The point is that people haven chosen Arcanist over any other option when going for raw damage in full DPS spec as long as the class has been out.
Yet, it was by no means the best DD - it was however the easiest to play. Which goes back to my point about damage potential and efficiency.
Prior to sub-classing, a well played DK, Templar, Sorc was doing better damage than even a well played Arcanist.
You’re entirely wrong taking the stance that Arcanist only had such a high pick rate from it’s ease-of-use.
All of the top Leaderboards have been filled with them, these are people competing at the highest level, taking quest buffs, poisons at the start of the trial, doing practically ANYTHING for the micro advantage that will put their team above anyone else… if there was an advantage in running any other class, then that should have been visible on the leaderboards, and at the top of them.
The first patch of Arcanist you still see Dragonknights show up occasionally because people hadn’t adjusted to the new meta but they became fewer and fewer each patch.


BXR_Lonestar wrote: »If they do this, will people still use subclassing at all?
BXR_Lonestar wrote: »If they do this, will people still use subclassing at all?
In short: No.
The power of sub-classing comes from the passives. The active skills are just flavour, with the one exception being Fatecarver (due to AoE damage, shield, range etc) but even that would lose out somewht from not having the passives
tomofhyrule wrote: »BXR_Lonestar wrote: »If they do this, will people still use subclassing at all?
In short: No.
The power of sub-classing comes from the passives. The active skills are just flavour, with the one exception being Fatecarver (due to AoE damage, shield, range etc) but even that would lose out somewht from not having the passives
In the meta world, this is the case. But overland? Sure, people will still Subclass.
This is another element of the “like vs hate Subclassing” divide: why are people taking lines?
For the endgame, it’s all about the passives. Remove passives, and people will instantly jump back to pureclassing. But for casuals, it’s about the skills. They’re not going to stop playing their elementalist because some passive that they don’t even know they have stopped working. They’re in it for the aesthetic.
Targeting the passives would be a great way for the team to try to balance Subclassing for the top end while not changing the gameplay of the for-fun crowd. I prefer the idea of making every line have three levels to the passives and only allowing you to take as many levels as you have matching skill lines, but honestly I’m at the point that I just want to see them address the balance by doing something other than nerfing DK sustain.
spartaxoxo wrote: »tomofhyrule wrote: »BXR_Lonestar wrote: »If they do this, will people still use subclassing at all?
In short: No.
The power of sub-classing comes from the passives. The active skills are just flavour, with the one exception being Fatecarver (due to AoE damage, shield, range etc) but even that would lose out somewht from not having the passives
In the meta world, this is the case. But overland? Sure, people will still Subclass.
This is another element of the “like vs hate Subclassing” divide: why are people taking lines?
For the endgame, it’s all about the passives. Remove passives, and people will instantly jump back to pureclassing. But for casuals, it’s about the skills. They’re not going to stop playing their elementalist because some passive that they don’t even know they have stopped working. They’re in it for the aesthetic.
Targeting the passives would be a great way for the team to try to balance Subclassing for the top end while not changing the gameplay of the for-fun crowd. I prefer the idea of making every line have three levels to the passives and only allowing you to take as many levels as you have matching skill lines, but honestly I’m at the point that I just want to see them address the balance by doing something other than nerfing DK sustain.
Adjusting passives is a really interesting way to bring back more parity without nerfing everything. This made me think, one thing I think they could do is give a passive to all classes, maybe in the undaunted tree, that gives a DPS buff (against monsters perhaps, idk what pvp would need) for each same class skill that you have. Similar to how there is an undaunted passive for mixing up armor weights. So the strongest buffs would go for pure classing.
tomofhyrule wrote: »spartaxoxo wrote: »tomofhyrule wrote: »BXR_Lonestar wrote: »If they do this, will people still use subclassing at all?
In short: No.
