ragnarok6644b14_ESO wrote: »So the objections are "we don't like change, and because it came out wrong it has to stay wrong?"
I *am* a necro main. I have played for 11 years (I was Templar before that). I am not loyal to the Necromancer Class, though, I am loyal to my *character* who, for years, has been unable to learn the cool tentacle spell or the neato frost mage spell or the neato poison breath.
Now that she can, people want to stop her because they're scared that those things will be nerfed? And they're shaking an actually pretty awesome list of changes in my face going "see"? Forgive me for being unconvinced.
Not using subclassing is like using one one-handed weapon going forwards. It may be cool, but it will be weaker than the alternatives. And that's fine! It's okay to not be at 170k or 250k or 1e86k DPS, unless you are ALSO trying to compete for endgame trifecta content, in which case, you already have your "allowed options" truncated to a very specific few builds.
I'm wondering why min/maxers even play this game if it's so 'tedious' and requires so much effort to keep up with changes?
OldStygian wrote: »I'm wondering why min/maxers even play this game if it's so 'tedious' and requires so much effort to keep up with changes?
@ADarklore I am wondering why casuals even play this game if all they ever see of the game are overland quests, it's not like chapters came at a discount if you never entered a trial. I am also wondering why they always chime into discussions about meta and balance when they keep emphasising how little they care about these things.
You see, this works both ways. If you want an analogy for an overland quester, think if ZOS kept rewriting the plot of your favorite quests and every time a sequel quest comes out you are confused about what's going on, and you need to go back and look at what they changed before you can continue to enjoy the content as the sequel quest has no relation to the previous quest you remember. Do you see how that can get tedious? Because if your trial progression group was working towards a hardmode and ZOS comes in and forces you to completely relearn your class and refarm your gear, then that is pretty much what they are experiencing.
We chime in because we want the new thing being offered and don't want it shouted down. Every time there is a new thing, there is an especially loud chorus of woe from people concerned about their peak performance. Should the game remain static and unchanging, forever? Should we not say that we want to see something added just to keep you end gamers happy?
Ragnarok0130 wrote: »OldStygian wrote: »I'm wondering why min/maxers even play this game if it's so 'tedious' and requires so much effort to keep up with changes?
@ADarklore I am wondering why casuals even play this game if all they ever see of the game are overland quests, it's not like chapters came at a discount if you never entered a trial. I am also wondering why they always chime into discussions about meta and balance when they keep emphasising how little they care about these things.
You see, this works both ways. If you want an analogy for an overland quester, think if ZOS kept rewriting the plot of your favorite quests and every time a sequel quest comes out you are confused about what's going on, and you need to go back and look at what they changed before you can continue to enjoy the content as the sequel quest has no relation to the previous quest you remember. Do you see how that can get tedious? Because if your trial progression group was working towards a hardmode and ZOS comes in and forces you to completely relearn your class and refarm your gear, then that is pretty much what they are experiencing.
We chime in because we want the new thing being offered and don't want it shouted down. Every time there is a new thing, there is an especially loud chorus of woe from people concerned about their peak performance. Should the game remain static and unchanging, forever? Should we not say that we want to see something added just to keep you end gamers happy?
The people giving feedback that you don’t like when something sounds “fun” are the people who often understand ESO’s combat system and synergies better than the combat devs themselves since they spend hundreds if not thousands of hours in theory crafting and experimentation. That feedback is ignored with great peril. I remember when the theorycrafters and end game players all said U35 was going to hit the floor hard and not raise it like the devs said and we received the same type of response that you gave. Then when U35 dropped there was a chorus of wailing and gnashing of teeth from the overland players who lost dps making overland harder for them. We don’t object to something that sounds “fun” because we hate change, we object when the change will negatively affect the game and its various player bases. We really love this game just as much as you do and want it to be healthy and succeed long term.
Holycannoli wrote: »The nerfs needed for pure classes to accommodate this are enough to scrap the idea and try again with a different idea.
SaffronCitrusflower wrote: »I'm very worried that subclassing will introduce extreme power creep and many bugs. I'm not looking forward to it at all. Creating a class change token would have been a much, much better way to go and probably a lot easier implement. Too many changes coming to ESO too fast lately and the same old problems still persist.
Twohothardware wrote: »Holycannoli wrote: »The nerfs needed for pure classes to accommodate this are enough to scrap the idea and try again with a different idea.
No. "pure classes" are designed to fulfill three entirely different roles. Each class has essentially a DPS skill line, a healer skill line, and a tank skill line. That's why you have a bunch of skills on every class that you never slot as a DPS character.
