moderatelyfatman wrote: »I once said there are 2 types of players based on how they viewed their toons:
1. Characters in a living novel.
2. Sportscars in a garage.
The thing is, in both cases Class Identity is essential. I mean, who wants to drive a Ferrari that handles exactly the same as a Porsche which also handles just like a Lexus.
I don't think this post makes sense tbh, or at least it isn't coming from an unbiased perspective. There is no strict link between class identity and roleplay. Classes are just a way to translate certain limitations into a game format: Time spent to acquire/hone skills in a given field of expertise, natural ability, adherence to the "physical ruleset" of the world. These limitations create a fair and challenging playground to enjoy the game in, while the classes ideally leave enough opportunity to customize a character according to the players preferences (as in: who am I playing as?).
If classes are designed poorly, players may not be able to express their characters story fully, and, if the limitations are too loose, the immersion or the game balance can suffer (as in: a player has access to all spells at all time). ESO classes are not very deeply connected to the TES world lore wise, and somewhat shoehorned in. The magic that the classes use is also not fully unique, vaguely tied to aedric and daedric sources and in principle open to anyone who is willing to train or bargain for such powers. You do not need to be a DK to use fire magic (see Destruction Magic) and being a DK automatically automatically makes you an expert fire wizard even if you decide to play a non-caster character (e.g. Stamina Morphs of Spells as Noxious Breath). So the class system in ESO is pretty much failing on two fronts, by providing a pretty restrictive framework for actual roleplay while at it the same time fails to place these classes coherently inside the world (why are all Wardens bringing Vvardenfell animals?). The redeeming quality is that the player can choose to branch out into non-class lines and customize his experience. The subclassing will be basically an extension of this. The "classes" don't go away for the people who like them. The 3-class line maximum restriction is still there (so no one can learn everything at once), and although it will be a lot of work to balance the lines individually, it is doable and in some way a good opportunity to fix the weird power budgeting of the existing classes (with the status quo basically being "maximize passives of all 3 lines or delete your character, too bad if you don't like them").
A class doesn't have to be a "job", and not even people who practice the same profession are identical. Nothing says someone couldn't have chosen a different path, and for example have spent a few years learning Warden frost magic. That players DK abilities may have suffered a bit for it (losing 1 skill line), but that it what really makes for organic character building. Viewing a preset job as the defining feature of a character is pretty much the opposite of what I consider good RPG. That really only works if these jobs/classes offer enough depth, and non-changeable 4 passives per skill line and 6 morphable abilities that change the skill ever so sligthly isn't real depth.
I think breaking up the class system is pretty much the coolest thing they could have possibly done with the game.
I don't think this post makes sense tbh, or at least it isn't coming from an unbiased perspective. There is no strict link between class identity and roleplay. Classes are just a way to translate certain limitations into a game format: Time spent to acquire/hone skills in a given field of expertise, natural ability, adherence to the "physical ruleset" of the world. These limitations create a fair and challenging playground to enjoy the game in, while the classes ideally leave enough opportunity to customize a character according to the players preferences (as in: who am I playing as?).
If classes are designed poorly, players may not be able to express their characters story fully, and, if the limitations are too loose, the immersion or the game balance can suffer (as in: a player has access to all spells at all time). ESO classes are not very deeply connected to the TES world lore wise, and somewhat shoehorned in. The magic that the classes use is also not fully unique, vaguely tied to aedric and daedric sources and in principle open to anyone who is willing to train or bargain for such powers. You do not need to be a DK to use fire magic (see Destruction Magic) and being a DK automatically automatically makes you an expert fire wizard even if you decide to play a non-caster character (e.g. Stamina Morphs of Spells as Noxious Breath). So the class system in ESO is pretty much failing on two fronts, by providing a pretty restrictive framework for actual roleplay while at it the same time fails to place these classes coherently inside the world (why are all Wardens bringing Vvardenfell animals?). The redeeming quality is that the player can choose to branch out into non-class lines and customize his experience. The subclassing will be basically an extension of this. The "classes" don't go away for the people who like them. The 3-class line maximum restriction is still there (so no one can learn everything at once), and although it will be a lot of work to balance the lines individually, it is doable and in some way a good opportunity to fix the weird power budgeting of the existing classes (with the status quo basically being "maximize passives of all 3 lines or delete your character, too bad if you don't like them").
