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Subclasses Will Lead to a Homogenous Game as Evidenced by Hybridization

  • bruta
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    Stamicka wrote: »
    LunaFlora wrote: »
    Subclassing gives us more build variety so i love it

    The choice is an illusion, it's like asking someone to choose between a skill like "fireball" and "even better fireball".

    exactly that, an mmo at its core is about competitiveness.
    clowning around in the overland can be done even naked so it doesn't matter, the majority of pve and pvp players are not gonna gimp themselves for the sake of "variety"
  • Lalothen
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    As a theorycrafter subclasses will encourage me to try playing again, since I haven't logged in since December last year and I do enjoy coming up with quirky off-meta builds that are still effective in any scenario. However for "serious" endgame this is just going to further homogenise things, the same way the massive "choice" of gearsets boils down to a mere handful that are actually used.

    Gear is another elephant that remains in the room to be honest - with no ostensible roadmap for dealing with it.
  • SerafinaWaterstar
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    I have to disagree with many of these posts.

    Yes, there will be a meta, especially in end game trials, and in pvp, but then there is already. So how will this be different?

    But so what? You don’t have to play it. Its actually very dull in pvp when everyone does. I enjoy playing my nbs without vamp/RoA and can still be effective and have fun.

    And hopefully it will encourage more experimentation, such as done by a guild mate who is a master of one bar builds that do incredible damage - even made a 1 bar nb work!

    (And disagree vehemently with post that says all MMOs are about competitiveness - with whom?! - It is about fun.)
  • Gaebriel0410
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    Stamicka wrote: »
    We haven't seen a good balance patch in a few years at this point, and it's definitely not because the game is balanced. Hybridization is still unfinished as well, so to expect that this idea will be balanced and fully finished doesn't exactly fit ZOS' track record.

    People don't act like the sky is falling when good changes are made. The fact that you see people claiming that the sky is falling so much speaks to the types of changes that are made time after time. By the way, this April, Steam Charts is showing about an 11k ESO player average compared to 16k in April 2024 and 18k in April 2023. So this stuff has taken a toll on the overall population. The PvP and endgame PvE crowd has seen much more dramatic drops, both of those scenes are essentially dead.



    The game will probably never be perfectly balanced, no MMO I have played has ever managed that. It would be a beautiful dream, but sadly just a dream.

    People will always act like the skies are falling, I've seen it in about every online game I've played without exception. That either means the developers on every game ever are completely clueless about balancing their own games, or that there's often a lot of hyperbole involved, and my guess is on the latter. What one player sees as a good change, another may see as a bad change, depending on perspective and playstyle.

    I often see steam charts linked as some kind of proof how a game is really dying this time, but to me that doesn't really say anything. I could probably take a steam chart from patches that were popular with endgame demographics, and still see some sort of decline when compared. I think it's not too strange that those charts show lower numbers than in previous years, as ESO didn't announce anything for the year to get people excited about yet, until now.



  • Ragnarok0130
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    tom6143346 wrote: »
    This is totally fair. No one’s going to subclass as a Necromancer. 😬
    Depends. I am sure that obvious things like every class being able to cloak & streak is just a tip of the iceberg. The issue here is that every class was design to use only it's own class skills. We don't know how class skill from class A will interact with class B casting that skill. For instance - Necro has relatively cheap negative effect removal and % skill cost reduction. In terms of nin-maxing it opens up a lot of possibilities for other classes etc. Or for example how certain skills will work on a NB with cloak toggled on. Will you be able to have cloak & Warde's Blue Betty active at the same time ? Speaking of which - will you be able to stack all of the sustain skills from 3 classes and never die ? See, those are things that may be most problematic. It is those small combos that I am most worried about tbh.

    Stuff will be broken and it is basically ZOS willingly opening a pandora box. it will take them another 5+ years to balance this out without gutting evything.