The power of sub-classing comes from the passives. The active skills are just flavour, with the one exception being Fatecarver (due to AoE damage, shield, range etc) but even that would lose out somewht from not having the passives
In the meta world, this is the case. But overland? Sure, people will still Subclass.
This is another element of the “like vs hate Subclassing” divide: why are people taking lines?
For the endgame, it’s all about the passives. Remove passives, and people will instantly jump back to pureclassing. But for casuals, it’s about the skills. They’re not going to stop playing their elementalist because some passive that they don’t even know they have stopped working. They’re in it for the aesthetic.
Targeting the passives would be a great way for the team to try to balance Subclassing for the top end while not changing the gameplay of the for-fun crowd. I prefer the idea of making every line have three levels to the passives and only allowing you to take as many levels as you have matching skill lines, but honestly I’m at the point that I just want to see them address the balance by doing something other than nerfing DK sustain.
Adjusting passives is a really interesting way to bring back more parity without nerfing everything. This made me think, one thing I think they could do is give a passive to all classes, maybe in the undaunted tree, that gives a DPS buff (against monsters perhaps, idk what pvp would need) for each same class skill that you have. Similar to how there is an undaunted passive for mixing up armor weights. So the strongest buffs would go for pure classing.
Before Subclassing came out, I always thought that adjusting the Undaunted Mettle passive would be a great way to encourage more Classes in the first place.
Now it gives bonuses based on the different armor weights, but ever since the armor bonuses/penalties dropped, there’s really no reason to wear anything but light=heal, med=dps, heavy=tank. So why is that passive still focused on armor?
It would have been fun if it were instead “buffs resources/damage/whatever by 0.5% per unique Class you’re grouped with.” That would really have made some groups feel the tradeoff of Arcanist Beam vs. more Undaunted passive to be reasonable.
Of course now, that solution won’t directly work, unless they went to “each unique skill line” or something
tomofhyrule wrote: »In the meta world, this is the case. But overland? Sure, people will still Subclass.
This is another element of the “like vs hate Subclassing” divide: why are people taking lines?
For the endgame, it’s all about the passives. Remove passives, and people will instantly jump back to pureclassing. But for casuals, it’s about the skills. They’re not going to stop playing their elementalist because some passive that they don’t even know they have stopped working. They’re in it for the aesthetic.
Targeting the passives would be a great way for the team to try to balance Subclassing for the top end while not changing the gameplay of the for-fun crowd. I prefer the idea of making every line have three levels to the passives and only allowing you to take as many levels as you have matching skill lines, but honestly I’m at the point that I just want to see them address the balance by doing something other than nerfing DK sustain.
tomofhyrule wrote: »
That was the original intention. That’s why every trial has two light sets, one for heals and one for DPS
And them hybridization and armor passives made it so all DPS wear medium. There is no longer such thing as “magicka DPS” anymore. It’s just DPS, and you maximize DPS by wearing medium.


tomofhyrule wrote: »
That was the original intention. That’s why every trial has two light sets, one for heals and one for DPS
And them hybridization and armor passives made it so all DPS wear medium. There is no longer such thing as “magicka DPS” anymore. It’s just DPS, and you maximize DPS by wearing medium.
Is Magicka DPS as high as most Stamina DPS - no, but it is still a thing.
BXR_Lonestar wrote: »If they do this, will people still use subclassing at all? I really don't know.
The point is that people haven chosen Arcanist over any other option when going for raw damage in full DPS spec as long as the class has been out.
Yet, it was by no means the best DD - it was however the easiest to play. Which goes back to my point about damage potential and efficiency.
Prior to sub-classing, a well played DK, Templar, Sorc was doing better damage than even a well played Arcanist.
You’re entirely wrong taking the stance that Arcanist only had such a high pick rate from it’s ease-of-use.
All of the top Leaderboards have been filled with them, these are people competing at the highest level, taking quest buffs, poisons at the start of the trial, doing practically ANYTHING for the micro advantage that will put their team above anyone else… if there was an advantage in running any other class, then that should have been visible on the leaderboards, and at the top of them.
