Class Mastery as a (Temporary) Solution

Radiate77
Radiate77
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It’s been near an entire patch with Class Mastery, can we reassess whether this system has achieved its goal of providing an alternative -viable- option to Subclassing instead of overtaking it completely?

On top of that, it was mentioned back in the thread that announced these that Class Masteries were designed to help bridge the gap between re-worked 2.0 classes and 1.0 ones… if that is the case, why are these present on 2.0 classes?
Edited by Radiate77 on 24 July 2026 18:20
Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
Summoner [Living Death, Grave Lord, Daedric Summoning]
Ranger [Animal Companions, Green Balance, Shadow]
Druid [Earthen Heart, Animal Companions, Stormcalling]
Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Radiate77
    Radiate77
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    Personally, I cannot stand this system, and while it has opened up a few playstyles competitively it has actively butchered so many others.

    Building for roleplay + viability has never been at more of an intersection as it is currently.

    Something as simple as swapping Restoring Light (S tier skill line) for Living Death (F tier skill line) results in a loss of 600 weapon/spell damage, 300 weapon/spell damage group-wide buff, 2,000 HPS, and rapid ultimate generation…

    You already lose value by replacing a well designed skill line, but with Class Mastery factored into the equation, you’re losing a LOT more.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Luneca
    Luneca
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    Class mastery literally proved the game will never be balanced. That's all it did. And it's why I will just fire siege.
  • ItsNotLiving
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    The implication that subclassed builds lost all of their power is just false the dps output of these builds didn’t get hurt in anyway people just prefer to play the classes they’ve been playing for 10 years as opposed to whatever 3 skill lines provide the most damage.
  • NovelliESO
    NovelliESO
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    Class mastery is good in theory but bad in practice at least in PvP, because DK is extremely overturned due to the rework. For whatever reason, the class masteries it got were good as well, so you can be a pure DK and be very strong. Most classes feel awful by comparison because they have not been reworked yet, and only DK has. The downside is, since DK was made so strong, maybe ZOS dials back the reworks on other classes, which would make sense. but DK still needs to be nerfed. Magma is too strong, the resource return is too strong on core of flame, and whip does too much damage. Anyone who tells you otherwise is not competing at a high level at all in PvP. ZOS should either nerf DK or they can choose to also release the rest of the class refreshes at an absurd level, but I don't see the rational for that. You can very easily tweak DK numbers to put them more in line.
  • tomofhyrule
    tomofhyrule
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    This is a disingenuous argument. Subclassing destroyed that argument, and trying to claim that it didn't is blatantly wrong. I don't understand how anyone can claim that it was physically impossible for any player to have preferred their three original Class lines in a roleplay scenario. In fact, the idea that "you can drop a weak line for a strong one" is exactly why people were so mad about Subclassing in the first place, and why it was so imbalanced.

    A lot of this argument really sounds like "I don't like that people who wanted to stick with what they liked and were punished for it by being super weak are now getting strong." Subclassing isn't losing any power with the addition of Mastery. It's just not ridiculously OP anymore.

    Class Mastery exists because Subclassing ruined balance, not the other way around. Both the Refreshes and Masteries were added in direct response to Subclassing (yes, there's a source) as a way to 1) make every Class viable in every role, 2) make every Class feel cohesive with a unique identity, and 3) address outliers.

    Now the idea is that Class Mastery will be dynamically updated over time, as was noted in the patch notes for Warden's masteries. However, DK still got Masteries even though they have gotten the Refresh. The idea of the Masteries therefore is to make it so if a player's power fantasy is to keep their base Class, that they are not disadvantaged because of some much-more-powerful feature that Subclassing offers.

    But in every RPG in the history of ever that allows for sticking to one Class or branching out, there is a tradeoff for power versus versatility. If you stay in your lane, you have the most power. If you want to access other abilities you don't normally have, then you are not as strong but you are more versatile. That's called balance.
  • Radiate77
    Radiate77
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    The implication that subclassed builds lost all of their power is just false the dps output of these builds didn’t get hurt in anyway people just prefer to play the classes they’ve been playing for 10 years as opposed to whatever 3 skill lines provide the most damage.

    Now what is power to you?

    -Raw DPS?
    -Surviveability while doing damage?
    -How much you can buff your group?

    First lock in on what “power” means to you, and then take a step back and view it on a general scale.

