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What if we could freely Class change to any Class we have Mastered?

  • Emeratis
    Emeratis
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    Yes, this would be a good mechanic!
    I do completely agree that, at minimum with all of the Class changes that have happened, that a Class Change token would be a good thing for them to put in eventually. A lot of players no longer feel as strongly a connection to the Class they started with for one reason or another.

    I don't think that a paid token like this would really change the landscape much, at least not as much as Subclassing did. Yes, people would be pressured to change to the meta. But if the meta required pulling out a credit card, that would give people more ammunition to push back on gatekeeping, unlike right now where the only reason not to go all in for the meta with Subclassing is essentially saying "I don't care enough about my teammates to bring my A-game," which understandably is not cool.

    But I do want to make a point about the argument of "metachasing" versus "play the way you want" re: these two quotes:
    peacenote wrote: »
    Now, people who are against frequent class changes could, of course, just choose not to swap classes, while those who want it could use the feature, and that is often the argument used for "compromise." "Just don't use it and let everyone else have their fun." What's rarely understood is how once a major feature gets into the culture and the game world, it changes the overall feel of the game for everyone, permanently. You can try not to use it, and ignore it, but eventually the game just won't be the same. If you're on a competitive team, there's pressure to be the best you can be and adapt for your role. Even if you have, say, a super flexible raid leader who understands your philosophy, you still have to fight the conflict within yourself about staying true to one thing you enjoy (separate classes) vs. another thing you enjoy (being a good teammate).
    Emeratis wrote: »
    Min maxers are going to min max regardless, people who want to do it for rp reasons or other reasons are not more or less valid than others. If groups try to gatekeep and pressure you into rerolling when you don't want to you can walk away and find groups that are more accepting. I've done it for years. I found groups that like playing with me and don't mind that I don't want to min max or change my characters' races or classes or subclass if I don't want to or what have you. Most people won't be playing in groups where it matters anyway, even if you want achievements like tris, you can get them with a lot of wiggle room.
    Yes, high-level endgamers (trial HMs and above) are going to have to minmax because the HMs are balanced around the high level. But the problem is that there is the canyon between "my group has a 50% success rate on standard vets" and "my group churns out Godslayers every other week" that we currently have - that entire middle section of training for HMs barely exists at present, and update after update has been consistently driving them off (see U33, U35, U46). As such, anyone who has the skill to get into HMs can't get into groups because those groups are pushing the highest of the high-level content with the sweatiest strats... and that precludes some amount of "I want to do HMs, but I want to bring my main who I like playing."

    After all, it seems there are a lot of players at the high end who actually like playing without Subclassing. It feels like that's the main reason we see ZOS so awkwardly walking Subclassing back, right? So if so many people like to play without Subclassing... where are all the logs showing people playing without it?
    Because those groups which allow you to bring a more off-meta build aren't really capable of doing the high-tier content, and the groups that are capable of that content don't want to use strategies that are not hyperoptimized. It's easy to say "well, then just find a group that allows it!"... until you go looking for the groups that do and realize how few there actually are.

    This does bring up a larger topic that I see: the completely and utterly incorrect idea that "someone who likes playing pure class can't be a real Elder Scrolls fan, because the real Elder Scrolls fans all want to mix and match everything for ultimate freedom!" Besides that being a classic logical fallacy, that idea really annoys me, mainly because I love my characters as pure classes, and I wrote their stories specifically around their abilities and honed them that way. I have a minimum of 6+ pages of fully-researched backstory for each of my characters, and they all fit perfectly into the world and its lore as is.
    And heck, when I do go back to Skyrim (which I'm overdue for yet another playthrough), I absolutely play it in a way that most other people wouldn't - the buff Orc with zero magic spells whatsoever and only an axe and shield to wreck dragons with. Why? Because I like to play that way. There is room in Skyrim for the stealth archers and the mages and the stonewall tanks and every build style inbetween... so why is it so inconceivable that some Elder Scrolls fans may actually enjoy their rock-stomping, fire-breathing, dragon-hearted warriors just the way they are?

