Credible_Joe wrote: »
I mean, come on. That's just straight up catastrophizing. None of us can think of any more effective ways to balance the META? The PTS isn't even out yet, and we're doomering at the speculation stage with absolute confidence?
I'm not against the idea of subclassing, just the idea of subclassing with no penalty. As it currently stands, subclassing with just one skill line will make you stronger than any pure class. I already gave my thoughts on why it shouldn't be implemented like this and some potential solutions to balance it, so I won't get into it here. Subclassing is going to be free, there's no reason for ZOS to make it enticing by making it overpowered like they did with Necro, Arcanist, and Mythics. They can absolutely introduce real penalties for subclassing before release so it it doesn't break the game, and it will still end up being good instead of niche addition like scribing.
Erickson9610 wrote: »I'm not against the idea of subclassing, just the idea of subclassing with no penalty. As it currently stands, subclassing with just one skill line will make you stronger than any pure class. I already gave my thoughts on why it shouldn't be implemented like this and some potential solutions to balance it, so I won't get into it here. Subclassing is going to be free, there's no reason for ZOS to make it enticing by making it overpowered like they did with Necro, Arcanist, and Mythics. They can absolutely introduce real penalties for subclassing before release so it it doesn't break the game, and it will still end up being good instead of niche addition like scribing.
Nobody needs Damage Dealing, Healing, and Tanking skill lines at the same time, unless they're a solo player or a PvP player and need to do a little of everything to survive.
What I'm saying is that we should be expected to specialize in a particular role, whether that be damage dealing, healing, or tanking. We should have to replace the two unused skill lines from our base Class to better complement the role we're going to play.
That means that without the ability to deal a lot of damage, heal, and tank simultaneously, we'll actually need dedicated damage dealers, healers, and tanks in content. If anything, Subclassing is reinforcing the need for teamwork in group content, while still giving players the option to be a solo damage dealer, healer, and tank simultaneously, albeit not with the same efficiency as someone who had doubled down on a particular role.
Subclassing is good for this game — for both organized groups and for solo players. Players may start specializing for higher end content, but they're not required to for anything below that.
Cooperharley wrote: »It's pretty typical for this community, especially people on the forums, to get their pitchforks out with any sort of change. It's done every single update. The same people come out in droves, several of which likely don't even play the game much anymore, and doom and gloom.
Let's wait for the PTS shall we? Many of us have been asking for class change tokens for a while and this is truthfully a better alternative IMO.
If you're a META chaser, sure, there will be a most effective trash setup, boss setup, etc. The thing is though, a vast majority of people just play this game casually and what this does is put the game more in line with main line elder scrolls games. If yall are playing this game currently at a high level and think there's class identity still, that's just baffling. Every dps setup minus arcanists with their beams have largely the same feel and setup. There's VERY little class identity as is. What this is doing is given the player more agency and allowing for more player identity in my opinion. It's also a fantastic alternative to those of us that play just one or even a few characters to help with burnout.
I have 1 tank, 1 healer and 1 dps character. I never wanted to start any other characters because I hated the slog of grinding up these annoying skill lines (eg, psijic, antiquities, mages guild, pvp lines since I don't pvp). This will allow me to switch things up here and there as needed to give life to my gameplay when I typically would've just left for another game for a while.
Just like there is now, there are tons of slightly off-META setups that are totally doable and viable and lots of fun UNLESS you are score pushing. The amount of people that are realistically score pushing or doing super high end content is such a small % of the playerbase, you're never going to see balance just for them if you're thinking logically. This is giving everyone else more options to try out the game.
I think, just like with anything, you guys can predict something all you want, but coming in here and saying this is terrible and yada yada yada is silly when we literally haven't even had the chance to get our hands on it. Let's show a little positivity and if you're that burnt out on the game to where every single little thing upsets you or makes you angry, then what are you doing here? I get getting annoyed with balance or lack of updates to things we've been asking for for forever, but this? We haven't even tried it. I'm excited personally.
Now - the season pass monetization and structure is a different story
Pixiepumpkin wrote: »Cooperharley wrote: »It's pretty typical for this community, especially people on the forums, to get their pitchforks out with any sort of change. It's done every single update. The same people come out in droves, several of which likely don't even play the game much anymore, and doom and gloom.
Let's wait for the PTS shall we? Many of us have been asking for class change tokens for a while and this is truthfully a better alternative IMO.
