MincMincMinc wrote: »xylena_lazarow wrote: »So the design philosophy is 2-3 one-stop-shops for playing competitive, the other 17 are purely aesthetic?
Probably makes it easier to balance the meta, but also makes the whole build system feel pointless.
Funny how in all the vengeance threads people cry for build diversity like on live...... meanwhile on live its the same handful of builds.
Assassin+Animal+storm+aedric
Trainee
BS+onslaught or Bal+dbos
Mono
RC backbar
Acuity or your favorite pen/dmg set frontbar
madmufffin wrote: »Templar: Templar is in a weird place of having a very clearly defined healing line
madmufffin wrote: »Templar: Templar is in a weird place of having a very clearly defined healing line
Eh? I think you need to re-look at the line. Both the active skills (morph dependent) and the passives fit into a healer, dd, or tank build.
Renato90085 wrote: »I think all class line work like sorc is a good idea
Meta 2 line is Dlc skill (all Dps skill 1 line)
if base game line work like Dlc, you still will see 3 line have 95% pick and have other 18 dead line
or maybe Zos choose you need use Dps line swap Dps line ,or other good idea
Not why , people will choose best 3 line if sorc today skill line work like Dlc class and better than temp,Aedric will be a dead line too
MasterSpatula wrote: »You've correctly articulated the problem, but all your solutions really do is put in stark relief just how bad an idea Subclassing is in a game where the base-game classes exist.
Please no, the idea that each class needs a tank, DPS, and healing skill line is so rigid and boring. There's much more interesting ways to balance skill lines without this system. The original developers got it right by making each skill line have skills for different roles.
If you make it so cut and dry like this, one skill line will almost always come out on top. There will be a best tank skill line of all the tank skill lines, a best DPS skill line, and a best healing skill line.
If each skill line is thematically consistent instead of consistent with a role, there's much more flexibility when it comes to balancing. This is cause you can make a skill line strong in some areas and weaker in others in order to balance them out. So for example, a skill line could have great offensive skills and passives, but the healing or tank skills in that skill line are not as good. Then you can have another skill line that's the opposite, better defensive options, but weaker offensive options. So now there's a system with tradeoffs and you could choose to go full glass cannon or take a more balanced approach. This is more relevant in PvP than PvE, but still.
Please no, the idea that each class needs a tank, DPS, and healing skill line is so rigid and boring. There's much more interesting ways to balance skill lines without this system. The original developers got it right by making each skill line have skills for different roles.
If you make it so cut and dry like this, one skill line will almost always come out on top. There will be a best tank skill line of all the tank skill lines, a best DPS skill line, and a best healing skill line.
If each skill line is thematically consistent instead of consistent with a role, there's much more flexibility when it comes to balancing. This is cause you can make a skill line strong in some areas and weaker in others in order to balance them out. So for example, a skill line could have great offensive skills and passives, but the healing or tank skills in that skill line are not as good. Then you can have another skill line that's the opposite, better defensive options, but weaker offensive options. So now there's a system with tradeoffs and you could choose to go full glass cannon or take a more balanced approach. This is more relevant in PvP than PvE, but still.
Please no, the idea that each class needs a tank, DPS, and healing skill line is so rigid and boring. There's much more interesting ways to balance skill lines without this system. The original developers got it right by making each skill line have skills for different roles.
If you make it so cut and dry like this, one skill line will almost always come out on top. There will be a best tank skill line of all the tank skill lines, a best DPS skill line, and a best healing skill line.
If each skill line is thematically consistent instead of consistent with a role, there's much more flexibility when it comes to balancing. This is cause you can make a skill line strong in some areas and weaker in others in order to balance them out. So for example, a skill line could have great offensive skills and passives, but the healing or tank skills in that skill line are not as good. Then you can have another skill line that's the opposite, better defensive options, but weaker offensive options. So now there's a system with tradeoffs and you could choose to go full glass cannon or take a more balanced approach. This is more relevant in PvP than PvE, but still.
madmufffin wrote: »Given that subclassing now exists and has very strong implications on the intention and value of each skill line, I think it's time for ZOS to look to get the lines of all the original classes to better align with the role specific nature that they've added in the DLC classes. This is almost exclusively from a PVE perspective, but I don't really see anything that would outright break the balance present in PVP.
