ESO needs a reboot in 2026 with a rollback of Subclassing

  • Soarora
    Soarora
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    As much as I don’t like subclassing, I can’t imagine a world where they’ll roll it back. As time goes on, more and more people will settle into it and thus rolling it back would be more and more catastrophic.

    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.

    (I say HAVE to, I know I don’t really have to— I quit trials half because of subclassing.)

    Working within a class presented unique benefits and challenges. I liked being bound within the constraints of a class when theorycrafting. Now, a whole lot of skills will go unloved and if I ever want to break into optimization again, I will have to toss away my care for the roleplay.

    Realistically, I think the only thing I can wait for is skill styles to make the skills match my character themes even if the skill lines do not. That said, I still can’t avoid losing my favorite skills and gaining ones I straight-up don’t like (boooo DK booo tomato tomato tomato).

    Overall, it would probably be better for me (in both roleplay and endgame) if we had the ability to pick specific skills instead of entire lines but the resulting imbalance would be off the charts.
    Edited by Soarora on 18 November 2025 19:24
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  • Last'One
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    Last'One wrote: »
    Last'One 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.


    You’re right that Elder Scrolls has always let the player experiment with different magic schools, and there are NPC examples of characters who mix practices. I’m not arguing that "holy + necromancy" has never existed in isolated cases.

    My point is that ESO’s class system has always represented more than just spell schools:
    • Templar powers aren’t simply "Restoration magic"; they’re tied directly to Aedric-channeled light, a specific philosophy and cultural identity.
    • Necromancers in ESO aren’t just people who summon skeletons; they tap into forbidden Daedric energies and face legal/social consequences everywhere.
    • Other classes (Wardens, Nightblades, Dragonknights, etc.) are also tied to lore-specific sources, factions, or mythologies.

    ESO took those identities and turned them into "careers," not just spell options.

    So when subclassing lets you merge class-identity powers that come from completely different origins, it stops being Elder Scrolls-style freedom and starts becoming a lore contradiction inside this specific game’s established framework.

    Yes, in other TES titles you can be a Knight of the Nine who animates corpses, but those games never had classes built as discrete lore-bound power sources, like ESO does. ESO made classes part of the world’s story, not just mechanical skill schools.

    That’s why mixes like Templar + Necromancer feel off.
    Not because magic schools can’t mix, but because ESO’s class lore doesn’t treat them as interchangeable magic schools.

    That’s the difference.
  • KS_Amt38
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    React 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.

    The game changed to be a beaming simulator in endgame. I miss the importance of perfect weaving light attacks back then..
  • thegreatme
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    Honestly disagree. While there were numerous contributing factors for it including burnout and social drama, I basically stopped playing ESO for around ~2 years. I just lost my love for it and kept forcing myself to log in purely to restock my guild trader with goods I was selling and then log out.

    Subclassing + Skill Styles has actually made the game fun for me again. I've been logging in wanting to play instead of just forcing myself to log in for... I don't even know why, really.

    I haven't been subclassing looking to min-max, although I have made some really solid and actually competitive builds now that I wasn't able to previously achieve no matter how I tried to mix things around (especially hard when you main mostly bosmer, because ZoS just decided they shouldn't be competitively good at anything ig), and I didn't even do it with strictly optimization in mind.

    Most of my builds are roleplay-thematic, and building strictly around a roleplay and aesthetic focus with my skill line choices, my friends and I have been 3-manning vet dungeons, including some vet DLC, and having a blast with it.

    To each their own, but for my friends and I, this has been the best thing ZoS has ever done. There is definitely something to be said for balancing though, because all classes (and races) are definitely not built equal.
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  • SwordOfSagas
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    No I like subclassing
  • aetherix8
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    Estin wrote: »
    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.

    No-proc no-hammer Cyrodiil got reverted. A ruleset that was in the game for a couple of years. It is therefore possible for ZOS to roll back systems, rulesets, etc.