Subclassing allows you to optimize your role by picking all skills and passives for DPS, healing, or tanking or go with a mix for more survivability.
It doesn't even make sense for "pure classes" to be expected to be on the same level for DPS because they have two skill lines that are primarily for a different role.
Twohothardware wrote: »SaffronCitrusflower wrote: »I'm very worried that subclassing will introduce extreme power creep and many bugs. I'm not looking forward to it at all. Creating a class change token would have been a much, much better way to go and probably a lot easier implement. Too many changes coming to ESO too fast lately and the same old problems still persist.
Just introducing a class change token would get noone to come back to the game that isn't already playing.
Twohothardware wrote: »SaffronCitrusflower wrote: »I'm very worried that subclassing will introduce extreme power creep and many bugs. I'm not looking forward to it at all. Creating a class change token would have been a much, much better way to go and probably a lot easier implement. Too many changes coming to ESO too fast lately and the same old problems still persist.
Just introducing a class change token would get noone to come back to the game that isn't already playing.
That's not what it is designed to do anyway. The class change token is for players who've been playing for a long time. It's for player retention. Adding new and exciting features, like a new weapon skill line, a new class, third morph options - that stuff is for attracting new players.
Twohothardware wrote: »Holycannoli wrote: »The nerfs needed for pure classes to accommodate this are enough to scrap the idea and try again with a different idea.
No. "pure classes" are designed to fulfill three entirely different roles. Each class has essentially a DPS skill line, a healer skill line, and a tank skill line. That's why you have a bunch of skills on every class that you never slot as a DPS character.
Subclassing allows you to optimize your role by picking all skills and passives for DPS, healing, or tanking or go with a mix for more survivability.
It doesn't even make sense for "pure classes" to be expected to be on the same level for DPS because they have two skill lines that are primarily for a different role.
@Twohothardware What are the DPS, healer and tank skill lines of Sorcerer? Or Templar? The reason why you have a bunch of skills on every class that you never slot as a dps is because every class has 15 skills and 3 ultimates, but your bar can only fit 10 skills and 2 ultimates.
And why can it not be expected for pure classes to be on the same level? Pure classes are expected to be on that level on the live server right now, but it sounds like you want everyone to be forced to subclass.
Ragnarok0130 wrote: »OldStygian wrote: »I'm wondering why min/maxers even play this game if it's so 'tedious' and requires so much effort to keep up with changes?
@ADarklore I am wondering why casuals even play this game if all they ever see of the game are overland quests, it's not like chapters came at a discount if you never entered a trial. I am also wondering why they always chime into discussions about meta and balance when they keep emphasising how little they care about these things.
You see, this works both ways. If you want an analogy for an overland quester, think if ZOS kept rewriting the plot of your favorite quests and every time a sequel quest comes out you are confused about what's going on, and you need to go back and look at what they changed before you can continue to enjoy the content as the sequel quest has no relation to the previous quest you remember. Do you see how that can get tedious? Because if your trial progression group was working towards a hardmode and ZOS comes in and forces you to completely relearn your class and refarm your gear, then that is pretty much what they are experiencing.
We chime in because we want the new thing being offered and don't want it shouted down. Every time there is a new thing, there is an especially loud chorus of woe from people concerned about their peak performance. Should the game remain static and unchanging, forever? Should we not say that we want to see something added just to keep you end gamers happy?
The people giving feedback that you don’t like when something sounds “fun” are the people who often understand ESO’s combat system and synergies better than the combat devs themselves since they spend hundreds if not thousands of hours in theory crafting and experimentation. That feedback is ignored with great peril. I remember when the theorycrafters and end game players all said U35 was going to hit the floor hard and not raise it like the devs said and we received the same type of response that you gave. Then when U35 dropped there was a chorus of wailing and gnashing of teeth from the overland players who lost dps making overland harder for them. We don’t object to something that sounds “fun” because we hate change, we object when the change will negatively affect the game and its various player bases. We really love this game just as much as you do and want it to be healthy and succeed long term.
Yep. People who go with the "you just hate fun" retort have no concept of "too much of a good thing". And someone who is rejecting fun, must clearly be doing that out of malice and not because of some deeper insight into the long term consequences of it.
Twohothardware wrote: »SaffronCitrusflower wrote: »I'm very worried that subclassing will introduce extreme power creep and many bugs. I'm not looking forward to it at all. Creating a class change token would have been a much, much better way to go and probably a lot easier implement. Too many changes coming to ESO too fast lately and the same old problems still persist.