If you're a META chaser, sure, there will be a most effective trash setup, boss setup, etc. The thing is though, a vast majority of people just play this game casually and what this does is put the game more in line with main line elder scrolls games. If yall are playing this game currently at a high level and think there's class identity still, that's just baffling. Every dps setup minus arcanists with their beams have largely the same feel and setup. There's VERY little class identity as is. What this is doing is given the player more agency and allowing for more player identity in my opinion. It's also a fantastic alternative to those of us that play just one or even a few characters to help with burnout.
I have 1 tank, 1 healer and 1 dps character. I never wanted to start any other characters because I hated the slog of grinding up these annoying skill lines (eg, psijic, antiquities, mages guild, pvp lines since I don't pvp). This will allow me to switch things up here and there as needed to give life to my gameplay when I typically would've just left for another game for a while.
Just like there is now, there are tons of slightly off-META setups that are totally doable and viable and lots of fun UNLESS you are score pushing. The amount of people that are realistically score pushing or doing super high end content is such a small % of the playerbase, you're never going to see balance just for them if you're thinking logically. This is giving everyone else more options to try out the game.
I think, just like with anything, you guys can predict something all you want, but coming in here and saying this is terrible and yada yada yada is silly when we literally haven't even had the chance to get our hands on it. Let's show a little positivity and if you're that burnt out on the game to where every single little thing upsets you or makes you angry, then what are you doing here? I get getting annoyed with balance or lack of updates to things we've been asking for for forever, but this? We haven't even tried it. I'm excited personally.
Now - the season pass monetization and structure is a different story
Except nothing you wrote attacks the very real issue of losing what little class identity we have left.
Necromancer, Arcanist and Vengeance Cyrodill are fun to a massive chunk of the player base due to the fact that real REAL classes exist.
Sub-classes take what little is left of Class identity and destroy it, literally destroy it.
Renato90085 wrote: »In fact, class set can be a way.
Cooperharley wrote: »Pixiepumpkin wrote: »Cooperharley wrote: »It's pretty typical for this community, especially people on the forums, to get their pitchforks out with any sort of change. It's done every single update. The same people come out in droves, several of which likely don't even play the game much anymore, and doom and gloom.
Let's wait for the PTS shall we? Many of us have been asking for class change tokens for a while and this is truthfully a better alternative IMO.
If you're a META chaser, sure, there will be a most effective trash setup, boss setup, etc. The thing is though, a vast majority of people just play this game casually and what this does is put the game more in line with main line elder scrolls games. If yall are playing this game currently at a high level and think there's class identity still, that's just baffling. Every dps setup minus arcanists with their beams have largely the same feel and setup. There's VERY little class identity as is. What this is doing is given the player more agency and allowing for more player identity in my opinion. It's also a fantastic alternative to those of us that play just one or even a few characters to help with burnout.
I have 1 tank, 1 healer and 1 dps character. I never wanted to start any other characters because I hated the slog of grinding up these annoying skill lines (eg, psijic, antiquities, mages guild, pvp lines since I don't pvp). This will allow me to switch things up here and there as needed to give life to my gameplay when I typically would've just left for another game for a while.
Just like there is now, there are tons of slightly off-META setups that are totally doable and viable and lots of fun UNLESS you are score pushing. The amount of people that are realistically score pushing or doing super high end content is such a small % of the playerbase, you're never going to see balance just for them if you're thinking logically. This is giving everyone else more options to try out the game.
I think, just like with anything, you guys can predict something all you want, but coming in here and saying this is terrible and yada yada yada is silly when we literally haven't even had the chance to get our hands on it. Let's show a little positivity and if you're that burnt out on the game to where every single little thing upsets you or makes you angry, then what are you doing here? I get getting annoyed with balance or lack of updates to things we've been asking for for forever, but this? We haven't even tried it. I'm excited personally.
Now - the season pass monetization and structure is a different story
Except nothing you wrote attacks the very real issue of losing what little class identity we have left.
Necromancer, Arcanist and Vengeance Cyrodill are fun to a massive chunk of the player base due to the fact that real REAL classes exist.
Sub-classes take what little is left of Class identity and destroy it, literally destroy it.
We have literally zero idea about how this affects vengeance lol. Vengeance could require original classes only and not even utilize the subclasses - like I said, why don't we wait for a little more info?