    That's not what I said. I'm not saying who is real or a fake fan, that kind of discourse is silly to me. I'm asking why is my geomancer build I've put together to replicate a class less valid than the base game classes to some people when NPCs can be geomancers as a class? Is class identity only allowed for those who are playing the original classes the devs created? Do those of us who want to play elementalists, geomancers, rangers, etc just out of luck because the class wasn't conceived for player characters? When I bring this up with subclassing discourse I have never gotten a satisfying answer and a lot of people dance around the question. Seriously, why are there dozens of classes that NPCs only get access to, some of which many of us really want? We've discussed before both publicly and privately about classes, subclasses, characters, ttrpgs, tes, mmos so you know where I stand more or less even if we don't always agree. That's why I want to reiterate that isn't what I said and I'm not using the logical fallacy you're assuming. I don't want my words to be made to be something they absolutely aren't in a public space.

    As for the other part, our experiences differ dramatically. I think part of the problem is what is defined as endgame varies depending on the person. Some people think endgame is only scorepushers, others draw the line at trifecta progs, some say hardmode clears. You are correct that the gaps in progression have cropped up and widened since the patches you mentioned, but there is also a bit of sometimes you have to be the change you want to see in the world. I recently took my guild out of hiatus and have been working hard to help and gear up new and returning players as well as those who lost their sense of progression. Not everyone in the runs are subclassed, but they also are still learning and/or catching up on things. In less than a month we've had a huge influx of players asking for dungeons and trials and gear and we're having a little bit of awkwardness meeting the demand but the growth has been heartwarming to see also. As for monoclassing, I recently joined a discord trying to gear up for mostly/all monoclassing hm/tri runs. We have been having scheduling issues but there is a dsr hm, a cloudrest, and a voc planned and we are talking about things like full x monoclass runs like there used to be in early trial communities and fun runs as well as serious ones. We're also talking about fashion and our characters and lore and it's honestly been great. This is just to point out, these things do exist, or can, but you also have to help those seeds grow. Like I said in my original post and other places, I remember when I got kicked from groups because my warden healer was a nord and other things. Nowadays people don't even look twice about a character's race in a trial in most groups. I've been around trials and endgame enough to know things can change for the better. Both of our experiences are valid, but I'm also trying to say you and others have more agency than you think you do.

    As for logs, I don't like to post logs publicly but I also want to remind you that private logs exist and similar to the discord clears bot, esologs only takes data from people who actively log/submit data. We might have a decent picture from those sample sizes of some things, but only ZOS/ESO have the full picture of the data because unlike other games I play they don't have api that automatically captures and sends data from the servers to data gathering sites related to the game.
    Edited by Emeratis on 29 March 2026 06:48
  • Al_Ex_Andre
    Al_Ex_Andre
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    I wanted to say Yes to the OP, let's change my class, but then again I enjoy my templar, and won't change my spells because it is underpowered...on top of that I play magical DPS, so yeah GOSH MY DPS IS TRASH.

    It is more a matter of changing game to play, than changing class, yes quit the game, because I have to wait for one year for the templar refresh, and devs didn't got that magical dps is underpowered for no reason...

    Awful balance at its best, aka ESO.
  • aLi3nZ
    aLi3nZ
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    Yes, this would be a good mechanic!
    M0ntie wrote: »
    Players with 1 character can, you know, play the game and make more characters!
    Just get over it. Base class DK currently only has a small advantage over other base classes - not enough for people casual enough to only have 1 character to worry about.
    Why should players who have invested hours and $$ to make one of each class lose any benefit they have?
    Dk seems pretty op atm with a dk main and whip being buffed by other dk abilities or have dk only benifits. Each skill line on dk is really strong so combining 2 or more is a pretty easy choice.
    Edited by aLi3nZ on 29 March 2026 09:47
  • rothan117
    rothan117
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    Yes, this would be a good mechanic!
    I liked FFXIV's system where one character can be all classes with your class being set by the gear set you wear, each class having its own gear sets. You had to level each class though.