A class doesn't have to be a "job", and not even people who practice the same profession are identical. Nothing says someone couldn't have chosen a different path, and for example have spent a few years learning Warden frost magic. That players DK abilities may have suffered a bit for it (losing 1 skill line), but that it what really makes for organic character building. Viewing a preset job as the defining feature of a character is pretty much the opposite of what I consider good RPG. That really only works if these jobs/classes offer enough depth, and non-changeable 4 passives per skill line and 6 morphable abilities that change the skill ever so sligthly isn't real depth.
I think breaking up the class system is pretty much the coolest thing they could have possibly done with the game.
AngryNecro wrote: »My necro won't lose its class identity in any way. I will mostly use the necro-NB rulers, and in all cases it will just be an improved necromancer, even if it is NB.
Pixiepumpkin wrote: »I don't think this post makes sense tbh, or at least it isn't coming from an unbiased perspective. There is no strict link between class identity and roleplay. Classes are just a way to translate certain limitations into a game format: Time spent to acquire/hone skills in a given field of expertise, natural ability, adherence to the "physical ruleset" of the world. These limitations create a fair and challenging playground to enjoy the game in, while the classes ideally leave enough opportunity to customize a character according to the players preferences (as in: who am I playing as?).
If classes are designed poorly, players may not be able to express their characters story fully, and, if the limitations are too loose, the immersion or the game balance can suffer (as in: a player has access to all spells at all time). ESO classes are not very deeply connected to the TES world lore wise, and somewhat shoehorned in. The magic that the classes use is also not fully unique, vaguely tied to aedric and daedric sources and in principle open to anyone who is willing to train or bargain for such powers. You do not need to be a DK to use fire magic (see Destruction Magic) and being a DK automatically automatically makes you an expert fire wizard even if you decide to play a non-caster character (e.g. Stamina Morphs of Spells as Noxious Breath). So the class system in ESO is pretty much failing on two fronts, by providing a pretty restrictive framework for actual roleplay while at it the same time fails to place these classes coherently inside the world (why are all Wardens bringing Vvardenfell animals?). The redeeming quality is that the player can choose to branch out into non-class lines and customize his experience. The subclassing will be basically an extension of this. The "classes" don't go away for the people who like them. The 3-class line maximum restriction is still there (so no one can learn everything at once), and although it will be a lot of work to balance the lines individually, it is doable and in some way a good opportunity to fix the weird power budgeting of the existing classes (with the status quo basically being "maximize passives of all 3 lines or delete your character, too bad if you don't like them").
A class doesn't have to be a "job", and not even people who practice the same profession are identical. Nothing says someone couldn't have chosen a different path, and for example have spent a few years learning Warden frost magic. That players DK abilities may have suffered a bit for it (losing 1 skill line), but that it what really makes for organic character building. Viewing a preset job as the defining feature of a character is pretty much the opposite of what I consider good RPG. That really only works if these jobs/classes offer enough depth, and non-changeable 4 passives per skill line and 6 morphable abilities that change the skill ever so sligthly isn't real depth.
I think breaking up the class system is pretty much the coolest thing they could have possibly done with the game.
You are not understanding anything I said. Did you even watch the video?
It is impossible to have a classless design and at the same time express your class. RPG players want to express their class. This is well documented over the 50 years RPGS have existed. Even back in table top days of Dungeons and Dragons players would dress up as their character. [snip]
Pixiepumpkin wrote: »AngryNecro wrote: »My necro won't lose its class identity in any way. I will mostly use the necro-NB rulers, and in all cases it will just be an improved necromancer, even if it is NB.
Edgy looking character!
I asked AI to give me an amalagamation of what class a night blade and a necromancer would be in an RPG setting and the answer is neither nightblade or necromancer.
Now, a ghostwalker sounds cool. If I could see you on the battlefield and recognize you as a ghostwalker, I'd be all for it. But that is not whats happening in ESO.
The identity is literally shreaded. And what is left, although can be defined, does not exist in the game. Not even in the original TES games, because even in those there was a structure to what you played.
Rather than try to stop it, which wont work, why dont give ideas on how to make it better. From just what you wrote i would do the idea that combining class lines change your base aura color for all skills. So if someone was a necromancer/nightblade the skills aura could change color to reflect this. Each class has its own aura color and it wouldnt take much work to extend this to sublasses.