    My Templar using Living Death does less damage than a Templar using Restoring Light, survives worse than a Templar using Restoring Light, and buffs the group worse than a Templar using Restoring Light… now swap out the skill line Living Death for…

    Bone Tyrant
    Winter’s Embrace
    Green Balance
    Draconic Power
    Dark Magic
    Daedric Summoning
    Shadow
    Siphoning
    Soldier of Apocrypha
    Curative Runeforms

    How about if you were to have two of these skill lines with only one of your Templar ones?…
    Edited by Radiate77 on 24 July 2026 19:36
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Usureki
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    I think Class Masteries are a cool concept, but we do actually need more variety to support more of the implementations pure classes can bring to the table, strengthening the identity of those classes. Right now we have few damage oriented and one-one heal/tank options, quite lacking in balancing (e.g. Sorc is way too powerful, while Arcanist is not even working) so we need more and better. Subclassing for roleplay reason (like playing an 'elementalist' or 'pet master') was suboptimal for competitive gameplay anyway, I think those should still remain an option, but pure classes do need these masteries to remain competent. The issue is, that they are not enough to counter the power level increase these class reworks will bring (as of now, DK is just king) so while they are suitable for part of their role, I think stuff still needs to be aligned.
  • Radiate77
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    This is a disingenuous argument. Subclassing destroyed that argument, and trying to claim that it didn't is blatantly wrong. I don't understand how anyone can claim that it was physically impossible for any player to have preferred their three original Class lines in a roleplay scenario. In fact, the idea that "you can drop a weak line for a strong one" is exactly why people were so mad about Subclassing in the first place, and why it was so imbalanced.

    A lot of this argument really sounds like "I don't like that people who wanted to stick with what they liked and were punished for it by being super weak are now getting strong." Subclassing isn't losing any power with the addition of Mastery. It's just not ridiculously OP anymore.

    Class Mastery exists because Subclassing ruined balance, not the other way around. Both the Refreshes and Masteries were added in direct response to Subclassing (yes, there's a source) as a way to 1) make every Class viable in every role, 2) make every Class feel cohesive with a unique identity, and 3) address outliers.

    What balance existed before Subclassing?

    A lot of what you wrote comes off as AI dreaming or pure nostalgia hallucination which is impossible to reply to, and it’s a shame because I would love to have a conversation with you, but you can’t talk about the topic without putting words in my mouth and getting emotional.

    The reality is this, options were much more narrow before Subclassing, as players have been able to bring in their characters after changing out a skill line or two, allowing them into content that they have been gatekept for almost 2 years from, due entirely to UNBALANCED skill lines that became available for everyone… but let me remind you, the point of this thread is to discuss the effect that Class Mastery has had on the game, and whether it should be addressed further.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Gabriel_H
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    Radiate77 wrote: »
    The implication that subclassed builds lost all of their power is just false the dps output of these builds didn’t get hurt in anyway people just prefer to play the classes they’ve been playing for 10 years as opposed to whatever 3 skill lines provide the most damage.

    Now what is power to you?

    -Raw DPS?
    -Surviveability while doing damage?
    -How much you can buff your group?

    First lock in on what “power” means to you, and then take a step back and view it on a general scale.

    My Templar using Living Death does less damage than a Templar using Restoring Light, survives worse than a Templar using Restoring Light, and buffs the group worse than a Templar using Restoring Light… now swap out the skill line Living Death for…

    Bone Tyrant
    Winter’s Embrace
    Green Balance
    Draconic Power
    Dark Magic
    Daedric Summoning
    Shadow
    Siphoning
    Soldier of Apocrypha
    Curative Runeforms

    How about if you were to have two of these skill lines with only one of your Templar ones?…

    Just because one combination is weak, does not mean they all are. Sub-classed characters have better role skills than non-subclassed. Class Masteries does bridge that gap.

    DKs also having Class Masteries works the same way. The question is are the DK Class Masteries adding as much as non-reworked classes' Masteries, or do they do the job of bridging the sub-class gap while having less of an impact on the base class?!

    If not, why not? Is it because DK sub-classed or DK with Masteries is at the target power level and the rest are waiting to catch up? Or is it a flaw in the numbers - not the design, just the numbers?
  • CatalinaWineMixer2
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    The implication that subclassed builds lost all of their power is just false the dps output of these builds didn’t get hurt in anyway people just prefer to play the classes they’ve been playing for 10 years as opposed to whatever 3 skill lines provide the most damage.