The first patch of Arcanist you still see Dragonknights show up occasionally because people hadn’t adjusted to the new meta but they became fewer and fewer each patch.
ESO Logs. Damage scores. U45:
As you can see not the highest DPS. But:
The easiest to play.
tomofhyrule wrote: »
That was the original intention. That’s why every trial has two light sets, one for heals and one for DPS
And them hybridization and armor passives made it so all DPS wear medium. There is no longer such thing as “magicka DPS” anymore. It’s just DPS, and you maximize DPS by wearing medium.
Is Magicka DPS as high as most Stamina DPS - no, but it is still a thing.

So you have a system that means it doesn't matter if the DD outputs 150k dps, and another DD in the same group is deemed as insufficient if they are only outputting 100k dps, and worthless if they are outputting 75k dps (on pure parse).
The thing is, the boss fight, designed around a trifecta, has to be completed withing a certain number of minutes - lets say 5 minutes for this example. A group with 8 DDs outputting 150k dps each get the boss down in 2 minutes. So why is the 75k dps deemed worthless? It's enough to do the fight in the required time. That designation is a player choice based on the group then having to contend with mechs - the actual challenge in a fight (shocking I know).
There are several ways to counter that problem. ZOS could dispense with WD/SD and move to a purely % of max health for damage and healing system, which would flatten out the disparity. They could introduce some form of threat mechanic requiring DDs to self-throttle. Or (and my personal favourite) they could make the existing mechanics mandatory - meaning no matter how quickly you kill that boss, at each % of health that normally triggers a mech, a mech is triggered and not skipped over, and adjusting the time based mechs to become a x seconds or y health trigger.
They have attempted something similar in the past with having bosses go invulnerble, or require certain conditions to be met (LC - mirrors) but these have been sporadic. There are also some bosses (DSR - Twins on HM) where too much damage can vastly increase the risk of death or wipe. Having the mechs play out, and in-some instances making two or more play out at the same time, would force DDs to self-throttle, that 150k output would have to be reduced down to 100k or the risk of death/wipe would be too high.
I'd very much like to see more of these in game. It would mean having to do mechs, it would mean power creep (at least in Dungeons and Trials - Overland needs the CP scaling cap increased and the local player count forumla adjusting better but that will never be perfect) is brought under control. It would make for more interesting fights, and it would stop the trivialization of older content.
ZOS's answer to power creep has been "GivE bOSs MoRe heaLTh!". It doesn't work. Making the bosses DO their attacks and mechs would address it. All the way? Probably not, but it would take a large chunk out of it, and if done right would very much limit the problem, as well as several others with that one change.
Hell, if they want to be really nasty about it they could introduce an enrage mechanic wherein if the boss loses x% of health in y Seconds they go nuts - Occam's Razor and all that. I mean think about how mad you get when a player hits you and you suddenly lose 50% of your health.
The point is that people haven chosen Arcanist over any other option when going for raw damage in full DPS spec as long as the class has been out.
Yet, it was by no means the best DD - it was however the easiest to play. Which goes back to my point about damage potential and efficiency.
Prior to sub-classing, a well played DK, Templar, Sorc was doing better damage than even a well played Arcanist.
You’re entirely wrong taking the stance that Arcanist only had such a high pick rate from it’s ease-of-use.
All of the top Leaderboards have been filled with them, these are people competing at the highest level, taking quest buffs, poisons at the start of the trial, doing practically ANYTHING for the micro advantage that will put their team above anyone else… if there was an advantage in running any other class, then that should have been visible on the leaderboards, and at the top of them.
The first patch of Arcanist you still see Dragonknights show up occasionally because people hadn’t adjusted to the new meta but they became fewer and fewer each patch.
ESO Logs. Damage scores. U45:
As you can see not the highest DPS. But:
The easiest to play.