JemadarofCaerSalis wrote: »Pixiepumpkin wrote: »I don't think this post makes sense tbh, or at least it isn't coming from an unbiased perspective. There is no strict link between class identity and roleplay. Classes are just a way to translate certain limitations into a game format: Time spent to acquire/hone skills in a given field of expertise, natural ability, adherence to the "physical ruleset" of the world. These limitations create a fair and challenging playground to enjoy the game in, while the classes ideally leave enough opportunity to customize a character according to the players preferences (as in: who am I playing as?).
If classes are designed poorly, players may not be able to express their characters story fully, and, if the limitations are too loose, the immersion or the game balance can suffer (as in: a player has access to all spells at all time). ESO classes are not very deeply connected to the TES world lore wise, and somewhat shoehorned in. The magic that the classes use is also not fully unique, vaguely tied to aedric and daedric sources and in principle open to anyone who is willing to train or bargain for such powers. You do not need to be a DK to use fire magic (see Destruction Magic) and being a DK automatically automatically makes you an expert fire wizard even if you decide to play a non-caster character (e.g. Stamina Morphs of Spells as Noxious Breath). So the class system in ESO is pretty much failing on two fronts, by providing a pretty restrictive framework for actual roleplay while at it the same time fails to place these classes coherently inside the world (why are all Wardens bringing Vvardenfell animals?). The redeeming quality is that the player can choose to branch out into non-class lines and customize his experience. The subclassing will be basically an extension of this. The "classes" don't go away for the people who like them. The 3-class line maximum restriction is still there (so no one can learn everything at once), and although it will be a lot of work to balance the lines individually, it is doable and in some way a good opportunity to fix the weird power budgeting of the existing classes (with the status quo basically being "maximize passives of all 3 lines or delete your character, too bad if you don't like them").
A class doesn't have to be a "job", and not even people who practice the same profession are identical. Nothing says someone couldn't have chosen a different path, and for example have spent a few years learning Warden frost magic. That players DK abilities may have suffered a bit for it (losing 1 skill line), but that it what really makes for organic character building. Viewing a preset job as the defining feature of a character is pretty much the opposite of what I consider good RPG. That really only works if these jobs/classes offer enough depth, and non-changeable 4 passives per skill line and 6 morphable abilities that change the skill ever so sligthly isn't real depth.
I think breaking up the class system is pretty much the coolest thing they could have possibly done with the game.
You are not understanding anything I said. Did you even watch the video?
It is impossible to have a classless design and at the same time express your class. RPG players want to express their class. This is well documented over the 50 years RPGS have existed. Even back in table top days of Dungeons and Dragons players would dress up as their character. [snip]
[snip] They wanted to express their characters, of which class was part of it, but not necessarily the class of the character itself.
Beyond that, there have always been players who have wanted *more* and multi-classing has been a thing for quite a while.
I see this as a type of multi-classing. I can now decide to 'multi-class' out from a strict sorceror into a sorceror who also can heal better. Or I can get a bit tankier. Or I can decide to work from the shadows.
Does this exactly line up with D&D's classes and multiclassing? Of course not. ESO is not D&D, nor are ESO's classes the same as the classes of the D&D classes. D&D classes tend to give you much more freedom over what you are doing within a class than ESO's. (as in you often have access to more spells, more abilities etc...)
sans-culottes wrote: »I don't think this post makes sense tbh, or at least it isn't coming from an unbiased perspective. There is no strict link between class identity and roleplay. Classes are just a way to translate certain limitations into a game format: Time spent to acquire/hone skills in a given field of expertise, natural ability, adherence to the "physical ruleset" of the world. These limitations create a fair and challenging playground to enjoy the game in, while the classes ideally leave enough opportunity to customize a character according to the players preferences (as in: who am I playing as?).
If classes are designed poorly, players may not be able to express their characters story fully, and, if the limitations are too loose, the immersion or the game balance can suffer (as in: a player has access to all spells at all time). ESO classes are not very deeply connected to the TES world lore wise, and somewhat shoehorned in. The magic that the classes use is also not fully unique, vaguely tied to aedric and daedric sources and in principle open to anyone who is willing to train or bargain for such powers. You do not need to be a DK to use fire magic (see Destruction Magic) and being a DK automatically automatically makes you an expert fire wizard even if you decide to play a non-caster character (e.g. Stamina Morphs of Spells as Noxious Breath). So the class system in ESO is pretty much failing on two fronts, by providing a pretty restrictive framework for actual roleplay while at it the same time fails to place these classes coherently inside the world (why are all Wardens bringing Vvardenfell animals?). The redeeming quality is that the player can choose to branch out into non-class lines and customize his experience. The subclassing will be basically an extension of this. The "classes" don't go away for the people who like them. The 3-class line maximum restriction is still there (so no one can learn everything at once), and although it will be a lot of work to balance the lines individually, it is doable and in some way a good opportunity to fix the weird power budgeting of the existing classes (with the status quo basically being "maximize passives of all 3 lines or delete your character, too bad if you don't like them").