    Absolutely! Nothing has diminished build diversity more than Subclass. Nothing has driven more people from our Guilds to outright quit this game than Subclass. It's a broken cherry picking system that single handedly destroyed our characters. We have endured over a year of nothing but the Beam and Assassination, while our main characters remain sidelined and completely inadequate. It has ruined any semblance of balance we had and thrown everything into complete chaos. But dont worry, the refresh that we only needed because of Subclass is only years away.
  • Radiate77
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    Gabriel_H wrote: »
    Radiate77 wrote: »
    The implication that subclassed builds lost all of their power is just false the dps output of these builds didn’t get hurt in anyway people just prefer to play the classes they’ve been playing for 10 years as opposed to whatever 3 skill lines provide the most damage.

    Now what is power to you?

    -Raw DPS?
    -Surviveability while doing damage?
    -How much you can buff your group?

    First lock in on what “power” means to you, and then take a step back and view it on a general scale.

    My Templar using Living Death does less damage than a Templar using Restoring Light, survives worse than a Templar using Restoring Light, and buffs the group worse than a Templar using Restoring Light… now swap out the skill line Living Death for…

    Bone Tyrant
    Winter’s Embrace
    Green Balance
    Draconic Power
    Dark Magic
    Daedric Summoning
    Shadow
    Siphoning
    Soldier of Apocrypha
    Curative Runeforms

    How about if you were to have two of these skill lines with only one of your Templar ones?…

    Just because one combination is weak, does not mean they all are. Sub-classed characters have better role skills than non-subclassed. Class Masteries does bridge that gap.

    DKs also having Class Masteries works the same way. The question is are the DK Class Masteries adding as much as non-reworked classes' Masteries, or do they do the job of bridging the sub-class gap while having less of an impact on the base class?!

    If not, why not? Is it because DK sub-classed or DK with Masteries is at the target power level and the rest are waiting to catch up? Or is it a flaw in the numbers - not the design, just the numbers?

    What you gain does not remotely make up what you lose, in every scenario other than a singular most skewed mid-maxed skill combination for any given situation.

    No other way to spin it.

    I’ve been quiet this patch to give these Class Masteries time to cook, and now that the impact of these has settled, (and settled how I predicted) is this the desired impact?

    And you ask some great questions in your last paragraph, maybe it is as simple as fixing the numbers, but man when you look at the difference between each class, some Masteries are a feast and others are nothing short of famine.
    Edited by Radiate77 on 24 July 2026 22:23
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Gabriel_H
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    Radiate77 wrote: »
    What you gain does not remotely make up what you lose, in every scenario other than a singular most skewed mid-maxed skill combination for any given situation.

    What is it you think is lost? Some damage mitigation and some utility. In overland the extra damage more than makes up for the loss. In dungeons the extra damage is what is wanted. In trials the extra damage is what is demanded. So, what does that leave? PvP. Currently dominated by DK & WW - shocking no one given they have had their reworks.
    Radiate77 wrote: »
    Was the goal to give so much power to Class Mastery that Subclassing a single skill line completely tanks your character?

    Again, depends on what you sub-class. If you want a system that allows for any line to be switched out for any other line then you are asking for a balancing nightmare. There are sub-class builds that still rule the roost. A pure DK can get close, within a percent or two, which is how it should be.
  • Radiate77
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    The implication that subclassed builds lost all of their power is just false the dps output of these builds didn’t get hurt in anyway people just prefer to play the classes they’ve been playing for 10 years as opposed to whatever 3 skill lines provide the most damage.

    Absolutely! Nothing has diminished build diversity more than Subclass. Nothing has driven more people from our Guilds to outright quit this game than Subclass. It's a broken cherry picking system that single handedly destroyed our characters. We have endured over a year of nothing but the Beam and Assassination, while our main characters remain sidelined and completely inadequate. It has ruined any semblance of balance we had and thrown everything into complete chaos. But dont worry, the refresh that we only needed because of Subclass is only years away.

    I see you post this in every thread, even ones that have nothing to do with Subclassing, have you ever thought for a second, that whatever “friends” you had who left the game, did so because they got tired of doing the same gameplay loop for a decade, and didn’t want to play regurgitated, ugly content like Year of the Worm?

