This is the official discussion thread for, "Share Your Thoughts on ESO's Classes with Us"
Hi all. We know a lot of you have questions about the long term plan for classes and combat. We're looking to learn more about your experiences with ESO's classes, including class identity, visuals, abilities, and pain points. You can submit your feedback through the provided survey link in the article. The survey is open to any and all ESO players and will be available until October 3rd.
Thanks all!
Click here for a direct link to the survey.
Alchimiste1 wrote: »
This is the official discussion thread for, "Share Your Thoughts on ESO's Classes with Us"
Hi all. We know a lot of you have questions about the long term plan for classes and combat. We're looking to learn more about your experiences with ESO's classes, including class identity, visuals, abilities, and pain points. You can submit your feedback through the provided survey link in the article. The survey is open to any and all ESO players and will be available until October 3rd.
Thanks all!
Click here for a direct link to the survey.
I would love to share my thoughts on the class just one thing.
There are classes left ?
BardokRedSnow wrote: »Id be more okay with subclassing being a thing if 1. Subclassing skill lines didn't mean being able to use them at equal strength since simply having this feature already creates an immense advantage depending on builds, and 2. If the effort was made to first create a renewed interest in pure classes as is.
Its not too late to do both of these things though. Step one would be scaling back the power of subclassing, its expected anyways and honestly best for the life of the game. It needs a nerf bigtime.
Step two, the original base classes need updated graphics for their abilities, and reworking/buffing the best most iconic skills of those classes, for everyone. And to put pure classes on equal footing for builds using subclassing, maybe introduce additional customization in combination with or something like the scripts.
For instance, I'd love to change the functionality of DK wings to work more like warden wings without having to fully swap out that whole skill line. The tradeoff would be no access to crazy warden healing but still being able to retain my class identity AND making whats now a dead skill more useful. Speed boost and some long range attack protection but no snare removal etc, it seems criminal to me we get spell crafting and subclassing before getting more customization for your own class skills.
You could also limit it to the "dead" skills in each tree to liven things up without making classes broken.
So changing not only the look and color of class skills but actual functionality.
Something else I really always wanted was one new ultimate for each original class as a "master skill", a reward for pure classes. Let me morph into a dragon lol like how necromancers can morph into the bone golem things. That'd be cool. Maybe like those things in Infinite Archive.
One master skill per class, and you can add some sort of drawback like a very long cooldown time in addition to ult requirement being higher than normal. Guarantee something like that would bring some liveliness to the game.
Again Im still shocked y'all introduced subclassing before this, especially after a ten year anniversary.
BardokRedSnow wrote: »Id be more okay with subclassing being a thing if 1. Subclassing skill lines didn't mean being able to use them at equal strength since simply having this feature already creates an immense advantage depending on builds, and 2. If the effort was made to first create a renewed interest in pure classes as is.
Its not too late to do both of these things though. Step one would be scaling back the power of subclassing, its expected anyways and honestly best for the life of the game. It needs a nerf bigtime.
Step two, the original base classes need updated graphics for their abilities, and reworking/buffing the best most iconic skills of those classes, for everyone. And to put pure classes on equal footing for builds using subclassing, maybe introduce additional customization in combination with or something like the scripts.
For instance, I'd love to change the functionality of DK wings to work more like warden wings without having to fully swap out that whole skill line. The tradeoff would be no access to crazy warden healing but still being able to retain my class identity AND making whats now a dead skill more useful. Speed boost and some long range attack protection but no snare removal etc, it seems criminal to me we get spell crafting and subclassing before getting more customization for your own class skills.
You could also limit it to the "dead" skills in each tree to liven things up without making classes broken.
So changing not only the look and color of class skills but actual functionality.
Something else I really always wanted was one new ultimate for each original class as a "master skill", a reward for pure classes. Let me morph into a dragon lol like how necromancers can morph into the bone golem things. That'd be cool. Maybe like those things in Infinite Archive.
One master skill per class, and you can add some sort of drawback like a very long cooldown time in addition to ult requirement being higher than normal. Guarantee something like that would bring some liveliness to the game.