    Instead of re-using existing assets & sell it as a new feature at the cost of destroying the balance, it would be far better to... oh idk... maybe add new skill lines to the game ? Like new weapon skill lines ? Like Spears or 1h & spell ? I am kinda disappointed tbh. It just takes all the choice away, as there will be just 1 meta combo class for PvE and one 1 combo class for PvP.

    Your so absolutely correct about that . There are small bugs in this game that not get fixed for years , hybridization still not complete and now they just open the next thing up. I don’t know , knowing the history of ZOS , I am not really looking forward to the upcoming mess. New weapon skillline + new weapons would be much easier to implement I guess.

    ZoS is like the model builder with 30 unfinished kits on his bench and he's still shopping for and starting new kits.

    It would be great if ZoS could finish, polish, and refine previous projects like hybridization and scribing instead of abandoning them and going "oohh shiney" running off to start something new while forgetting about previous promises and unfinished projects. Pair this with ZoS' abysmal track record around balancing combat skills that were previous class locked and I don't see how this can be anything other than an unmitigated disaster.
  • Akatron
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    Because of the "metaclass-hopper-mentality" we are allready at a homogenous situation.
    Thats why i guess, that the existing homogenous situation will no big different to the coming one.
  • El_Borracho
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    LunaFlora wrote: »
    Subclassing gives us more build variety so i love it

    This is a fiction. While numerically, there are more options, opening up class skills to other classes will significantly reduce variety. @Stamicka is correct. Hybridization already eliminated many once-viable builds in PVP and PVE because you intentionally gimp yourself by playing a non-hybrid or a hybrid without the preferred setup.

    For example, if you think Jesus Beam is the best ultimate execute, allowing something like Arcanist to choose Jesus Beam instead of their ultimate execute, you remove Arcanist's ultimate execute (usually a weapon skill execute) as an option. But its just not from Arcanist, its remove the choice of ultimate execute from all classes. Same goes from skills that give Major Brutality/Sorcery by slotting on either bar, or spammables, or heals, or shields.

    For each type of skill, there will always be a "BIS." So by allowing all skills to become options, all you have done is eliminate more skills as viable options. For example, why would anyone willingly slot Necro's siphon when you can have DKs Flames of Oblivion?
    Edited by El_Borracho on April 16, 2025 3:23PM
  • Tariq9898
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    I've stated this in another forum page.

    But my biggest worries are class identity and balance.

    What if a certain combination proves to be so effective that they end up nerfing both of the classes? Like potentially the pairing of Templar and Arcanist.

    Because knowing ZOS’s pattern, they’ll just nerf the Templar and Arcanist to where their combo isn’t as overpowered. Which could lead to playing solely just the Templar or Arcanist not as effective as it used to be.
  • Stx
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    Tariq9898 wrote: »
    I've stated this in another forum page.

    But my biggest worries are class identity and balance.

    What if a certain combination proves to be so effective that they end up nerfing both of the classes? Like potentially the pairing of Templar and Arcanist.

    Because knowing ZOS’s pattern, they’ll just nerf the Templar and Arcanist to where their combo isn’t as overpowered. Which could lead to playing solely just the Templar or Arcanist not as effective as it used to be.

    Arcanist is too effective as it is due to beam so in that perspective it’s fine. For Templar execute that specific skill is probably a little too strong. So nerfing it would be justified. If the Templar overall kit suffers from a nerfed execute then they should compensate them elsewhere. Ideally you want each skill line to stand on its own when compared to any other skill line.

    I agree subclassing will take a lot of balancing to implement successfully, that is the biggest worry just because ZOS has a long history of very minimal balance changes.
    Edited by Stx on April 11, 2025 7:03PM
  • Muizer
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    Tariq9898 wrote: »
    But my biggest worries are class identity and balance.

    What if a certain combination proves to be so effective that they end up nerfing both of the classes? Like potentially the pairing of Templar and Arcanist.

    Because knowing ZOS’s pattern, they’ll just nerf the Templar and Arcanist to where their combo isn’t as overpowered. Which could lead to playing solely just the Templar or Arcanist not as effective as it used to be.