Templar: Templar is in a weird place of having a very clearly defined healing line, 1.5 dps lines, and like 2 tank skills.
Aedric Spear(Tank) - Add Eclipse and make this the tank skill line. Passives don't really fit the concept as they are largely damage oriented and probably would need a rework with bonuses being pushed into the Dawn's Wrath line, but at least the skills themselves would largely encompass the tank line with Focused Charge, Sun Shield, and Eclipse being together. Restructuring Radial Sweep to provide maim or something as opposed to damage would be ideal.
Dawn's Wrath(DPS) - Thematically I don't really see a great fit here to come over from Aedric Spear, but I'd say Spear Shards is probably the best fit as it fits the aoe damage over time concept the line has and kinda have the firey theme that the line leans towards. With Prism now being entirely worthless, I'd definitely look to carry over some of the benefits, be it the minor berserk or weapon/spell damage, from Aedric Spear to properly boost the lines damage emphasis. Nova definitely needs a rework to be a stronger damage skill comparable to something like Standard as it is already completely worthless and would reflect even more so in a purely damage oriented skill line.
Restoring Light(Heal) - In a great place for a heal line o7
Dragonknight: For the most part I think DK is pretty well put together relative to the intention of 3 funtioning lines. Passives fit for the most part and really just needs to swap around talons and chains. Adding a taunt to leap would be a cool addition as well as making things a bit more thematically appropriate.
Ardent Flame(DPS)- Add Dark Talons to the line. AoE, fire damage, increased burning, and a damage synergy. Everything about it fits with the theme and damage oriented nature of the line and it's been a huge part of DK's damage kit for a while now. Overall passives are in a great spot for the line and its intent as is.
Draconic Power(Tank)- Add Fiery Grip to the line. The skill for most of ESO's time as a game has been the iconic tank add grouping skill. Pretty useless at this point given the superior nature of the scribing chains, but still very much tank oriented and definitely not dps oriented.
Earthen Heart(Heal)- Not ideal, but DK doesn't exactly have anything else heal oriented or worth swapping around. Would like to justify moving stagger, but doesn't really have a reason to imo.
Nightblade: As the class that is the use case for ZOS being able and willing to change skill lines around, it's pretty much already sorted out.
Assassination(DPS) - Skills and passives fit the role
Shadow(Tank) - Skills and passives fit the role
Siphoning(Heal) - Skills and passives fit the role
Sorcerer: The class is an absolute disaster and the recent uneccessary nerfs just make it worse. All 3 lines are exceptionally mediocre on their own and none of them really fit a role based niche either. To make them functional within the modern subclassing era of ESO, you need to outright ignore thematic fit to brute force things being worthwhile while also providing significant buffs and reworks to some skills.
Dark Magic(Heal) - Add Daedric Curse. This is largely about just getting the skill out of the "tank" line and into something it at least thematically kinda works with. As opposed to making it damage oriented, giving some form of debuff coupled with magickasteal and/or lifesteal seems like it would be appropriate. Add Surge. As the "heal" line, it seems appropriate to move surge up here to allow for some personal buff access as well as the amplified healing benefits from Power Surge. Negate Magic needs to get a lot of love to make it remotely viable. Amping up the healing and adding some other buffs to it like vitality would go a long way. Passive wise, I would swap the effects of Exploitation and Capacitor to meet the needs of the new role oriented lines.
Daedric Summoning(Tank) - Add Rune Prison or Encase. Either would work but I'm leaning towards Rune Prison as the cc component feels more tank oriented and taking the only outright heal from the class out of the healing line feels icky. I'd revert the nerfs to Bound Aegis as well since major resolve is in no way more valuable than 8% mag and minor protection. Passive wise the line already is pretty tank oriented, so I don't think it needs much change.
