Erickson9610 wrote: »I really appreciate the reference to all of the Companions in the Subclassing quest!! I had a double take when I saw a name I recognized show up here.
Zyaneth_Bal wrote: »madmufffin wrote: »gorynych_88 wrote: »"Subclassing" (it's not subclassing as greatly pointed up here, it's multiclassing and without limits it's just stupidity) will exactly kill the endgame in trials and PvP if they will go the way they already started. They should right now refuse of nerfing class abillitites, set that ones they changed back, and think about just limiting skills power on apply for non-native classes. It's the only way to keep at least some balance somehow. If they will prolongue to move this way they move now it will be the sad and awful fatality for the gameplay and not the light you want to see for some reason.madmufffin wrote: »Subclassing isn't going to kill the endgame. It's going to raise the floor for a lot of people who haven't been able to take that step up and open up a whole new realm of possibilities for those at the top of the endgame. If your definition of the endgame is solely getting a checkmark on your Pithkas, then your definition is the issue and not subclassing.
PS: Ideally if add this updates - it should be only 1 skill line allowed to change and not more, and some weakenings for abilities themsleves (like many people already offered in dedicated topics and here) but only when you use it on another class, not for the base ability. Caus it's the worst ever idea but x2 even - to break original unique class spells (that became usable again only last years after all the experiments with DoTs, weapon skill lines etc etc)... It means from the very start that you won't play pure classes as you played before even close and you could play ONLY with damn hybrids (out of running delves and quests ofc). Even when CP were reworked and any other changes of mechanics (even worst ones) for years weren't affect characters power that noticeable as it already seems will be this time. So I just wondered how changes like this could be even started by devs from straight breaking class powers and how some players can not understand these simple things.
Yet several scorepushing WR holding groups, tri prog groups, and hm prog groups are all excited to have new and refreshing gameplay to build strats around to change how they've approached certain content for years. But sure endgame is gonna die because damage went up
By several you mean one and a half that’s left
..how does this person know ALL these companions? Most if not all of them are not famous whatsoever. Zerith isn't even from this Era.
The RP benefit that comes with swappable class lines is just outstanding. Some people say it makes no sense lore-wise, but I'd absolutely say the opposite is true. A character can have a past, multiple influences or have acquired an understanding of multiple types of magic or combat styles. Some combinations allow the expression of a personal story, whereas the base classes almost feel as if all characters were specialist soldiers trained in one of 7 particular ways. If the base classes were more generic that might make sense, but they are already so arbitrary and footed so loosely in the TES lore that they just always felt out of place. The subclassing is in my opinion an immense blessing for people who orient their characters in a RP inspired way.
Example 1: A player wants to play as a daedra hunter templar in need of power, who has been instrumentalized by Mora for a purpose that still aligns with the sanctity of his mission. This player might have liked to play as a pure arcanist or templar to express this, but a mixture of both comes much closer to the idea.
Example 2: A player might dislike certain combat loops or animations from one of his skill lines. That can lead to a complete loss of one ore more passives due to a slot/activation requirement. Slotting another, more suitable skill line can fill this gap and allow for a better performance of such a build.
Yes, without balancing some combination will allow for excessive power. Adjustments will be needed in the future. But there is no reason to act as if nerfs are somehow offensive to the player. Playing a clearly out of line setup is a conscious decision. If it gets toned down in the next patch and resources are lost on gear, that should not come as a surprise. There is also no guarantee or divine right for anything to be optimal or meta. Any build can become the best by tweaking single digits in coefficients and modifiers. The meta and build homogeneity are always at odds with true build diversity. Restrictions may give less creative players the illusion of build diversity and choice, because they feel like they are doing something different when they are playing the same meta builds on different classes. There is this complete mental disconnect between having fun in an RPG & beating the challenge and just pushing numbers & following the expectations of other players. Of course there will be situationally stronger and weaker builds with this larger selection and players are more responsible for their own "fun". But at least players can pick now, with subclassing, what is actually fun to them, instead of playing compromise classes and jealously clamoring for the goodies of other classes.
In my opinion this is worth upsetting the balance for a while and this doesn't mean that fair fights and good challenges can't be preserved or restored. Challenge is important, but any game can be challenging. I can play tetris if I am just looking for a challenge. An RPG needs good roleplay elements to thrive, and customization is the key to that - be it in terms of cosmetics or gameplay. So while I am strongly against "dumbing down", trivializing or "accessibilizing" the game, the RPG experience takes precedence. I am willing handle a bit of pain in exchange for the ultimate build freedom.
