CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Subclassing completely breaks the established Elder Scrolls lore. There is simply no believable way to integrate it into the existing world, history, or identity of Tamriel. It does not fit thematically, narratively, or culturally within the Elder Scrolls universe.
I mean I wouldn't agree with this. I think it was a bad move, but Elder Scrolls has quite literally always been about making your own class and having full freedom to do so, so arguing that it doesn't fit thematically is a little silly.
I’m not arguing against freedom, I’m arguing for world consistency. TES can offer deep customization without breaking its lore rules.
And there's nothing in the lore that states a person can't use "holy" magic alongside Necromancy. Both Vastarie and Zerith-Var are presented as cleric/necro hybrids, and none of the other games prevent the player from using both Necromancy and Restoration magic.
Skyrim literally lets you be a part of the Dawnguard and still be a Necromancer. You can be a Volkihar Vampire and still cast sun spells.
Even in TES4: Oblivion, where Necromancy is supposedly banned, you're still allowed to summon skeletons all you want without getting into trouble. In fact, you can even do the Knights of the Nine DLC, something that revolves around the Aedra (like ESO's Templar class) as a Necromancer.
alpha_synuclein wrote: »I gave it a solid chance, even had some positive opinions about it post-launch for a bit. But I made clear that I was worried about how it'd settle after a patch or two, and we've now reached that point.
In endgame PVE and PVP where combat balance actually matters, I firmly believe subclassing has done irreparable damage to the playerbase. The unfettered power brought by this system has just completely ruined any remaining semblance of balance, and has created the most watered down homogenized combat experience I've ever had on ESO.
It is really sad to see, because the game use to be so diverse with all it's different classes and specs, with people running a wide variety of things and doing well. This just doesn't exist in a post subclassing world - when it comes to endgame PVP and PVE, you are now losing an unacceptable amount of power to take suboptimal skill line choices.
I know a lot of the casual players enjoy subclassing, and I am happy for them. Truly. But the sentiment I am seeing from the majority of veteran players is that they are unhappy with where subclassing has landed us - and based on the fact that there has been nearly ZERO balancing since it's introduction, it seems very unlikely that the studio has any intentions of trying to make changes to earn those players back.
Maybe this is just the culmination of years worth of pushing against the endgame community's desires, and the game just isn't being made for us anymore.
This game isn't being made for us at least since U35.
Their target audience is solo crowd who prioritizes esthetics and rp features over balance. They will never reroll subclassing, because their target audience enjoy it.
It's a doomer take, but the chances are 0 for any of these changes made in the past 6 months being reverted. No changes have ever been reverted no matter how damaging they are to the game.

Zodiarkslayer wrote: »The whole Templars and Necros don't mix argument is total bs.
Necromancy is strictly just the manipulation of souls. One can use it to dominate them and extract energy, or free, guide and help them move on.
It strongly depends on the intent. Priests of Arkay are doing exactly that. Beneficially influencing souls.
Templars and Necros are two sides of the same coin.
Four_Fingers wrote: »So... Subclassing would be OK if pure builds were stronger?
Seems a little hypocritical to me, the pot calling the kettle black.
Four_Fingers wrote: »So... Subclassing would be OK if pure builds were stronger?
Seems a little hypocritical to me, the pot calling the kettle black.
colossalvoids wrote: »Zodiarkslayer wrote: »The whole Templars and Necros don't mix argument is total bs.
Necromancy is strictly just the manipulation of souls. One can use it to dominate them and extract energy, or free, guide and help them move on.
It strongly depends on the intent. Priests of Arkay are doing exactly that. Beneficially influencing souls.
Templars and Necros are two sides of the same coin.
Don't think any priest or Arkay would agree on that meta analysis and connection. As a player class our necromancer manipulates remains of the dead and undead, animates them to do our bidding or serve as a weapon or protection and not communicating with ghosts to hear their last words or make them leave with comfort, we can easily tell that. We're quite classical one at that, just not at the level to commune with Manninarco, Bal or Ideal Masters or to be a seer of sorts like Vastarie which is probably the only example of a more, ehm, grey necromancer? And that's an ESO invention I'd expect, so doesn't really change other lore all that much.
Zodiarkslayer wrote: »The whole Templars and Necros don't mix argument is total bs.
Necromancy is strictly just the manipulation of souls. One can use it to dominate them and extract energy, or free, guide and help them move on.
It strongly depends on the intent. Priests of Arkay are doing exactly that. Beneficially influencing souls.
Templars and Necros are two sides of the same coin.
Subclassing isn't the problem, balancing is.
You guys complain about everyone using beam as if that was any different before subclassing, literally every pug I'd join would be full of arcanists either way, subclassing didn't change much for the average player perspective.
What subclassing did was showing how unbalanced the game is, which was already a problem before the change, rolling it back isn't going to fix anything.
Subclassing isn't the problem, balancing is.
You guys complain about everyone using beam as if that was any different before subclassing, literally every pug I'd join would be full of arcanists either way, subclassing didn't change much for the average player perspective.