Storm Calling(DPS) - Add crystal frags and make one or both morphs do shock damage. Sorc desperately needs a class based source of damage and this is really the only option without creating a net new skill which we know isn't going to happen. Mage's Fury needs quite a rework as it's far and away the worst execute in the game and has no functionality aside from PVP kill stealing memes. Would boost it's tooltip to be comparable to other class executes around 1100 and then make it scale from 33% as that is now apparently the new execute threshold. Energized also needs a rework to be in line with other passives of similar nature either outright boosting phys and shock by 10-15% or dealing an additional 10-15% damage to sundered and concussed enemies. Either of these are comparable to similar passives present in other classes. As mentioned under Dark Magic, we'd look to add the minor prophecy trigger in this line while moving regen to Dark Magic.
While ultimately I don't think this picks up dead lines like Shadow, Dark Magic, and Draconic Power to a point of viability, it still helps create more value and incentive for one to pick the better defined skill lines for subclassing. Just for reference:
madmufffin wrote: »xylena_lazarow wrote: »So the design philosophy is 2-3 one-stop-shops for playing competitive, the other 17 are purely aesthetic?
Probably makes it easier to balance the meta, but also makes the whole build system feel pointless.
Well the argument and general point of this post is that reshuffling each class' power into specific role focused lines would raise viability in all facets as opposed to right now where there's only like 4 good lines for each role and that's why they're vastly over picked in content for both pve and pvp.
LittlePinkDot wrote: »madmufffin wrote: »xylena_lazarow wrote: »So the design philosophy is 2-3 one-stop-shops for playing competitive, the other 17 are purely aesthetic?
Probably makes it easier to balance the meta, but also makes the whole build system feel pointless.
Well the argument and general point of this post is that reshuffling each class' power into specific role focused lines would raise viability in all facets as opposed to right now where there's only like 4 good lines for each role and that's why they're vastly over picked in content for both pve and pvp.
They should buff other skill lines so that there are other combinations that will allow us to hit Crit Damage cap with good weapon/spell damage buffs. Either in the passives or on skills.
LittlePinkDot wrote: »madmufffin wrote: »Given that subclassing now exists and has very strong implications on the intention and value of each skill line, I think it's time for ZOS to look to get the lines of all the original classes to better align with the role specific nature that they've added in the DLC classes. This is almost exclusively from a PVE perspective, but I don't really see anything that would outright break the balance present in PVP.
Templar: Templar is in a weird place of having a very clearly defined healing line, 1.5 dps lines, and like 2 tank skills.
Aedric Spear(Tank) - Add Eclipse and make this the tank skill line. Passives don't really fit the concept as they are largely damage oriented and probably would need a rework with bonuses being pushed into the Dawn's Wrath line, but at least the skills themselves would largely encompass the tank line with Focused Charge, Sun Shield, and Eclipse being together. Restructuring Radial Sweep to provide maim or something as opposed to damage would be ideal.
Dawn's Wrath(DPS) - Thematically I don't really see a great fit here to come over from Aedric Spear, but I'd say Spear Shards is probably the best fit as it fits the aoe damage over time concept the line has and kinda have the firey theme that the line leans towards. With Prism now being entirely worthless, I'd definitely look to carry over some of the benefits, be it the minor berserk or weapon/spell damage, from Aedric Spear to properly boost the lines damage emphasis. Nova definitely needs a rework to be a stronger damage skill comparable to something like Standard as it is already completely worthless and would reflect even more so in a purely damage oriented skill line.
Restoring Light(Heal) - In a great place for a heal line o7
Dragonknight: For the most part I think DK is pretty well put together relative to the intention of 3 funtioning lines. Passives fit for the most part and really just needs to swap around talons and chains. Adding a taunt to leap would be a cool addition as well as making things a bit more thematically appropriate.
Ardent Flame(DPS)- Add Dark Talons to the line. AoE, fire damage, increased burning, and a damage synergy. Everything about it fits with the theme and damage oriented nature of the line and it's been a huge part of DK's damage kit for a while now. Overall passives are in a great spot for the line and its intent as is.
Draconic Power(Tank)- Add Fiery Grip to the line. The skill for most of ESO's time as a game has been the iconic tank add grouping skill. Pretty useless at this point given the superior nature of the scribing chains, but still very much tank oriented and definitely not dps oriented.
Earthen Heart(Heal)- Not ideal, but DK doesn't exactly have anything else heal oriented or worth swapping around. Would like to justify moving stagger, but doesn't really have a reason to imo.