Just introducing a class change token would get noone to come back to the game that isn't already playing.
That's not what it is designed to do anyway. The class change token is for players who've been playing for a long time. It's for player retention. Adding new and exciting features, like a new weapon skill line, a new class, third morph options - that stuff is for attracting new players.
Player retention when there are fewer players left? This game cannot survive without attracting new players and bringing back players who left... the game as is right now- prior to subclassing- was slipping away. Hence the reason their big push on bringing players back and creating better experience for new players.
Why do we care about class identity in an Elder Scrolls game? Does anyone even remember that the Oblivion Nightblade started with the Alteration and Destruction skill lines as major skills? Or that the primary difference between Necromancers and Conjurors was that Conjurors started with the Blade skill and Necromancers started with the Blunt skill, with most of the rest coming down to which Conjuration-school spell types they preferred (e.g. undead vs daedra).ragnarok6644b14_ESO wrote: »So the objections are "we don't like change, and because it came out wrong it has to stay wrong?"
I *am* a necro main. I have played for 11 years (I was Templar before that). I am not loyal to the Necromancer Class, though, I am loyal to my *character* who, for years, has been unable to learn the cool tentacle spell or the neato frost mage spell or the neato poison breath.
Now that she can, people want to stop her because they're scared that those things will be nerfed? And they're shaking an actually pretty awesome list of changes in my face going "see"? Forgive me for being unconvinced.
Not using subclassing is like using one one-handed weapon going forwards. It may be cool, but it will be weaker than the alternatives. And that's fine! It's okay to not be at 170k or 250k or 1e86k DPS, unless you are ALSO trying to compete for endgame trifecta content, in which case, you already have your "allowed options" truncated to a very specific few builds.
Nope, try again.
Nobody is objecting because they dislike change. We want change too. But you are right that it did come out wrong, and rather than it "has to stay wrong" it's more like it "will stay wrong". The addition of scribing is something that simple balancing could fix. The erasure of class identity is something that can only be fixed by removing the subclassing feature or by greatly watering it down.
No, ZoS's response is "non-pet sorcerer has just as much meaning now as pet sorcerer, which is to say there is no such thing as 'sorcerer' save as the title of three skill lines among 21." Do you expect what we currently call 'pet sorcerers' to keep lugging around the "Storm Magic" skill line for funsies?It's great that you aren't loyal to your class, but other people are. I myself have plenty of characters that would thematically benefit from subclassing, but I also have characters that won't and will suffer from the inevitable nerfs to the point of uselessness. People have been wanting non-pet Sorcerers to be good for years and now ZOS' response to them is "tough luck, better play something else then", as they simultaneously undo all the progress they've made towards making non-pet Sorcs better.
I think as long as people want classes to be meaningfully differentiated in a game set in a universe where they have never had any real meaning, yeah, I think they should go play in a universe that makes sorcerers unable to learn to summon a skeleton instead of a clannfear, because in the Elder Scrolls, a sorcerer can summon a skeleton, a nightblade can cast Stoneflesh, an Alterationist can max sneak attack, and a Knight of Stendarr can summon a clannfear to fight a necromancer using shock magic.It's kind of funny that you raise the one-handed weapon playstyle example. It reminds me of how ice staves were turned into tanking weapons when really people wanted to become frost mages for dealing damage. That too was a really unpopular change until we got all the quality of life stuff added to it, like Brittle, after complaining about it on the forums for months.
I'm not sure what kind of content you enjoy, but seeing as you do not actually care about classes, you'll probably never understand what it is we are complaining about. But hey, so long as you can play the game like you want, everyone else should just shut up about it, right?
Twohothardware wrote: »Twohothardware wrote: »Holycannoli wrote: »The nerfs needed for pure classes to accommodate this are enough to scrap the idea and try again with a different idea.
No. "pure classes" are designed to fulfill three entirely different roles. Each class has essentially a DPS skill line, a healer skill line, and a tank skill line. That's why you have a bunch of skills on every class that you never slot as a DPS character.
Subclassing allows you to optimize your role by picking all skills and passives for DPS, healing, or tanking or go with a mix for more survivability.
It doesn't even make sense for "pure classes" to be expected to be on the same level for DPS because they have two skill lines that are primarily for a different role.
@Twohothardware What are the DPS, healer and tank skill lines of Sorcerer? Or Templar? The reason why you have a bunch of skills on every class that you never slot as a dps is because every class has 15 skills and 3 ultimates, but your bar can only fit 10 skills and 2 ultimates.