If I were a new player that knows nothing about the game and I was to decide between a game where my characters class can be configured to my liking, and a game with 7 presets, I'd probably never choose the ones with the presets.
Zyaneth_Bal wrote: »madmufffin wrote: »gorynych_88 wrote: »"Subclassing" (it's not subclassing as greatly pointed up here, it's multiclassing and without limits it's just stupidity) will exactly kill the endgame in trials and PvP if they will go the way they already started. They should right now refuse of nerfing class abillitites, set that ones they changed back, and think about just limiting skills power on apply for non-native classes. It's the only way to keep at least some balance somehow. If they will prolongue to move this way they move now it will be the sad and awful fatality for the gameplay and not the light you want to see for some reason.madmufffin wrote: »Subclassing isn't going to kill the endgame. It's going to raise the floor for a lot of people who haven't been able to take that step up and open up a whole new realm of possibilities for those at the top of the endgame. If your definition of the endgame is solely getting a checkmark on your Pithkas, then your definition is the issue and not subclassing.
PS: Ideally if add this updates - it should be only 1 skill line allowed to change and not more, and some weakenings for abilities themsleves (like many people already offered in dedicated topics and here) but only when you use it on another class, not for the base ability. Caus it's the worst ever idea but x2 even - to break original unique class spells (that became usable again only last years after all the experiments with DoTs, weapon skill lines etc etc)... It means from the very start that you won't play pure classes as you played before even close and you could play ONLY with damn hybrids (out of running delves and quests ofc). Even when CP were reworked and any other changes of mechanics (even worst ones) for years weren't affect characters power that noticeable as it already seems will be this time. So I just wondered how changes like this could be even started by devs from straight breaking class powers and how some players can not understand these simple things.
Yet several scorepushing WR holding groups, tri prog groups, and hm prog groups are all excited to have new and refreshing gameplay to build strats around to change how they've approached certain content for years. But sure endgame is gonna die because damage went up
By several you mean one and a half that’s left
There's at least five on PC NA, though obviously of varying degrees of accomplishment. With about 40-45 different members between them.
tomofhyrule wrote: »Another idea that people have been throwing around that could work out to make subclassed builds not so grossly OP but also not let pure builds be obsolete is to specifically adjust passives based on the number of lines players have of a Class.
Currently, every passive has two tiers. I’d say add a third, which would essentially be the unnerfed version we have on Live (particularly for DKs and Sorcs, whose passives got his pretty hard in 11.0.0). But as you trade away class lines, you are also unable to access the power from those passives at full strength and need to take the level 2 or even level 1 passives at maximum.
This would still keep a lot of the power in the skills themselves instead of the interplay between skills and passives that they didn’t originally plan together… like everyone’s current example of Rapid Rot hypercharging Fatecarver with zero investment in the Necro class beyond that single passive.
Another option would be to apply a “with a [insert Class here] skill slotted” or even “for X seconds after casting a [insert Class here] skill” on every Class passive. That would ensure that players would need to slot or even actively use the added Class skills instead of just buying a line only for passives. That could also be another was to shadowbuff unmulticlassed players, as they could get the passive activated by using any of their parent Class abilities, but a subclassed players needs specifically to use something from that line.
sans-culottes wrote: »ForumBully wrote: »master_vanargand wrote: »Let's break the class identities in real world.
For example, a soldier + a doctor + a assasin.
For example, a teacher + a caregiver + a thief.
For example, a white + a black + an asian.
For example, a mammal + a plant + an amphibian.
I know these sound exaggerated, but that's this update.
Oh, strange and mess. this update is stupid.
Ok you know it's possible to learn many things in the real world right? And you know race and species aren't learned right?
The examples given—however strained—do inadvertently prove that one can possess multiple identities at once. That said, I’m reminded of the old aphorism: “a jack of all trades is a master of none.” The irony here is that those who specialize, who deliberately commit to one path or class identity, now risk being structurally disadvantaged. Rather than deepening the fantasy, subclassing threatens to flatten it. A “phantasy,” perhaps—something once coherent that now flickers with contradiction.
sans-culottes wrote: »The RP benefit that comes with swappable class lines is just outstanding. Some people say it makes no sense lore-wise, but I'd absolutely say the opposite is true. A character can have a past, multiple influences or have acquired an understanding of multiple types of magic or combat styles. Some combinations allow the expression of a personal story, whereas the base classes almost feel as if all characters were specialist soldiers trained in one of 7 particular ways. If the base classes were more generic that might make sense, but they are already so arbitrary and footed so loosely in the TES lore that they just always felt out of place. The subclassing is in my opinion an immense blessing for people who orient their characters in a RP inspired way.