If you want to still use 2/3 of your skill lines to maintain the arcanist feel or necro feel, you can? If you're that attached to the META though, that's just the way you play the game.
Yes,I mean if they buff/nerf class set or class scribe, they can only change this class not all,Pve endgame all think next patch only necro and arc be meta just there class set(necro)and class scribe (arc) is last bis in classCooperharley wrote: »Renato90085 wrote: »In fact, class set can be a way.
They've already stated that class sets will be maintained as belonging to the original class you choose at the character select screen.
Given that we can now use other skill lines though I WOULD like them to revert their specificity on the class set styles though. I can understand the sets themselves, but the styles will be silly. Lemme use my nightblade class set mask on everyone!
Pixiepumpkin wrote: »Cooperharley wrote: »Pixiepumpkin wrote: »Cooperharley wrote: »It's pretty typical for this community, especially people on the forums, to get their pitchforks out with any sort of change. It's done every single update. The same people come out in droves, several of which likely don't even play the game much anymore, and doom and gloom.
Let's wait for the PTS shall we? Many of us have been asking for class change tokens for a while and this is truthfully a better alternative IMO.
If you're a META chaser, sure, there will be a most effective trash setup, boss setup, etc. The thing is though, a vast majority of people just play this game casually and what this does is put the game more in line with main line elder scrolls games. If yall are playing this game currently at a high level and think there's class identity still, that's just baffling. Every dps setup minus arcanists with their beams have largely the same feel and setup. There's VERY little class identity as is. What this is doing is given the player more agency and allowing for more player identity in my opinion. It's also a fantastic alternative to those of us that play just one or even a few characters to help with burnout.
I have 1 tank, 1 healer and 1 dps character. I never wanted to start any other characters because I hated the slog of grinding up these annoying skill lines (eg, psijic, antiquities, mages guild, pvp lines since I don't pvp). This will allow me to switch things up here and there as needed to give life to my gameplay when I typically would've just left for another game for a while.
Just like there is now, there are tons of slightly off-META setups that are totally doable and viable and lots of fun UNLESS you are score pushing. The amount of people that are realistically score pushing or doing super high end content is such a small % of the playerbase, you're never going to see balance just for them if you're thinking logically. This is giving everyone else more options to try out the game.
I think, just like with anything, you guys can predict something all you want, but coming in here and saying this is terrible and yada yada yada is silly when we literally haven't even had the chance to get our hands on it. Let's show a little positivity and if you're that burnt out on the game to where every single little thing upsets you or makes you angry, then what are you doing here? I get getting annoyed with balance or lack of updates to things we've been asking for for forever, but this? We haven't even tried it. I'm excited personally.
Now - the season pass monetization and structure is a different story
Except nothing you wrote attacks the very real issue of losing what little class identity we have left.
Necromancer, Arcanist and Vengeance Cyrodill are fun to a massive chunk of the player base due to the fact that real REAL classes exist.
Sub-classes take what little is left of Class identity and destroy it, literally destroy it.
We have literally zero idea about how this affects vengeance lol. Vengeance could require original classes only and not even utilize the subclasses - like I said, why don't we wait for a little more info?
If you want to still use 2/3 of your skill lines to maintain the arcanist feel or necro feel, you can? If you're that attached to the META though, that's just the way you play the game.
You missed the point. The reason people like those classes and Vengeance is due to class identity. You have class identity with Vengeance, Arcanist ETC. I used them as an example.
You do not have class identity with sub-classes, they are literally the antethesis of each other.
Cooperharley wrote: »Pixiepumpkin wrote: »Cooperharley wrote: »Pixiepumpkin wrote: »Cooperharley wrote: »It's pretty typical for this community, especially people on the forums, to get their pitchforks out with any sort of change. It's done every single update. The same people come out in droves, several of which likely don't even play the game much anymore, and doom and gloom.
Let's wait for the PTS shall we? Many of us have been asking for class change tokens for a while and this is truthfully a better alternative IMO.
If you're a META chaser, sure, there will be a most effective trash setup, boss setup, etc. The thing is though, a vast majority of people just play this game casually and what this does is put the game more in line with main line elder scrolls games. If yall are playing this game currently at a high level and think there's class identity still, that's just baffling. Every dps setup minus arcanists with their beams have largely the same feel and setup. There's VERY little class identity as is. What this is doing is given the player more agency and allowing for more player identity in my opinion. It's also a fantastic alternative to those of us that play just one or even a few characters to help with burnout.
