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"Subclassing"' should be "Multiclassing"

SwimsWithMemes
SwimsWithMemes
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This should be called "Multiclassing" or "Cross-Skilling".


Subclassing implies a deeper, sub-level of an existing class. Giving you access to other class skills is not going deeper, it is broadening your options. There may be a "deeper" level of customizability, but this is not a sub-class.

I would like to see the concept renamed so it fits with the big RPG, Dungeons & Dragons. Sub-classing (or prestige classes) are separate to multi-class or hybrid classes.


What I would also like, in a further exploration of "sub-classing" as if is named, are:


1) incentives to try different combinations. For example, unique cross-class skills or combinations. Minor, but flavourful elements. They can be recycled for any such combination. E.g., taking Necro/Warden/Sorc pets in combination gives you a small buff that lets you run +1 pet or gives your pets 5% HP. If you take a Frost/Lightning/Fire skill tree, you get a slight buff when you cycle between each damage type. This is what I would. Consider "sub-classing to really be, a reward for specializing your class by taking elements from other classes to build a new, distinct identity (but related to the main class). Perhaps there could also be "oppositional" rewards. I can't imagine a Templar is permitted to easily become a necromancer and/or an Arcanist, maybe they lose some resistances or have a healing debuff, but gain a minor flavorful reward for learning about their enemies powers.


2) Some "core" class skills or passives that exist outside of the class skills lines. For example, Sorcs may get a unique lightning buff, DKs fire, NB poison (but hopefully more interesting than just damage). This keeps classes slightly more distinct. This could also be a purity buff, E.g., a reward for staying a full Warden, instead of ditching one Skill tree for a different DMG one. Perhaps a skill cost reduction, or multi-using that classes skills gives a reduction in a resource cost. Maybe a unique benefit for having one of each of your classes skills trees slotted.
  • Toanis
    Toanis
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    Some dnd subclasses are basically multiclasses (e.g. Swashbuckler, Eldritch Knight, Arcane Trickster)
    All ZOS has to do is come up with a nifty new class name for every possible class combination :)
  • gc0018
    gc0018
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    Hybrid classes generally have weaker version of skill than the pure class. it makes sense because one spends all the effort in doing one thing should generally do better than who divides the effort.
    Images not allowed, sad
  • Wereswan
    Wereswan
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    The term "class skill lines" is also becoming somewhat of a misnomer when they're working towards eliminating the whole idea of a "class."

    "Core" abilities, perhaps?
  • SeaGtGruff
    SeaGtGruff
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    I think "subclass" can be a legitimate term in this usage, but it might be a matter of individual preference.

    For instance, Arena has 3 main classes-- Mage, Thief, and Warrior-- and each of those main classes contains 6 subclasses. If you let the game assign you a class based on answering a set of questions, each question has 3 possible answers which are supposed to be how a Mage, Thief, or Warrior might handle the given scenario, such that you end up with 10 points which are distributed between Mage, Thief, and Warrior, with the resulting balance suggesting which subclass you would probably best fit into. So each of Arena's 18 subclasses is some mixture of traits, tendencies, and abilities from the 3 main classes.

    Those 18 subclasses were passed on to the other Elder Scrolls games, although I think Daggerfall may have reorganized them a little bit (as well as adding the ability to create custom classes), then Morrowind added 3 additional subclasses for class balance combinations that Arena had omitted because they didn't have a clear tendency toward a specific main class.

    I think multi-classing is a good way to describe this new feature, but subclassing also fits in the sense that a character will always be locked into its original class as far as needing to retain at least 1 skill line from that class and not being able to use class set gear which was designed for any other classes. Thus, a Sorc will still be a Sorc, even if the player decides to swap 1 or 2 of the Sorc skill lines out for skill lines from other classes. Consequently, the various combinations are going to be like different flavors of Sorcs, or of whatever class a given character began as.
    I've fought mudcrabs more fearsome than me!
  • SwimsWithMemes
    SwimsWithMemes
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    gc0018 wrote: »
    Hybrid classes generally have weaker version of skill than the pure class. it makes sense because one spends all the effort in doing one thing should generally do better than who divides the effort.
    gc0018 wrote: »
    Hybrid classes generally have weaker version of skill than the pure class. it makes sense because one spends all the effort in doing one thing should generally do better than who divides the effort.

    I agree in principle that there should be a cost to flexibility, but the current iteration is that flexibility will be the norm. I don't think half experience and double skill points is an appropriate cost, because it's not an interesting tradeoff it's only punishing. It's another unnecessary grind, in lieu of a real tradeoff.
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