zombievalen wrote: »As always, one combination is going to be OP and everyone is going to use the same one. The DKs will surely put the Arcanist Ray on it ja ja
Seriously, it's time for Arcanists to stop being 90% of the roster (https://es.esologs.com/zone/rankings/18?metric=playerscore&partition=24&class=DPS) and at the other extreme, Wardens aren't DPS (in serious content).
I think the developers have finally realized that they need to make it so that all classes can, at least without too much difference, play all roles FOR REAL and I applaud that.
Subclassing sounds super fun to play around with.
However, they will need to put some serious effort into balancing ALL class skill lines. And unfortunately ZOS doesn’t have a good record of balancing. They balance very infrequently and when they do, the decisions they make are questionable.
I’m rooting for them, because this idea has incredible potential. But yeah each class has a few things that just stand out as overloaded abilities and they need to make sure that each skill line as a whole offers the same value whether that’s through an ability or passives.
LittlePinkDot wrote: »And what about PvP?? I'm totally going to give haunting curse and hardened ward to a Templar.
zombievalen wrote: »As always, one combination is going to be OP and everyone is going to use the same one. The DKs will surely put the Arcanist Ray on it ja ja
Seriously, it's time for Arcanists to stop being 90% of the roster (https://es.esologs.com/zone/rankings/18?metric=playerscore&partition=24&class=DPS) and at the other extreme, Wardens aren't DPS (in serious content).
I think the developers have finally realized that they need to make it so that all classes can, at least without too much difference, play all roles FOR REAL and I applaud that.
LittlePinkDot wrote: »And what about PvP?? I'm totally going to give haunting curse and hardened ward to a Templar.
Go for it
LittlePinkDot wrote: »LittlePinkDot wrote: »And what about PvP?? I'm totally going to give haunting curse and hardened ward to a Templar.
Go for it
There are definitely specific skill lines I can see being disproportionately used in PvP.
Haunting curse is the best delayed damage skill in my opinion. There's classes that lack burst damage and that skill helps solve that problem. Hardened ward is just the gravy on top.
I could also see alot of people using the Wardens animal companion skill line in PvP.
Shalks is a delayed burst, although harder to land than haunting curse. The skill line has major expedition with minor berserk from that falcon skill and it also has the Betty that gives major sorcery/brutality with resource Regen.
I'm on console so I can't participate in PTS. I read there's some changes to Templar Jesus beam. Is it still good??
I'm deciding on which Templar skill line I should swap out. I will either lose Jesus beam or binding javalin.
I can use poison injection for an execute if I have to.
LittlePinkDot wrote: »LittlePinkDot wrote: »And what about PvP?? I'm totally going to give haunting curse and hardened ward to a Templar.
Go for it
There are definitely specific skill lines I can see being disproportionately used in PvP.
Haunting curse is the best delayed damage skill in my opinion. There's classes that lack burst damage and that skill helps solve that problem. Hardened ward is just the gravy on top.
I could also see alot of people using the Wardens animal companion skill line in PvP.
Shalks is a delayed burst, although harder to land than haunting curse. The skill line has major expedition with minor berserk from that falcon skill and it also has the Betty that gives major sorcery/brutality with resource Regen.
I'm on console so I can't participate in PTS. I read there's some changes to Templar Jesus beam. Is it still good??
I'm deciding on which Templar skill line I should swap out. I will either lose Jesus beam or binding javalin.
I can use poison injection for an execute if I have to.
Oh there will absolutely be stuff being disproportionately used in PvP (but that's always been the case). I've been on the PTS dueling and it seems like everyone is using the assassination skill line. I've seen a lot of animal companion/aedric spear/assassination builds.
As for the haunting curse/ward combo, unless you are running pets you will not be able to make use out of any of the passives now. That's a pretty big loss just to run curse and ward. Could still be worth it depending on the rest of your build/playstyle but not sure.