Nightblade: As the class that is the use case for ZOS being able and willing to change skill lines around, it's pretty much already sorted out.
Assassination(DPS) - Skills and passives fit the role
Shadow(Tank) - Skills and passives fit the role
Siphoning(Heal) - Skills and passives fit the role
Sorcerer: The class is an absolute disaster and the recent uneccessary nerfs just make it worse. All 3 lines are exceptionally mediocre on their own and none of them really fit a role based niche either. To make them functional within the modern subclassing era of ESO, you need to outright ignore thematic fit to brute force things being worthwhile while also providing significant buffs and reworks to some skills.
Dark Magic(Heal) - Add Daedric Curse. This is largely about just getting the skill out of the "tank" line and into something it at least thematically kinda works with. As opposed to making it damage oriented, giving some form of debuff coupled with magickasteal and/or lifesteal seems like it would be appropriate. Add Surge. As the "heal" line, it seems appropriate to move surge up here to allow for some personal buff access as well as the amplified healing benefits from Power Surge. Negate Magic needs to get a lot of love to make it remotely viable. Amping up the healing and adding some other buffs to it like vitality would go a long way. Passive wise, I would swap the effects of Exploitation and Capacitor to meet the needs of the new role oriented lines.
Daedric Summoning(Tank) - Add Rune Prison or Encase. Either would work but I'm leaning towards Rune Prison as the cc component feels more tank oriented and taking the only outright heal from the class out of the healing line feels icky. I'd revert the nerfs to Bound Aegis as well since major resolve is in no way more valuable than 8% mag and minor protection. Passive wise the line already is pretty tank oriented, so I don't think it needs much change.
Storm Calling(DPS) - Add crystal frags and make one or both morphs do shock damage. Sorc desperately needs a class based source of damage and this is really the only option without creating a net new skill which we know isn't going to happen. Mage's Fury needs quite a rework as it's far and away the worst execute in the game and has no functionality aside from PVP kill stealing memes. Would boost it's tooltip to be comparable to other class executes around 1100 and then make it scale from 33% as that is now apparently the new execute threshold. Energized also needs a rework to be in line with other passives of similar nature either outright boosting phys and shock by 10-15% or dealing an additional 10-15% damage to sundered and concussed enemies. Either of these are comparable to similar passives present in other classes. As mentioned under Dark Magic, we'd look to add the minor prophecy trigger in this line while moving regen to Dark Magic.
While ultimately I don't think this picks up dead lines like Shadow, Dark Magic, and Draconic Power to a point of viability, it still helps create more value and incentive for one to pick the better defined skill lines for subclassing. Just for reference:
Leave Aedric spear skills alone. I need those passives with binding Javelin.
LittlePinkDot wrote: »madmufffin wrote: »xylena_lazarow wrote: »So the design philosophy is 2-3 one-stop-shops for playing competitive, the other 17 are purely aesthetic?
Probably makes it easier to balance the meta, but also makes the whole build system feel pointless.
Well the argument and general point of this post is that reshuffling each class' power into specific role focused lines would raise viability in all facets as opposed to right now where there's only like 4 good lines for each role and that's why they're vastly over picked in content for both pve and pvp.
They should buff other skill lines so that there are other combinations that will allow us to hit Crit Damage cap with good weapon/spell damage buffs. Either in the passives or on skills.
MincMincMinc wrote: »Subclassing has been like a grocery store for getting every major/minor buff in the game. At what point do we stop? When quite literally everyone has every buff? Ok at that point why bother having the major/minor buff system?
MincMincMinc wrote: »LittlePinkDot wrote: »madmufffin wrote: »xylena_lazarow wrote: »So the design philosophy is 2-3 one-stop-shops for playing competitive, the other 17 are purely aesthetic?
Probably makes it easier to balance the meta, but also makes the whole build system feel pointless.
Well the argument and general point of this post is that reshuffling each class' power into specific role focused lines would raise viability in all facets as opposed to right now where there's only like 4 good lines for each role and that's why they're vastly over picked in content for both pve and pvp.
They should buff other skill lines so that there are other combinations that will allow us to hit Crit Damage cap with good weapon/spell damage buffs. Either in the passives or on skills.