    I quit FFXIV's for other reasons, too group centered and I reached a point due to age and slowing reflexes, I could not keep the group healed and stay alive dodging the ever increasing mechanics in end game group content. Sad day, I loved the game apart from that.
  • tomofhyrule
    tomofhyrule
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    Emeratis wrote: »
    I do completely agree that, at minimum with all of the Class changes that have happened, that a Class Change token would be a good thing for them to put in eventually. A lot of players no longer feel as strongly a connection to the Class they started with for one reason or another.

    I don't think that a paid token like this would really change the landscape much, at least not as much as Subclassing did. Yes, people would be pressured to change to the meta. But if the meta required pulling out a credit card, that would give people more ammunition to push back on gatekeeping, unlike right now where the only reason not to go all in for the meta with Subclassing is essentially saying "I don't care enough about my teammates to bring my A-game," which understandably is not cool.

    But I do want to make a point about the argument of "metachasing" versus "play the way you want" re: these two quotes:
    peacenote wrote: »
    Now, people who are against frequent class changes could, of course, just choose not to swap classes, while those who want it could use the feature, and that is often the argument used for "compromise." "Just don't use it and let everyone else have their fun." What's rarely understood is how once a major feature gets into the culture and the game world, it changes the overall feel of the game for everyone, permanently. You can try not to use it, and ignore it, but eventually the game just won't be the same. If you're on a competitive team, there's pressure to be the best you can be and adapt for your role. Even if you have, say, a super flexible raid leader who understands your philosophy, you still have to fight the conflict within yourself about staying true to one thing you enjoy (separate classes) vs. another thing you enjoy (being a good teammate).
    Emeratis wrote: »
    Min maxers are going to min max regardless, people who want to do it for rp reasons or other reasons are not more or less valid than others. If groups try to gatekeep and pressure you into rerolling when you don't want to you can walk away and find groups that are more accepting. I've done it for years. I found groups that like playing with me and don't mind that I don't want to min max or change my characters' races or classes or subclass if I don't want to or what have you. Most people won't be playing in groups where it matters anyway, even if you want achievements like tris, you can get them with a lot of wiggle room.
    Yes, high-level endgamers (trial HMs and above) are going to have to minmax because the HMs are balanced around the high level. But the problem is that there is the canyon between "my group has a 50% success rate on standard vets" and "my group churns out Godslayers every other week" that we currently have - that entire middle section of training for HMs barely exists at present, and update after update has been consistently driving them off (see U33, U35, U46). As such, anyone who has the skill to get into HMs can't get into groups because those groups are pushing the highest of the high-level content with the sweatiest strats... and that precludes some amount of "I want to do HMs, but I want to bring my main who I like playing."

    After all, it seems there are a lot of players at the high end who actually like playing without Subclassing. It feels like that's the main reason we see ZOS so awkwardly walking Subclassing back, right? So if so many people like to play without Subclassing... where are all the logs showing people playing without it?
    Because those groups which allow you to bring a more off-meta build aren't really capable of doing the high-tier content, and the groups that are capable of that content don't want to use strategies that are not hyperoptimized. It's easy to say "well, then just find a group that allows it!"... until you go looking for the groups that do and realize how few there actually are.

    This does bring up a larger topic that I see: the completely and utterly incorrect idea that "someone who likes playing pure class can't be a real Elder Scrolls fan, because the real Elder Scrolls fans all want to mix and match everything for ultimate freedom!" Besides that being a classic logical fallacy, that idea really annoys me, mainly because I love my characters as pure classes, and I wrote their stories specifically around their abilities and honed them that way. I have a minimum of 6+ pages of fully-researched backstory for each of my characters, and they all fit perfectly into the world and its lore as is.
    And heck, when I do go back to Skyrim (which I'm overdue for yet another playthrough), I absolutely play it in a way that most other people wouldn't - the buff Orc with zero magic spells whatsoever and only an axe and shield to wreck dragons with. Why? Because I like to play that way. There is room in Skyrim for the stealth archers and the mages and the stonewall tanks and every build style inbetween... so why is it so inconceivable that some Elder Scrolls fans may actually enjoy their rock-stomping, fire-breathing, dragon-hearted warriors just the way they are?