    In a sense my concern is actually that they didn't mention anything about rebalancing. Rather it seems like a 'hit and hope' kind of thing where balance is concerned. And that when there's good reason to think subclasing will allow 'outlier builds': Not so much new meta's but builds that can do one particular thing WAY better than any build could up to now. And No content is ready to receive that kind of player.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • Kalle_Demos
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    This is a really bad idea on a number of levels. Shocked it's becoming a thing. I...I don't have anything else to say that hasn't already been said in this thread or that any serious members of the 'balance' team would've brought up. And this mental image:
    giphy.gif
    Edited by Kalle_Demos on April 11, 2025 9:58PM

    "If I am to be Queen, I must look fear in the face and conquer it. How can I ask my people to have faith in me if I don't have faith in myself?" - Queen Ayrenn
  • Tariq9898
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    Tariq9898 wrote: »
    I've stated this in another forum page.

    But my biggest worries are class identity and balance.

    What if a certain combination proves to be so effective that they end up nerfing both of the classes? Like potentially the pairing of Templar and Arcanist.

    Because knowing ZOS’s pattern, they’ll just nerf the Templar and Arcanist to where their combo isn’t as overpowered. Which could lead to playing solely just the Templar or Arcanist not as effective as it used to be.

    To add more to my own comment, this doesn't just go with Templar and Arcanist. Those were just examples. This applies to every class.

    For example, I don't want my Necro to be nerfed just because it's broken when paired with another class. Especially when I choose to solely play Necro minding my own business. Or nerfing the DK tank just because it's too overpowered when paired with Arcanist and Sorcerer tanking skills. I should NOT be left behind or kicked out of the group if I choose to solely tank as a DK.

    Nerfing individual class to balance the subclassing could potentially cause said class to be "useless." Which could force people to resort to subclassing just to compete with the group/meta.

    I should still be able to use ONE class if I choose to and be more than ready for vet dungeon/trial. And this goes for all roles. Subclassing should be an added option. NOT a replacement of individual classes.
    Edited by Tariq9898 on April 11, 2025 11:12PM
  • katanagirl1
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    Remember how players have been saying that we have so many sets in the game but most of them are bad?

    Well, that is how opening up subclasses will be for builds. There will be a lot of bad ones.

    How do you expect that to be different?
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Vaqual
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    People are scared that there will be few high performing outlier builds, when we literally already have that?
    It takes only a grain of mathematical understanding to be able to predict where the problems are going to lie and it will be just as easy to fix these problems in sensible ways.*
    People are afraid of collateral nerf damage? The people who truly are afraid of nerfs probably already know deep down they are playing something that deserves it.
    Only because we have extra restrictions now we don't automatically have better PvP. A lack of proper balance is still a lack of proper balance. A year of Sorc being busted has done more to keep me out of PvP than "class identity" could ever make up for.

    "Bro, don't go to the buffet, the a la carte menu has way more cost effective meals. They all come with disgusting sides, but I have lowered my expectations enough to accept them".

    I think I will never understand this performance obsession some people have in PvP. You could score 100 kills with the grenade launcher in CoD4, but knifing a bunny hopper was what felt satisfying. If I was playing to just win against meaningless strangers a browser game would be sufficient.

    The PvP is inseparable from the RPG. If the RPG is not good, the PvP means nothing. The PvP gameplay is not unique enough to exist in a space without RPG background. Have you ever seen MMO PvP combat successfully marketed as standalone game? This applies to many aspects of an MMORPG, not just PvP. The sum of the elements is what makes these games work.

    So now we are likely to receive an enormous upgrade to the customization of player characters. This will be a dramatic boost to the RPG qualities of the game. Why worry about the Meta? Why worry about what other players think?
    Take pride in winning with non-Meta builds. Make your skill count. Ignore the try-hards or make it your mission to wreck them. At least you can access now, more than ever, the tools necessary to deal with the stuff that annoys you most - or the abilities that you envy the most. And that without re-rolling the FotM.