BananaBender wrote: »Where is this idea that lower damage makes someone worthless coming from? I keep hearing people mention that on the forums when they are talking about the toxic minmaxing root of all evil raid leads who seem to be around every corner, but I've never ran into a single one despite thousands of hours of raiding in groups of varying level. Most groups are completely fine having someone dealing less damage than the top parse. Is this stemming from the fact that some groups have high parse requirements or something like that? Some people want a better score, simple as that. They want to play with people their level and that's completely fine. In those groups doing half the damage than other DDs might be a problem, but that doesn't mean this is a community wide problem which needs solving.
tomofhyrule wrote: »tomofhyrule wrote: »
That was the original intention. That’s why every trial has two light sets, one for heals and one for DPS
And them hybridization and armor passives made it so all DPS wear medium. There is no longer such thing as “magicka DPS” anymore. It’s just DPS, and you maximize DPS by wearing medium.
Is Magicka DPS as high as most Stamina DPS - no, but it is still a thing.
Oh, is esologs an official ZOS-sponsored site that lists everything as it is in the current patch?
Or is it also using outdated terminology in a post-hybridization and post-subclassing world.
Remember, a character who’s entire rotation is “flail-flail-beam” with daggers frontbar and inferno staff backbar could still be listed as “Stamina Nightblade” by using exactly zero NB skills. Heck, I’ve been in casual runs where half of the DPS end up being categorized as healers because their DPS is so low that the site assumes they were supposed to be healing, even though they were marked as DPS and had no Resto staff.
The point is that people haven chosen Arcanist over any other option when going for raw damage in full DPS spec as long as the class has been out.
Yet, it was by no means the best DD - it was however the easiest to play. Which goes back to my point about damage potential and efficiency.
Prior to sub-classing, a well played DK, Templar, Sorc was doing better damage than even a well played Arcanist.
You’re entirely wrong taking the stance that Arcanist only had such a high pick rate from it’s ease-of-use.
All of the top Leaderboards have been filled with them, these are people competing at the highest level, taking quest buffs, poisons at the start of the trial, doing practically ANYTHING for the micro advantage that will put their team above anyone else… if there was an advantage in running any other class, then that should have been visible on the leaderboards, and at the top of them.
The first patch of Arcanist you still see Dragonknights show up occasionally because people hadn’t adjusted to the new meta but they became fewer and fewer each patch.
ESO Logs. Damage scores. U45:
As you can see not the highest DPS. But:
The easiest to play.
That's not how that data works. That just shows the base class. Dk/sin/Templar/nb are almost all either beam or runeblades
BananaBender wrote: »TL;DR - Blaming the miserable state of the encounters on anyone but ZOS is just wild. They are solely responsible for creating this mess, as they are literally the ones who made it. Reducing skill expression and punishing playing well will not solve anything and will kill off what's left of the end game community.
BananaBender wrote: »The point is that people haven chosen Arcanist over any other option when going for raw damage in full DPS spec as long as the class has been out.
Yet, it was by no means the best DD - it was however the easiest to play. Which goes back to my point about damage potential and efficiency.
Prior to sub-classing, a well played DK, Templar, Sorc was doing better damage than even a well played Arcanist.
You’re entirely wrong taking the stance that Arcanist only had such a high pick rate from it’s ease-of-use.
All of the top Leaderboards have been filled with them, these are people competing at the highest level, taking quest buffs, poisons at the start of the trial, doing practically ANYTHING for the micro advantage that will put their team above anyone else… if there was an advantage in running any other class, then that should have been visible on the leaderboards, and at the top of them.
The first patch of Arcanist you still see Dragonknights show up occasionally because people hadn’t adjusted to the new meta but they became fewer and fewer each patch.
ESO Logs. Damage scores. U45:
As you can see not the highest DPS. But:
The easiest to play.
