Parasaurolophus wrote: »Come on. Do you really not see what a disaster this could turn into? How badly power creep will spiral out of control? How much nerf potential this opens up? Sure, there’ll be that “new toy” effect for a while. But then what?
SeaGtGruff wrote: »I'm not in favor of doing away with classes. Even though I personally tend to play my characters a certain way regardless of their class, there are a lot of players who take class identity very seriously. If only for role-playing purposes, I think it's in the best interests of the game to keep classes.
However, I do think that adding the ability to create sub-classes is a good idea, because it will open up more possibilities in the ways that players can build and express their characters.
Haha I have less than 1% belief this will work out well. The most obvious issue is around balancing and catering to the players that want to mix and match skills and the players that want to stick to true class setups. Certain skill lines will have to be nerfed to the ground to allow them to be "transferred" to make them "ok" to use, which will destroy the builds that want to remain "authentic".
The only way this could possibly work is if they introduce penalty passives that only apply when using those class skills outside of their default skill.
Militan1404 wrote: »In 10 years they couldnt balance the classes, then how could they balance it when they are all mixed?
Bet now templar skills would be nerfed becouse they are op on a nightblade or DK skills becouse they are op on a sorc. And would classes still be valuable as stand alone or do you have to have sub-classes now to be good? And would they still bother to balance each class individual or is this just an excuse to dont spend time on balance, we allready had minimal balance changes the last couple of updates. And do i have to use wierd tentacles, and bugs coming of the ground to be viable on another class when thats was not i visioned it when i made it. And is it even lore friendly? Not an lore expert but templar necromancer sounds wierd.
Militan1404 wrote: »In 10 years they couldnt balance the classes, then how could they balance it when they are all mixed?
Bet now templar skills would be nerfed becouse they are op on a nightblade or DK skills becouse they are op on a sorc. And would classes still be valuable as stand alone or do you have to have sub-classes now to be good? And would they still bother to balance each class individual or is this just an excuse to dont spend time on balance, we allready had minimal balance changes the last couple of updates. And do i have to use wierd tentacles, and bugs coming of the ground to be viable on another class when thats was not i visioned it when i made it. And is it even lore friendly? Not an lore expert but templar necromancer sounds wierd.
Thanks for the reply. Balance has always been tough in ESO, and mixing class skills definitely risks making that even more complicated. I don’t think subclassing or a classless system should mean abandoning balance altogether, though. Ideally, this system would give ZOS more granular control. Instead of balancing entire classes, they could tweak specific skill lines or combos more precisely.
As for the class identity and visuals, I agree, not everyone wants tentacles and bugs in their build. I'm one of those people lol I don't run either on my warden or arcanist and, obviously, that puts me at a disadvantage. I don't really care, though. I don't have to run best in slot everything to have fun. In fact, I have a lot less fun when I do that. The good news, now, however, is that we have other options thanks to subclassing.
And lore wise? ESO has always been a little loose with that, especially compared to single player Elder Scrolls games. Personally, I think it’s possible to justify more freedom within the lore.
But I appreciate your reply and you laying out these points! Just as important to talk about the downsides as well as the upside.
Militan1404 wrote: »In 10 years they couldnt balance the classes, then how could they balance it when they are all mixed?
Bet now templar skills would be nerfed becouse they are op on a nightblade or DK skills becouse they are op on a sorc. And would classes still be valuable as stand alone or do you have to have sub-classes now to be good? And would they still bother to balance each class individual or is this just an excuse to dont spend time on balance, we allready had minimal balance changes the last couple of updates. And do i have to use wierd tentacles, and bugs coming of the ground to be viable on another class when thats was not i visioned it when i made it. And is it even lore friendly? Not an lore expert but templar necromancer sounds wierd.
Thanks for the reply. Balance has always been tough in ESO, and mixing class skills definitely risks making that even more complicated. .
Ragnarok0130 wrote: »Militan1404 wrote: »In 10 years they couldnt balance the classes, then how could they balance it when they are all mixed?
Bet now templar skills would be nerfed becouse they are op on a nightblade or DK skills becouse they are op on a sorc. And would classes still be valuable as stand alone or do you have to have sub-classes now to be good? And would they still bother to balance each class individual or is this just an excuse to dont spend time on balance, we allready had minimal balance changes the last couple of updates. And do i have to use wierd tentacles, and bugs coming of the ground to be viable on another class when thats was not i visioned it when i made it. And is it even lore friendly? Not an lore expert but templar necromancer sounds wierd.
Thanks for the reply. Balance has always been tough in ESO, and mixing class skills definitely risks making that even more complicated. .
I've been here since 2014's closed beta - balance hasn't been "tough" - ZoS has been wholly unable to balance ESO's combat the entire time. Now we're expected to believe that ZoS will magically be able to balance every conceivable permutation of class, guild, and weapon skills when they were unable to balance those same skills when they were limited to specific classes? That isn't optimism it's naivete. I foresee an incoming nerf hammer post subclass patch that will make us think U35 was a nice day at the park.
Militan1404 wrote: »Militan1404 wrote: »In 10 years they couldnt balance the classes, then how could they balance it when they are all mixed?