    That's not what I said. I'm not saying who is real or a fake fan, that kind of discourse is silly to me. I'm asking why is my geomancer build I've put together to replicate a class less valid than the base game classes to some people when NPCs can be geomancers as a class? Is class identity only allowed for those who are playing the original classes the devs created? Do those of us who want to play elementalists, geomancers, rangers, etc just out of luck because the class wasn't conceived for player characters? When I bring this up with subclassing discourse I have never gotten a satisfying answer and a lot of people dance around the question. Seriously, why are there dozens of classes that NPCs only get access to, some of which many of us really want? We've discussed before both publicly and privately about classes, subclasses, characters, ttrpgs, tes, mmos so you know where I stand more or less even if we don't always agree. That's why I want to reiterate that isn't what I said and I'm not using the logical fallacy you're assuming. I don't want my words to be made to be something they absolutely aren't in a public space.

    Please don't get me wrong; I'm not saying "you, specifically" here. I have, however, seen that sentiment expressed from several different users on this forum several times, so I stand by the statement that liking Subclassing doesn't automatically make someone a "better" fan.

    For me, its that my characters are designed with ESO Classes as a base instead of the traditional fantasy ones. I actually tried once to think of if I made my ESO characters in D&D or BG3 or whatever, it's hard to fit them all nicely into Classes without doing 3x multiclasses for each of them. Like as a sample:
    • My main is a DK Tank who's all in on armor and shields. I guess he's most similar to a Paladin, but with powers derived from dragonfire instead of an oath or deity. But I guess Fighter would make sense, but he's more defensive than offensive. And again, the dragonblood idea even lends him to a bit of Sorcerer, which is just a weird thought to me.
    • I have a werebear who looks and acts like a Barbarian down to a T, but a lot of his stuff is having animal buddies (so Ranger?) and even tapping into a bit of ice and nature magic when the task calls for it (Druid?). But he does rage and hit things with a greataxe when he's in his slightly-less-hairy form.
    • His brother is a whip-smart mage with a photographic memory who learns spells from seeing them once (Wizard?). But he's the shaman of the nature-worshipping Skaal and has a lot of ice magic up his sleeves (Druid?), until he goes into an imposed self-exile after he finds a Black Book and is marked by it, forcing him to steal the powers of Mora to escape. But even though he uses the skills of an Eldritch being, he's not Pacted to it (and in fact he actively works against Mora), so Warlock doesn't feel right either.
    and so on.

    Now my answer to any of those dozens of Classes that NPCs get an we don't is... let's have them! I desperately want more Classes. I have at least two orphaned backstories, and I can already feel a third trying to poke her head into the game, all of which I want to see as unique skillsets without overlapping with my existing characters. So yes, I am all for a Class Change token because I am all for new Classes and I want people to be able to use them. It kills me that we're going to be spending two full years on this Class refresh and that it doesn't feel like we'll get a new Class until 2028 at the earliest, which is 5 years after Arcanist - other Live Service games do things like pull out new Classes (or new Characters for those hero shooters) much more frequently.

    But the changing landscape of Endgame is a problem. This is why Dungeons are so much more fun for me since it is smaller groups so you can't expect your supports to source everything, so they can actually run the way they want. And unfortunately, we have no Dungeons on the docket this entire year. Trials are just mega-unfun lately because of not only the external pressure to conform, but also the internal. Again, what @peacenote said above about the conflict between wanting to play the way you want and playing at the mathematically most optimal level is something that got significantly worse in the past year.
  • Dimorphos
    Dimorphos
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    No, it’s more fun to play with new characters!
    I love sub-class system and I hope they will not ruin it just because some people dislike it. I would also like us to be able to choose our racial passives. But this thing... NO. There is no need for such a thing.

    Edited by Dimorphos on 29 March 2026 15:46
  • coop500
    coop500
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    Maybe, Perhaps there could be another requirement?
    Pretty sure this is all a mute subject as the devs had previously said that the code is so hard baked into your character file that changing classes entirely is impossible.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Emeratis
    Emeratis
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    Yes, this would be a good mechanic!
    [snip for readability]
    Please don't get me wrong; I'm not saying "you, specifically" here. I have, however, seen that sentiment expressed from several different users on this forum several times, so I stand by the statement that liking Subclassing doesn't automatically make someone a "better" fan.