And why can it not be expected for pure classes to be on the same level? Pure classes are expected to be on that level on the live server right now, but it sounds like you want everyone to be forced to subclass.
And what's the reason those skills are never chosen to be used in those 10 available skill slots when building for end-game DPS? It's because those skills are for healing, add control, purging, damage reduction, taunting, ect and some of those skills only scale off max health instead of damage.
Subclassing is obviously going to be better than "pure classes" because you can drop the skill lines that are not essential for your role. It won't just increase player DPS potential but will open up stronger tank and healer builds.
ragnarok6644b14_ESO wrote: »Why do we care about class identity in an Elder Scrolls game? Does anyone even remember that the Oblivion Nightblade started with the Alteration and Destruction skill lines? Or that the primary difference between Necromancers and Conjurors was that Conjurors started with the Blade skill and Necromancers started with the Blunt skill, with most of the rest coming down to which Conjuration-school spell types they preferred (e.g. undead vs daedra).ragnarok6644b14_ESO wrote: »So the objections are "we don't like change, and because it came out wrong it has to stay wrong?"
I *am* a necro main. I have played for 11 years (I was Templar before that). I am not loyal to the Necromancer Class, though, I am loyal to my *character* who, for years, has been unable to learn the cool tentacle spell or the neato frost mage spell or the neato poison breath.
Now that she can, people want to stop her because they're scared that those things will be nerfed? And they're shaking an actually pretty awesome list of changes in my face going "see"? Forgive me for being unconvinced.
Not using subclassing is like using one one-handed weapon going forwards. It may be cool, but it will be weaker than the alternatives. And that's fine! It's okay to not be at 170k or 250k or 1e86k DPS, unless you are ALSO trying to compete for endgame trifecta content, in which case, you already have your "allowed options" truncated to a very specific few builds.
Nope, try again.
Nobody is objecting because they dislike change. We want change too. But you are right that it did come out wrong, and rather than it "has to stay wrong" it's more like it "will stay wrong". The addition of scribing is something that simple balancing could fix. The erasure of class identity is something that can only be fixed by removing the subclassing feature or by greatly watering it down.No, ZoS's response is "non-pet sorcerer has just as much meaning now as pet sorcerer, which is to say there is no such thing as 'sorcerer' save as the title of three skill lines among 21."It's great that you aren't loyal to your class, but other people are. I myself have plenty of characters that would thematically benefit from subclassing, but I also have characters that won't and will suffer from the inevitable nerfs to the point of uselessness. People have been wanting non-pet Sorcerers to be good for years and now ZOS' response to them is "tough luck, better play something else then", as they simultaneously undo all the progress they've made towards making non-pet Sorcs better.
Just like how the earlier TES games treated skill lines: do anything you want, it's just harder to do more than what you chose to be your primary.I think as long as people want classes to be meaningfully differentiated in a game set in a universe where they have no real meaning, yeah, I think they should go play in a universe that makes sorcerers unable to learn to summon a skeleton instead of a clannfear.It's kind of funny that you raise the one-handed weapon playstyle example. It reminds me of how ice staves were turned into tanking weapons when really people wanted to become frost mages for dealing damage. That too was a really unpopular change until we got all the quality of life stuff added to it, like Brittle, after complaining about it on the forums for months.
I'm not sure what kind of content you enjoy, but seeing as you do not actually care about classes, you'll probably never understand what it is we are complaining about. But hey, so long as you can play the game like you want, everyone else should just shut up about it, right?
I'm not talking about factions or questlines either, I am talking about skills - but all the examples you gave are questlines and factions. Can you explain what relevance the player not being able to join every faction at once has to the player's ability to learn any skill they choose? (FWIW I disagree with you about players being able to be high-ranking in factions even in an MMO, but I don't think the argument is at all relevant to what we're talking about, which is skills, not factions or questlines. Perhaps a fascinating topic for another thread.).<snipping out quotes>
Why do we care about class identity in an Elder Scrolls game? Because this isn't a singleplayer game. It's fine if you can be head of the thieves guild, mages guild, the companions and the dark brotherhood in a singleplayer game. You can't be all that in a game world that you share with other players. And just to make it extra clear, I am not talking about questlines, I am talking about the skills. Also did you know that in Morrowind you weren't able to join all the factions at the same time?
