PTS Update 46 - Feedback Thread for Subclassing

  • kevkj
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    Sorcerer class specifics have an identity crisis.

    The Oblivion Beacon Class set for Sorcerers counts other class pets as permanent pets, (even though Daedric Prey doesn't buff them). The Necromancer's archer is definitely not a permanent pet, since it has a cool down, but this pet triggers the health and resistance buff and negates the damage bonus buff from the set when no "permanent" pets are active.

    And when using the Class Script on a scribed ability, the pets for necromancer don't heal, you instead apply the shock damage as if you do not have a pet.

    Wow! I am so shocked! Overlooked interactions in my massive multiplayer online role playing game developed by Zenimax Online Studios? This is unprecedented, and so unlike the history of meticulous work we've seen from them in the past.

    Thank the divines that helpful feedback has been provided in this appropriate thread for action to be taken before the update goes live. Do you have any more information to share about the interaction with other class pets (Warden bear/betty, Nightblade shade)?
    Edited by kevkj on May 29, 2025 7:27PM
  • Raynvan
    Raynvan
    Soul Shriven
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  • xylena_lazarow
    xylena_lazarow
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    Isn't subclassing Arcanist beam the bandaid fix for players that can't or won't animation cancel in PvE? I don't see the problem with it, about time we help out casual to mid players in clearing content. The top end score pushers are gonna have the same race in a narrow meta regardless of where exactly ZOS decides to put the finish line, no?

    Meanwhile in PvP, the Assassination line is still a major pain point, not just the obnoxious spectral bow nuke spam, but the basic instant spammable hitting harder than other classes' ults or skills burdened with cast times.

    b2xvdtcaso7z.png
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • daemondamian
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    kevkj wrote: »
    Sorcerer class specifics have an identity crisis.

    The Oblivion Beacon Class set for Sorcerers counts other class pets as permanent pets, (even though Daedric Prey doesn't buff them). The Necromancer's archer is definitely not a permanent pet, since it has a cool down, but this pet triggers the health and resistance buff and negates the damage bonus buff from the set when no "permanent" pets are active.

    And when using the Class Script on a scribed ability, the pets for necromancer don't heal, you instead apply the shock damage as if you do not have a pet.

    Wow! I am so shocked! Overlooked interactions in my massive multiplayer online role playing game developed by Zenimax Online Studios? This is unprecedented, and so unlike the history of meticulous work we've seen from them in the past.

    Thank the divines that helpful feedback has been provided in this appropriate thread for action to be taken before the update goes live. Do you have any more information to share about the interaction with other class pets (Warden bear/betty, Nightblade shade)?

    Oh great, I re/made my non-pet sorc main solo build on the PTS using Beacon of Oblivion and Skeleton Mage and tested it on normal Bloodroot Forge and normal Lep Seclusa and was looking forward to playing it.

    Can confirm the bug though - as soon as I summon the SM my armor/health goes up.

    At least on my other non-pet sorc using animal companions doesn't......

    oh for %*@$* sake Blue Betty counts as a permanent pet for BoO too.

    Granted it doesn't do damage and wouldn't get buffed if Daedric Prey buffed non sorc daedric pets anyway but this is really annyoying as now I have to change that build too!

    and summon charged attronach counts as a permanent pet too?
  • Vaqual
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    To all the people praising this as being the next new update that'll be awesome, revive the game, screw balancing etc etc, you guys are NOT the lifeblood of this game.

    Ok, thanks, nice to hear.

    Criticising balance is fair. I do it all the time. The problem with this purely balancing based criticism, is that balancing alone doesn't make a game. The game needs substance to it.

    There are hundreds of online games with decent endgame and PvP, and yet most players flock to a select few. It is a mix between gameplay, graphics, endgame, performance, community, fantasy etc. ESO was going in circles for years now with class balancing. Poorly designed classes will always hold the experience back, no matter how justifiable some adjustments are. Balance is always tweakable, even if the basis of the class system is changed. Being stuck on a nerfed class for 4 years until the next buff rolls around is not fun. Hating half of the class kit because the other half is the coolest thing in the game and enough to make you play it is also stupid.

