I've been playing since the launch in 2014 and I must say I absolutely love the subclassing. It's the best system to come to ESO so far. I can't control my excitement.
And it makes so much sense to "break the wheel" starting the second decade of ESO!
IMO you don't have to start your grinding all over again. I've been playing my NB with vicious ophidian for as long as I can remember. And he will still be able to do most content. Not optimal, but fine.
There are builds that utilize night mother's gaze still today.
ZOS is offering fun and there are people worried it will break the meta. It's a very shallow argument.
The game is due to live many more decades. We can't force it to stagnate, it has to reinvent itself from time to time.
And it's not like you won't be fine with your 10 year old build. Most content is achievable with scraps already.
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 have their own name for subclassing (POE calls them Ascendancy Classes) and they function more or less the same way: Base class + specialization, 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 blade class and maybe even given all new skills we haven’t seen yet.
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.
ThoraxtheDark wrote: »
Yeah i prefer the path of exile subclass system and would be much more exciting than just saying " here you go have all the skills " .
Seems a little late in the game to introduce this and most likely a last ditch effort at class balance
Clearly ZOS decided to go down the route of meeting halfway those who wanted the ability to change class rather than adding specialist skill trees to existing classes as is common in other games. In doing so they have created something very different to other games and it's looking like it will excite a lot of players including pulling back a lot of former players.
It'll be interesting to see how it works out, and provided the existing classes aren't altered too much to accommodate subclassing then it should remain optional so if players don't want it they don't need to have it. Interestingly, it's being introduced as a base game feature that is entirely free, when it was clear that if they had gone down the alternative route of class change tokens as some players were requesting they would undoubtedly have been introduced through the Crown Store.
xylena_lazarow wrote: »This is awesome. PvP has been a solved meta for quite some time, finally some new toys arrive. Will there be some broken builds? Yeah, who cares, there are already a ton of toxic broken builds that make people quit. At least now, everyone can crutch on something overpowered if they need to. That's how you close the gap.
It'll be interesting to see how it works out, and provided the existing classes aren't altered too much to accommodate subclassing then it should remain optional so if players don't want it they don't need to have it.