    For me, its that my characters are designed with ESO Classes as a base instead of the traditional fantasy ones. I actually tried once to think of if I made my ESO characters in D&D or BG3 or whatever, it's hard to fit them all nicely into Classes without doing 3x multiclasses for each of them. Like as a sample:
    • My main is a DK Tank who's all in on armor and shields. I guess he's most similar to a Paladin, but with powers derived from dragonfire instead of an oath or deity. But I guess Fighter would make sense, but he's more defensive than offensive. And again, the dragonblood idea even lends him to a bit of Sorcerer, which is just a weird thought to me.
    • I have a werebear who looks and acts like a Barbarian down to a T, but a lot of his stuff is having animal buddies (so Ranger?) and even tapping into a bit of ice and nature magic when the task calls for it (Druid?). But he does rage and hit things with a greataxe when he's in his slightly-less-hairy form.
    • His brother is a whip-smart mage with a photographic memory who learns spells from seeing them once (Wizard?). But he's the shaman of the nature-worshipping Skaal and has a lot of ice magic up his sleeves (Druid?), until he goes into an imposed self-exile after he finds a Black Book and is marked by it, forcing him to steal the powers of Mora to escape. But even though he uses the skills of an Eldritch being, he's not Pacted to it (and in fact he actively works against Mora), so Warlock doesn't feel right either.
    and so on.

    Now my answer to any of those dozens of Classes that NPCs get an we don't is... let's have them! I desperately want more Classes. I have at least two orphaned backstories, and I can already feel a third trying to poke her head into the game, all of which I want to see as unique skillsets without overlapping with my existing characters. So yes, I am all for a Class Change token because I am all for new Classes and I want people to be able to use them. It kills me that we're going to be spending two full years on this Class refresh and that it doesn't feel like we'll get a new Class until 2028 at the earliest, which is 5 years after Arcanist - other Live Service games do things like pull out new Classes (or new Characters for those hero shooters) much more frequently.

    But the changing landscape of Endgame is a problem. This is why Dungeons are so much more fun for me since it is smaller groups so you can't expect your supports to source everything, so they can actually run the way they want. And unfortunately, we have no Dungeons on the docket this entire year. Trials are just mega-unfun lately because of not only the external pressure to conform, but also the internal. Again, what peacenote [snip to not ping] said above about the conflict between wanting to play the way you want and playing at the mathematically most optimal level is something that got significantly worse in the past year.

    That is fair, but given this is a public space and I did not say that nor do I mean that I felt it important to set the record straight because while you know me, a good bulk of the other forum users and readers do not and I do not want to be associated with something I do not believe or agree with. Nobody is more or less a fan over another. That discourse doesn't belong anywhere imo and I have intentionally skipped threads with that in it because I don't even want to entertain it. We are all fans and we all interact with things in our own ways. My point above was more trying to express that I don't understand why people in this thread want to deny class change in some capacity, that both you and I want to some degree, because of things such as class identity or other things. I don't use the forums often but I'm frequently surprised and disappointed at some form of the sentiment "this fun awesome thing that someone wants shouldn't exist because I don't want it or see the use in it therefore I'm going to advocate against it aggressively even if it doesn't really affect me at all." My two biggest wishes right now are repeatable/new game+ quests and class change in some form and people get very aggressive about both when in reality neither really affects anyone but the player using them.

    Some of my characters' classes/concepts are not traditional either. But some of them fit more traditional classes that just don't have a comparable alternative in eso. I love this game but I swear the class system has been a love-hate for me since beta. Subclassing helped a lot with my rp pain points and more freedom but it is far from perfect. As for other game converts, funny enough I am both a player and a dm currently in two campaigns using Daggerheart as a system and boy howdy is that system more what I want from ESO classes. The classes hit major archetypes but are so free and robust in what you can do that you can make very different concepts and characters with the same class. I love the rule "flavor is free" which we get some with eso's skill style system (but due to class animation overhauls most likely skill styles are releasing very slow for my liking and I'm impatient to see more). I'd honestly like to see eso take some notes from daggerheart because running and playing an eso era tes campaign feels so natural and combat stuff from a roleplay standpoint feels so much better. I know, I know mmo=/=ttrpg but you can take good ideas from other systems and games and adapt them into yours creatively and I do hope to see the newer eso team do this for all of our sake.

