DenverRalphy wrote: »I'm genuinely worried. Players may equate this to being more like the The Elder Scrolls series was originally built to be. But fail to realize that The Elder Scrolls series was a single player game, and the mechanics from single player games doesn't translate well to multiplayer group focused games.
SilverBride wrote: »This is basically a class change token without being a class change token.
tomofhyrule wrote: »Worried about balance. Really worried.
Sure, it'd be fun for overland and RP, and I'm totally gonna set up some of my alts with skills that would make sense according to their lore. But nobody cares about balance in overland or in a normal.
But vet content? PvP? When competition is involved, then balance needs to as well. And ESO has not historically been great on that front...
Seriously, there are already so many "people aren't letting me bring my heavy attack build into trials!" threads. We really expect that this is going to make people admit more? "Play as you want" is a great thought... so long at the other 11 people in the group also think that. But if the group wants to be meta, then they're gonna be really exclusionary if you're not.
It was the same with hybridization - the idea (good) was that you could slot any skills without having to worry that some were not powerful because it was mag instead of stam. What happened? Every Class then got the "objectively better option" and the "I'm nerfing myself" option - so why would you take the worse one unless you were nerfing yourself? RP? Sure, try to explain to a group lead that you can't pull your weight in the group because it doesn't fit with your RP.
Now think of that, but homogenizing all the classes.
That will also make PvE less diverse as well. A lot of current groups like to bring a Templar because of their excellent execute power. Now if everyone can do that, why do we need a primary Templar when that slot could be another Arcanist with banner and Class Mastery? Why have healers if all the DPS can just run Matriarchs? Why have two tanks if one can just be in Magma 100% of the time and just not take damage ever? And then, all those support slots you don't need anymore can go to more DPS!
Also PvP - you thought the Polar Wind spamming Wardens was bad, now wait for them to also be able to cast Magma on cooldown to restore their resources as well. Or just wait for the gankblade bombers who can use Mages Wrath to get a second explosion out of Rush of Agony and then streak away unscathed. I guess it's a good thing people want a meta shift, because it's coming.
Finally, the thing that disappoints me most is that I really really want a new Class. I've been dreaming of a Dwemer Artificer for ages now, but this system makes it look like we'll never get a new Class again. After all, now instead of being balanced against 7 other Classes, it'd be three lines balanced against each other and 21 other lines individually.
Arcanist's release was some of the most fun I've had with this game. I love the new character setup process and getting to play with new skills and how they interact. Now, my options are to... make another version of a character I already have, until I finish the levelling to get them enough skill points to... make them into a hybrid of other characters because nobody has their own identity anymore. That's super depressing actually.
Imagine - we're at a state where literally the only Class identity we have anymore is the fashion of the Class set. "Sure you can use all the other skills from another class, but don't you dare wear a facemask! That's for OG NBs only!"
manukartofanu wrote: »So far, I see that now people will have one less reason to create alts. Previously, players had to make alts of different classes to access certain builds, but now everything can be done on a single character.
And yeah, it doesn't seem like releasing a new class makes any sense with this system. When the Arcanist was released, many had to create one because it was meta. In the current system, it's enough to simply take its skill lines.
SerafinaWaterstar wrote: »manukartofanu wrote: »So far, I see that now people will have one less reason to create alts. Previously, players had to make alts of different classes to access certain builds, but now everything can be done on a single character.
And yeah, it doesn't seem like releasing a new class makes any sense with this system. When the Arcanist was released, many had to create one because it was meta. In the current system, it's enough to simply take its skill lines.
Think you might have to unlock the class skills first so will need alts.
And it means I can play around with my alts! My 5 nbs are pretty similar but now I can take them in wonderful new directions - a ranger, a more sorc one, one with dk/temp skills, oooh just thinking about the possibilities!
randconfig wrote: »I honestly can't wait, I just wish we could see a demonstration to know all the specific rules for how it will work.