    That said, I hope subclassing will stay. I don’t know if I can ever go back to my main DK not having the lighting form.

    Subclassing must be better balanced so we don’t have one meta that is so far ahead of anything else that only beam matters in a group content. Pure classes should be buffed so they can compete with subclassed builds. It needs serious balancing but it doesn’t have to go entirely.
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  • Sotha_Sil
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    Honestly classes in ESO have always been so imbalanced... Subclassing at least adresses that because everyone has access to almost everything which might feel like everything is the same. Actually it allows you to get the juicy stuff with your character and it gives you many flavors for your build. Yes, some people will always go the for the max DPS build, but you dont' really need that and you can clear vet trial & HM content without it (unless you are going for the top of leaderboard you are fine).

    I just wish they would buff some underpowered skill lines or redesign them so we get even more options for subclassing (I hate nightblade!) with particular buffs if you use 2 or more skill lines from the same class => that would benefit class builds too.
    Edited by Sotha_Sil on 19 November 2025 09:17
    Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
  • Zodiarkslayer
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    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.
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  • colossalvoids
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    But back to the reality. Ones who staying with the game more or less seriously would need to learn to deal with it, same as with any other addition to the game. We had 10+ years to know how they do things, so you can only vote with your feet and engagement. Make a first step, second one would be easier etc. etc. I can attest to that.
  • Mathius_Mordred
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    What I want to see:

    📜 The Elder Scrolls Online v10.4.5 - The Class Purity Update 📜

    Greetings, Tamriel!

    We are excited to introduce a significant combat overhaul focused on celebrating and empowering players who choose to dedicate their build to the core identity of their chosen class. We believe that mastery over your base class skill lines should be a rewarding path, offering unique power and focus. These changes introduce the new Purity of Purpose passive, which grants substantial bonuses to players using only their three base class skill lines.

    🔥 Combat & Gameplay 🔥

    New Passive: Purity of Purpose (All Classes)

    A new, non-slottable passive skill, Purity of Purpose, has been added to the base class skill tree for all nine classes. This passive is automatically learned once a player has spent a set number of skill points within their three base class skill lines.

    Activation Requirement: To activate Purity of Purpose, your active Primary Skill Bar and your active Back Bar must only contain abilities (skills and Ultimates) sourced from your three base class skill lines.

    Note: This excludes non-combat abilities like Mounts, Potions, and the basic 'Light Attack' and 'Heavy Attack' actions. Passive skills from other lines (e.g., Guild, Weapon, Armor, Racial) do not affect the activation of this passive.

    Passive Effect: When Purity of Purpose is active, you gain the following bonuses:

    Damage Bonus: Your ability damage, including Damage over Time (DoT) and Direct Damage, is increased by 20%.

    Healing Bonus: Your healing done, to yourself and allies, is increased by 15%.

    Resource Recovery: Your Health, Magicka, and Stamina regeneration is increased by 15%.

    Developer Comment: We want to create a viable, powerful alternative playstyle for players who prefer to engage with the deep, thematic identity of their chosen class—the Dragonknight, the Sorcerer, the Warden, and so on. While ‘subclassing’ and hybrid builds using skill lines like the Mages Guild or Vicious Death sets will remain effective, we anticipate that the 'Pure Class' build will offer unmatched raw power and thematic coherence in return for the limited utility options from other skill lines.

    Class Skill Adjustments

    All Class Skill Lines: The Magicka and Stamina morphs for all core class abilities have had their resource cost equalized. This is intended to facilitate the 'Purity of Purpose' bonus for both Magicka and Stamina-focused class specializations.

    yrns56eqvt7m.png

    🛠 Fixes & Performance 🛠

    Fixed an issue where some non-class ultimate abilities (e.g., Meteor, Dawnbreaker) could sometimes falsely count as a class ability, preventing the Purity of Purpose passive from activating.

    Improved server performance during large-scale battles where multiple players are simultaneously activating new class passives.

    Corrected several tooltip errors on older class abilities to accurately reflect their resource costs.