    You say we had a year of Assassination and Beam but before it, we had two WHOLE years of Beam with no Assassination. Matter of fact, Nightblade was the least played Damage Dealer class in all of high-end PvE, not that they were far behind every other option excluding Arcanist which made up more than 80% of the pick rate.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • tomofhyrule
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    Radiate77 wrote: »
    This is a disingenuous argument. Subclassing destroyed that argument, and trying to claim that it didn't is blatantly wrong. I don't understand how anyone can claim that it was physically impossible for any player to have preferred their three original Class lines in a roleplay scenario. In fact, the idea that "you can drop a weak line for a strong one" is exactly why people were so mad about Subclassing in the first place, and why it was so imbalanced.

    A lot of this argument really sounds like "I don't like that people who wanted to stick with what they liked and were punished for it by being super weak are now getting strong." Subclassing isn't losing any power with the addition of Mastery. It's just not ridiculously OP anymore.

    Class Mastery exists because Subclassing ruined balance, not the other way around. Both the Refreshes and Masteries were added in direct response to Subclassing (yes, there's a source) as a way to 1) make every Class viable in every role, 2) make every Class feel cohesive with a unique identity, and 3) address outliers.

    What balance existed before Subclassing?

    A lot of what you wrote comes off as AI dreaming or pure nostalgia hallucination which is impossible to reply to, and it’s a shame because I would love to have a conversation with you, but you can’t talk about the topic without putting words in my mouth and getting emotional.

    The reality is this, options were much more narrow before Subclassing, as players have been able to bring in their characters after changing out a skill line or two, allowing them into content that they have been gatekept for almost 2 years from, due entirely to UNBALANCED skill lines that became available for everyone… but let me remind you, the point of this thread is to discuss the effect that Class Mastery has had on the game, and whether it should be addressed further.

    ...

    Ok. If you thought everything I'm writing was AI hallucination, then it's not worth having that argument at all. All I read from your arguments is that you hate the fact that I can now bring my character to endgame content and play the way I want to play and without having to betray my personal lore, but sure - let's assume you're arguing in good faith and want to talk about Mastery.

    Let's simplify things then and take Classes out of the picture. Let's use sets as an analogy. There are 500+ or so sets in the game right now, and I'm sure we can all agree that not all of them are meta, nor are all of them even meant to be meta. I'll pick three sets to talk about: Hide of Morihaus, Ansuul, and Tide-Born Wildstalker.

    Hide of Morihaus is an RP set. It's heavy armor, so either you're a tank or are giving up your jewelry slots for it, and the bonuses are Max Health, Armor, and Max Stam. The 5-piece allows you to do damage and knockdown by roll dodging through an enemy. I can see exceptionally few times when this would be useful in any content whatsoever, and anywhere where it could even be considered not a total meme, it's still outclassed by so many other sets. But if you're RPing a minotaur character in overland, it's a wonderful set to choose.
    (incidentally, as soon as ZOS deigns to give me a new Class - which now it looks like will never happen - that's absolutely the set I'm putting my next character in for exactly that reason.)

    But now let's look at Tide-Born and Ansuul. Both are designed to give Crit Chance, Pen, and increased damage against monsters. The big difference is that Tide-Born is completely passive - it offers 15% flat with no conditions. Ansuul is only 7%, but it includes a minigame where if you interrupt someone you can end up with 21% damage for 30s. Both are good in endgame. But which is the better option?

    Now why am I talking about these? Well, literally nobody is mad about Morihaus being an RP set. Nobody's reasonably going to whine that they're being gatekept because that's what they have on. If you're building an RP character, you obviously are not going to be set up for endgame. The other two sets are useable in endgame content. But again, one is just "let me put it on and get a boost," while the other is "I get a better boost, but I need to play a certain way." You as a player have a choice: do you want to take the easy path that does well, or the path that you need to play in a certain way to get a more powerful effect?

    This concept can therefore be applied to the Class lines now. If your idea is "I'm going to take three lines because this is what my RP is!" well, that's kinda like wearing a set strictly for RP reasons - it's not going to be the best option at all, but you're just using that for RP. But if you want to be in endgame, then you have the choice of sticking with your parent class lines or Subclassing for specific skills or passives. In essence, in one case you can just take all of the easy skills and do well, or in the other case you have to play to your Class's specific strengths to have that power behind it. Again, you have a choice: do you want to choose the powerful skill lines, or stick to your base and get all the power from that?