Also not sure about jesus beam. I never really used it before the nerf but from what I've seen so far on the PTS, doesn't seem like too many people have been using it. Mostly the combo of the three skill lines I mentioned above. But again, that's just dueling and still week 1 of pts.
LittlePinkDot wrote: »LittlePinkDot wrote: »And what about PvP?? I'm totally going to give haunting curse and hardened ward to a Templar.
Go for it
There are definitely specific skill lines I can see being disproportionately used in PvP.
Haunting curse is the best delayed damage skill in my opinion. There's classes that lack burst damage and that skill helps solve that problem. Hardened ward is just the gravy on top.
I could also see alot of people using the Wardens animal companion skill line in PvP.
Shalks is a delayed burst, although harder to land than haunting curse. The skill line has major expedition with minor berserk from that falcon skill and it also has the Betty that gives major sorcery/brutality with resource Regen.
I'm on console so I can't participate in PTS. I read there's some changes to Templar Jesus beam. Is it still good??
I'm deciding on which Templar skill line I should swap out. I will either lose Jesus beam or binding javalin.
I can use poison injection for an execute if I have to.
Oh there will absolutely be stuff being disproportionately used in PvP (but that's always been the case). I've been on the PTS dueling and it seems like everyone is using the assassination skill line. I've seen a lot of animal companion/aedric spear/assassination builds.
As for the haunting curse/ward combo, unless you are running pets you will not be able to make use out of any of the passives now. That's a pretty big loss just to run curse and ward. Could still be worth it depending on the rest of your build/playstyle but not sure.
Also not sure about jesus beam. I never really used it before the nerf but from what I've seen so far on the PTS, doesn't seem like too many people have been using it. Mostly the combo of the three skill lines I mentioned above. But again, that's just dueling (open world is much different)and still week 1 of pts.
AcadianPaladin wrote: »I've always been in favor of no classes in ESO.
With the news of subclassing being added to ESO, I have to admit that I’m thrilled. This is exactly the kind of evolution the game needs, imo. Huge props to ZOS for taking this step, subclassing opens up so many creative possibilities and addresses a long-standing community desire for more customization within the existing class framework. Scribing and skill styling have also added a ton of build customization as well.
That said, I’d love to see this as a stepping stone toward an entirely classless system in the future.
Here’s why:
Creative Freedom: A classless system would allow players to fully express their playstyle without being locked into a single class identity. The game already has a strong foundation of skill lines that can be mixed and matched, expanding that further only enhances the sandbox feel.
Ease of Future Content: Instead of ZOS having to design and balance entire new classes (which is a massive lift), a classless system would make it easier to add new single skill lines without breaking the game.
Balance Opportunities: Instead of balancing whole classes, the devs could focus on tweaking individual skill lines, passives, and synergies, making the meta more dynamic and shifting.
I understand a move to full classless would be a huge change and likely not feasible overnight, but subclassing is a fantastic step in the right direction. It shows that ZOS is listening and willing to evolve the game systems.
ESO has the best combat system in any MMO, and giving players more freedom to explore it their way only strengthens that.
Curious what others think. Would you support the game moving toward a classless system in the future?
AcadianPaladin wrote: »I've always been in favor of no classes in ESO.
I've never understood the logic behind fear that everyone will play the same build. Whether there are classes, subclasses or no classes has no bearing on choosing what works best and playing it for those who want to optimize damage.
100% disagree, subclassing sounds cool but will ultimately be the downfall of the already falling ESO. Rather than balancing, ZOS figured to just take the shortcut and totally destroy what makes an MMORPG an MMORPG.. Classes and class identity will be destroyed, eso pve is if you are not an Arcanist, you are not welcomed. In PvP, if you are not running in a ballgroup as a warden, you are essentially useless.
In a Roleplay standpoint, subclassing will be cool.
In a functional standpoint, yikes.
Tanks
Supports
Healers
Damage Dealers
Now we have
Tanks doing more damage AND healing than the specialized classes are supposed to.
After subclassing, it is going to be FAR worse.
We should see how AOC does with subclassing before adding it to ESO.
My opinions!