A class doesn't have to be a "job", and not even people who practice the same profession are identical. Nothing says someone couldn't have chosen a different path, and for example have spent a few years learning Warden frost magic. That players DK abilities may have suffered a bit for it (losing 1 skill line), but that it what really makes for organic character building. Viewing a preset job as the defining feature of a character is pretty much the opposite of what I consider good RPG. That really only works if these jobs/classes offer enough depth, and non-changeable 4 passives per skill line and 6 morphable abilities that change the skill ever so sligthly isn't real depth.
I think breaking up the class system is pretty much the coolest thing they could have possibly done with the game.
@Vaqual, the irony here is that in trying to justify subclassing as liberating, you’ve inadvertently outlined why ESO’s class design is already an incoherent mess.
Yes, ESO’s classes are barely rooted in TES lore. But subclassing doesn’t fix that. It exacerbates it. The solution to a thematically shallow and mechanically restrictive system isn’t to add more disjointed options. It’s to rethink the foundations. Instead, subclassing just lets players combine mismatched fragments—often bizarre ones—without actually offering the clarity or cohesion needed to support even basic archetypes.
You mention role-play, but where in this system does a player get to be a “warrior” in any meaningful sense? The old TES skill-based approach let you do that. ESO’s subclassing just hands you a mashup of thematic scraps: Ardent Flame here, Soldier of Apocrypha there. You don’t get more freedom. You get more noise.
If anything, then this feels less like character building and more like character disassembly.
Pixiepumpkin wrote: »I don't think this post makes sense tbh, or at least it isn't coming from an unbiased perspective. There is no strict link between class identity and roleplay. Classes are just a way to translate certain limitations into a game format: Time spent to acquire/hone skills in a given field of expertise, natural ability, adherence to the "physical ruleset" of the world. These limitations create a fair and challenging playground to enjoy the game in, while the classes ideally leave enough opportunity to customize a character according to the players preferences (as in: who am I playing as?).
If classes are designed poorly, players may not be able to express their characters story fully, and, if the limitations are too loose, the immersion or the game balance can suffer (as in: a player has access to all spells at all time). ESO classes are not very deeply connected to the TES world lore wise, and somewhat shoehorned in. The magic that the classes use is also not fully unique, vaguely tied to aedric and daedric sources and in principle open to anyone who is willing to train or bargain for such powers. You do not need to be a DK to use fire magic (see Destruction Magic) and being a DK automatically automatically makes you an expert fire wizard even if you decide to play a non-caster character (e.g. Stamina Morphs of Spells as Noxious Breath). So the class system in ESO is pretty much failing on two fronts, by providing a pretty restrictive framework for actual roleplay while at it the same time fails to place these classes coherently inside the world (why are all Wardens bringing Vvardenfell animals?). The redeeming quality is that the player can choose to branch out into non-class lines and customize his experience. The subclassing will be basically an extension of this. The "classes" don't go away for the people who like them. The 3-class line maximum restriction is still there (so no one can learn everything at once), and although it will be a lot of work to balance the lines individually, it is doable and in some way a good opportunity to fix the weird power budgeting of the existing classes (with the status quo basically being "maximize passives of all 3 lines or delete your character, too bad if you don't like them").
A class doesn't have to be a "job", and not even people who practice the same profession are identical. Nothing says someone couldn't have chosen a different path, and for example have spent a few years learning Warden frost magic. That players DK abilities may have suffered a bit for it (losing 1 skill line), but that it what really makes for organic character building. Viewing a preset job as the defining feature of a character is pretty much the opposite of what I consider good RPG. That really only works if these jobs/classes offer enough depth, and non-changeable 4 passives per skill line and 6 morphable abilities that change the skill ever so sligthly isn't real depth.
I think breaking up the class system is pretty much the coolest thing they could have possibly done with the game.
You are not understanding anything I said. Did you even watch the video?