Again Im still shocked y'all introduced subclassing before this, especially after a ten year anniversary.
If sub-classing meant skills were devalued, who would use them? It would kill the sub-class concept.
I think player should consider what they want more: Meta or free will. To deny other players the freedom of mixing skills because your preferred class is not the strongest anymore seems selfish to me. Meta is about evolving. Can players not evolve with the Sub-classing by experimenting with different skills?
Alchimiste1 wrote: »
This is the official discussion thread for, "Share Your Thoughts on ESO's Classes with Us"
Hi all. We know a lot of you have questions about the long term plan for classes and combat. We're looking to learn more about your experiences with ESO's classes, including class identity, visuals, abilities, and pain points. You can submit your feedback through the provided survey link in the article. The survey is open to any and all ESO players and will be available until October 3rd.
Thanks all!
Click here for a direct link to the survey.
I would love to share my thoughts on the class just one thing.
There are classes left ?
Yes. There are classes still.
alpha_synuclein wrote: »BardokRedSnow wrote: »Id be more okay with subclassing being a thing if 1. Subclassing skill lines didn't mean being able to use them at equal strength since simply having this feature already creates an immense advantage depending on builds, and 2. If the effort was made to first create a renewed interest in pure classes as is.
Its not too late to do both of these things though. Step one would be scaling back the power of subclassing, its expected anyways and honestly best for the life of the game. It needs a nerf bigtime.
Step two, the original base classes need updated graphics for their abilities, and reworking/buffing the best most iconic skills of those classes, for everyone. And to put pure classes on equal footing for builds using subclassing, maybe introduce additional customization in combination with or something like the scripts.
For instance, I'd love to change the functionality of DK wings to work more like warden wings without having to fully swap out that whole skill line. The tradeoff would be no access to crazy warden healing but still being able to retain my class identity AND making whats now a dead skill more useful. Speed boost and some long range attack protection but no snare removal etc, it seems criminal to me we get spell crafting and subclassing before getting more customization for your own class skills.
You could also limit it to the "dead" skills in each tree to liven things up without making classes broken.
So changing not only the look and color of class skills but actual functionality.
Something else I really always wanted was one new ultimate for each original class as a "master skill", a reward for pure classes. Let me morph into a dragon lol like how necromancers can morph into the bone golem things. That'd be cool. Maybe like those things in Infinite Archive.
One master skill per class, and you can add some sort of drawback like a very long cooldown time in addition to ult requirement being higher than normal. Guarantee something like that would bring some liveliness to the game.
Again Im still shocked y'all introduced subclassing before this, especially after a ten year anniversary.
If sub-classing meant skills were devalued, who would use them? It would kill the sub-class concept.
I think player should consider what they want more: Meta or free will. To deny other players the freedom of mixing skills because your preferred class is not the strongest anymore seems selfish to me. Meta is about evolving. Can players not evolve with the Sub-classing by experimenting with different skills?
Not when one skill line is so far ahead in power that not using it is a self-inflicted nerf.
BardokRedSnow wrote: »Id be more okay with subclassing being a thing if 1. Subclassing skill lines didn't mean being able to use them at equal strength since simply having this feature already creates an immense advantage depending on builds, and 2. If the effort was made to first create a renewed interest in pure classes as is.
Its not too late to do both of these things though. Step one would be scaling back the power of subclassing, its expected anyways and honestly best for the life of the game. It needs a nerf bigtime.
Step two, the original base classes need updated graphics for their abilities, and reworking/buffing the best most iconic skills of those classes, for everyone. And to put pure classes on equal footing for builds using subclassing, maybe introduce additional customization in combination with or something like the scripts.
For instance, I'd love to change the functionality of DK wings to work more like warden wings without having to fully swap out that whole skill line. The tradeoff would be no access to crazy warden healing but still being able to retain my class identity AND making whats now a dead skill more useful. Speed boost and some long range attack protection but no snare removal etc, it seems criminal to me we get spell crafting and subclassing before getting more customization for your own class skills.
