p_tsakirisb16_ESO wrote: »At this point I think it is safe to say that hybridization was a bad idea.
Is wasn't a bad idea. It allowed variation in this game to be closer to Elder Scrolls.
It was a change which I truly love. Mainly because I don't have to carry staff while having magicka based builds. I can mix medium & light armour for better utilities. Abilities are based on highest stat/resource allowing classes like Templar to utilize their whole skill set not half of them. It also allowed Stamina sorcerers access to the powerful magicka based skills that were underused.
Look at Dragonknights right now. They can go full Fire even if having WP/Stamina as primary and not have to worry about resources. Similarly a Magicka DK can go full poison if wishes to do so.
Look at a stam Warden, which now can use 1/3 of the skill set that was off. How about stamina Necromancers?
Have you forgotten that many of the existing classes were forced to weapon skills for primary damage because their good class skills were on different Damage type than their build?
I say hybridization brought freedom of choice and variety in the game as a true Elder Scrolls game should.
Urzigurumash wrote: »Urzigurumash wrote: »Urzigurumash wrote: »
Because it's an option, and it's fun?
No class should have to ignore class abilities.
Why am I carrying this heavy maul when I don't even need to use it to deal damage
Then why pick a class if you're only going to use weapon abilities?
you're not going to change my mind, btw.
Why do Weapon Abilities exist?
Change my mind @Sakiri , why did StamDK need Whip when it had D Swing?
Ps. Don't take this question personally. We had lots of discussions during the "Stam Whip Fever" Era which preceded this holistic hybridization about Form vs Function and class identity. The above question persists from that time - and all of the answers then were Mechanical, nobody has yet offered a compelling Thematic reason that I can recall.
Urzigurumash wrote: »Urzigurumash wrote: »Urzigurumash wrote: »
Because it's an option, and it's fun?
No class should have to ignore class abilities.
Why am I carrying this heavy maul when I don't even need to use it to deal damage
Then why pick a class if you're only going to use weapon abilities?
you're not going to change my mind, btw.
Why do Weapon Abilities exist?
Change my mind @Sakiri , why did StamDK need Whip when it had D Swing?
Ps. Don't take this question personally. We had lots of discussions during the "Stam Whip Fever" Era which preceded this holistic hybridization about Form vs Function and class identity. The above question persists from that time - and all of the answers then were Mechanical, nobody has yet offered a compelling Thematic reason that I can recall.
They didn't, however most sorcs had to completely ignore ALL their class abilities. There's a difference between not using all class abilities, and using none.
My sorc used bow abilities, fighter's guild abilities, and (lol) ww transform.
At this point I think it is safe to say that hybridization was a bad idea. There have been many changes that have made me unhappy with the game in recent years, but I think that hybridization might be one of the worst of them. Worst of all, hybridization hasn't just ruined PvP for me, it also ruined PvE. Let's look at how.
1. Fewer Choices Than Ever
This sounds contradictory I know. On paper, hybridization was supposed to open the door to many different types of playstyles, but in actuality, it has made the game more homogenous than it has ever been. This applies to both PvE and PvP. In PvE the rotations are stale and don't differ very much between the classes. In PvP, most builds use a mixture of medium and heavy armor, dual wield and ice staff, and even the same skills like vigor and ele sus. I used to have at least 2 of each class, one for stam, and one for mag. They often used to play differently from each other as well. Now I only need one of each class cause there's usually only one effective way to play the class. I essentially lost half of my characters because they became so boring or useless.
2. Balance Issues
The original game was built around the idea that magicka characters and stamina characters were separate and could not effectively use each others skills. There were trade offs which sometimes fundamentally changed how the classes were played. If players can have the best of both worlds, THEY WILL, which is exactly what hybridization has allowed. For a long time, vigor has been the best HoT in the game by a long shot. Since it only used to scale off of stamina/weapon damage, magic builds couldn't use it effectively. This resulted in magic builds having to rely on other HoTs (which were weaker). The trade off was that magic builds had access to spammable burst heals or shields to supplement their weaker HoTs. Meanwhile, stamina builds had a burst heal locked behind a 31 second ability (rally, later reduced to 20 seconds). So stamina builds had the strongest HoT, but they didn't have a spammable burst heal. Magicka builds had weaker HoTs, but access to shields or a spammable burst heal. With hybridization, there's no choice to be made, just use it all. Now we can throw on vigor AND a spammable burst heal AND 1 or 2 supplemental HoTs. Not only does this factor into the homogenization issue (cause virtually anyone will now slot vigor in PvP), but it also contirbutes to the tank meta in PvP in a HUGE way.