It is impossible to have a classless design and at the same time express your class. RPG players want to express their class. This is well documented over the 50 years RPGS have existed. Even back in table top days of Dungeons and Dragons players would dress up as their character. [snip]
Pixiepumpkin wrote: »AngryNecro wrote: »My necro won't lose its class identity in any way. I will mostly use the necro-NB rulers, and in all cases it will just be an improved necromancer, even if it is NB.
Edgy looking character!
I asked AI to give me an amalagamation of what class a night blade and a necromancer would be in an RPG setting and the answer is neither nightblade or necromancer.
Now, a ghostwalker sounds cool. If I could see you on the battlefield and recognize you as a ghostwalker, I'd be all for it. But that is not whats happening in ESO.
The identity is literally shreaded. And what is left, although can be defined, does not exist in the game. Not even in the original TES games, because even in those there was a structure to what you played.
<snipped for brevity> Is putting a label on characters really what makes or breaks the RPG experience?
<snipped for brevity> Is putting a label on characters really what makes or breaks the RPG experience?
Depends. In my internal RP, each of my girls is her own person, with a "job" which relates in large part to her original class, and gives structure to her life in Tamriel (and ESO).
The fact that ZOS is nerfing pure classes in favor of subclasses simply doesn't fit with how I play the game (and have done so for 7+ years) so I'm out.
Pixiepumpkin wrote: »Now, a ghostwalker sounds cool. If I could see you on the battlefield and recognize you as a ghostwalker, I'd be all for it. But that is not whats happening in ESO.
Pixiepumpkin wrote: »I don't think this post makes sense tbh, or at least it isn't coming from an unbiased perspective. There is no strict link between class identity and roleplay. Classes are just a way to translate certain limitations into a game format: Time spent to acquire/hone skills in a given field of expertise, natural ability, adherence to the "physical ruleset" of the world. These limitations create a fair and challenging playground to enjoy the game in, while the classes ideally leave enough opportunity to customize a character according to the players preferences (as in: who am I playing as?).
If classes are designed poorly, players may not be able to express their characters story fully, and, if the limitations are too loose, the immersion or the game balance can suffer (as in: a player has access to all spells at all time). ESO classes are not very deeply connected to the TES world lore wise, and somewhat shoehorned in. The magic that the classes use is also not fully unique, vaguely tied to aedric and daedric sources and in principle open to anyone who is willing to train or bargain for such powers. You do not need to be a DK to use fire magic (see Destruction Magic) and being a DK automatically automatically makes you an expert fire wizard even if you decide to play a non-caster character (e.g. Stamina Morphs of Spells as Noxious Breath). So the class system in ESO is pretty much failing on two fronts, by providing a pretty restrictive framework for actual roleplay while at it the same time fails to place these classes coherently inside the world (why are all Wardens bringing Vvardenfell animals?). The redeeming quality is that the player can choose to branch out into non-class lines and customize his experience. The subclassing will be basically an extension of this. The "classes" don't go away for the people who like them. The 3-class line maximum restriction is still there (so no one can learn everything at once), and although it will be a lot of work to balance the lines individually, it is doable and in some way a good opportunity to fix the weird power budgeting of the existing classes (with the status quo basically being "maximize passives of all 3 lines or delete your character, too bad if you don't like them").
A class doesn't have to be a "job", and not even people who practice the same profession are identical. Nothing says someone couldn't have chosen a different path, and for example have spent a few years learning Warden frost magic. That players DK abilities may have suffered a bit for it (losing 1 skill line), but that it what really makes for organic character building. Viewing a preset job as the defining feature of a character is pretty much the opposite of what I consider good RPG. That really only works if these jobs/classes offer enough depth, and non-changeable 4 passives per skill line and 6 morphable abilities that change the skill ever so sligthly isn't real depth.
I think breaking up the class system is pretty much the coolest thing they could have possibly done with the game.
You are not understanding anything I said. Did you even watch the video?
It is impossible to have a classless design and at the same time express your class. RPG players want to express their class. This is well documented over the 50 years RPGS have existed. Even back in table top days of Dungeons and Dragons players would dress up as their character. [snip]
The way you describe it, it sounds like what you want is playing as someone elses fantasy character, made up for you beforehand by a writer or designer, instead of shaping the character yourself. You can give a character a bow and call him ranger, hunter, scout, archer, Marvin or whatever. I fail to see the positives, if someone else decides now that Marvin can not learn frost magic, because that just doesn't fit his class identity. If a game can allow me to make thematically sensible choices, then this is a big plus for me.