    Just remember: Killing noobs is just as pointless as dying to cheese builds. A good challenge is its own reward. Enjoy the RPG for what it is.

    *Example #1: Lash stacks and Grim Focus stacks cap at a cumulative bonus of X WD, depending on the maximum value either ability morph can provide. Cashing out stacks removes all other stacks of this same type (e.g. BA).

    Example #2: Class specific delayed burst abilities can not affect a target that you have recently affected by another delayed burst ability (2s immunity towards shalks, curse, blast bones, etc. from the same player) while battle spirit is active.


    Edited by Vaqual on April 12, 2025 3:13AM
  • Stamicka
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    Vaqual wrote: »
    People are scared that there will be few high performing outlier builds, when we literally already have that?

    We don't want the problem to get worse than it already is... This change will make the balance much worse, that's kind of the point of this thread. I'm acknowledging that hybridization has put the game in a rough spot and this change will make it worse.
    Vaqual wrote: »
    It takes only a grain of mathematical understanding to be able to predict where the problems are going to lie and it will be just as easy to fix these problems in sensible ways.*

    Oh? Where are these problems going to lie and what "easy" fixes do you propose?
    Vaqual wrote: »
    Only because we have extra restrictions now we don't automatically have better PvP.

    But extra restrictions do result in better PvP. The game was in a better place when people couldn't stack radiating regeneration with echoing vigor. So much of what is wrong with PvP today couldn't have existed in the past due to the fact that the game used to limit what you could do with your builds. You can run any combination of weapons you want, slot any skill, wear and combine any sets in any weight, and dump as many points in health as you want. The current state of ballgroups are the best example of where such few restrictions on builds gets us.
    Vaqual wrote: »
    "Bro, don't go to the buffet, the a la carte menu has way more cost effective meals. They all come with disgusting sides, but I have lowered my expectations enough to accept them".

    I truly have no idea what you're trying to say with this example. Both buffets and a la carte menus tend to have a lot of choices... and since when did a la carte stuff come with sides? What's going on here?

    Vaqual wrote: »
    Why worry about the Meta? Why worry about what other players think?
    Take pride in winning with non-Meta builds. Make your skill count. Ignore the try-hards or make it your mission to wreck them. At least you can access now, more than ever, the tools necessary to deal with the stuff that annoys you most - or the abilities that you envy the most. And that without re-rolling the FotM.

    Everyone will have the tools to be whatever they want... including the min maxers. You're still going to lose to people who utilize the tools better. When you give people the ability to customize their builds more, it's the min maxers who will get the most out of it. This stuff won't benefit the people you think it will benefit, it's the opposite actually.

    More customization leads to the power gaps, knowledge gaps, and lack of build diversity that so many people have a problem with. All those things will get worse. The new PvPers will lose worse than they ever have, the new PvErs will be further behind in damage than ever. This stuff isn't good for the game and we have seen it time and time again.
    PC NA and Xbox NA
  • Vaqual
    Vaqual
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    Stamicka wrote: »
    Vaqual wrote: »
    People are scared that there will be few high performing outlier builds, when we literally already have that?

    We don't want the problem to get worse than it already is... This change will make the balance much worse, that's kind of the point of this thread. I'm acknowledging that hybridization has put the game in a rough spot and this change will make it worse.

    I simply do not agree with this. I personally feel that the overall direction of combat changes has steadily improved the gameplay. What has been and is making PvP miserable for years are constant massive outlier performances and design flaws that are pretty much obvious to anyone who is playing the game. I can imagine what horror scenarious you are picturing, but personally, I find them preferable to what we have. This will provide a good basis for doing away with the weird class-wide power budgeting and looking at abilities in a fair and direct manner.
    Stamicka wrote: »
    Vaqual wrote: »
    It takes only a grain of mathematical understanding to be able to predict where the problems are going to lie and it will be just as easy to fix these problems in sensible ways.*

    Oh? Where are these problems going to lie and what "easy" fixes do you propose?

