tomofhyrule wrote: »I feel like this is the crux of the issue.
Solo players - those who are using ESO as their TES6 proxy - are the ones that Subclassing was specifically designed for. Most people who love Subclassing love it for exactly that reason. The problem is that solo players aren't the only ones who play ESO, and Subclassing - at least the way it was implemented - destroyed endgame and balance for group PvErs and PvPers.
The reason it is so favored among soloists though is that the downsides of Subclassing (lack of Class identity, lack of balance) are things that are utterly irrelevant if you're not considering other people. It's very easy to consider a change as either "good" or "bad" when you are the only person you need to ask. The lack of balance in other parts of the game that soloists do not look at are therefore not even a factor in how it feels afterwards.
The reason for having distinct Classes is because it is an MMO at its base level, and that means that the Classes are a way to ensure that one player can'thave everything - that's the design, not a flaw. We can even see that in games like D&D, where the idea is that different characters should have different strengths and weaknesses, which ends up inspiring grouping with people to cover our weaknesses or to make multiple characters to see the world in many different angles. Games like Skyrim that allow you to do anything tend to follow that every player will make one character, stick with them the whole way through, and then not be interested in replaying right away because you did everything the first time. There's a reason that everybody who says "I want to replay Skyrim but as an [X] this time!" ends up with a stealth archer by the time they get through Bleak Falls Barrow.
Like most ESO changes, this could have been avoided, or at least the issue minimized, had they spent a bit more time thinking about how changes would affect the whole playerbase and not just one subset of it. They could have put in Subclassing in a way that would allow the solo- and RP-focused players to get the freedom they want (heck, they could have offered even more freedom actually, allowing swapping of all three lines or accepting multiple from the same parent class) without affecting endgame PvE or PvP by:
- Spending the time to properly balance the Class lines before merging them all so there is less of a power difference between builds
- Restricting Subclassing to overland and normal content, but keeping PvP and vet content as is with the same logic of the Armory assistant not being useable in leaderboarded content
- Giving bonuses to staying with a pureclass build, or adding some tradeoff penalities to Subclassing to make it an actual build choice instead of just allowing players to stack all strengthsand no weaknesses
What I do not like is the number of soloists who are now coming out of the woodwork to say things like "ESO needs to become more like the solo games! Remove Classes! Make Cyrodiil PvE! Stop making Dungeons! Hide everyone else in the world so I don't have to see other people!" This is a game for all of us, and it is not a good look for one playerbase to specifically desire the others to leave.
I want ESO for the group content that I can't get from a solo game. That's the big thing that TES6 won't have, and it's a strength that ESO should realize. ESO needs to have an identity apart from TES6, and it really is that ESO has other people around - people to play with or against, and friends who will serve as an anchor to keep us around.
And I want ESO to stay around for a long time. Remember, ESO is a live-service server-based game, which means it's only around as long as Microsoft considers it profitable to keep the servers alive. If ESO pivots too hard to act as a TES6 proxy and drives away the group PvE and PvP playerbases, then who is going to come back to ESO when TES6 does release? Will that be enough people to convince Microsoft to keep it open, or will ESO soon after go the way of Legends...?
Zodiarkslayer wrote: »And it's not to the pve player's detriment.
tomofhyrule wrote: »[*] Restricting Subclassing to overland and normal content, but keeping PvP and vet content as is with the same logic of the Armory assistant not being useable in leaderboarded content
There's a reason that everybody who says "I want to replay Skyrim but as an [X] this time!" ends up with a stealth archer by the time they get through Bleak Falls Barrow.
Pepegrillos wrote: »There might be a survivorship bias. Most people sticking with the game seem to like it. At the same time, player population is at its lowest point in 8 years. Those who left or didn't come back might not like it that much.
tomofhyrule wrote: »[*] Restricting Subclassing to overland and normal content, but keeping PvP and vet content as is with the same logic of the Armory assistant not being useable in leaderboarded content
Great post, and I agree with pretty much all of it except for this suggestion. It's affecting normal dungeons too, when you're grouped with a player who can just mow everything down before anyone else has a chance to do anything because of subclassing. I said in another post that it's really not fun to be in that group and it's made me want to do dungeons less.
I would amend your suggestion to this: Subclassing is used only when you're solo. Once you're in a group, no subclassing. You want to blow through group content solo. Be my guest. But when you're in a group, it's back to your pure class.There's a reason that everybody who says "I want to replay Skyrim but as an [X] this time!" ends up with a stealth archer by the time they get through Bleak Falls Barrow.
This cracked me up! Guilty as charged lol.
tomofhyrule wrote: »[*] Restricting Subclassing to overland and normal content, but keeping PvP and vet content as is with the same logic of the Armory assistant not being useable in leaderboarded content
Great post, and I agree with pretty much all of it except for this suggestion. It's affecting normal dungeons too, when you're grouped with a player who can just mow everything down before anyone else has a chance to do anything because of subclassing. I said in another post that it's really not fun to be in that group and it's made me want to do dungeons less.
I would amend your suggestion to this: Subclassing is used only when you're solo. Once you're in a group, no subclassing. You want to blow through group content solo. Be my guest. But when you're in a group, it's back to your pure class.There's a reason that everybody who says "I want to replay Skyrim but as an [X] this time!" ends up with a stealth archer by the time they get through Bleak Falls Barrow.
This cracked me up! Guilty as charged lol.
Dax_Draconis wrote: »tomofhyrule wrote: »[*] Restricting Subclassing to overland and normal content, but keeping PvP and vet content as is with the same logic of the Armory assistant not being useable in leaderboarded content
Great post, and I agree with pretty much all of it except for this suggestion. It's affecting normal dungeons too, when you're grouped with a player who can just mow everything down before anyone else has a chance to do anything because of subclassing. I said in another post that it's really not fun to be in that group and it's made me want to do dungeons less.