    You can I can happily agree on giving players access to the npc classes or at least some of their abilities. Mind you some npc classes are very limited but they can just expand the npc lines or start with that as a base and build up. I especially want to see the npc bow skills, alchemy line, earth+nature abilities, water magic, and void magic really bad. The thing is, doing this will probably even more increase the need for class change tokens because some of my existing characters would fit way better with one of those classes most likely than the one they are currently squatting and others could easily have a similar problem.

    For the last part, you and I don't run with the same endgame circles. There is some overlap, but endgame is big enough you can not bump into people and there are various reasons while we used to run together more, we don't currently. I'm sorry that it seems like your circle has that going on but mine has far less of that. I do understand and feel some of the social pressure to subclass sometimes when I don't want to, I am not saying it doesn't exist, but I also run with a lot of people who are more understanding and as I mentioned willing to at least try runs that don't have overkill requirements and allow people to play monoclass or suboptimal builds. There were two patches where I was one of three people playing nightblade in any of the public esologs and I did recently monoclass nightblade in a trial and plan to do so again soon. Weirdly enough, while I feel similar pain points to others, I have felt the past year of trials has been more fun than previous years personally because of seeing people come together and be supportive and try to work things out instead of going with the flow. I tend to stick to achievement based and social endgame groups that are okay with taking a little longer to get clears and achievements as long as we're having fun. Then again, that's always been my draw for trials-get cosmetics/titles/achievements, have fun social time, and enjoy the story of the trial because I personally have little to no interest in the scorepushing part of endgame.
    Edited by Emeratis on 29 March 2026 16:58
  • Malyore
    Malyore
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    Yes, this would be a good mechanic!
    I've finally made an arcanist after avoiding it for so long since I knew it would overshadow my main character– a sorc. And I was right.
    Now, I constantly feel how my main character is at a constant disadvantage, even with multiclassing, compared to the base game arcanist. I can only hope that the refresh covers this, but if it doesn't, it's a little agonizing to know my main character can't reach the same level of content (I play solo in group content) as a side character who means nothing to me.

    I think an option to change classes is almost a necessity, especially if the class refreshes end up butchering people's characters.
  • NikoSquared
    NikoSquared
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    rothan117 wrote: »
    I liked FFXIV's system where one character can be all classes with your class being set by the gear set you wear, each class having its own gear sets. You had to level each class though.

    I quit FFXIV's for other reasons, too group centered and I reached a point due to age and slowing reflexes, I could not keep the group healed and stay alive dodging the ever increasing mechanics in end game group content. Sad day, I loved the game apart from that.

    Yeah, this is pretty much what I was going for with this post, once you’ve already leveled the class (on your main or on alt characters), then you should be free to use it on any character as a base class
  • TruthSeeker
    TruthSeeker
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    Yes, this would be a good mechanic!
    LunaFlora wrote: »
    as much as i want Class Change, i doubt it will happen as Subclassing was added as an alternative.
    i still hope ZOS is trying to figure out how to add it

    I am hoping that ZOS figures out how to solve the bug in subclassing. None of my characters have been able to complete the quest meaning that I have only been able to change one skill and the quest is stuck in my characters' quest list, taking up space. I will not attempt subclassing again unless the quest bug is fixed @ZOS_GinaBruno
  • NikoSquared
    NikoSquared
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    Then everyone would be a warden in PVP to abuse Charm, and in PVE, everyone except support would be an arcanist beamer...

    This… already happens anyway. It’s bound to happen at the highest levels because you have to be willing to throw away all sense of character identity for what’s best, which is exactly what I want to fix with this thread
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