    We look forward to seeing the powerful new builds you create with this update. See you in Tamriel!

    — The Elder Scrolls Online Team
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  • colossalvoids
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    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.
  • Einar_Hrafnarsson
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    "We have made only right decisions!" Someone from ZoS Management.
  • ESO_Nightingale
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    i certainly dont want subclassing to be reverted
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  • Four_Fingers
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    So... Subclassing would be OK if pure builds were stronger?
    Seems a little hypocritical to me, the pot calling the kettle black.
  • Rogue_Coyote
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    Just get rid of the damn warden charm. The other skills are fine
  • Wup_sa
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    So... Subclassing would be OK if pure builds were stronger?
    Seems a little hypocritical to me, the pot calling the kettle black.

    Goes both ways
  • Gabriel_H
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    So... Subclassing would be OK if pure builds were stronger?
    Seems a little hypocritical to me, the pot calling the kettle black.

    Subclassing would be ok if every other major build was within range of the most powerful sub-class builds.

    As it stands the differential between the sub-class meta and any other subclass build is massive never mind pure builds.
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  • Morvan
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    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.
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  • CameraBeardThePirate
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    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.
  • SerafinaWaterstar
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    No, please don’t change, subclassing is fun.

    Meta builds have always existed; someone will work out what the meta is with each major change, and the the ‘endgame’ trial leads will demand that build. Always been that way. Subclassing does not change that, just changes what to include.
  • AScarlato
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    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.

    As someone who RPs a priest of Mara & Arkay, and is a Necro/Templar, I see it that way exactly. In the Temple home, Mara's window faces Arkay's even. So this is how I see it as well.

    RE: Colossalvoids "Don't think any priest or Arkay would agree on that meta analysis and connection. "

    I have to disagree. For one, not every necromancer spell even is marked as criminal in broader society. While some lines may appear more "evil", the healing line features resurrection, self-sacrifice, and freeing souls which they heal other as they pass.

    We also have necromancers like Zerith-Var. One could also play a Templar learning more about Necromancy soas to better understand and thwart it. Or you could be playing a deceptive Priest by Day/Necro by Night. It's just not as cut and dry as you make it. There are also more religions aside from the Divines, and little limit to how we are to view our character's actions and behavior.
    Edited by AScarlato on 19 November 2025 17:03
  • CameraBeardThePirate
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    Morvan 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.

    It's both.

    Balance is a problem. Beam was already overtuned before subclassing in PvE. In PvP, Spec Bow and Streak were already two of the best skills in the game.

    The way in which Subclassing was implemented made these problems worse.

    In other games, Multiclassing has some sort of drawback. In DnD for example, you won't be able to reach your strongest "capstone" abilities in a class if you multiclass. This is because mixing and matching classes can easily remove your weaknesses and add tons of extra power.

    There's no downside to Subclassing in ESO. No incentive to remain a "pure" class. This is an issue, because it means if you want to compete with the best of the best (score push trials, be the best of the best in PvP), you need to subclass.

    For more casual players that might not be an issue, but it doesn't mean it shouldn't be adjusted. There has to be some sort of incentive to keep your class pure, whether that be through added passives that only activate if you have a "pure class", or very minor debuffs/nerfs to subclassed skills or passives (think in the realm of 5% to 10% less effective or more expensive skills if they're subclassed).
    Edited by CameraBeardThePirate on 19 November 2025 19:19
  • LukosCreyden
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    People who try to claim that subclassing is lore-breaking are really just admitting to not know TES lore.
    Struggling to find a new class to call home.Please send help.
  • thegreatme
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    Morvan 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.
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  • Alchimiste1
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    6631i8h9u7ap.jpeg
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    Typo on the last screenshot I meant zos will lose end game pvers.