I am aware that some people adore specific fictional characters. This isn't something that I find interesting by itself, especially if copies of that same character are running around everywhere.
Nominally subclassing is different from D&D multiclassing, and the drawbacks and stipulations are not the same. But given the level of depth the ESO class system offers this is pretty much the most feasible and economic solution.Pixiepumpkin wrote: »AngryNecro wrote: »My necro won't lose its class identity in any way. I will mostly use the necro-NB rulers, and in all cases it will just be an improved necromancer, even if it is NB.
Edgy looking character!
I asked AI to give me an amalagamation of what class a night blade and a necromancer would be in an RPG setting and the answer is neither nightblade or necromancer.
Now, a ghostwalker sounds cool. If I could see you on the battlefield and recognize you as a ghostwalker, I'd be all for it. But that is not whats happening in ESO.
The identity is literally shreaded. And what is left, although can be defined, does not exist in the game. Not even in the original TES games, because even in those there was a structure to what you played.
If you get hung up on the fact that you have to make up the class name for your mix-class yourself, then I am probaly wasting my time arguing anyway. Is putting a label on characters really what makes or breaks the RPG experience?
Erickson9610 wrote: »Pixiepumpkin wrote: »Now, a ghostwalker sounds cool. If I could see you on the battlefield and recognize you as a ghostwalker, I'd be all for it. But that is not whats happening in ESO.
Does it matter what you recognize other people as? Do we need to look at other people and appreciate how they fall into an archetype? I certainly don't care what other characters claim to be.
Pixiepumpkin wrote: »Erickson9610 wrote: »Pixiepumpkin wrote: »Now, a ghostwalker sounds cool. If I could see you on the battlefield and recognize you as a ghostwalker, I'd be all for it. But that is not whats happening in ESO.
Does it matter what you recognize other people as? Do we need to look at other people and appreciate how they fall into an archetype? I certainly don't care what other characters claim to be.
PVP. I should not have to explain this further.
Erickson9610 wrote: »Pixiepumpkin wrote: »Erickson9610 wrote: »Pixiepumpkin wrote: »Now, a ghostwalker sounds cool. If I could see you on the battlefield and recognize you as a ghostwalker, I'd be all for it. But that is not whats happening in ESO.
Does it matter what you recognize other people as? Do we need to look at other people and appreciate how they fall into an archetype? I certainly don't care what other characters claim to be.
PVP. I should not have to explain this further.
Instead of remembering 7 classes, people will now have to remember 21 individual skill lines and how combinations of 3 might interact with one another. That's not a problem.
Pixiepumpkin wrote: »Erickson9610 wrote: »Pixiepumpkin wrote: »Erickson9610 wrote: »Pixiepumpkin wrote: »Now, a ghostwalker sounds cool. If I could see you on the battlefield and recognize you as a ghostwalker, I'd be all for it. But that is not whats happening in ESO.
Does it matter what you recognize other people as? Do we need to look at other people and appreciate how they fall into an archetype? I certainly don't care what other characters claim to be.
PVP. I should not have to explain this further.
Instead of remembering 7 classes, people will now have to remember 21 individual skill lines and how combinations of 3 might interact with one another. That's not a problem.
But you cant read what class they are now to formulate your defensive strategy (this happens in milliseconds). Playing against different clases requires different approaches. This is no longer possible with sub classing.
Regardless, that is not what this thread is about. Stay on topic.
Pixiepumpkin wrote: »This is the kind of stuff we want to integrate into our video game entertainment lives. Subclassing goes in the opposite direction as it blurs what a class is in ESO. That bluring is not just about what we desire to express with our RPG characters, but also what we see in other players characters.
Erickson9610 wrote: »Pixiepumpkin wrote: »Erickson9610 wrote: »Pixiepumpkin wrote: »Erickson9610 wrote: »Pixiepumpkin wrote: »Now, a ghostwalker sounds cool. If I could see you on the battlefield and recognize you as a ghostwalker, I'd be all for it. But that is not whats happening in ESO.
Does it matter what you recognize other people as? Do we need to look at other people and appreciate how they fall into an archetype? I certainly don't care what other characters claim to be.
PVP. I should not have to explain this further.
Instead of remembering 7 classes, people will now have to remember 21 individual skill lines and how combinations of 3 might interact with one another. That's not a problem.
But you cant read what class they are now to formulate your defensive strategy (this happens in milliseconds). Playing against different clases requires different approaches. This is no longer possible with sub classing.