People are already capping pen+critchance+critdamage+resists all on the same build. If anything crit damage sources need to be cut down to size or limited with more major/minor buffs. The easy way to force people on other lines is to start cutting down the unique sources for major/minors that can be obtained in other places. Probably why they pushed to do the heroism ult gen on different places......although ult gen is hardly the problem *COUGH* SURPRISE ATTACK AND MERCILESS *COUGH*
Ideally game theory wise having unique passives is far more interesting, but 10x harder to balance out or deal with power creep wise. Things like warden's 5% crit damage per skill worked great before subclassing. Now there is no limitation to grabbing assassin 10% +warden 2x5% + aedric 12%. Suddenly you are doing 32% damage done where 3 other passives give like 300 regen worth......seems a bit bloated to me.
Zos just did the subclassing feedback. Have they given any indications of retconning subclassing? I haven't seen any recent streams.
MincMincMinc wrote: »
People are already capping pen+critchance+critdamage+resists all on the same build. If anything crit damage sources need to be cut down to size or limited with more major/minor buffs. The easy way to force people on other lines is to start cutting down the unique sources for major/minors that can be obtained in other places. Probably why they pushed to do the heroism ult gen on different places......although ult gen is hardly the problem *COUGH* SURPRISE ATTACK AND MERCILESS *COUGH*
tomofhyrule wrote: »LittlePinkDot wrote: »madmufffin wrote: »xylena_lazarow wrote: »So the design philosophy is 2-3 one-stop-shops for playing competitive, the other 17 are purely aesthetic?
Probably makes it easier to balance the meta, but also makes the whole build system feel pointless.
Well the argument and general point of this post is that reshuffling each class' power into specific role focused lines would raise viability in all facets as opposed to right now where there's only like 4 good lines for each role and that's why they're vastly over picked in content for both pve and pvp.
They should buff other skill lines so that there are other combinations that will allow us to hit Crit Damage cap with good weapon/spell damage buffs. Either in the passives or on skills.
I feel like the point of an RPG is that one should have to make meaningful choices. Like "Oh, if I build to be at Crit Cap, that means I have to sacrifice literally everything else."
The current idea of "I can be at crit cap, resistance cap, all with super high crit chance and WD/SD" is not a good game style. In the current case, the 'choice' people have is "do you want to be in godmode, or take a bunch of nerfs so you can get clapped repeatedly and people will laugh at you?"
Heck, with the number of people saying "buff not nerf!" I'm actualyl wondering why ZOS doesn't just give out Finn's insta-kill console command, since evidently "fun" = more damage and "not fun" = less damage. Surely a single-button that does 1B damage on press and skips all mechanics means that would be mathematically the most fun setup, right?
thepandalore wrote: »would be to add a unique debuff that causes boss attacks to "glance", i.e. reduce damage done, on a cooldown that could work like Stone Giant's stagger effect
Turtle_Bot wrote: »MincMincMinc wrote: »
People are already capping pen+critchance+critdamage+resists all on the same build. If anything crit damage sources need to be cut down to size or limited with more major/minor buffs. The easy way to force people on other lines is to start cutting down the unique sources for major/minors that can be obtained in other places. Probably why they pushed to do the heroism ult gen on different places......although ult gen is hardly the problem *COUGH* SURPRISE ATTACK AND MERCILESS *COUGH*
This is something that does need to be addressed. I am seeing passive crit damage so high currently that malacath has become a viable option again despite removing the base 50% crit damage characters start with. Sure it doesn't hit the cap technically, but still sits at crit damage values that were considered high pre-subclassing, even with that downside.
It's like how there's so much passive, easy, movement speed in the game that SSC has no practical downside at all, despite the massive (uncleansable) snare it inflicts.
These mythics are supposed to have detrimental downsides as trade-offs for the massive power they grant, but powercreep (speed creep before and now crit damage creep) has all but removed the downsides of these mythics, making them all positive for no practical trade-off.
MincMincMinc wrote: »IDK some people live for the power creep and even continue to justify it for their own gain (without realizing if everyone power creeps it doesnt matter because it is relative).
Its a clear problem if pvp builds are regularly capping half the stats in the game.Even on these builds you have enough % mit and % damage done that a 10% mit source really only gives about half of that due to efficiency losses.