Trade offs are important. Not only because they make the game easier to balance, but because they create new playstyles as well. Hybridization took away trade offs, now you just slot the best skills whether they cost magicka or stamina.
3. It is Janky and Incomplete
The original game wasn't built for hybrids so there's still a lot of outdated stats, sets, and buffs in the game. For example, why is weapon damage and weapon crit separate from spell damage and spell crit? This seems like such a pointless separation with hybridization and only leads to confusion. Major and minor buffs still reflect this separation which makes choosing potions very awkward. For example, spell potions only give you Major Sorcery and Major Prophecy. Meanwhile, most other sources of these buffs come with its counterpart. Ability cost is another thing. Light armor still reduces magicka skill costs and medium armor still reduces stamina skill costs. This all seems out of place for a hybrid system and makes hybridization even less enjoyable than it already is.
Summary
In summary, hybridization killed many playstyles, led to homogenization, caused balance issues by getting rid of trade offs, and made the game less enjoyable because of it's incompleteness. It really is one of the worst choices ever made.
I gave up on Arcanist for that reason, I can't tolerate tentacle tentacle beam. I desperately want a different playstyle.MashmalloMan wrote: »Arcanist is just a complete mess right now with 3 damage skills being exactly the same on every single build, there is no reason to choose their spammable because of Cephaliarch's Flail doing 7 things at once. At first glance before release I really thought they meant the class to have 2 playstyles. Playstyle 1 as the traditional option without beam where you spend 2-4 GCD's buiding crux, then spending it via Tentacular Dread, kinda like Necro's 3s rotation. Playstyle 2 being the beam playstyle we see now, minus Cephaliarch's Flail being this weird spammable/execute/heal/debuff/cc that it currently is. I think it's only a matter of time before these options become a reality.
I like it personally MUCH better than the way it was before. I've always played hybrids - at least now it's somewhat more flexible to do so.
I really disliked the "choose only stam or mag" setup. Then again, I don't really like combat at all anyway. THAT is what's not fun in this game.
At this point I think it is safe to say that hybridization was a bad idea. There have been many changes that have made me unhappy with the game in recent years, but I think that hybridization might be one of the worst of them. Worst of all, hybridization hasn't just ruined PvP for me, it also ruined PvE. Let's look at how.
Summary
In summary, hybridization killed many playstyles, led to homogenization, caused balance issues by getting rid of trade offs, and made the game less enjoyable because of it's incompleteness. It really is one of the worst choices ever made.
The original game was built around the idea that magicka characters and stamina characters were separate and could not effectively use each others skills.
The original game wasn't built for hybrids so there's still a lot of outdated stats, sets, and buffs in the game.
They often used to play differently from each other as well.
The original game was built around the idea that magicka characters and stamina characters were separate and could not effectively use each others skills.
There were also no stamina morphs. Personally I think those are one of the weirdest additions to the game.
Magical abilities - which pretty much all of the class ones obviously are - consume magicka. That's how most and definitely the single player Elder Scrolls games are.
I level them to max on most characters, then lose them.
They just don't make sense.The original game wasn't built for hybrids so there's still a lot of outdated stats, sets, and buffs in the game.
Things may currently be a bit wonky but in online games, you and certainly the developers also have an eye on where they're going.
Scribing is just around the corner.
Personally I love most of the recent changes.They often used to play differently from each other as well.
Just one of the many downsides to classes - which again are an aberration for Elder Scrolls - and especially when they have different mechanics is that finding a class you enjoy can be more difficult.
Personally I'm super into nature stuff and love warden's visuals but on release mechanically they were super boring.
Not into necromancy at all. After 10 years still haven't maxed undaunted on any of my characters. Perversely found the Necro class bloody brilliant, though odd lacking a perma pet.
Leaving me with no class I enjoyed enough to really get into the game.