Example 1: A player wants to play as a daedra hunter templar in need of power, who has been instrumentalized by Mora for a purpose that still aligns with the sanctity of his mission. This player might have liked to play as a pure arcanist or templar to express this, but a mixture of both comes much closer to the idea.
Example 2: A player might dislike certain combat loops or animations from one of his skill lines. That can lead to a complete loss of one ore more passives due to a slot/activation requirement. Slotting another, more suitable skill line can fill this gap and allow for a better performance of such a build.
Yes, without balancing some combination will allow for excessive power. Adjustments will be needed in the future. But there is no reason to act as if nerfs are somehow offensive to the player. Playing a clearly out of line setup is a conscious decision. If it gets toned down in the next patch and resources are lost on gear, that should not come as a surprise. There is also no guarantee or divine right for anything to be optimal or meta. Any build can become the best by tweaking single digits in coefficients and modifiers. The meta and build homogeneity are always at odds with true build diversity. Restrictions may give less creative players the illusion of build diversity and choice, because they feel like they are doing something different when they are playing the same meta builds on different classes. There is this complete mental disconnect between having fun in an RPG & beating the challenge and just pushing numbers & following the expectations of other players. Of course there will be situationally stronger and weaker builds with this larger selection and players are more responsible for their own "fun". But at least players can pick now, with subclassing, what is actually fun to them, instead of playing compromise classes and jealously clamoring for the goodies of other classes.
In my opinion this is worth upsetting the balance for a while and this doesn't mean that fair fights and good challenges can't be preserved or restored. Challenge is important, but any game can be challenging. I can play tetris if I am just looking for a challenge. An RPG needs good roleplay elements to thrive, and customization is the key to that - be it in terms of cosmetics or gameplay. So while I am strongly against "dumbing down", trivializing or "accessibilizing" the game, the RPG experience takes precedence. I am willing handle a bit of pain in exchange for the ultimate build freedom.
If I were a new player that knows nothing about the game and I was to decide between a game where my characters class can be configured to my liking, and a game with 7 presets, I'd probably never choose the ones with the presets.
What if I want to play a Necromancer and not an Elementalist-Thief with a skeleton? The irony is that this diminishes the ability to play single-classed characters with the same degree of power.
My feedback on subclassing (after 1 week PTS):
Please don't.
Feels bad to just throw out 10 years+ of class identity and everything linked to it gameplay wise, lore wise, etc. for a mix&match concept.
If you want to freshen combat experience, there are other ways to do this.
- add a 6th active skill on 1 or both bars
- have the option to replace your back bar ultimate for a 6th active skill
- add new skills to existing skill lines
- add new weapons (new weapon lines)
- true spell crafting
- ...
Erickson9610 wrote: »I really appreciate the reference to all of the Companions in the Subclassing quest!! I had a double take when I saw a name I recognized show up here.
...how does this person know ALL these companions? Most if not all of them are not famous whatsoever. Zerith isn't even from this Era.
Holycannoli wrote: »After 11 years, after all our theorycrafting, grinding gear, golding gear, learning rotations, they're throwing it ALL out and reinventing the game with their idea of "subclasses"
Subclasses should be like, let's say Path of Exile. In POE you can further specialize your Templar with a choice of 3 "subclasses": Inquisitor, Hierophant or Guardian. I think one of them focuses on buffing elemental damage, another totems and a skill called Arcane Surge, and the last one defense and survival. You're not mixing and matching skills from other classes and throwing all notions of balance out the window, you're further specializing your Templar.
Most games with subclasses have their own name for it (POE calls itAscendancy Classes) and they function more or less the same way: Base class + specialization. It’s not Warrior + Mage or Death knight + Rogue (WoW) because that's asinine and impossible to balance.
They should have given us actual subclasses and specializations instead of this. How about sorcerer subclasses that focus either on pets, lightning damage or damage shields? Proper subclasses would have given us new passives to buff specific aspects of our base class and maybe even given all new skills we haven’t seen yet. We need new skills! This would have been the perfect opportunity but nope.
Forget all that gear you spent time on, none of that counts now. Have to start over again and everyone will be basically the same combination of skills and right now as it stands everyone will want arc + necro. If that combo is nerfed another combo will be clear winner and that's what we will see everywhere.
Plus pure classes are nerfed. If you don’t want to subclass you are penalized. How is that possibly acceptable?
Why, after 11 years, are they reinventing the game? I remember another game that reinvented itself: Star Wars Galaxies. Enough said.
Oh and I forgot scribing, you know that new system that lets us customize our classes already. What’s even the point of scribing after this?
