AnduinTryggva wrote: »However, no one ever forces you to do subclassing at all, unless you want to go for score pushing and high end game trials.
AnduinTryggva wrote: »However, no one ever forces you to do subclassing at all, unless you want to go for score pushing and high end game trials.
Yes, Mrs Lincoln, other than that how was the play?
Now they tell you what to bring including the subclasses - what is the difference?
SerafinaWaterstar wrote: »
From what I recall from guildmates doing harder stuff over the years, that really does not hold true - their raid leads were always very specific about the exact builds required.
So it seems it is the raid leads & not the subclassing per se that is the issue?
SerafinaWaterstar wrote: »
From what I recall from guildmates doing harder stuff over the years, that really does not hold true - their raid leads were always very specific about the exact builds required.
So it seems it is the raid leads & not the subclassing per se that is the issue?
tomofhyrule wrote: »Let's consider a hypothetical game with three builds:Now which is the one players should use? If you're just going based on power, then they should all use C, right? But that's really hard to play and only a few people can use it effectively; the others will be terrible at it and would be better with B or A.
- Build A: very easy to use (difficulty = 1/5) and has decent power no matter who plays it (power = 3/5)
- Build B: a bit more technical (difficulty = 3/5) which is okay normally (power = 2/5), but players who understand the game do better with it (power = 4/5)
- Build C: really difficult to master (difficulty = 5/5) and is terrible in the hands of most players (power = 1/5), but lethal in the hands of experts (power = 5/5)
As such, there's reason that different players would want to bring any of the three.
Now here's how ESO currently looks, using the same template:... so what's the best choice here? Is there any reason that any group would not get all of the players to play build A? Especially if the other builds are harder to use and you do worse with them?
- Build A: very easy to use (difficulty = 1/5) and is incredibly strong (power = 5/5)
- Build B: a bit more technical (difficulty = 3/5) which is okay normally (power = 2/5), but players who understand the game do better with it (power = 3/5)
- Build C: really difficult to master (difficulty = 5/5) and is terrible in the hands of most players (power = 1/5), but an expert at the build can push a bit more out of it (power = 4/5)
Subclassing isn't the problem, balancing is.
I'm actually quite surprised that ZOS hasn't yet used class sets and class mastery as a means to balance subclassing, given their significant potential. If using pure classes increased the effectiveness of class sets and class mastery by 50% or granted additional buffs, it would definitely increase the appeal of pure classes. Even without using pure classes, class sets could serve as a way to strengthen a single skill line, instead of being essentially useless as they are now.
licenturion wrote: »For me it can stay. Its gives fun opportunities
However they should give every class skill line a unique passive that does buffs to a skill line and activates only if you use a skill line from your own class


CameraBeardThePirate 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).
BananaBender wrote: »I would love a proper subclassing feature in ESO, but what ever we have right now is an absolute abomination and is not sustainable in any way. It was clearly released half cooked and zos has made no effort to actually fix it. This feature only works if you don't care about performance at all, but let's be real, any feature works if you don't care about performance.
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.
BananaBender wrote: »It's insane how confidently people talk about "the endgame and scorepushing" without having a single idea how the groups or raid leads actually operate.
There has always been a meta, and there will always be one, but the difference between the meta and off meta builds was around 5% depending on the fight. That's a number you can overcome by simply playing better.
Here is a run from before subclassing, where a NB could compete clearly with other classes despite being considered one of the worst classes in PvE at the time (U45)So, how is the situation any different now after subclassing? Simply put, you can get way too much damage from a few select skill lines. Crit damage and penetration are the most important stats as a damage dealer. Those are stats you need to have at the cap at all times otherwise you are going to do significantly less damage. Right now the best build by far is Herald of the Tome, Assassination, Ardent Flame (or other which ever skill line you want, you will be beaming most of the time so the difference isn't massive.) This build has 22% critical damage built into it and most groups are going to calculate their crit damage around this very build. If you bring an off meta build, like a non subclassed DK, into a group which is built around the meta builds, you wont be doing 5% less damage than others, you will be doing around 20-30% less. That's the problem with subclassing, it simply funnels too much power into builds with a few specific skill lines.
And anyone who says to play what you want, not what other people want, this isn't a singleplayer game. Showing up to a prog and intentionally doing less damage and making the whole fight harder for your team is extremely disrespectful and shows that you don't value the time the raid lead or anyone else has put into making that group/run happen. Talk to the raid lead/group before hand if you want to bring out an off meta build.
For casual runs/pugs, who cares.
For people saying that the balance is the problem, not the system, I would ask how would you balance such a poorly thought out system?
On a quick glance the beam seems to be the issue, while it is a problem that the easiest build is by far the most powerful, it isn't the core of the problems. You might think passives are the problem based on the short explanation I just wrote, but it isn't, not fully at least. By removing the passives if you subclass, it would solve a few of the issues. Non subclassed builds would be more competitive and the powercreep wouldn't be as insane as it is now, but there are still blatant problems with the system. One of them being that Arcanist would still have a massive advantage over other classes, because it could drop the other two skill lines for stronger skills and not lose any damage, even if you wouldn't get access to passives when subclassing.
For a skill line based subclassing system to work, all of the skill lines would have to be designed around the same system. Right now many of the base game class skill lines are made to synergize with other skill lines in the same class, which just doesn't work in a skill line based subclassing system.
I would love a proper subclassing feature in ESO, but what ever we have right now is an absolute abomination and is not sustainable in any way. It was clearly released half cooked and zos has made no effort to actually fix it. This feature only works if you don't care about performance at all, but let's be real, any feature works if you don't care about performance.