You could also limit it to the "dead" skills in each tree to liven things up without making classes broken.
So changing not only the look and color of class skills but actual functionality.
Something else I really always wanted was one new ultimate for each original class as a "master skill", a reward for pure classes. Let me morph into a dragon lol like how necromancers can morph into the bone golem things. That'd be cool. Maybe like those things in Infinite Archive.
One master skill per class, and you can add some sort of drawback like a very long cooldown time in addition to ult requirement being higher than normal. Guarantee something like that would bring some liveliness to the game.
Again Im still shocked y'all introduced subclassing before this, especially after a ten year anniversary.
If sub-classing meant skills were devalued, who would use them? It would kill the sub-class concept.
I think player should consider what they want more: Meta or free will. To deny other players the freedom of mixing skills because your preferred class is not the strongest anymore seems selfish to me. Meta is about evolving. Can players not evolve with the Sub-classing by experimenting with different skills?
alpha_synuclein wrote: »Not when one skill line is so far ahead in power that not using it is a self-inflicted nerf.
MISTFORMBZZZ wrote: »Alchimiste1 wrote: »
This is the official discussion thread for, "Share Your Thoughts on ESO's Classes with Us"
Hi all. We know a lot of you have questions about the long term plan for classes and combat. We're looking to learn more about your experiences with ESO's classes, including class identity, visuals, abilities, and pain points. You can submit your feedback through the provided survey link in the article. The survey is open to any and all ESO players and will be available until October 3rd.
Thanks all!
Click here for a direct link to the survey.
I would love to share my thoughts on the class just one thing.
There are classes left ?
Yes. There are classes still.
Thats false
MISTFORMBZZZ wrote: »Alchimiste1 wrote: »
This is the official discussion thread for, "Share Your Thoughts on ESO's Classes with Us"
Hi all. We know a lot of you have questions about the long term plan for classes and combat. We're looking to learn more about your experiences with ESO's classes, including class identity, visuals, abilities, and pain points. You can submit your feedback through the provided survey link in the article. The survey is open to any and all ESO players and will be available until October 3rd.
Thanks all!
Click here for a direct link to the survey.
I would love to share my thoughts on the class just one thing.
There are classes left ?
Yes. There are classes still.
Thats false
I say it is not. I played the Nightblade class this day. I also played a Templar. I have a Sorcerer, a Dragon Knight, an Arcanist, and a Necromancer but did not play them this day.
MISTFORMBZZZ wrote: »MISTFORMBZZZ wrote: »Alchimiste1 wrote: »
This is the official discussion thread for, "Share Your Thoughts on ESO's Classes with Us"
Hi all. We know a lot of you have questions about the long term plan for classes and combat. We're looking to learn more about your experiences with ESO's classes, including class identity, visuals, abilities, and pain points. You can submit your feedback through the provided survey link in the article. The survey is open to any and all ESO players and will be available until October 3rd.
Thanks all!
Click here for a direct link to the survey.
I would love to share my thoughts on the class just one thing.
There are classes left ?
Yes. There are classes still.
Thats false
I say it is not. I played the Nightblade class this day. I also played a Templar. I have a Sorcerer, a Dragon Knight, an Arcanist, and a Necromancer but did not play them this day.
Okay but they are weaker then all the hybrid things wich run arround now and wont be accepted in any serious endgame content. Have fun with that
A lot of people don't care about "serious endgame content" and just want to have fun.
When they balance it in a way you endgame people are happy, I fear it won't be fun for us anymore. That's a fine line they need to walk there and I'm not sure they can't do that.
And quite frankly, when it comes to a decision between the endgame crowd and the more casual players, I hope they decide in favor of the more casual players.
A lot of people don't care about "serious endgame content" and just want to have fun.
When they balance it in a way you endgame people are happy, I fear it won't be fun for us anymore. That's a fine line they need to walk there and I'm not sure they can't do that.
And quite frankly, when it comes to a decision between the endgame crowd and the more casual players, I hope they decide in favor of the more casual players.
