using the same garbage all over the place. thanks for costing me 200+ hours of testing 10 dps toons for my guildies and millions of gold mats to make multiple sets for each toon and a thousand or more crystals in doing so. Thanks for not listening or paying attention to your own "test" system... only to really listen once its on the real test system we call refer to as "live".
Thanks