Holycannoli wrote: »After 11 years, after all our theorycrafting, grinding gear, golding gear, learning rotations, they're throwing it ALL out and reinventing the game with their idea of "subclasses"
Subclasses should be like, let's say Path of Exile. In POE you can further specialize your Templar with a choice of 3 "subclasses": Inquisitor, Hierophant or Guardian. I think one of them focuses on buffing elemental damage, another totems and a skill called Arcane Surge, and the last one defense and survival. You're not mixing and matching skills from other classes and throwing all notions of balance out the window, you're further specializing your Templar.
Most games with subclasses have their own name for it (POE calls itAscendancy Classes) and they function more or less the same way: Base class + specialization. It’s not Warrior + Mage or Death knight + Rogue (WoW) because that's asinine and impossible to balance.
They should have given us actual subclasses and specializations instead of this. How about sorcerer subclasses that focus either on pets, lightning damage or damage shields? Proper subclasses would have given us new passives to buff specific aspects of our base class and maybe even given all new skills we haven’t seen yet. We need new skills! This would have been the perfect opportunity but nope.
Forget all that gear you spent time on, none of that counts now. Have to start over again and everyone will be basically the same combination of skills and right now as it stands everyone will want arc + necro. If that combo is nerfed another combo will be clear winner and that's what we will see everywhere.
Plus pure classes are nerfed. If you don’t want to subclass you are penalized. How is that possibly acceptable?
Why, after 11 years, are they reinventing the game? I remember another game that reinvented itself: Star Wars Galaxies. Enough said.
Oh and I forgot scribing, you know that new system that lets us customize our classes already. What’s even the point of scribing after this?
Your idea is drastically better, yet it takes more resources and and time. Apparently, they don't have that kind of budget, which is sad. This whole subclassing idea feels like a community mod. Themes will be all over the place; I want a better necromancer that can summon zombies, not one that has an outdated-looking daedra from 2012 or is shooting cliffracers. Instead of new content, they shuffle stuff around.
I play on the PS NA server so I don't get to try out the PTS and see how subclassing works and overall how it's possibly going to look once it goes live.
With that being said, I've been checking this thread weekly, reading everyone's feedback, opinions, watching YT clips of PC players showing duels, parses, etc...And honestly, it's starting to feel like this might be a huge mistake on Zos to consider bringing this live. I'm not sure I'd say scrap it altogether but one of my questions is, who asked for this? I've been playing this game almost since beta and I don't think I've ever really heard or read amongst both PvE/PvP players that they wanted subclasses. Class identity has always been quite popular in this game and now it's just going to be gone.
Honestly, Zos could've implemented so many other options here to keep the game exciting and refreshing. Why not give each class new skills or passives? Why not introduce a whole new skill line altogether for each class to use? And what was the point of scribing now that subclassing will be a thing? They could've just expanded on scribing and added even more scripts and skills to use.
How about a updated Cyro map? Or a auction house for guilds to use? Cosmetic items that drop from world bosses, trial bosses and the like? There's just so many other things that players have been asking for over the years and this sure isn't one of them.
I'm going to at least give it a try because I do love this game and I've been playing way too long to just give up so easily but after talking with multiple guilds on the PS NA server, we're honestly a little worried this might be the nail in in the coffin for us.
Zyaneth_Bal wrote: »I play on the PS NA server so I don't get to try out the PTS and see how subclassing works and overall how it's possibly going to look once it goes live.
With that being said, I've been checking this thread weekly, reading everyone's feedback, opinions, watching YT clips of PC players showing duels, parses, etc...And honestly, it's starting to feel like this might be a huge mistake on Zos to consider bringing this live. I'm not sure I'd say scrap it altogether but one of my questions is, who asked for this? I've been playing this game almost since beta and I don't think I've ever really heard or read amongst both PvE/PvP players that they wanted subclasses. Class identity has always been quite popular in this game and now it's just going to be gone.
Honestly, Zos could've implemented so many other options here to keep the game exciting and refreshing. Why not give each class new skills or passives? Why not introduce a whole new skill line altogether for each class to use? And what was the point of scribing now that subclassing will be a thing? They could've just expanded on scribing and added even more scripts and skills to use.
How about a updated Cyro map? Or a auction house for guilds to use? Cosmetic items that drop from world bosses, trial bosses and the like? There's just so many other things that players have been asking for over the years and this sure isn't one of them.
I'm going to at least give it a try because I do love this game and I've been playing way too long to just give up so easily but after talking with multiple guilds on the PS NA server, we're honestly a little worried this might be the nail in in the coffin for us.
Getting actual subclasses would be cool but what we got is multiclassing and done wrong at that.