I have 1 tank, 1 healer and 1 dps character. I never wanted to start any other characters because I hated the slog of grinding up these annoying skill lines (eg, psijic, antiquities, mages guild, pvp lines since I don't pvp). This will allow me to switch things up here and there as needed to give life to my gameplay when I typically would've just left for another game for a while.
Just like there is now, there are tons of slightly off-META setups that are totally doable and viable and lots of fun UNLESS you are score pushing. The amount of people that are realistically score pushing or doing super high end content is such a small % of the playerbase, you're never going to see balance just for them if you're thinking logically. This is giving everyone else more options to try out the game.
I think, just like with anything, you guys can predict something all you want, but coming in here and saying this is terrible and yada yada yada is silly when we literally haven't even had the chance to get our hands on it. Let's show a little positivity and if you're that burnt out on the game to where every single little thing upsets you or makes you angry, then what are you doing here? I get getting annoyed with balance or lack of updates to things we've been asking for for forever, but this? We haven't even tried it. I'm excited personally.
Now - the season pass monetization and structure is a different story
Except nothing you wrote attacks the very real issue of losing what little class identity we have left.
Necromancer, Arcanist and Vengeance Cyrodill are fun to a massive chunk of the player base due to the fact that real REAL classes exist.
Sub-classes take what little is left of Class identity and destroy it, literally destroy it.
We have literally zero idea about how this affects vengeance lol. Vengeance could require original classes only and not even utilize the subclasses - like I said, why don't we wait for a little more info?
If you want to still use 2/3 of your skill lines to maintain the arcanist feel or necro feel, you can? If you're that attached to the META though, that's just the way you play the game.
You missed the point. The reason people like those classes and Vengeance is due to class identity. You have class identity with Vengeance, Arcanist ETC. I used them as an example.
You do not have class identity with sub-classes, they are literally the antethesis of each other.
No, no I read that correctly. I said if you still want to maintain "full class identity," which largely isn't even really present anymore, you can just still use 2 or 3 of your initial class's skill lines. It's about choice. If you're choosing META, that's your choice. If you want 3 different class skill lines that's your choice. It's giving the player their own identity for their character.
Vengeance wasn't just liked because of class identity, it was largely liked because you could jump in without coming up with a FOTM build, fights were significantly larger due to better server stability, you didn't have people ganking like crazy or surviving 20 on 1 fights, there weren't ball groups, etc. It's not the end-all-be-all there.
So tired of seeing the class identity argument. Classes should have never been in the game from the start. And if you still want to play with your original three skill lines, no one is stopping you? And most of these people crying about class identity have skill bars full of weapon skills, fighter's guild, psjic, etc.
As for PvP and being able to identify an enemy's class, how is that fun? Every time I see a warden, sorc, nightblade, DK, etc. I know exactly what they're going to do. How is that fun? I'm actually excited to not know what an enemy is going to be doing for once.
Pixiepumpkin wrote: »Cooperharley wrote: »Pixiepumpkin wrote: »Cooperharley wrote: »Pixiepumpkin wrote: »Cooperharley wrote: »It's pretty typical for this community, especially people on the forums, to get their pitchforks out with any sort of change. It's done every single update. The same people come out in droves, several of which likely don't even play the game much anymore, and doom and gloom.
Let's wait for the PTS shall we? Many of us have been asking for class change tokens for a while and this is truthfully a better alternative IMO.
If you're a META chaser, sure, there will be a most effective trash setup, boss setup, etc. The thing is though, a vast majority of people just play this game casually and what this does is put the game more in line with main line elder scrolls games. If yall are playing this game currently at a high level and think there's class identity still, that's just baffling. Every dps setup minus arcanists with their beams have largely the same feel and setup. There's VERY little class identity as is. What this is doing is given the player more agency and allowing for more player identity in my opinion. It's also a fantastic alternative to those of us that play just one or even a few characters to help with burnout.
I have 1 tank, 1 healer and 1 dps character. I never wanted to start any other characters because I hated the slog of grinding up these annoying skill lines (eg, psijic, antiquities, mages guild, pvp lines since I don't pvp). This will allow me to switch things up here and there as needed to give life to my gameplay when I typically would've just left for another game for a while.
