
Erickson9610 wrote: »ESO Classic would remove several quality of life features, like drop curation, the Armory, mount swimming, stackable writs/surveys, and many more we take for granted.
why ?
We are not asking for all of this to be removed.
It seems you haven't understood the concept.
katanagirl1 wrote: »I’m still seeing multiples of the same boss at one siege camp, that shouldn’t be right.
The boss spawn is an RNG of current inactive bosses. So if you kill one boss, then move to the next soul flayer, that boss will be back in the pool.
Erickson9610 wrote: »ESO Classic would remove several quality of life features, like drop curation, the Armory, mount swimming, stackable writs/surveys, and many more we take for granted.
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).