In U45 the balance was starting to look better ever since Arcanist was released. For most content and most groups Arcanist was still by far the best class, but it's true that in the right hands other classes could parse higher, which is why subclassing felt like such a massive leap backwards when it came to balancing. It looked like the beam meta was finally coming to an end and here we are again, beaming like there is no tomorrow.
For everyone other than the top 1% of players the Arcanist meta never left though.
BananaBender wrote: »TL;DR - Blaming the miserable state of the encounters on anyone but ZOS is just wild. They are solely responsible for creating this mess, as they are literally the ones who made it. Reducing skill expression and punishing playing well will not solve anything and will kill off what's left of the end game community.
Where did I say ZOS were innocent in this? They created a system where 50k+ dps was enough, but the players decided ithat 100K+ dps was needed - the fault lies upon both.
Things like players having to throttle, as skill in istelf, would be ZOS addressing the flaw in their system and your immediate repsonse is NO - demonstrating the players complicity in the problem.
BananaBender wrote: »The point is that people haven chosen Arcanist over any other option when going for raw damage in full DPS spec as long as the class has been out.
Yet, it was by no means the best DD - it was however the easiest to play. Which goes back to my point about damage potential and efficiency.
Prior to sub-classing, a well played DK, Templar, Sorc was doing better damage than even a well played Arcanist.
You’re entirely wrong taking the stance that Arcanist only had such a high pick rate from it’s ease-of-use.
All of the top Leaderboards have been filled with them, these are people competing at the highest level, taking quest buffs, poisons at the start of the trial, doing practically ANYTHING for the micro advantage that will put their team above anyone else… if there was an advantage in running any other class, then that should have been visible on the leaderboards, and at the top of them.
The first patch of Arcanist you still see Dragonknights show up occasionally because people hadn’t adjusted to the new meta but they became fewer and fewer each patch.
ESO Logs. Damage scores. U45:
As you can see not the highest DPS. But:
The easiest to play.
In U45 the balance was starting to look better ever since Arcanist was released. For most content and most groups Arcanist was still by far the best class, but it's true that in the right hands other classes could parse higher, which is why subclassing felt like such a massive leap backwards when it came to balancing. It looked like the beam meta was finally coming to an end and here we are again, beaming like there is no tomorrow.
For everyone other than the top 1% of players the Arcanist meta never left though.
You mean Arcanist wasn't the highest DPS but it was the easiest to play?
BananaBender wrote: »BananaBender wrote: »The point is that people haven chosen Arcanist over any other option when going for raw damage in full DPS spec as long as the class has been out.
Yet, it was by no means the best DD - it was however the easiest to play. Which goes back to my point about damage potential and efficiency.
Prior to sub-classing, a well played DK, Templar, Sorc was doing better damage than even a well played Arcanist.
You’re entirely wrong taking the stance that Arcanist only had such a high pick rate from it’s ease-of-use.
All of the top Leaderboards have been filled with them, these are people competing at the highest level, taking quest buffs, poisons at the start of the trial, doing practically ANYTHING for the micro advantage that will put their team above anyone else… if there was an advantage in running any other class, then that should have been visible on the leaderboards, and at the top of them.
The first patch of Arcanist you still see Dragonknights show up occasionally because people hadn’t adjusted to the new meta but they became fewer and fewer each patch.
ESO Logs. Damage scores. U45:
As you can see not the highest DPS. But:
The easiest to play.
In U45 the balance was starting to look better ever since Arcanist was released. For most content and most groups Arcanist was still by far the best class, but it's true that in the right hands other classes could parse higher, which is why subclassing felt like such a massive leap backwards when it came to balancing. It looked like the beam meta was finally coming to an end and here we are again, beaming like there is no tomorrow.
For everyone other than the top 1% of players the Arcanist meta never left though.
You mean Arcanist wasn't the highest DPS but it was the easiest to play?