I would amend your suggestion to this: Subclassing is used only when you're solo. Once you're in a group, no subclassing. You want to blow through group content solo. Be my guest. But when you're in a group, it's back to your pure class.There's a reason that everybody who says "I want to replay Skyrim but as an [X] this time!" ends up with a stealth archer by the time they get through Bleak Falls Barrow.
This cracked me up! Guilty as charged lol.
But that's always been an issue even before subclassing. I have been in many dungeons, before subclassing, where I could pretty much just stand there because someone was killing everything easily.
I understand that, partially agree, but would like to give some additional food for thought.It is at group PvE end-game, where build requirements are enforced.Zodiarkslayer wrote: »And it's not to the pve player's detriment.
I think it is an incomlete picture, that you paint here. You leave out 5+ builds, that are able to compete as well. I'd say there are nine to ten DPS skill lines right now. 2 are S-Tier and 7/8 are A-Tier. And I'd argue that any combination of one S-tier and two A-tiers can compete to achieve Hard Modes.ZOS gave solo players and low-end content players 10,000 builds, when they already had 2,000 builds; and in the process took the number of high-end content builds from 3/4 (already too little) per role to 1 per role.
Zodiarkslayer wrote: »I understand that, partially agree, but would like to give some additional food for thought.It is at group PvE end-game, where build requirements are enforced.Zodiarkslayer wrote: »And it's not to the pve player's detriment.
Generally speaking, if someone is only feeling forced to do something (i.e. to comply), contrary to actually being forced (for example by threat of physical punishment), then there is a difference in agency of the individual. A person who only feels forced has the opportunity to not comply, to walk away or to simply approach things differently, contrary to having no choice.
If any individual pre-emptively complies with an expectation in fear of being ostricized or cancelled from the group, what does this say about that one individual? And what about the respective group?
The choices we make define the kind of person that we are. And let's not pretend that PvE endgamers do not have other choices. Has the absolute top become narrower? Yes, but there are more choices available than ever before. The (ironically double edged meaning incoming:) "subMETA" builds - i.e. the builds that are just below META performance, but still capable of achieving the highest goals in game - have become much more numerous and even perform better than before.
@Gabriel_H You alluded to this yourself:I think it is an incomlete picture, that you paint here. You leave out 5+ builds, that are able to compete as well. I'd say there are nine to ten DPS skill lines right now. 2 are S-Tier and 7/8 are A-Tier. And I'd argue that any combination of one S-tier and two A-tiers can compete to achieve Hard Modes.ZOS gave solo players and low-end content players 10,000 builds, when they already had 2,000 builds; and in the process took the number of high-end content builds from 3/4 (already too little) per role to 1 per role.
I would also argue that the range of choices for Tanks and especially Healers is also much broader now. It is a completely different type of engagement with the game.
And that is all thanks to subclassing.
There is one caveat that I wish to make: If one's goal is to be the best on the scoresheets, one has to use the META builds. That's obvious. But that also means that the "force to comply with META" is exercised by oneself. It originates from one's need for excellence, not some game design choice by ZOS.
ESO_player123 wrote: »If the beam is unbalanced, then I would advocate for making changes to it instead of prohibiting the whole feature.
Dax_Draconis wrote: »But that's always been an issue even before subclassing. I have been in many dungeons, before subclassing, where I could pretty much just stand there because someone was killing everything easily.
katanagirl1 wrote: »Of course solo players for the most part are going to love subclassing. Do whatever you want. More options regardless of how effective they are. Questing and overland does not require a high dps build.
Those who also do high end PvE might not agree, like me. Some of us like class identity.
Question needs more context.
Zodiarkslayer wrote: »I understand that, partially agree, but would like to give some additional food for thought.It is at group PvE end-game, where build requirements are enforced.Zodiarkslayer wrote: »And it's not to the pve player's detriment.
Generally speaking, if someone is only feeling forced to do something (i.e. to comply), contrary to actually being forced (for example by threat of physical punishment), then there is a difference in agency of the individual. A person who only feels forced has the opportunity to not comply, to walk away or to simply approach things differently, contrary to having no choice.
If any individual pre-emptively complies with an expectation in fear of being ostricized or cancelled from the group, what does this say about that one individual? And what about the respective group?
The choices we make define the kind of person that we are. And let's not pretend that PvE endgamers do not have other choices. Has the absolute top become narrower? Yes, but there are more choices available than ever before. The (ironically double edged meaning incoming:) "subMETA" builds - i.e. the builds that are just below META performance, but still capable of achieving the highest goals in game - have become much more numerous and even perform better than before.
@Gabriel_H You alluded to this yourself:I think it is an incomlete picture, that you paint here. You leave out 5+ builds, that are able to compete as well. I'd say there are nine to ten DPS skill lines right now. 2 are S-Tier and 7/8 are A-Tier. And I'd argue that any combination of one S-tier and two A-tiers can compete to achieve Hard Modes.ZOS gave solo players and low-end content players 10,000 builds, when they already had 2,000 builds; and in the process took the number of high-end content builds from 3/4 (already too little) per role to 1 per role.
I would also argue that the range of choices for Tanks and especially Healers is also much broader now. It is a completely different type of engagement with the game.
And that is all thanks to subclassing.
There is one caveat that I wish to make: If one's goal is to be the best on the scoresheets, one has to use the META builds. That's obvious. But that also means that the "force to comply with META" is exercised by oneself. It originates from one's need for excellence, not some game design choice by ZOS.