Just like there is now, there are tons of slightly off-META setups that are totally doable and viable and lots of fun UNLESS you are score pushing. The amount of people that are realistically score pushing or doing super high end content is such a small % of the playerbase, you're never going to see balance just for them if you're thinking logically. This is giving everyone else more options to try out the game.
I think, just like with anything, you guys can predict something all you want, but coming in here and saying this is terrible and yada yada yada is silly when we literally haven't even had the chance to get our hands on it. Let's show a little positivity and if you're that burnt out on the game to where every single little thing upsets you or makes you angry, then what are you doing here? I get getting annoyed with balance or lack of updates to things we've been asking for for forever, but this? We haven't even tried it. I'm excited personally.
Now - the season pass monetization and structure is a different story
Except nothing you wrote attacks the very real issue of losing what little class identity we have left.
Necromancer, Arcanist and Vengeance Cyrodill are fun to a massive chunk of the player base due to the fact that real REAL classes exist.
Sub-classes take what little is left of Class identity and destroy it, literally destroy it.
We have literally zero idea about how this affects vengeance lol. Vengeance could require original classes only and not even utilize the subclasses - like I said, why don't we wait for a little more info?
If you want to still use 2/3 of your skill lines to maintain the arcanist feel or necro feel, you can? If you're that attached to the META though, that's just the way you play the game.
You missed the point. The reason people like those classes and Vengeance is due to class identity. You have class identity with Vengeance, Arcanist ETC. I used them as an example.
You do not have class identity with sub-classes, they are literally the antethesis of each other.
No, no I read that correctly. I said if you still want to maintain "full class identity," which largely isn't even really present anymore, you can just still use 2 or 3 of your initial class's skill lines. It's about choice. If you're choosing META, that's your choice. If you want 3 different class skill lines that's your choice. It's giving the player their own identity for their character.
Vengeance wasn't just liked because of class identity, it was largely liked because you could jump in without coming up with a FOTM build, fights were significantly larger due to better server stability, you didn't have people ganking like crazy or surviving 20 on 1 fights, there weren't ball groups, etc. It's not the end-all-be-all there.
You still miss the point. Class identity is not only what you play, but what you see played. If I can't identify the enemies class, then they have lost class identity.
AGAIN, Vengeance was simply an example, an illustration.
Cooperharley wrote: »Pixiepumpkin wrote: »Cooperharley wrote: »Pixiepumpkin wrote: »Cooperharley wrote: »Pixiepumpkin wrote: »Cooperharley wrote: »It's pretty typical for this community, especially people on the forums, to get their pitchforks out with any sort of change. It's done every single update. The same people come out in droves, several of which likely don't even play the game much anymore, and doom and gloom.
Let's wait for the PTS shall we? Many of us have been asking for class change tokens for a while and this is truthfully a better alternative IMO.
If you're a META chaser, sure, there will be a most effective trash setup, boss setup, etc. The thing is though, a vast majority of people just play this game casually and what this does is put the game more in line with main line elder scrolls games. If yall are playing this game currently at a high level and think there's class identity still, that's just baffling. Every dps setup minus arcanists with their beams have largely the same feel and setup. There's VERY little class identity as is. What this is doing is given the player more agency and allowing for more player identity in my opinion. It's also a fantastic alternative to those of us that play just one or even a few characters to help with burnout.
I have 1 tank, 1 healer and 1 dps character. I never wanted to start any other characters because I hated the slog of grinding up these annoying skill lines (eg, psijic, antiquities, mages guild, pvp lines since I don't pvp). This will allow me to switch things up here and there as needed to give life to my gameplay when I typically would've just left for another game for a while.
Just like there is now, there are tons of slightly off-META setups that are totally doable and viable and lots of fun UNLESS you are score pushing. The amount of people that are realistically score pushing or doing super high end content is such a small % of the playerbase, you're never going to see balance just for them if you're thinking logically. This is giving everyone else more options to try out the game.
I think, just like with anything, you guys can predict something all you want, but coming in here and saying this is terrible and yada yada yada is silly when we literally haven't even had the chance to get our hands on it. Let's show a little positivity and if you're that burnt out on the game to where every single little thing upsets you or makes you angry, then what are you doing here? I get getting annoyed with balance or lack of updates to things we've been asking for for forever, but this? We haven't even tried it. I'm excited personally.
Now - the season pass monetization and structure is a different story
Except nothing you wrote attacks the very real issue of losing what little class identity we have left.