Now to be productive, here’s an idea:
If there is a leaderboard involved, Subclassing is not permitted.
I think I like the sub-classing. It gives the player options. Options keep the game interesting. I am still experimenting with different combinations, but this far, I like them.
I think I like the sub-classing. It gives the player options. Options keep the game interesting. I am still experimenting with different combinations, but this far, I like them.
If you let players freely choose their skill lines, here's what's going to happen: Every DD will pick 3 DPS skill lines, stack all the passive boosts, combine the best damage skills, and parse 180k tomorrow. Similarly for the other roles. To counteract this massive power creep, ZOS would have to significantly adjust every single skill tree, thereby fundamentally upsetting both PVE and PVP setups.
And even if they manage to navigate this balancing nightmare successfully, it would mean that almost every existing character gets nerfed during the process. So everybody would be force to change their builds to reach their previous power level again.
Please, no! This is a 10 year old game, not an early access title. You cannot have a 1-2 year period any more where "balance patches become common". I'm not opposed to changes and additions to the game, but this would be beyond annoying and tiresome for existing players, while confusing the heck out of new joiners.
After all, the writing was on the wall from the moment they announced it. Veteran players literally pointed out balancing issues within days and even before testing it on the PTS. Heck, below is something I wrote back in January 2024 in response to a suggestion to remove classes and just have people pick 3 skill lines. Meanwhile, we're asked to repeat everything we told ZOS multiple times already in a survey, as if they're lacking constructive feedback at this point...If you let players freely choose their skill lines, here's what's going to happen: Every DD will pick 3 DPS skill lines, stack all the passive boosts, combine the best damage skills, and parse 180k tomorrow. Similarly for the other roles. To counteract this massive power creep, ZOS would have to significantly adjust every single skill tree, thereby fundamentally upsetting both PVE and PVP setups.
And even if they manage to navigate this balancing nightmare successfully, it would mean that almost every existing character gets nerfed during the process. So everybody would be force to change their builds to reach their previous power level again.
Please, no! This is a 10 year old game, not an early access title. You cannot have a 1-2 year period any more where "balance patches become common". I'm not opposed to changes and additions to the game, but this would be beyond annoying and tiresome for existing players, while confusing the heck out of new joiners.
MISTFORMBZZZ wrote: »MISTFORMBZZZ wrote: »Alchimiste1 wrote: »
This is the official discussion thread for, "Share Your Thoughts on ESO's Classes with Us"
Hi all. We know a lot of you have questions about the long term plan for classes and combat. We're looking to learn more about your experiences with ESO's classes, including class identity, visuals, abilities, and pain points. You can submit your feedback through the provided survey link in the article. The survey is open to any and all ESO players and will be available until October 3rd.
Thanks all!
Click here for a direct link to the survey.
I would love to share my thoughts on the class just one thing.
There are classes left ?
Yes. There are classes still.
Thats false
I say it is not. I played the Nightblade class this day. I also played a Templar. I have a Sorcerer, a Dragon Knight, an Arcanist, and a Necromancer but did not play them this day.
Okay but they are weaker then all the hybrid things wich run arround now and wont be accepted in any serious endgame content. Have fun with that
I think I like the sub-classing. It gives the player options. Options keep the game interesting. I am still experimenting with different combinations, but this far, I like them.
I'm obviously not a fan of how ZOS implemented subclassing, but even so I'd fully agree with your premise here. In theory, players have more options, which generates excitement and opens up interesting possibilities for experimentation. Now, how would that be in conflict with properly balancing the power that subclassing can bring? Why couldn't we have even a semblance of both? There was an opportunity to make both sides happy and it was squandered.