    Every couple months the balancing lottery restarted. It was high time to give players the flexibility to react to these changes. It was high time to somewhat detach the the class fantasy from the full balancing impact. As it stands, you will be able to make any line work to a reasonable degree, just not any combination.
    This system also basically comes close to fulfilling two major wishes that the community had since launch with decent compromise, namely class change & classless ESO.

    Whether I am now the lifeblood of this game, a parasite or a chicken, I very much welcome this change. That does not mean that I reject fair balancing attempts and I expect them to follow (but likely not much faster than before).


  • mrreow
    mrreow
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    In a valley between two thriving villages, there stood an ancient stone bridge. For generations, it had borne the weight of travelers, traders, and children at play. Yet over time, its stones began to shift. Some steps grew treacherously high, others crumbled to dust, while a few remained stubbornly immovable.

    The villagers appointed Keepers of the Bridge to tend its balance. But whispers arose:

    "Does but a single Keeper linger in the watchtower? We see lantern-light but three hours at dawn, then darkness. If they studied the bridge at noon—felt its tremors, heard its groans—we might forgive the short hours. Yet their eyes never trace its arches, nor do their feet test its stones."

    The bridge grew more perilous. Merchants’ carts overturned. Friends stumbled. Children scraped their knees.

    And so the people began to walk other paths—longer, steeper, but safer—
    their trust in the bridge eroding like its own neglected stones.

    One day, downriver, a new bridge rose. Its keepers walked its span at dawn and dusk,
    felt the rhythm of every footfall, and listened to the sighs of its beams.
    Travelers flocked to its strong, straight path,
    drawn to a young, developing city.

    The old bridge grew barren,
    and crumbled into the river,
    remembered only by the moss on its drowned stones.
    Edited by mrreow on May 31, 2025 2:23PM
  • jirusan
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    Subclassing is cool, however as also mentioned in other posts, the racial passives remain the main limitation of the armory system. It would be nice that the racial passives could be configured and saved with the subclasses.
  • xylena_lazarow
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    jirusan wrote: »
    Subclassing is cool, however as also mentioned in other posts, the racial passives remain the main limitation of the armory system. It would be nice that the racial passives could be configured and saved with the subclasses.
    It's past time we get sub-racing / race passive mundus stones / whatever to play how we want. Tying stats to character appearance is nonsensical, one already can't tell what a character does by their appearance, what's the point?
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Tonturri
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    jirusan wrote: »
    Subclassing is cool, however as also mentioned in other posts, the racial passives remain the main limitation of the armory system. It would be nice that the racial passives could be configured and saved with the subclasses.
    It's past time we get sub-racing / race passive mundus stones / whatever to play how we want. Tying stats to character appearance is nonsensical, one already can't tell what a character does by their appearance, what's the point?
    It's been more than a decade and I'm still mad about this. They could have so, so easily renamed racial passives to 'Backgrounds' or something. And yet here we are.

  • ellmarie
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    It's not working for me. I'm chose a skill line for Arcanist on my NB and it opened it, and I assigned it, but she still asking me to donate 1500 to choose more skill lines. Very very confusing. Should have been as easy as scribing.
    Xbox X- NA
  • sweatapodimas
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    Please give pure classes a passive bonus (10% flat damage or 3500 pen, yadda yadda). That way it still stays viable.
    "Jazz isn't dead, it just smells funny" - Frank Zappa
  • whitecrow
    whitecrow
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    Is this woman going to be a permanent fixture at the wayshrine now? :(
  • SkaiFaith
    SkaiFaith
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    Please give pure classes a passive bonus (10% flat damage or 3500 pen, yadda yadda). That way it still stays viable.

    6% bonus Class skills effectiveness to Pure Classes
    3% bonus Class skills effectiveness to Classes with 1 line subclassed
    0% bonus Class skills effectiveness to Classes fully subclassed

    Just an idea. Could be 6/4/2 or whatever...

    Edited by SkaiFaith on August 21, 2025 11:35AM
    A: "We, as humans, should respect and take care of each other like in a Co-op, not a PvP 🌸"
    B: "Many words. Words bad. Won't read. ⚔️"
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