Regardless, that is not what this thread is about. Stay on topic.
Alright, but I wasn't the one to bring up PvP.Pixiepumpkin wrote: »This is the kind of stuff we want to integrate into our video game entertainment lives. Subclassing goes in the opposite direction as it blurs what a class is in ESO. That bluring is not just about what we desire to express with our RPG characters, but also what we see in other players characters.
It doesn't matter what other player characters look or act like. They can justify using spells from different schools of magic via Subclassing because that's the way they've designed their character to be. Their identity is something that they come up with, so it's none of our business. They don't have their identity handed to them.
licenturion wrote: »Interesting post.
But there is also a third kind of player that is missing from your list. (This is my playstyle and also some other people I know)
You also have people who are very committed to the character they create and love to play and go from absolute zero to magnificent hero and want to master everything. My hero also has a house and outfits.
I play ESO (and other games) like some massive checklist and I am satisfied and happy when I have everything (even if I don't use everything). I want to have a full sticker book, I have all skill lines maxed out and all the skills themselves maxed out. I have all the companions maxed out and all their keepsakes. I have cleared all delves, dungeons, map markers and I am working on the final 50 quests in the game. I am also steadily moving towards max CP. So for players like me subclassing is a godsend. It means my hero can master heaps of new skills and can try out new things again. It will give me a lot satisfaction.
I play most of my games like this and this playstyle is possible in most modern games. When I play games like Starfield I usually end up deeply unsatisfied because after 130 hours I have cleared every quest and faction and interacted with every game system but only end up with 20 percent of the skill tree unlocked. Then I start modding or lose interest because I don't want to create an alt and lose everything I worked for. The devs from ESO said this in their video: this feature is for people like me, people who don't want alts but like to experience and have everything on 1 character. (this was almost said literally said in the video)
The good thing is that from a roleplaying standpoint, subclassing is optional. If your character doesn't want to learn a new profession, they don't have to. Just like you characters don't have to play every quest or have every crafting skill maxed out if you don't want that. Subclassing is just like that. You or your character doesn't have the power to dictate how others play and build their characters.
Pixiepumpkin wrote: »licenturion wrote: »Interesting post.
But there is also a third kind of player that is missing from your list. (This is my playstyle and also some other people I know)
You also have people who are very committed to the character they create and love to play and go from absolute zero to magnificent hero and want to master everything. My hero also has a house and outfits.
I play ESO (and other games) like some massive checklist and I am satisfied and happy when I have everything (even if I don't use everything). I want to have a full sticker book, I have all skill lines maxed out and all the skills themselves maxed out. I have all the companions maxed out and all their keepsakes. I have cleared all delves, dungeons, map markers and I am working on the final 50 quests in the game. I am also steadily moving towards max CP. So for players like me subclassing is a godsend. It means my hero can master heaps of new skills and can try out new things again. It will give me a lot satisfaction.
I play most of my games like this and this playstyle is possible in most modern games. When I play games like Starfield I usually end up deeply unsatisfied because after 130 hours I have cleared every quest and faction and interacted with every game system but only end up with 20 percent of the skill tree unlocked. Then I start modding or lose interest because I don't want to create an alt and lose everything I worked for. The devs from ESO said this in their video: this feature is for people like me, people who don't want alts but like to experience and have everything on 1 character. (this was almost said literally said in the video)
The good thing is that from a roleplaying standpoint, subclassing is optional. If your character doesn't want to learn a new profession, they don't have to. Just like you characters don't have to play every quest or have every crafting skill maxed out if you don't want that. Subclassing is just like that. You or your character doesn't have the power to dictate how others play and build their characters.
I disagree with your entire post.
Your playstyle will fit into 1 of the two categories I listed, it's not a third type. The focus here is what the avatar means to people as in its either a UI element to intetact with the game (most PVP types are like this) or one who sees their character as a living breathing being inside the universe (most RPG players fit here). You can be a completionist on either type.
Secondly. It remains to be seen if subclassing is optional or not. Based on the very very very very very very very well documented mentality dating to Everquest I (well over 25 years ago) that raids expect their damage dealers to put out the "bid deeps" and based on the current PTS that is showing that "pure" classes are at a severe disadvantatge regarding damage output, its a safe bet to say at the moment that subclassing will NOT be optional if one intends to raid or even do a vet dungeon without being harassed/given grief for their "poor" damage output (even if their damage meets or exceeds the content requirment).