I'm playing now and looking at changes now and seeing improvements in every class. I had levelled a few DKs to max and deleted them cos I just didn't enjoy them. Now I'm thinking maybe I should have at least one.
The original game was built around the idea that magicka characters and stamina characters were separate and could not effectively use each others skills.
There were also no stamina morphs. Personally I think those are one of the weirdest additions to the game.
Magical abilities - which pretty much all of the class ones obviously are - consume magicka. That's how most and definitely the single player Elder Scrolls games are.
I level them to max on most characters, then lose them.
They just don't make sense.The original game wasn't built for hybrids so there's still a lot of outdated stats, sets, and buffs in the game.
Things may currently be a bit wonky but in online games, you and certainly the developers also have an eye on where they're going.
Scribing is just around the corner.
Personally I love most of the recent changes.They often used to play differently from each other as well.
Just one of the many downsides to classes - which again are an aberration for Elder Scrolls - and especially when they have different mechanics is that finding a class you enjoy can be more difficult.
Personally I'm super into nature stuff and love warden's visuals but on release mechanically they were super boring.
Not into necromancy at all. After 10 years still haven't maxed undaunted on any of my characters. Perversely found the Necro class bloody brilliant, though odd lacking a perma pet.
Leaving me with no class I enjoyed enough to really get into the game.
I'm playing now and looking at changes now and seeing improvements in every class. I had levelled a few DKs to max and deleted them cos I just didn't enjoy them. Now I'm thinking maybe I should have at least one.
But there's always been classes in the elder scrolls games.
Only Skyrim removed that.
Most people that I know of made custom skill loadouts, but there were still premade classes.
But there's always been classes in the elder scrolls games.
Only Skyrim removed that.
Most people that I know of made custom skill loadouts, but there were still premade classes.
Hybridization and Oakensoul have removed class and build uniqueness from the game. I can take literally the same set of Oakensoul + Sergeant's Mail + Order's Wrath + Slimecraw head, mostly the same set of skills (Unstable Wall, Orb, Elemental Sus, Echoing Vigor...), stick it on any class with 64 mag and a lightning staff, and do anything short of vet trials with it. It's BORING. So lately, I've started rejecting the heavy attack meta and switching back to old school two-bar builds just to have some variety in my gaming experience.
But there's always been classes in the elder scrolls games.
Only Skyrim removed that.
Most people that I know of made custom skill loadouts, but there were still premade classes.
We often see this claim and while it is true that TES games have had things they call classes, they haven't actually qualified as classes in the traditional sense or as we see them in ESO.
https://en.wikipedia.org/wiki/Character_class
https://en.uesp.net/wiki/Online:Classes
Morrowind and Oblivion have "classes" but unlike ESO have a completely open and free character development system with no unique abilities divided up among different classes. One character can do it all.
https://en.uesp.net/wiki/Morrowind:Classes
https://en.uesp.net/wiki/Oblivion:Classes
Skyrim actually went backwards in this respect with their implementation of perks - with limited perk points - at least at launch.
However among the most popular mods were those which added unlimited perk points so eventually the devs patched in a base game way to get more.
The point was, someone said basically they were the worst thing.
They had them. They were bad, and you weren't locked out of stuff, but they had them, and they weren't the worst thing.
That said, we don't have the same setup for it here to the same degree. You can use any weapon you want for any class you want, same with armor. The only thing "locked" is spells and spell like abilities.
The point was, someone said basically they were the worst thing.
Nothing in what you said amounted to that.
And the "someone" you replied to was me who didn't say what you're now saying I said.
I would say it now though. ESO should absolutely be classless.They had them. They were bad, and you weren't locked out of stuff, but they had them, and they weren't the worst thing.
That said, we don't have the same setup for it here to the same degree. You can use any weapon you want for any class you want, same with armor. The only thing "locked" is spells and spell like abilities.
By "only" you mean the vast majority of the game's magic.
3 skill lines x 5 abilities x 7 not-you classes = 105 "magic" styled abilities you can't use on any given character.
Compared to 15 + 5 (dest staff) + 5 (resto staff) + 10 (mage + psiijic) + maybe 5 if you go vamp.
The addition of scribing will be nice but the game would be much better if they just threw away classes.
They're not going to throw away classes.
You hate hybridization and homogeneity? That's how you get it.