Theory crafting may actually be a thing again
So, with subclassing incoming, I hope they will remove the Infinite Archive skins restrictions(which was a no-sens in the first place)
The_Meathead wrote: »
Rkindaleft wrote: »Theory crafting may actually be a thing again
I want to make the point that what people are praising about Subclasses now is exactly what was said when they announced hybridisation. More freedom of builds, more theory crafting, etc. It’s just not what happened.
Endgame has the problem of not being particularly diverse, yet all hybridisation did for it was cut the amount of classes down from 12 to 6 (no Arcanist at this point.) Before you had a Magicka DPS spec and a Stamina DPS spec of all classes with different play styles and skills separating them, but now you basically just use the exact same setup and gear no matter what. I fail to see how Subclasses will be different without making things even less diverse then they currently are.
tom6143346 wrote: »
Yeah roleplay that’s what the game became for…… sadly
Gaebriel0410 wrote: »tom6143346 wrote: »
Yeah roleplay that’s what the game became for…… sadly
No, roleplay is what the game was all about since the very start.
Gaebriel0410 wrote: »
Sure there's game modes of various difficulty, but that doesn't take away that ESO is an RPG at its core.
Plenty of players engage in both high level endgame content and various degrees of roleplay. One does not rule out the other!
Unfortunately, you often see things like "casual players/roleplayers do not understand the full picture" which is kinda laughable and very untrue, as it makes it sound like obsessive minmaxing at the cost of all else is the gold standard that everyone should aspire to in their journey to git gud. And yeah that's very much a hyperbole, but so are aforementioned statements. Optimizing characters can be very fun, but it is also not the be all end all of playstyles.
Crimsonorion wrote: »Ahh yes the usual "But my PvP" rants whenever class changes are made. And like usual the PvP'ers will rant, rave, threaten to leave..and then nothing will happen and PvP will remain the same. More choice is always the best way to go. It's an MMORPG. Massive MULTIPLAYER Role Playing Game. That means its more then just a few people who PvP on a daily basis, sorry
Well, to be fair it was heavily marketed to have a PvP focused endgame with a "play as you want" concept.... so either way I wouldn't say subclasses actually breaks away from that marketing and you're both right to some extent, haha.The game was heavily marketed as PVP-Centric at launch. Cyrodiil probably had more marketing material around it than any other aspect of the game. It's a bit disingenuous to say it's been "roleplay focused since the start", despite them having shifted in that direction over the years to the chagrin of many of the more "endgame" focused players. One of the first, and most successful DLCs at the time (IC) was PVP focused as well.
The game was heavily marketed as PVP-Centric at launch. Cyrodiil probably had more marketing material around it than any other aspect of the game. It's a bit disingenuous to say it's been "roleplay focused since the start", despite them having shifted in that direction over the years to the chagrin of many of the more "endgame" focused players. One of the first, and most successful DLCs at the time (IC) was PVP focused as well.
I'm sorry, but what you've said in the second half of this post is just flat out untrue. How can you honestly say that casual/roleplay oriented players have just as much of a grasp on how massive, sweeping combat changes like this will impact the game's balance as veteran combat focused players do? This is just objectively incorrect.
People are rightfully worried about how this will impact PVP balance because it isn't as cut and dry as "this gives more flexibility to those that want it, and those that don't can just ignore it". It directly impacts your personal experience in PVP to give everyone absurd amounts of powercreep for no reason whatsoever. In the short term it will probably be fun - but in the long term, this is likely going to significantly deteriorate the overall PVP experience for veterans and new players alike. You will either conform to using the meta build choices, or you will drastically fall behind in power level compared to people that do - just like hybridization. This causes homogenization, which the majority of the endgame veteran playerbase seems to dislike - both in PVP and PVE.
Crimsonorion wrote: »Ahh yes the usual "But my PvP" rants whenever class changes are made. And like usual the PvP'ers will rant, rave, threaten to leave..and then nothing will happen and PvP will remain the same. More choice is always the best way to go. It's an MMORPG. Massive MULTIPLAYER Role Playing Game. That means its more then just a few people who PvP on a daily basis, sorry
propertyOfUndefined wrote: »This opens up so many possibilities! I may actually start playing again!
Gaebriel0410 wrote: »I think chance was very much needed, even though with every change to this game you hear people say that the sky is falling (since the very start of ESO). But well, players will always find out OP combinations, because that's just what people do. I just assume that they will balance it if there are truly egregrious skill interactions, as I doubt the future of their own game is something they never thought about when implementing new things.
Hybridization was first proposed as a way to shake up the game and allow more build customization than ever. We all know how this turned out. The number of classes got cut in half and the game became more homogenous than ever. In PvP for example, most builds have vigor, ice staff, and dual wield. There's not much build diversity at this point.
I'm not going to get into why I think hybridization was bad for the game, but I've made posts about the topic before:
https://forums.elderscrollsonline.com/en/discussion/655483/hybridization-ruined-every-aspect-of-the-game-for-me/p1
https://forums.elderscrollsonline.com/en/discussion/624313/core-combat-values-the-flaws-of-play-as-you-want/p1
Long story short, hybridization removed the need to compromise which actually leads to less build diversity. For example if Vigor (easily the best HoT) can be slotted and effective on every PvP build, why wouldn't you slot it? It's clearly the best option. The same thing will happen with subclasses. Some remnants of the original game are still in place, so some classes are better in some areas where others aren't. Nightblade has much better burst than a DK for example. I would choose the Nightblades Assassination skill line for my damage skill line on pretty much any class. Warden and Templar have great healing skill lines, so why wouldn't I choose those? I can also fill in some gaps (like the need for a good burst heal) with Scribing.
Hybridization also caused some serious balance issues. Pre-hybridization it wasn't possible to combine Vigor with a spammable burst heal and a secondary Magicka scaling HoT. You either used Vigor and had to wait for your burst heal through Rally, or use a Magicka build with a weaker HoT than Vigor, but a spammable burst heal like Honor the Dead. With hybridization you just use all 3 heals which increases time to kill. Hybridization also made running both Radiating Regeneration and Echoing Vigor possible, which we clearly see is a major problem with ballgroups.
This change will basically cut the number of classes down from 7 (which is already down from 14) to 1 or 2. More customization leads to less build diversity, not more. The need for compromise is what creates new playstyles.
The ball is already rolling with this, but I'm disappointed to see that no lessons were learned from the impact that Hybridization had on the game.
supabicboi wrote: »Wait wait wait wait everyone, halt.
I think subclasses may be a feature only for pve, not pvp.