Depends on what do you mean by highest dps. Highest in single target? Nope, has never been, still it was clearly the best for raids. Highest AoE damage? Yes and no. Again, it depends which fight and which type of fight we are talking about. A quick AoE fight like the triplets in HoF? Nope, necro was the best. In an extended AoE fight like Reef Guardian, arcanist was the best. If you want a one size "highest dps" class, it was arcanist, but there were individual fights where other classes which could perform better.
None of this has anything to do with the current state of the game. I wish we still had a meta even close to what we had in U45...
BananaBender wrote: »BananaBender wrote: »The point is that people haven chosen Arcanist over any other option when going for raw damage in full DPS spec as long as the class has been out.
Yet, it was by no means the best DD - it was however the easiest to play. Which goes back to my point about damage potential and efficiency.
Prior to sub-classing, a well played DK, Templar, Sorc was doing better damage than even a well played Arcanist.
You’re entirely wrong taking the stance that Arcanist only had such a high pick rate from it’s ease-of-use.
All of the top Leaderboards have been filled with them, these are people competing at the highest level, taking quest buffs, poisons at the start of the trial, doing practically ANYTHING for the micro advantage that will put their team above anyone else… if there was an advantage in running any other class, then that should have been visible on the leaderboards, and at the top of them.
The first patch of Arcanist you still see Dragonknights show up occasionally because people hadn’t adjusted to the new meta but they became fewer and fewer each patch.
ESO Logs. Damage scores. U45:
As you can see not the highest DPS. But:
The easiest to play.
In U45 the balance was starting to look better ever since Arcanist was released. For most content and most groups Arcanist was still by far the best class, but it's true that in the right hands other classes could parse higher, which is why subclassing felt like such a massive leap backwards when it came to balancing. It looked like the beam meta was finally coming to an end and here we are again, beaming like there is no tomorrow.
For everyone other than the top 1% of players the Arcanist meta never left though.
You mean Arcanist wasn't the highest DPS but it was the easiest to play?
Depends on what do you mean by highest dps. Highest in single target? Nope, has never been, still it was clearly the best for raids. Highest AoE damage? Yes and no. Again, it depends which fight and which type of fight we are talking about. A quick AoE fight like the triplets in HoF? Nope, necro was the best. In an extended AoE fight like Reef Guardian, arcanist was the best. If you want a one size "highest dps" class, it was arcanist, but there were individual fights where other classes which could perform better.
None of this has anything to do with the current state of the game. I wish we still had a meta even close to what we had in U45...
Exactly, no skill in the game compares to Fatecarver in terms of cleave. Using data for one trial does not equate to other classes having more damage.
You run an Arcanist for its cleave, and sure Lucent Citadel’s design favored other options, great. Yet you bring that Arcanist elsewhere, in places where adds do not chase, and all of sudden you start hitting outrageous total DPS because simple math dictates the more enemies you hit, the higher damage you’re going to do.
It’s not an ease-of-use situation, although the class is certainly easy to use, that’s not why it was so popular at the top end of gameplay.
BananaBender wrote: »BananaBender wrote: »TL;DR - Blaming the miserable state of the encounters on anyone but ZOS is just wild. They are solely responsible for creating this mess, as they are literally the ones who made it. Reducing skill expression and punishing playing well will not solve anything and will kill off what's left of the end game community.
Where did I say ZOS were innocent in this? They created a system where 50k+ dps was enough, but the players decided ithat 100K+ dps was needed - the fault lies upon both.
Things like players having to throttle, as skill in istelf, would be ZOS addressing the flaw in their system and your immediate repsonse is NO - demonstrating the players complicity in the problem.
Players decided not to carry other people's weight simple as that. This isn't a new thing, MMO specific thing and especially not eso specific thing. Many people prefer doing group projects with people who put in equal effort as everyone else, I don't see how that's surprising or even a bad thing.
If you are doing a school project where one person is completely fine with a 1/10 score, you can't blame the rest of the group because they want to aim higher and feel as if the one person is holding the group back. Same applies to literally every environment where you work with other people, ESO raids included.