Necromancer, Arcanist and Vengeance Cyrodill are fun to a massive chunk of the player base due to the fact that real REAL classes exist.
Sub-classes take what little is left of Class identity and destroy it, literally destroy it.
We have literally zero idea about how this affects vengeance lol. Vengeance could require original classes only and not even utilize the subclasses - like I said, why don't we wait for a little more info?
If you want to still use 2/3 of your skill lines to maintain the arcanist feel or necro feel, you can? If you're that attached to the META though, that's just the way you play the game.
You missed the point. The reason people like those classes and Vengeance is due to class identity. You have class identity with Vengeance, Arcanist ETC. I used them as an example.
You do not have class identity with sub-classes, they are literally the antethesis of each other.
No, no I read that correctly. I said if you still want to maintain "full class identity," which largely isn't even really present anymore, you can just still use 2 or 3 of your initial class's skill lines. It's about choice. If you're choosing META, that's your choice. If you want 3 different class skill lines that's your choice. It's giving the player their own identity for their character.
Vengeance wasn't just liked because of class identity, it was largely liked because you could jump in without coming up with a FOTM build, fights were significantly larger due to better server stability, you didn't have people ganking like crazy or surviving 20 on 1 fights, there weren't ball groups, etc. It's not the end-all-be-all there.
You still miss the point. Class identity is not only what you play, but what you see played. If I can't identify the enemies class, then they have lost class identity.
AGAIN, Vengeance was simply an example, an illustration.
That's fair, but again, back to my point, there is already very little class identity in a game that really shouldn't have even had classes to begin with. They were taking inspiration from WoW to start, which is why we have it rather than being more in line with main-line elder scrolls games. They're shifting more towards player identity than class identity, which I'm in favor of. META will be META regardless of "class identity" and for people that don't chase the META, the game is objectively going to be giving you more freedom and options now, which is how a vast majority of people play whether you or I like it.
I know your vengeance example was an illustration - I was commenting on what you said specifically about it and why I disagreed.
PvP is obviously a different story entirely. In PvE, you don't have to be influenced by META and you can complete a vast majority of it without being META. In PvP you are heavily influenced by it because you are playing against other people directly versus with them. It seems as though, regardless, ZOS is heading in the vengeance route as it's bringing the game back to what it used to be at launch. Large scale battles and simplicity are the name of the game there versus ball groups, lag, small fights with the same 15 people on each side, and annoying-as-all-getout ganking. I imagine they'll obviously keep grey host for people that enjoy that (I dont understand how at this point, but it's w/e) and everyone will have access to the same tools largely.
ForumBully wrote: »So tired of seeing the class identity argument. Classes should have never been in the game from the start. And if you still want to play with your original three skill lines, no one is stopping you? And most of these people crying about class identity have skill bars full of weapon skills, fighter's guild, psjic, etc.
As for PvP and being able to identify an enemy's class, how is that fun? Every time I see a warden, sorc, nightblade, DK, etc. I know exactly what they're going to do. How is that fun? I'm actually excited to not know what an enemy is going to be doing for once.
It's definitely weird from a former PvPers perspective to see people advocate for predictability.
Pixiepumpkin wrote: »ForumBully wrote: »So tired of seeing the class identity argument. Classes should have never been in the game from the start. And if you still want to play with your original three skill lines, no one is stopping you? And most of these people crying about class identity have skill bars full of weapon skills, fighter's guild, psjic, etc.
As for PvP and being able to identify an enemy's class, how is that fun? Every time I see a warden, sorc, nightblade, DK, etc. I know exactly what they're going to do. How is that fun? I'm actually excited to not know what an enemy is going to be doing for once.
It's definitely weird from a former PvPers perspective to see people advocate for predictability.
What? The number one thing you want in pvp is to be able to read your opponent and outplay them. Predictability is a MASSIVE part of that.
I can't imagine any PVPer wanting to make their life harder without the ability to read, outplay their opponent.
And if you still want to play with your original three skill lines, no one is stopping you?
tomofhyrule wrote: »And if you still want to play with your original three skill lines, no one is stopping you?
This is a major worry people have, because it literally happened with Hybridization.
Sure, you don't have to run a hybrid build. But other people did and showed that it was very strong, so the skills got nerfed. And nerfed. And then a few more nerfs. And at the end, the hybrid build was about where the original builds were, and the non-hybrid builds were in the ground with no sustain, few options for powerful skills, and barely any power remaining.