- Crit chance
- Crit damage
- pen
- Armor
- Speed
Zyaneth_Bal wrote: »In my opinion, skill lines should resemble those of base game classes more, containing skills that perform different functions and serve different roles simultaneously. Unlike the popular opinion that skill lines should be strictly separated, one line for one role, certainly a much easier way, but hardly a good one. Of course, some kind of separation should exist as it always has, like generally each base class line is a mix of two roles.
This would reduce the potential power of subclassing as each line wouldn’t be focused solely on a single role which would lower the ceiling of minmaxed specialization. And at the same time would present more creative opportunities as you would mix lines dedicated to several roles at the same time instead of only stacking damage lines for instance.
madmufffin wrote: »Zyaneth_Bal wrote: »In my opinion, skill lines should resemble those of base game classes more, containing skills that perform different functions and serve different roles simultaneously. Unlike the popular opinion that skill lines should be strictly separated, one line for one role, certainly a much easier way, but hardly a good one. Of course, some kind of separation should exist as it always has, like generally each base class line is a mix of two roles.
This would reduce the potential power of subclassing as each line wouldn’t be focused solely on a single role which would lower the ceiling of minmaxed specialization. And at the same time would present more creative opportunities as you would mix lines dedicated to several roles at the same time instead of only stacking damage lines for instance.
This would've been the more ideal way, but given that NB and all 3 DLC classes are fully segmented and DK is pretty much there as well, we can't really roll back to that design.
MincMincMinc wrote: »madmufffin wrote: »Zyaneth_Bal wrote: »In my opinion, skill lines should resemble those of base game classes more, containing skills that perform different functions and serve different roles simultaneously. Unlike the popular opinion that skill lines should be strictly separated, one line for one role, certainly a much easier way, but hardly a good one. Of course, some kind of separation should exist as it always has, like generally each base class line is a mix of two roles.
This would reduce the potential power of subclassing as each line wouldn’t be focused solely on a single role which would lower the ceiling of minmaxed specialization. And at the same time would present more creative opportunities as you would mix lines dedicated to several roles at the same time instead of only stacking damage lines for instance.
This would've been the more ideal way, but given that NB and all 3 DLC classes are fully segmented and DK is pretty much there as well, we can't really roll back to that design.
- Well dk is fairly split up or able to be tweaked.
- Sorc just needs damage redistributed to dark and daedric
- NB needs merci cut down with damage added back to shadow and siphon
- Templar dawns can play more into dots like it was supposed to. Aedric and restoring could be balanced out damage/heal wise for passives.
- Warden frost damage could have tooltips raised and the green tree can play more into debuffs and dots
- Necro just needs higher tooltips in general with less random % buffs. A reshuffle of skills where the corpse system is consolidated to grave may function the best with subclassing.
- Arcanist, tbh I didnt bother to level because I never saw anything strong in pvp.
MincMincMinc wrote: »xylena_lazarow wrote: »So the design philosophy is 2-3 one-stop-shops for playing competitive, the other 17 are purely aesthetic?
Probably makes it easier to balance the meta, but also makes the whole build system feel pointless.
Funny how in all the vengeance threads people cry for build diversity like on live...... meanwhile on live its the same handful of builds.
Assassin+Animal+storm+aedric
Trainee
BS+onslaught or Bal+dbos
Mono
RC backbar
Acuity or your favorite pen/dmg set frontbar
MincMincMinc wrote: »LittlePinkDot wrote: »madmufffin wrote: »xylena_lazarow wrote: »So the design philosophy is 2-3 one-stop-shops for playing competitive, the other 17 are purely aesthetic?
Probably makes it easier to balance the meta, but also makes the whole build system feel pointless.
Well the argument and general point of this post is that reshuffling each class' power into specific role focused lines would raise viability in all facets as opposed to right now where there's only like 4 good lines for each role and that's why they're vastly over picked in content for both pve and pvp.
They should buff other skill lines so that there are other combinations that will allow us to hit Crit Damage cap with good weapon/spell damage buffs. Either in the passives or on skills.
People are already capping pen+critchance+critdamage+resists all on the same build. If anything crit damage sources need to be cut down to size or limited with more major/minor buffs.