    I posted two examples under the asterisk. I don't think this is the right thread to expand on this. The fundamental logic for these fixes has to be those class specific stack&burst, delayed burst and stat multipliers that carry the current power budget for the existing classes, are becoming in some way mutually exclusive. I.e. it should be fine for a Sorc to use Spec Bow, but a Spec Bow + Bound Armaments burst must not be possible, etc. This can be achieved by attaching a named tag to the existing stacks, so that the ability usage wipes all such stacks at once. Or in the example with the delayed burst: A "trauma"-like debuff could prevent excessive stacking of such abilities and the resulting mega combos. These abilities would still be usable and combinable with the generic kit, but not amongst each other. Of course heal/mitigation/sustain/ulti-gen synergies contribute to more optimized builds, but they will not immediately affect the maximum damage burst potential. And for the cases like Catalyst + Transfer + Corrosive: Is the synergy the issue or Corrosive? Just make Corrosive more expensive when used on a subclass. Small penalties based on subclassing should be possible and can use the same identfier that class sets use to discriminate usage.
    Stamicka wrote: »
    Vaqual wrote: »
    Only because we have extra restrictions now we don't automatically have better PvP.

    But extra restrictions do result in better PvP. The game was in a better place when people couldn't stack radiating regeneration with echoing vigor. So much of what is wrong with PvP today couldn't have existed in the past due to the fact that the game used to limit what you could do with your builds. You can run any combination of weapons you want, slot any skill, wear and combine any sets in any weight, and dump as many points in health as you want. The current state of ballgroups are the best example of where such few restrictions on builds gets us.

    No, disagree again. From my perspective, all classes impose (in parts) flavour and gameplay that I find in some way undesirable for build A, but then maybe highly appropriate for build B. The ability to swap out these elements without crippling myself is most welcome to me. Regarding the stacking of heals, I agree. This is one fundamental design flaw. But this has very little to do with whats to come. It is a consequence of hybridisation, but at the same time it would be trivially easy to fix, if there was a will to do so (can't make a statement regarding the performance impact of the possible fixes). Conflating the "tank meta" (among the only valid countermeasures to "one shot metas") and ball groups in general is pretty much derailing the conversation. Subclasses or not, if a player insists on running 4-5 heals, that is already possible. There was nothing inherently great about the pre-hybridisation PvP and the issues those times were plagued by just aren't so prevalent in peoples minds.
    Stamicka wrote: »
    Vaqual wrote: »
    "Bro, don't go to the buffet, the a la carte menu has way more cost effective meals. They all come with disgusting sides, but I have lowered my expectations enough to accept them".

    I truly have no idea what you're trying to say with this example. Both buffets and a la carte menus tend to have a lot of choices... and since when did a la carte stuff come with sides? What's going on here?

    Not all choices are equal.
    Basically a metaphor to illustrate the point above. There are significant parts of the class kits that I straight up do not like for some of characters. One example: I strongly dislike the NB Assassination line for one of my characters for multiple reasons. Have you tried balancing a good NB build without utilizing anything from that line? It is a near crippling hit to the overall performance of such a build. But it isn't enough reason to reroll, as I very much like the rest of the kit for that character. Having the option to swap out this skill line is nothing but a blessing for me. I can enjoy the aspects of the class that I like on any given character and complement them appropriately.
    So if I am stuck between choosing "Steak with dry rice" or "Cardboard with french fries", I'd be glad to try out the buffet and get the things that I actually want without leaving half of my plate empty.
    Stamicka wrote: »
    Vaqual wrote: »
    Why worry about the Meta? Why worry about what other players think?
    Take pride in winning with non-Meta builds. Make your skill count. Ignore the try-hards or make it your mission to wreck them. At least you can access now, more than ever, the tools necessary to deal with the stuff that annoys you most - or the abilities that you envy the most. And that without re-rolling the FotM.

    Everyone will have the tools to be whatever they want... including the min maxers. You're still going to lose to people who utilize the tools better. When you give people the ability to customize their builds more, it's the min maxers who will get the most out of it. This stuff won't benefit the people you think it will benefit, it's the opposite actually.