Yes, adaptation will be required - both of other class lines and of your own build. After all, the immense list of changes in the patch notes is exactly that: the devs adjusting skill lines so that they're designed to mesh more smoothly now. I don't really understand the skyrim example - a pet sorc swapping off of the Shock skill line to bring more pets instead is not "not what you set out to do originally" - in fact, it's more enabled by it.Regarding the petSorcs and nonpet Sorcs, that is exactly what's wrong with this proposal. ZOS is throwing the Sorcerer in the trash. They designed those three skill lines together and the Sorcerer's power is spread between all three of these skill lines. If you get rid of the summoning skill line because all the passives stopped working for nonpet Sorcs, you need to replace them with something that can fit the same purpose as the skill line you lost - except none of the other classes are really compatible because that's not what they were designed to do. Best case scenario is you borrow the combo of another class, at which point you aren't playing Sorcerer but that other class. That's like learning the next ward spell from restoration in Skyrim, only to learn that it requires you to also be level 50 in blocking, yet all the enemies are too powerful for your old ward spells, so now you need to completely switch off the spell and pick up a shield instead. That is very disruptive and not what you set out to do originally.
They are *still* specializations in options you are given. Non-class skills are 100% more expensive in terms of required XP than 75%, so it's actually still harder to get skills from outside your class in ESO than it is in Oblivion, even after subclassing.Classes in ESO are part of the lore. They are specializations and options you were given. Do I think the game should have launched without them? Yes. Do I think it is too late to change this fundamental design choice 11 years into the game's life? Also yes.
Twohothardware wrote: »Twohothardware wrote: »Holycannoli wrote: »The nerfs needed for pure classes to accommodate this are enough to scrap the idea and try again with a different idea.
No. "pure classes" are designed to fulfill three entirely different roles. Each class has essentially a DPS skill line, a healer skill line, and a tank skill line. That's why you have a bunch of skills on every class that you never slot as a DPS character.
Subclassing allows you to optimize your role by picking all skills and passives for DPS, healing, or tanking or go with a mix for more survivability.
It doesn't even make sense for "pure classes" to be expected to be on the same level for DPS because they have two skill lines that are primarily for a different role.
@Twohothardware What are the DPS, healer and tank skill lines of Sorcerer? Or Templar? The reason why you have a bunch of skills on every class that you never slot as a dps is because every class has 15 skills and 3 ultimates, but your bar can only fit 10 skills and 2 ultimates.
And why can it not be expected for pure classes to be on the same level? Pure classes are expected to be on that level on the live server right now, but it sounds like you want everyone to be forced to subclass.
And what's the reason those skills are never chosen to be used in those 10 available skill slots when building for end-game DPS? It's because those skills are for healing, add control, purging, damage reduction, taunting, ect and some of those skills only scale off max health instead of damage.
Subclassing is obviously going to be better than "pure classes" because you can drop the skill lines that are not essential for your role. It won't just increase player DPS potential but will open up stronger tank and healer builds.
@Twohothardware You didn't answer my question. What is the Sorcerer's healing skill line? What is the Sorcerer's tank skill line? What is the damage skill line? Name them.
And if I told you the reason the other skills aren't chosen in those 10 available slots, and then we addressed those reasons, then there would still be another set of unchosen skills. There is only so much bar space.
Btw, you wanna know what happens when DPS potential is increased and tanks become stronger? ZOS nerfs them. ZOS couldn't handle tanks using Mist Form in veteran Rockgrove hardmode because it made them too tanky. This is powercreep. This is damaging to the health of the game, because the only alternative is increasing the difficulty of the game as well. But the players who are interested in Subclassing the most also happen to be the ones who are allergic to an increase in difficulty.
Twohothardware wrote: »Twohothardware wrote: »Twohothardware wrote: »Holycannoli wrote: »The nerfs needed for pure classes to accommodate this are enough to scrap the idea and try again with a different idea.
No. "pure classes" are designed to fulfill three entirely different roles. Each class has essentially a DPS skill line, a healer skill line, and a tank skill line. That's why you have a bunch of skills on every class that you never slot as a DPS character.
Subclassing allows you to optimize your role by picking all skills and passives for DPS, healing, or tanking or go with a mix for more survivability.
It doesn't even make sense for "pure classes" to be expected to be on the same level for DPS because they have two skill lines that are primarily for a different role.
@Twohothardware What are the DPS, healer and tank skill lines of Sorcerer? Or Templar? The reason why you have a bunch of skills on every class that you never slot as a dps is because every class has 15 skills and 3 ultimates, but your bar can only fit 10 skills and 2 ultimates.