After all, the writing was on the wall from the moment they announced it. Veteran players literally pointed out balancing issues within days and even before testing it on the PTS. Heck, below is something I wrote back in January 2024 in response to a suggestion to remove classes and just have people pick 3 skill lines. Meanwhile, we're asked to repeat everything we told ZOS multiple times already in a survey, as if they're lacking constructive feedback at this point...If you let players freely choose their skill lines, here's what's going to happen: Every DD will pick 3 DPS skill lines, stack all the passive boosts, combine the best damage skills, and parse 180k tomorrow. Similarly for the other roles. To counteract this massive power creep, ZOS would have to significantly adjust every single skill tree, thereby fundamentally upsetting both PVE and PVP setups.
And even if they manage to navigate this balancing nightmare successfully, it would mean that almost every existing character gets nerfed during the process. So everybody would be force to change their builds to reach their previous power level again.
Please, no! This is a 10 year old game, not an early access title. You cannot have a 1-2 year period any more where "balance patches become common". I'm not opposed to changes and additions to the game, but this would be beyond annoying and tiresome for existing players, while confusing the heck out of new joiners.
I think I like the sub-classing. It gives the player options. Options keep the game interesting. I am still experimenting with different combinations, but this far, I like them.
I'm obviously not a fan of how ZOS implemented subclassing, but even so I'd fully agree with your premise here. In theory, players have more options, which generates excitement and opens up interesting possibilities for experimentation. Now, how would that be in conflict with properly balancing the power that subclassing can bring? Why couldn't we have even a semblance of both? There was an opportunity to make both sides happy and it was squandered.
After all, the writing was on the wall from the moment they announced it. Veteran players literally pointed out balancing issues within days and even before testing it on the PTS. Heck, below is something I wrote back in January 2024 in response to a suggestion to remove classes and just have people pick 3 skill lines. Meanwhile, we're asked to repeat everything we told ZOS multiple times already in a survey, as if they're lacking constructive feedback at this point...If you let players freely choose their skill lines, here's what's going to happen: Every DD will pick 3 DPS skill lines, stack all the passive boosts, combine the best damage skills, and parse 180k tomorrow. Similarly for the other roles. To counteract this massive power creep, ZOS would have to significantly adjust every single skill tree, thereby fundamentally upsetting both PVE and PVP setups.
And even if they manage to navigate this balancing nightmare successfully, it would mean that almost every existing character gets nerfed during the process. So everybody would be force to change their builds to reach their previous power level again.
Please, no! This is a 10 year old game, not an early access title. You cannot have a 1-2 year period any more where "balance patches become common". I'm not opposed to changes and additions to the game, but this would be beyond annoying and tiresome for existing players, while confusing the heck out of new joiners.
With due respect, 'veterans' are not the only players playing this game. I have been playing this game forever. I have not capped a single character yet. I have a few favorites that have been with me since the game launched, but I also have other characters that come and go because I like experimenting with different classes, skills, races, and alliances. I try different armor/jewelry builds and different companions. I have characters that hunt treasures, characters that hunt antiquities, characters that do new content. I have a character that is dedicated to breaking the law. I have a master crafter. There are already so many interesting combinations, why would someone not like having more options. If your current power-gear doesn't work for you anymore, find a new one. Find one that works best for you and you enjoy rather than using what someone else demands of you. It's a game; have fun with it.
Could it be that some of those players have invested so much into their current build that they can't function when something like this changes the balance?
Perhaps the players simply do not like having their 'power' challenged?
There are many different personalities playing this game. I think nothing will make Everyone happy; however, it seems that some players behave as if they want the game molded around their build rather than working it the other way around.
==> Just my opinion.
BardokRedSnow wrote: »Id be more okay with subclassing being a thing if 1. Subclassing skill lines didn't mean being able to use them at equal strength since simply having this feature already creates an immense advantage depending on builds, and 2. If the effort was made to first create a renewed interest in pure classes as is.
Its not too late to do both of these things though. Step one would be scaling back the power of subclassing, its expected anyways and honestly best for the life of the game. It needs a nerf bigtime.
Step two, the original base classes need updated graphics for their abilities, and reworking/buffing the best most iconic skills of those classes, for everyone. And to put pure classes on equal footing for builds using subclassing, maybe introduce additional customization in combination with or something like the scripts.