    Yes, but still only 3 skill lines with 5 abilities each. I am not afraid of the minmaxers, there is no arcane knowledge that they have that I won't have. I can read, test and equip everything they can - if I want to. If they play better, so be it. If they are willing to abuse all available cheese, so be it. Do you think I am concerned with the well being of the meek and downtrodden? Then you are misunderstanding me. This is not a plea to be lifted up. For me it is immersion and roleplay-coherence first, PvP second. The feelings of other players aren't really on my bucket list. I am convinced that anyone can do well in any meta, but the immersion is only good if the immersion is actually good. You can win in any game, but the game has to be worth your while.
    It is really a common fallacy that I see here, that rejection of the meta is always associated with a lack of ambition or ability.
    Stamicka wrote: »
    More customization leads to the power gaps, knowledge gaps, and lack of build diversity that so many people have a problem with. All those things will get worse. The new PvPers will lose worse than they ever have, the new PvErs will be further behind in damage than ever. This stuff isn't good for the game and we have seen it time and time again.

    Knowledge gaps are fine, leaves room for players to explore and grow. Being a slave to the meta or ones own desire to beat any stranger in a 10 year old video game is something that feels entirely foreign to me. Making the effort to use the available resources to improve and staying true to ones own RPG experience are two things that everyone has to balance for themselves. Everyone can reach a point where they can make an informed decison as to what they value more. Players who can't find out how to play a video game successfully in this day and age simply didn't bother and certainly do not deserve to have a game trivialized to meet their needs. Players who choose not to engage with certain cookie cutter strategies can make this choice consciously and be at peace with the performance they are getting out of their setups. The gold standard would be if performance and RPG experience go hand in hand, and this is something that this update is promising, simply by merit of the current RPG experience being bad. And honestly, players who can't handle the ability texts are copying builds now and they will be copying builds then. The realistic differences for meta setups between classes are already not really worth mentioning.

    The most glaring power gaps will have to be adressed, but again, that is why I provided the examples. Most power spikes will come from stat stacking and burst combo expansion in conunction with wide access to high performing unvoidable CCs. It is self evident which passives and actives will be affected and it isn't really a big deal to come up with a fair ruleset that dampens the impact of these new combinations without harming the basegame experience (examples above). If ZOS delivers on that remains to be seen, but even if not, I still prefer that reality to what we have currently. It may be a subjective thing, but to me, the current classes in ESO are pretty much the worst thing the game has to offer - and this update promises to alleviate 90 % of my current gripes with all classes at once. This is such a profound improvement, that I am already entirely sold on the concept.



  • Cardhwion
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    Stx wrote: »
    This is the classic MMO vs Elder Scrolls debate.

    Changes like scribing, hybridization, and subclassing are excellent for players who want a traditional elder scrolls experience and who just want to play casual content and make fun builds and themed characters.

    For MMO players mainly interested in endgame, changes like this reduce build variety because performance is what matters most.

    In my opinion, subclassing is going to make the game more fun and honestly this game should never have had classes in the first place. As you yourself mentioned, there already isn’t much build diversity at the top of the ladders, so might as well let everyone else have fun.

    I really don't get this part - no one is hindering you to make the most effective build you can and take it to trials. And there is no big diversity in the current meta either. So nothing changes for you - except maybe there will be a few combinations that can rival each other? Otherwise - why not take whatever super strong META build is the talk of town and enjoy doing trials, getting stuff done?
    "Why did I follow him...? I don't know. Why do things happen as they do in dreams? All I know is that, when he beckoned... I had to follow him. From that moment, we traveled together, East. Always... into the East."
  • agelonestar
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    There a couple of things I’d point out here.

    1. Not everyone is chasing META build status or supreme-level DPS. Ergo, not everyone will have the same build.

    2. We’ve heard this argument before, and it’s only half true. There is some homogenisation, but not a lot. I would argue that you’re more likely to see build homogenisation from from lack of set diversity than class or skill diversity.