What subclassing did was showing how unbalanced the game is, which was already a problem before the change, rolling it back isn't going to fix anything.




Twohothardware wrote: »YOU don't like it.... so subclassing should be removed ??
It's got nothing to do with like or not. Subclassing killed build diversity and any real differences between classes and not to mention the classes and skills that were nerfed just to try and make it work.
We used to have unique playstyles for each class with both Stamina and Magicka builds in the game, now there's Fatecarver.
thegreatme wrote: »Subclassing isn't the problem, balancing is.
You guys complain about everyone using beam as if that was any different before subclassing, literally every pug I'd join would be full of arcanists either way, subclassing didn't change much for the average player perspective.
What subclassing did was showing how unbalanced the game is, which was already a problem before the change, rolling it back isn't going to fix anything.
Imo paid classes (Warden, Necro, Arcanist) have always been overtuned compared with base game classes, but Necro and Arcanist have always been the more egregiously obvious of the bunch.
When Necro came out, it became the Tank meta. Pretty sure it still is but I'm not part of any big content-running circles so I don't know, but that Ult that gives you 80k health for a duration and the "Rez 3 people with a button push" (which also made Necro healer meta for a while I'm pretty sure) is pretty hard to argue with.
Then Arcanist came out, and outclassed everything else in DPS, and that problem existed well before subclassing.
Most of ESO is "pay to convenience", but I'd argue the DLC classes err more on the side of "pay to win" comparative to the original classes, and its been that way for a long time. At least since Elsweyr, and Elsweyr came out a good hot minute ago.
If you could mix and match skills themselves, instead of skill lines, it might be better. Or if every skill line had 3 morphs instead of 2 (dps/healer/tank, or 4 in the cases of skills that operate differently depending on stam or magicka) so that certain lines that have cool things in them but are otherwise mostly for a role you don't want to use.The current state of it isn’t fun. It’s too restrictive for roleplay and too flexible for endgame. Taking different lines don’t let you specialize into a playstyle, taking different lines is purely “it has this skill/passive I want because it brings the most dps/it’s the most thematic for this character”. My two halves have become mutually exclusive as picking the best lines for dps requires me to pick up skills that don’t fit the character (and lose skills I enjoy!) whilst my roleplay characters would benefit from picking specific spells instead of whole lines due to their complexity in who they are. In other words, my endgame characters are pure class in their lore whilst my roleplay ones aren’t, yet in reality the endgame ones are the only ones I HAVE to subclass in this society.
CameraBeardThePirate wrote: »colossalvoids wrote: »Zodiarkslayer wrote: »The whole Templars and Necros don't mix argument is total bs.
Necromancy is strictly just the manipulation of souls. One can use it to dominate them and extract energy, or free, guide and help them move on.
It strongly depends on the intent. Priests of Arkay are doing exactly that. Beneficially influencing souls.
Templars and Necros are two sides of the same coin.
Don't think any priest or Arkay would agree on that meta analysis and connection. As a player class our necromancer manipulates remains of the dead and undead, animates them to do our bidding or serve as a weapon or protection and not communicating with ghosts to hear their last words or make them leave with comfort, we can easily tell that. We're quite classical one at that, just not at the level to commune with Manninarco, Bal or Ideal Masters or to be a seer of sorts like Vastarie which is probably the only example of a more, ehm, grey necromancer? And that's an ESO invention I'd expect, so doesn't really change other lore all that much.
The point is that Elder Scrolls has literally never barred the player from using certain magic based on lore.
If you can do the entire Knights of the Nine quest line in TES4 while reanimated corpses with the Staff of Worms, there's no reason that you shouldn't be allowed to subclass Templar and Necromancer together.
Twohothardware wrote: »At first I was willing to give subclassing a chance and it felt like it would be a welcome refresh to the game but now it just feels like there's only one class in the game and the way subclassing was even introduced just didn't make sense.
The game needs a reboot and a refocus back to what made ESO popular in the beginning. Unique play styles between the different classes and a separation between Stamina and Magicka focused builds again.
Hybridization and subclassing has only made the game have less and less build diversity to the point we're basically down to one or two builds because when you can just pick the top 5 best skills and put them together there's no reason to use all the rest.
ESO is just not fun as the game used to be and right now subclassing feels like a hodge podge of things thrown together rather than actual different classes and skills with depth.
We tried subclassing, it didn't really work out that well and my opinion is the game needs to find it's soul again and get back to where we started.
Agree or disagree
Of course they should rollback and remove this nonsense of subclassing. But that's exactly why it won't happen, because it doesn't make any sense. So… they will keep it.
Meanwhile, they'll probably find something else to break the game even more.And this is the problem: ESO is not about fun or the game anymore it's only about a DPS race. The fun, the lore, the fantasy, the game we enjoy has turned into nothing more than a DPS race."... even if it made my chars more powerful...."
No mechanics needed, no tanks needed, no healers needed, no fun needed… just DPS!!!