    Subclassing released, however, by throwing that choice out the window. The "versatility vs. power" choice only works if the more versatile option is not as powerful. But Subclassing as it dropped in U46 flipped that on its head, making the Subclassed build so much stronger than pureclass. In essence, that was if Ansuul gave a bonus of 5% and 10% after an interrupt, but Tide-Born gave a 30% without doing anything - in which world then would anyone take anything other than Tide-Born, considering that's easier and significantly stronger?

    Mastery therefore is the thing that makes for the "power vs. versatility" choice. With Mastery, you do need to choose if you want the power of a pureclass, or the flexibility of a Subclass. Notice though that RP builds are not in this equation - because they were never in the equation to begin with. As I noted, the addition of mastery did not nerf anything at all. If you did well before Mastery, you will also do well after it... but people who choose not to Subclass are finally getting something.
  • Radiate77
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    @tomofhyrule I love that you can bring your Warden into content and be competitive.

    What I do not love, is that assuming nothing changes, reworked classes are holding onto their powerful Class Masteries.

    I also do not love that you take the most negative spin on anything I write involving Subclassing. I love the system, but I also love playing my non-Subclassed characters too.

    They should be comparable and as predicted, with the introduction of Class Mastery, it’s like you’re a second rate citizen not having access to them.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Estin
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    I think the class mastery system was a good addition, but it needs some adjustments PvP wise. PvE wise, every class benefited to the point where most if not all classes can reach 190-200k+ DPS. Honestly imo that damage is way over inflated considering only 2 years ago, the DPS ceiling was only between 120-130k when using cheese sets like highland sentinel.

    PvP wise, it's a mixed bag. Only DK, Sorc, and Warden benefited from the class mastery system. You could argue that Necro did too, but it really only gained massive survivability instead of any damage. NB, Templar, and Arcanist have laughably bad passives. NB is especially terrible because the only damage they get is 5% crit damage, an unnamed minor vulnerability debuff that has a very strict activation condition and only lasts for 5 seconds, and 1000 weapon damage with 10% damage reduction on an unclear scaled execute system (really, when do I gain the full benefit? 50%? 30%? 10%? Against any target with full hp or is super tanky, this passive is incredibly useless).

    But when it comes to PvE, once you start heading into roleplay builds, you have to toss out the expectation of being "viable". So far no PvE content has been balanced around subclassing or class mastery passives, so unless you have a very terrible roleplay build, you can still expect to do good damage, tank, or heal in all forms of PvE content since that roleplay build will still be at the level PvE content was balanced around 2-3 years ago. Not every build needs to have a minimum of 150k DPS, or have infinite sustain so they can perma block, or be an ult gen machine that can out heal everything in the game with no effort.
  • kevkj
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    Min maxing wise I would say class mastery has obviously dominated subclassing but I think in PvE the gap between subclassing and class masteries is smaller than the gap was between subclassing and before. The average group is not checking off every single class buff/debuff in its composition anyway, so you can get away with a handful of players being subclassed. Whereas before if a group was setup with everyone subclassed, it was near mandatory for supports to subclass to check off every box in the buff/debuff list and for damage dealers to be subclassed to hit the penetration/crit damage values expected. Now there's easy access to group crit damage (admittedly from class masteries) which in turn gives damage dealers more freedom in what skill lines they bring. Again, obviously in an optimized group there is still a 'correct' answer but that's always the case.
    Edited by kevkj on 24 July 2026 23:17
  • ketsparrowhawk
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    Subclassing diminished my enjoyment of my characters and ESO significantly. Class Identity has made a comeback with the Mastery passives and I'm back to logging in daily again. What's more, now I actually appreciate the creativity subclassing allows.. and I like that it comes with a sacrifice, so it may or may not be worth it depending on your build idea. Giving a DK access to streak is just a little bit insane.. I think it's a good thing that a DK must make the decision to give up some passive power in order to use Streak. Likewise with Warden and Merciless Resolve, and many other options. These skill lines weren't intended to be used together, and doing so should come with a sacrifice.
  • CatalinaWineMixer2
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    Radiate77 wrote: »
    The implication that subclassed builds lost all of their power is just false the dps output of these builds didn’t get hurt in anyway people just prefer to play the classes they’ve been playing for 10 years as opposed to whatever 3 skill lines provide the most damage.

    Absolutely! Nothing has diminished build diversity more than Subclass. Nothing has driven more people from our Guilds to outright quit this game than Subclass. It's a broken cherry picking system that single handedly destroyed our characters. We have endured over a year of nothing but the Beam and Assassination, while our main characters remain sidelined and completely inadequate. It has ruined any semblance of balance we had and thrown everything into complete chaos. But dont worry, the refresh that we only needed because of Subclass is only years away.