    As long as ZoS keeping working on balance as things change, I don’t see any reason to believe that “sub-classing” will be anything but good for the game.
    GM of Sunfire's Sect trading guild on PC/EU. All that is gold does not glitter; not all those who wander are lost...... some of us are just looking for trouble.
    GM of Sunfire's Sect (Open) & Dark Star Rising (Priv) | Retired GM of several trade guilds | Trader | Here since the beta
  • Aetherderius
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    "Subclasses Will Lead to a Homogenous Game as Evidenced by Hybridization"

    Good.
  • Pixiepumpkin
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    *Not good.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • LukosCreyden
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    "Cookie-cutter builds that some people will use will be replaced with other cookie-cutter builds that some people will use."

    Tale as old as time. Nothing changes except the shape of the cookie cutter.
    Struggling to find a new class to call home.Please send help.
  • sans-culottes
    sans-culottes
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    There a couple of things I’d point out here.

    1. Not everyone is chasing META build status or supreme-level DPS. Ergo, not everyone will have the same build.

    2. We’ve heard this argument before, and it’s only half true. There is some homogenisation, but not a lot. I would argue that you’re more likely to see build homogenisation from from lack of set diversity than class or skill diversity.

    As long as ZoS keeping working on balance as things change, I don’t see any reason to believe that “sub-classing” will be anything but good for the game.

    I’m still not convinced subclassing solves anything that scribing, gear sets, and skill lines weren’t already attempting to address—while also raising new balance problems and leaving many existing ones untouched.

    The worry isn’t just that “a few people will chase meta builds” (as if that’s some fringe behavior); it’s that subclassing is a structural invitation for min-maxers to consolidate power further, narrowing build diversity by increasing the effective skill disparity between average players and those fluent in game mechanics. That’s not hypothetical; it’s exactly what happened with hybridization.

    The argument that “you don’t have to follow the meta” misses the point. Most players may not care about the meta, but they also don’t want to be left behind. And in PvP, in group content, or even in build-sharing culture, performance gaps create real friction. We’ve already seen this in action: once hybridization created “best” builds, entire schools of play were left by the wayside. Subclassing risks amplifying that effect.

    If ZOS wants to lean into the Elder Scrolls fantasy, then that’s fine. But go all the way: remove class restrictions entirely. Otherwise, calling this “more freedom” while preserving the language of classes is just muddled design. You can’t simultaneously lean into rigid class identity and dissolve it.

    Let’s be honest: this isn’t about player freedom. It’s a way to patch over stagnating class design with a system that lets people mix-and-match flavor at the cost of long-term balance. If ZOS hasn’t demonstrated an ability to balance what’s already in the game (see the continued issues with the Necromancer class), then why should anyone believe subclassing will go better?
    Edited by sans-culottes on April 12, 2025 11:33AM
  • ForumBully
    ForumBully
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    "Cookie-cutter builds that some people will use will be replaced with other cookie-cutter builds that some people will use."

    Tale as old as time. Nothing changes except the shape of the cookie cutter.

    1000% Only this time it'll be due to character skills instead of some stupid set everyone has to farm
  • ForumBully
    ForumBully
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    The problem is ZoSs original class system. They personified skills trees as classes as though learning a skill is engrained in DNA. A Sorc can't crack a book about necromancy?
    Going forward this means that a change to any skill is a change to every player, not just nerfing or buffing a class, but a change to a skill that anyone can access.
  • sans-culottes
    sans-culottes
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    ForumBully wrote: »
    The problem is ZoSs original class system. They personified skills trees as classes as though learning a skill is engrained in DNA. A Sorc can't crack a book about necromancy?
    Going forward this means that a change to any skill is a change to every player, not just nerfing or buffing a class, but a change to a skill that anyone can access.

    Agreed. The current model feels like a design at odds with itself. On one hand, ESO wants to offer flexibility and build freedom. On the other, it still clings to rigid class boundaries that don’t align with the spirit of Elder Scrolls.