From my understanding it's currently:
- Minimum of one skill tree must be your class
- Scribing class mastery scripts will continue to be based on your class
- Can have no more than one skill tree from a given subclass
- Can have any number of skill trees for your own class
- The skill tree swaps includes passives, active ability, and ulitmate abilities
My main questions now:
- Would a damage focused skill tree, like Necromancer Grave Lord, be exchangeable with a support focused skill tree, like Warden Green Balance? Or would you have to swap damage focused skill tree for another damage focused skill tree? Also how would that work for a class like Sorcerer where all three skill trees could be considered damage focused?
- Would abilities/passives that mention "class ability" include subclass abilities, or apply strictly for the original class?
1# Absolutely. Older classes don't have that clear separation, so it would make little sense if they arbitrarily decided that Daedric Summoning is the tanking line now even though it has the Sorc healer's Matriarch pet. As I understand it, you will be able to pick up to 3 tanking skill lines from the classes of your choosing.randconfig wrote: »I honestly can't wait, I just wish we could see a demonstration to know all the specific rules for how it will work.
From my understanding it's currently:
- Minimum of one skill tree must be your class
- Scribing class mastery scripts will continue to be based on your class
- Can have no more than one skill tree from a given subclass
- Can have any number of skill trees for your own class
- The skill tree swaps includes passives, active ability, and ulitmate abilities
My main questions now:
- Would a damage focused skill tree, like Necromancer Grave Lord, be exchangeable with a support focused skill tree, like Warden Green Balance? Or would you have to swap damage focused skill tree for another damage focused skill tree? Also how would that work for a class like Sorcerer where all three skill trees could be considered damage focused?
- Would abilities/passives that mention "class ability" include subclass abilities, or apply strictly for the original class?
SerafinaWaterstar wrote: »@Ratzkifal
Fair enough - gave up on post stream when they has tech issues.
Still not a reason not to make alts though!
What I am most excited for with the subclass system is the potential options that can be added down the road. There has always been lots of talk about a bard or tinker class or whatever you can imagine. While an entire class based on these things might not work, they can now add a single class line that anyone can add to pick up that fantasy.
A single line of skills for a bard line with songs and things allowing buffs or some new kind of damage.
Monk class with bare hands or staff may still be complicated but perhaps this opens it up as more of a possibility.
randconfig wrote: »I'm not sure what all the fuss and fearmongering is for. It's a great direction for the game, even if there will be a few bugs and needs for balance adjustments.
I'm hyped for it!
I just hope it's limited to one bonus skill line, otherwise why even have classes. What the hell are people talking about classless being closer to traditional TES? Every single TES game had classes until Skyrim.
Ragnarok0130 wrote: »randconfig wrote: »I'm not sure what all the fuss and fearmongering is for. It's a great direction for the game, even if there will be a few bugs and needs for balance adjustments.
I'm hyped for it!
You know we were accused of "fearmongering" when we raised issues about U35 and we were proven correct at every turn. Historically ZoS has proven that they can't balance this game, heck the combat team prattled on ad nauseum about their "combat vision" but was wholly unable to articulate just what that vision was to the point where they canceled the U35 townhall that they came up with to address the concerns when it became apparent that we wanted actual answers and not just marketing speak thrown at us. But now we're expected to accept that this same combat team will be able to balance a much more complicated multi-class version of the game despite their repeated failures in this very area?
randconfig wrote: »I'm not sure what all the fuss and fearmongering is for. It's a great direction for the game, even if there will be a few bugs and needs for balance adjustments.
I'm hyped for it!
First, people fear change.
Second, more choices lead to fewer choices for those interested in peak performance. This statement is supported by the similar builds of the top-performing players. Players with competitive PvE raid groups are not told what their build must be. They are only told what their DPS or healing/tanking effectiveness must be. That tends to mean the best-performing skills, which minimizes differences between builds.
It is similar for those players interested in class flavor, since more choice outside class means less class flavor.
Granted, it is great and fun for the more casual player, who is the majority of the player base and essentially the bread and butter of ESO revenue.
Someone's thoughts and opinions on this greatly depend on the type of player they are.
I will add my thoughts on this. We should be able to replace only one skill line. That would help keep some of the limited class flavor we currently have. From what I understand, I know this is not how it will be. Hopefully, we cannot change on a whim.