    I see you post this in every thread, even ones that have nothing to do with Subclassing, have you ever thought for a second, that whatever “friends” you had who left the game, did so because they got tired of doing the same gameplay loop for a decade, and didn’t want to play regurgitated, ugly content like Year of the Worm?

    You say we had a year of Assassination and Beam but before it, we had two WHOLE years of Beam with no Assassination. Matter of fact, Nightblade was the least played Damage Dealer class in all of high-end PvE, not that they were far behind every other option excluding Arcanist which made up more than 80% of the pick rate.

    I didn't have to ask them anything. They came to me and said their characters were ruined, emptied out their craft bags and un installed the game. Most of them are playing Black Desert so their Classes cant be destroyed. And its still happening. The ones who didn't outright quit haven't logged in months and in some cases a year.
    Edited by CatalinaWineMixer2 on 25 July 2026 06:12
  • Radiate77
    Radiate77
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    ✭✭
    Radiate77 wrote: »
    The implication that subclassed builds lost all of their power is just false the dps output of these builds didn’t get hurt in anyway people just prefer to play the classes they’ve been playing for 10 years as opposed to whatever 3 skill lines provide the most damage.

    Absolutely! Nothing has diminished build diversity more than Subclass. Nothing has driven more people from our Guilds to outright quit this game than Subclass. It's a broken cherry picking system that single handedly destroyed our characters. We have endured over a year of nothing but the Beam and Assassination, while our main characters remain sidelined and completely inadequate. It has ruined any semblance of balance we had and thrown everything into complete chaos. But dont worry, the refresh that we only needed because of Subclass is only years away.

    I see you post this in every thread, even ones that have nothing to do with Subclassing, have you ever thought for a second, that whatever “friends” you had who left the game, did so because they got tired of doing the same gameplay loop for a decade, and didn’t want to play regurgitated, ugly content like Year of the Worm?

    You say we had a year of Assassination and Beam but before it, we had two WHOLE years of Beam with no Assassination. Matter of fact, Nightblade was the least played Damage Dealer class in all of high-end PvE, not that they were far behind every other option excluding Arcanist which made up more than 80% of the pick rate.

    I didn't have to ask them anything. They came to me and said their characters were ruined, emptied out their craft bags and un installed the game. Most of them are playing Black Desert so their Classes cant be destroyed. And its still happening. The ones who didn't outright quit haven't logged in months and in some cases a year.

    Yeah I just don’t believe that, sorry. 🤷

    With Subclassing we went from…
    Herald of the Tome
    Soldier of Apocrypha
    Curative Runeforms

    To…
    Herald of the Tome
    Ardent Flame
    Assassination
    Stormcalling
    Aedric Spear
    Animal Companions
    Grave Lord

    ^ Any combination of the above three skill lines possible on any character, where before the system came out, you had one option for optimal DPS in content.

    Was it perfect? No.
    That’s why we’re having these reworks.

    They should have happened BEFORE Subclassing released, that said, Class Mastery is overkill and feels entirely like a punishment.
    Edited by Radiate77 on 25 July 2026 07:30
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Renato90085
    Renato90085
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    nah,in real hardest content(oc trifecta)
    subclass still enough good and can hit to NO.1 dps/can give group somthing(meta tank still is subclass)
    and most time them both dps enough close(4k-12k dps)
    this is last month our oc twin boss hardmode no dead log dps,you can see dps gap not very high (<15%) not like U46-u48 sub /pure (35-55%)
    the 3rd and 5th is subclass other all is pure
    6-8 is sup role dps(zenkosh/mk) ,so you can ignore them dps
    ix0ixlvqpbwy.png
    don't forget,even in U45,the necro bash build in top 0.1% player can hit 150k,but 80%+ player still play arcanist class(120k),the 10-15% dummy dps cap gap is acceptable in game so many years
    so yes,system has achieved its goal,now just wait class rework and same time nerf the class Mastery to balance(like dk)
    i think in a fail system, weak/strong skill lines only can wait the class rework to balance,other choose is too easy happen again powercreeper
    like if today you are running darkmagic/shadow/Living Death
    zos give you pick 5 class Mastery your dps/buffs still not enough to do anything
    because there terrible lines is trash in subclass system
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