And why can it not be expected for pure classes to be on the same level? Pure classes are expected to be on that level on the live server right now, but it sounds like you want everyone to be forced to subclass.
And what's the reason those skills are never chosen to be used in those 10 available skill slots when building for end-game DPS? It's because those skills are for healing, add control, purging, damage reduction, taunting, ect and some of those skills only scale off max health instead of damage.
Subclassing is obviously going to be better than "pure classes" because you can drop the skill lines that are not essential for your role. It won't just increase player DPS potential but will open up stronger tank and healer builds.
@Twohothardware You didn't answer my question. What is the Sorcerer's healing skill line? What is the Sorcerer's tank skill line? What is the damage skill line? Name them.
And if I told you the reason the other skills aren't chosen in those 10 available slots, and then we addressed those reasons, then there would still be another set of unchosen skills. There is only so much bar space.
Btw, you wanna know what happens when DPS potential is increased and tanks become stronger? ZOS nerfs them. ZOS couldn't handle tanks using Mist Form in veteran Rockgrove hardmode because it made them too tanky. This is powercreep. This is damaging to the health of the game, because the only alternative is increasing the difficulty of the game as well. But the players who are interested in Subclassing the most also happen to be the ones who are allergic to an increase in difficulty.
Sorcerers healing and tank skills are more mixed between the skill lines than with other classes but most of the healing is the Daedric Summoning skill line and with subclassing that skill line can be dropped if you don’t want to run a pet build for DPS. Something that people on here constantly complain about in regards to Sorc is being forced to run pets for DPS. Subclassing would fix that.
With Templar the entire Restoring Light skill line is healing for skills and passives. Templar has limited skills focused on tanking which is why Templar is one of the worst classes to chose as a tank. This again is fixed by subclassing.
ragnarok6644b14_ESO wrote: »I'm not talking about factions or questlines either, I am talking about skills - but all the examples you gave are questlines and factions. Can you explain what relevance the player not being able to join every faction at once has to the player's ability to learn any skill they choose? (FWIW I disagree with you about players being able to be high-ranking in factions even in an MMO, but I don't think the argument is at all relevant to what we're talking about, which is skills, not factions or questlines. Perhaps a fascinating topic for another thread.).<snipping out quotes>
Why do we care about class identity in an Elder Scrolls game? Because this isn't a singleplayer game. It's fine if you can be head of the thieves guild, mages guild, the companions and the dark brotherhood in a singleplayer game. You can't be all that in a game world that you share with other players. And just to make it extra clear, I am not talking about questlines, I am talking about the skills. Also did you know that in Morrowind you weren't able to join all the factions at the same time?Yes, adaptation will be required - both of other class lines and of your own build. After all, the immense list of changes in the patch notes is exactly that: the devs adjusting skill lines so that they're designed to mesh more smoothly now. I don't really understand the skyrim example - a pet sorc swapping off of the Shock skill line to bring more pets instead is not "not what you set out to do originally" - in fact, it's more enabled by it.Regarding the petSorcs and nonpet Sorcs, that is exactly what's wrong with this proposal. ZOS is throwing the Sorcerer in the trash. They designed those three skill lines together and the Sorcerer's power is spread between all three of these skill lines. If you get rid of the summoning skill line because all the passives stopped working for nonpet Sorcs, you need to replace them with something that can fit the same purpose as the skill line you lost - except none of the other classes are really compatible because that's not what they were designed to do. Best case scenario is you borrow the combo of another class, at which point you aren't playing Sorcerer but that other class. That's like learning the next ward spell from restoration in Skyrim, only to learn that it requires you to also be level 50 in blocking, yet all the enemies are too powerful for your old ward spells, so now you need to completely switch off the spell and pick up a shield instead. That is very disruptive and not what you set out to do originally.
What theme build were you specifically going for has been destroyed now? Maybe I can help you sort it out.They are *still* specializations in options you are given. Non-class skills are 100% more expensive in terms of required XP than 75%, so it's actually still harder to get skills from outside your class in ESO than it is in Oblivion, even after subclassing.Classes in ESO are part of the lore. They are specializations and options you were given. Do I think the game should have launched without them? Yes. Do I think it is too late to change this fundamental design choice 11 years into the game's life? Also yes.
Why do you think the game should not be brought in line with the TES universe as soon as feasible, if it's out of line?
Twohothardware wrote: »
Twohothardware wrote: »
What about those of us whose characters get nerfed into the ground for the sake of this scheme?