    Damn I must have a divination skill or something. Almost exactly as I and other end game players predicted. Don’t have time to look through everything but I distinctly remember end game players predicting that it would actually lower diversity after like 2 months. Well it took 3-4 but close enough.
    Edited by Alchimiste1 on 19 November 2025 23:22
  • kargen27
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    Eliahnus 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.

    Unless you are looking to get on the leader boards you can still use just about any character build you wish. PvP you need to put more effort into a top tier build but that has always been the case and there has never been a large amount of diversity in those top builds. Subclassing didn't cause the issue with diversity.
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  • heaven13
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    thegreatme wrote: »
    Morvan 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.

    Roles are often more clearly dilineated between the skill lines in the non-base game classes, as opposed to the others. Want to DPS? Take line A. Tank gets line B while healer gets C. It's a little more varied in the base game classes where the skills are mixed and matched. There still tends to be one preferred line but it's not as clear cut.

    Soarora made a really good point earlier about subclassing feeling almost halfway, not just due to balancing but because if you want a character to feel thematically solid, you go pure class, or wait until maybe one day a single skill style will be available to get you closer to the theme you want.
    Soarora wrote: »
    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.
    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.

    There are a lot of options but it doesn't feel like they're any kind of priority which makes subclassing just feel gross and untethered from what was, to me, a more enjoyable ESO experience of every class/role/spec feeling somewhat different (which honestly hasn't been a thing since hybridization but it just keeps getting worse instead of better.

    Dragon Leap is one of the funnest skills in the game (to me) but it's part of a line I otherwise don't really use. And they even just released the skill styles with the crows!
    Edited by heaven13 on 19 November 2025 23:32
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  • colossalvoids
    colossalvoids
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    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.

    One thing is a raw gameplay mechanic the other is lore and making sense in-universe. It's like a vampire casting dawnguard skills in Skyrim, as you said beating KotN, Mages Guild etc. as a Mannimarco offshoot or even visual things like ESO main character wielding a fish as a weapon and a pan as a shield, while beating Molag Bal with a beam skill-styled as a rainbow. Option to do something isn't making it lore relevant or "right", it's something that requires some internal justification from the player and what people do want to see here - from the game itself, especially if some combinations are competitive and people are expected to follow new meta to conquer new content.

    People do not complain because they got new options, they do however complain because options aren't integrated in any meaningful way. We didn't got magic schools, we didn't get new more neutral text or ability skins that match the class theme, we didn't got a justification basically for it but a sandbox approach of "here, take what's not yours" because it's an easy route to take. That's an issue, outside of balancing concerns and how some class fantasy has declined despite new options have improved the game for some of the players, especially when combinations made sense or had a match.

    Myself I'm not playing ESO as a TES player anymore, I'm here for the mechanical part, but the inconsistencies and lack of acknowledgements like that getting even to me.
  • AnduinTryggva
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    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

    Disagree.

    Mh. Why? You are not forced to subclassing and you can still play the original classes as they were meant to be.

    That for high end game and scorepushing: It was always like this that players had to go for one of the very few metas and with the introduction of the arcanist, a lot of such raid groups even explicitely requested interested players to have an arcanist and would not accept any other class. With subclassing at least this requirement is not as strong any more and opens up for other classes provided they got the right subclasses.
  • AnduinTryggva
    AnduinTryggva
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    Last'One wrote: »
    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.

    Koshka wrote: »
    "... even if it made my chars more powerful...."
    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.

    No mechanics needed, no tanks needed, no healers needed, no fun needed… just DPS!!!

    This is not how I perceive it. I do understand the critics against recent design decisions. However, no one ever forces you to do subclassing at all, unless you want to go for score pushing and high end game trials.

    Specifically for the fun, the lore, the fantasy you definitely don't need subclassing and everyone can enjoy it with their base class build.

    Concerning tanking and healing: check ouf vet dungeons and trials of any difficulty. You quickly see that without a decent tank or heal it will fail whatever your dps is. There is so much mechanic that is not meant to be played by a dps player (who trades life for dps) that your last phrase is only applicable to normal base game dungeons at best.
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