This is something people are scared of. What if a given class/line combo ends up OP? Fine, the skill gets nerfed so everything's back on one level. And now imagine the person who doesn't want to subclass who just had one of their main skills nerfed, and the only way they can get back up is by being forced to subclass that passive to get the power back.
Is it really a choice if you're coerced into it?
ForumBully wrote: »Pixiepumpkin wrote: »ForumBully wrote: »So tired of seeing the class identity argument. Classes should have never been in the game from the start. And if you still want to play with your original three skill lines, no one is stopping you? And most of these people crying about class identity have skill bars full of weapon skills, fighter's guild, psjic, etc.
As for PvP and being able to identify an enemy's class, how is that fun? Every time I see a warden, sorc, nightblade, DK, etc. I know exactly what they're going to do. How is that fun? I'm actually excited to not know what an enemy is going to be doing for once.
It's definitely weird from a former PvPers perspective to see people advocate for predictability.
What? The number one thing you want in pvp is to be able to read your opponent and outplay them. Predictability is a MASSIVE part of that.
I can't imagine any PVPer wanting to make their life harder without the ability to read, outplay their opponent.
You can't imagine challenge and adaptation in a fight?
Pixiepumpkin wrote: »ForumBully wrote: »Pixiepumpkin wrote: »ForumBully wrote: »So tired of seeing the class identity argument. Classes should have never been in the game from the start. And if you still want to play with your original three skill lines, no one is stopping you? And most of these people crying about class identity have skill bars full of weapon skills, fighter's guild, psjic, etc.
As for PvP and being able to identify an enemy's class, how is that fun? Every time I see a warden, sorc, nightblade, DK, etc. I know exactly what they're going to do. How is that fun? I'm actually excited to not know what an enemy is going to be doing for once.
It's definitely weird from a former PvPers perspective to see people advocate for predictability.
What? The number one thing you want in pvp is to be able to read your opponent and outplay them. Predictability is a MASSIVE part of that.
I can't imagine any PVPer wanting to make their life harder without the ability to read, outplay their opponent.
You can't imagine challenge and adaptation in a fight?
It's not about challenge, its about knowing how to fight that class. Each class requires a different approach in combat engagement. This is why PVPers generally play all classes to some degree, its so that they can learn the ins and outs of the class.
There is a fundamental that apparently many on these forums do not understand about game development (yes I have studied it, I am a designer by trade).
Player agency, which is kinda broad but in MMORPG speak is the necessity for a player to be able to control and make decisions while playing the game. In PVP speak what his means is that no one player should have ultimate control over another player. The WOW devs said, I believe over a decade ago that there should be no "hard counters" in game, meaning that any class should be able, if played correctly, should be able to beat their opponent.
This already does not happen in ESO with the way builds work (and PART of the reason so many loved Vengeance).
As bad as it is now, with sub classing, it just gets worse to an unfathomable level.
People already quit BG's or refrain from PVP in ESO due to getting 1 shot, or rather dying inside of a single second. There is no counterplay to that, there is nothing you can do, not even change your build (I have done it, made stupid uber tank builds that were even blown up in 1-2 seconds).
This is in part why sub-classes is an insanely terrible idea (works in single player games, not multiplayer) because any given player will have no clue what they are up against.
Its not about the "challenge", its about having some idea of what you are up against and how to counter them.
The more I ponder on sub classes, the more idiotic I think the idea is. I ponder on the pros and cons and every time come up with the same answer. Its simply a bad design.
ForumBully wrote: »Pixiepumpkin wrote: »ForumBully wrote: »Pixiepumpkin wrote: »ForumBully wrote: »So tired of seeing the class identity argument. Classes should have never been in the game from the start. And if you still want to play with your original three skill lines, no one is stopping you? And most of these people crying about class identity have skill bars full of weapon skills, fighter's guild, psjic, etc.
As for PvP and being able to identify an enemy's class, how is that fun? Every time I see a warden, sorc, nightblade, DK, etc. I know exactly what they're going to do. How is that fun? I'm actually excited to not know what an enemy is going to be doing for once.
It's definitely weird from a former PvPers perspective to see people advocate for predictability.
What? The number one thing you want in pvp is to be able to read your opponent and outplay them. Predictability is a MASSIVE part of that.