Bet now templar skills would be nerfed becouse they are op on a nightblade or DK skills becouse they are op on a sorc. And would classes still be valuable as stand alone or do you have to have sub-classes now to be good? And would they still bother to balance each class individual or is this just an excuse to dont spend time on balance, we allready had minimal balance changes the last couple of updates. And do i have to use wierd tentacles, and bugs coming of the ground to be viable on another class when thats was not i visioned it when i made it. And is it even lore friendly? Not an lore expert but templar necromancer sounds wierd.
Thanks for the reply. Balance has always been tough in ESO, and mixing class skills definitely risks making that even more complicated. I don’t think subclassing or a classless system should mean abandoning balance altogether, though. Ideally, this system would give ZOS more granular control. Instead of balancing entire classes, they could tweak specific skill lines or combos more precisely.
As for the class identity and visuals, I agree, not everyone wants tentacles and bugs in their build. I'm one of those people lol I don't run either on my warden or arcanist and, obviously, that puts me at a disadvantage. I don't really care, though. I don't have to run best in slot everything to have fun. In fact, I have a lot less fun when I do that. The good news, now, however, is that we have other options thanks to subclassing.
And lore wise? ESO has always been a little loose with that, especially compared to single player Elder Scrolls games. Personally, I think it’s possible to justify more freedom within the lore.
But I appreciate your reply and you laying out these points! Just as important to talk about the downsides as well as the upside.
Might have come off quite pessimistic tho, and might be just that. But i am all for beeing proven wrong here and for all i know it might be the best thing ever happened to eso hope i get positively suprised. Just concerned it would be kind of like a continuation of the hybridization that in my opinion was not good at all for the game.
Yes please. Elder Scrolls has always been classless. Or at least build your own class.
I've been stuck as a dragon knight for 11 years now and I hate the class. Let me go full Arcanist.
more freedom without erasing identity.
Hell yeah. Class identity died in like 2015 with the push for cp, overpowered generics, and metas defined by sets.Glad to hear I’m not the only one excited by the potential here. Subclassing really feels like a natural progression for the game, and I hope ZOS continues pushing in this direction.
more freedom without erasing identity.
Well it is given that Class identitiy is gone with this move - if other classes can use Impale and Shadow Cloak whats still special about a NB? Nothing
If other classes have the Neon-beam and the Tentacles whats left of an arcanist? Nothing.
Did you ever embrace a class with its characteristics and playstyle? I did with the NB for 10 years.
Besides the passives, classes are like yesterdays news and though I heavily disagree with this move (like hybridization) it would make more sense to abdon classes for good, since they serve no purpose and all of what remains is a levelling template with some skills until you are 50. It´s like you see their vision but they are only following it halfway through for whatever reason.
The way its done it a move with massive implications. Why leave the crutch of passives and limitations to keeping at least 1 skill line and not beeing allowed to swap in two others? Just overcomplicating things and won´t make much difference in the upcoming balancing desaster.
xylena_lazarow wrote: »Hell yeah. Class identity died in like 2015 with the push for cp, overpowered generics, and metas defined by sets.Glad to hear I’m not the only one excited by the potential here. Subclassing really feels like a natural progression for the game, and I hope ZOS continues pushing in this direction.
ForumBully wrote: »Have I always wanted beam on a sorc? Yes. Have I always wanted hardened ward on just about every attempted non sorc ranged build? Yes. Have I wanted DK Shalks? Yes. Can I keep asking myself questions and then answering them? Yes I can.
Still, it's fun to come back to a game you left years back and see the same complaints about broken sets and the same worries about disrupting a "balance" that has never ever ever existed in the game ever.
I think it’s cool to see people saying things like oh Sorc shields are OP and cloak is OP and DKs are too tanky and just knowing that you can’t make some perfect build that has everything at once. Not only can you not have every OP ability at once, but choosing multiple skills lines with survival abilities will leave you very far behind someone who built into multiple damage skill lines. Not to mention set bonuses support different types of abilities and so do CP. I think the build diversity at least in PvP is going to be crazy and people don’t realize it yet.
ForumBully wrote: »Have I always wanted beam on a sorc? Yes. Have I always wanted hardened ward on just about every attempted non sorc ranged build? Yes. Have I wanted DK Shalks? Yes. Can I keep asking myself questions and then answering them? Yes I can.
Still, it's fun to come back to a game you left years back and see the same complaints about broken sets and the same worries about disrupting a "balance" that has never ever ever existed in the game ever.
Right?? Sorc with the arc beam sounds wild, but honestly, I think the key thing people are missing is that just having a strong skill doesn’t guarantee a strong build. If you throw in the beam but don’t have the right passives, synergies, or set bonuses to support it, you might just end up with a flashy dud. That’s what excites me the most about all of this, the potential for wild combos with real tradeoffs. Way more interesting than being locked into one rigid class kit.
wolfie1.0. wrote: »Honestly, I would have preferred that subclasses be branches of existing classes rather than using skills from other classes.
Using class lines from other classes seems like a shortcut approach and it's going to likely be a mess. And disappointment as skills and passives get nuked and mashed into being the exact same for each class.
It also devalues having multiple characters.