For instance, I'd love to change the functionality of DK wings to work more like warden wings without having to fully swap out that whole skill line. The tradeoff would be no access to crazy warden healing but still being able to retain my class identity AND making whats now a dead skill more useful. Speed boost and some long range attack protection but no snare removal etc, it seems criminal to me we get spell crafting and subclassing before getting more customization for your own class skills.
You could also limit it to the "dead" skills in each tree to liven things up without making classes broken.
So changing not only the look and color of class skills but actual functionality.
Something else I really always wanted was one new ultimate for each original class as a "master skill", a reward for pure classes. Let me morph into a dragon lol like how necromancers can morph into the bone golem things. That'd be cool. Maybe like those things in Infinite Archive.
One master skill per class, and you can add some sort of drawback like a very long cooldown time in addition to ult requirement being higher than normal. Guarantee something like that would bring some liveliness to the game.
Again Im still shocked y'all introduced subclassing before this, especially after a ten year anniversary.
If sub-classing meant skills were devalued, who would use them? It would kill the sub-class concept.
I think player should consider what they want more: Meta or free will. To deny other players the freedom of mixing skills because your preferred class is not the strongest anymore seems selfish to me. Meta is about evolving. Can players not evolve with the Sub-classing by experimenting with different skills?
tomofhyrule wrote: »Again, this is an issue of balance.
Properly balancing everything would not affect casual players at all. As you say, you’re just exploring - it doesn’t matter to you if skill A puts out buff B or C and how that compares to passive D on line E. You’re just seeing what’s fun.
At the high end though, that is relevant. There are issues with things being off. It’s not a matter of “just have fun” when it’s competitive.
I always go back to a race analogy: if my choice is between sneakers from adidas, Puma, or New Balance. They’re similar, so there you can see which you have a preference for. But right now, ESO is letting players choose between flip-flops, stiletto heels, and rocket-powered roller skates. That’s not really a choice there, unless you’re specifically saying “I want to make things so much harder for myself”
As you said: “There are many different personalities playing this game.” So why is it okay to force a patch which is 100% designed for ultra-casuals and does not consider a single factor of the veteran players’ experience? How is that any different than them doing something that forces new players and casuals out and only caters to vets?
Most vet players offered solutions on PTS of how they could have done Subclassing in such a way as to allow casuals their fun but not force a singular meta on the high-end. Unfortunately, ZOS chose not to do so, so the two playerbases ended up in conflict.
I'm not taking that two-hour test. At this point, class identity is nonexistent. While you can roleplay during quests, in PvE and PvP. I'd like to see one of you stream using only one class skills. I'm curious if you can find any identity and enjoyment there by dying 20 times per battlegrounds.
BardokRedSnow wrote: »I'm not taking that two-hour test. At this point, class identity is nonexistent. While you can roleplay during quests, in PvE and PvP. I'd like to see one of you stream using only one class skills. I'm curious if you can find any identity and enjoyment there by dying 20 times per battlegrounds.
Watching Zos try to pvp in their own game (not vengeance) would be very entertaining.
tomofhyrule wrote: »BardokRedSnow wrote: »I'm not taking that two-hour test. At this point, class identity is nonexistent. While you can roleplay during quests, in PvE and PvP. I'd like to see one of you stream using only one class skills. I'm curious if you can find any identity and enjoyment there by dying 20 times per battlegrounds.
Watching Zos try to pvp in their own game (not vengeance) would be very entertaining.
They had a whole stream of that last year when they dropped the BG changes. The Combat Lead himself was streaming with a big-time Fortnite streamer to hype up PvP.
I’m sure the fact that the VOD was removed very soon after the stream will tell you all you need to know. I wouldn’t use the word “entertaining,” but it was definitely enlightening.
alpha_synuclein wrote: »Not when one skill line is so far ahead in power that not using it is a self-inflicted nerf.
Then nerf the overperforming skill line... it's not rocket science.
Will a new meta be created afterwards? Sure, that's the nature of the beast, but at least I won't be forced to look at those horrid neon-green beams anymore.