I can't imagine any PVPer wanting to make their life harder without the ability to read, outplay their opponent.
You can't imagine challenge and adaptation in a fight?
It's not about challenge, its about knowing how to fight that class. Each class requires a different approach in combat engagement. This is why PVPers generally play all classes to some degree, its so that they can learn the ins and outs of the class.
There is a fundamental that apparently many on these forums do not understand about game development (yes I have studied it, I am a designer by trade).
Player agency, which is kinda broad but in MMORPG speak is the necessity for a player to be able to control and make decisions while playing the game. In PVP speak what his means is that no one player should have ultimate control over another player. The WOW devs said, I believe over a decade ago that there should be no "hard counters" in game, meaning that any class should be able, if played correctly, should be able to beat their opponent.
This already does not happen in ESO with the way builds work (and PART of the reason so many loved Vengeance).
As bad as it is now, with sub classing, it just gets worse to an unfathomable level.
People already quit BG's or refrain from PVP in ESO due to getting 1 shot, or rather dying inside of a single second. There is no counterplay to that, there is nothing you can do, not even change your build (I have done it, made stupid uber tank builds that were even blown up in 1-2 seconds).
This is in part why sub-classes is an insanely terrible idea (works in single player games, not multiplayer) because any given player will have no clue what they are up against.
Its not about the "challenge", its about having some idea of what you are up against and how to counter them.
The more I ponder on sub classes, the more idiotic I think the idea is. I ponder on the pros and cons and every time come up with the same answer. Its simply a bad design.
Well now there's another challenge; determine the subclass skills being used and act accordingly. Personally, I like variety in a fight.
Pixiepumpkin wrote: »ForumBully wrote: »Pixiepumpkin wrote: »ForumBully wrote: »Pixiepumpkin wrote: »ForumBully wrote: »So tired of seeing the class identity argument. Classes should have never been in the game from the start. And if you still want to play with your original three skill lines, no one is stopping you? And most of these people crying about class identity have skill bars full of weapon skills, fighter's guild, psjic, etc.
As for PvP and being able to identify an enemy's class, how is that fun? Every time I see a warden, sorc, nightblade, DK, etc. I know exactly what they're going to do. How is that fun? I'm actually excited to not know what an enemy is going to be doing for once.
It's definitely weird from a former PvPers perspective to see people advocate for predictability.
What? The number one thing you want in pvp is to be able to read your opponent and outplay them. Predictability is a MASSIVE part of that.
I can't imagine any PVPer wanting to make their life harder without the ability to read, outplay their opponent.
You can't imagine challenge and adaptation in a fight?
It's not about challenge, its about knowing how to fight that class. Each class requires a different approach in combat engagement. This is why PVPers generally play all classes to some degree, its so that they can learn the ins and outs of the class.
There is a fundamental that apparently many on these forums do not understand about game development (yes I have studied it, I am a designer by trade).
Player agency, which is kinda broad but in MMORPG speak is the necessity for a player to be able to control and make decisions while playing the game. In PVP speak what his means is that no one player should have ultimate control over another player. The WOW devs said, I believe over a decade ago that there should be no "hard counters" in game, meaning that any class should be able, if played correctly, should be able to beat their opponent.
This already does not happen in ESO with the way builds work (and PART of the reason so many loved Vengeance).
As bad as it is now, with sub classing, it just gets worse to an unfathomable level.
People already quit BG's or refrain from PVP in ESO due to getting 1 shot, or rather dying inside of a single second. There is no counterplay to that, there is nothing you can do, not even change your build (I have done it, made stupid uber tank builds that were even blown up in 1-2 seconds).
This is in part why sub-classes is an insanely terrible idea (works in single player games, not multiplayer) because any given player will have no clue what they are up against.
Its not about the "challenge", its about having some idea of what you are up against and how to counter them.
The more I ponder on sub classes, the more idiotic I think the idea is. I ponder on the pros and cons and every time come up with the same answer. Its simply a bad design.
Well now there's another challenge; determine the subclass skills being used and act accordingly. Personally, I like variety in a fight.
But you can not tell the passives. With three class lines being used, you literally can not tell what the class is. its 100% impossible.
And as I said, its not about a challenge. There is a difference between a challenge and being gloibaled by some ridiculous combo that has no counter (which again LITERALLY game design 101: The game must allow for player agency)