    Subclassing feels like a correction, but it also exposes the awkwardness of the original system: if class skills are now universally accessible, then were they ever really about identity? And if they were, can identity survive once that exclusivity is gone? Either way, the contradiction was always baked in.
    Edited by sans-culottes on April 12, 2025 11:48AM
  • Thysbe
    Thysbe
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    ForumBully wrote: »
    1000% Only this time it'll be due to character skills instead of some stupid set everyone has to farm

    You will still need the right sets and mythics to unlock a builds potential. Probabaly farm all over again if you want to have a themed build doing halfway decent damage. Like buff your zoo or get something decent out of your 10 elementalist DOT´s.


  • ForumBully
    ForumBully
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    ForumBully wrote: »
    The problem is ZoSs original class system. They personified skills trees as classes as though learning a skill is engrained in DNA. A Sorc can't crack a book about necromancy?
    Going forward this means that a change to any skill is a change to every player, not just nerfing or buffing a class, but a change to a skill that anyone can access.

    Agreed. The current model feels like a design at odds with itself. On one hand, ESO wants to offer flexibility and build freedom. On the other, it still clings to rigid class boundaries that don’t align with the spirit of Elder Scrolls.

    Subclassing feels like a correction, but it also exposes the awkwardness of the original system: if class skills are now universally accessible, then were they ever really about identity? And if they were, can identity survive once that exclusivity is gone? Either way, the contradiction was always baked in.

    It kind of puts class identity on a spectrum...if you want to be pure DK be pure DK, but you don't have to be. Maybe you want to be a DK who is also interested dark magic. Be that
    Saying that a meta will emerge isn't a reason not to do it, that'll always happen, but when a skill needs to have a change it's no longer empowering or weakening just one class. I think this skill tree system as opposed to locked class system allows for better balancing.
    How many toons of mine been benched because their class sucks for several updates? No more of that
    Edited by ForumBully on April 12, 2025 11:54AM
  • sans-culottes
    sans-culottes
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    ForumBully wrote: »
    ForumBully wrote: »
    The problem is ZoSs original class system. They personified skills trees as classes as though learning a skill is engrained in DNA. A Sorc can't crack a book about necromancy?
    Going forward this means that a change to any skill is a change to every player, not just nerfing or buffing a class, but a change to a skill that anyone can access.

    Agreed. The current model feels like a design at odds with itself. On one hand, ESO wants to offer flexibility and build freedom. On the other, it still clings to rigid class boundaries that don’t align with the spirit of Elder Scrolls.

    Subclassing feels like a correction, but it also exposes the awkwardness of the original system: if class skills are now universally accessible, then were they ever really about identity? And if they were, can identity survive once that exclusivity is gone? Either way, the contradiction was always baked in.

    It kind of puts class identity on a spectrum...if you want to be pure DK be pure DK, but you don't have to be. Maybe you want to be a DK who is also interested dark magic. Be that
    Saying that a meta will emerge isn't a reason not to do it, that'll always happen, but when a skill needs to have a change it's no longer empowering or weakening just one class. I think this skill tree system as opposed to locked class system allows for better balancing.
    How many toons of mine been benched because their class sucks for several updates? No more of that

    Agreed. A more open-ended skill tree model would feel more coherent for the kind of flexibility ESO now seems to be aiming for. What we have instead looks like a halfway measure. It appears to be an attempt to preserve a notional sense of class identity while quietly unbinding the mechanics from the class system itself. It risks feeling like having one’s cake and eating it, too. The language of distinctiveness remains, but the framework no longer fully supports it.
  • ForumBully
    ForumBully
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    Thysbe wrote: »
    ForumBully wrote: »
    1000% Only this time it'll be due to character skills instead of some stupid set everyone has to farm

    You will still need the right sets and mythics to unlock a builds potential. Probabaly farm all over again if you want to have a themed build doing halfway decent damage. Like buff your zoo or get something decent out of your 10 elementalist DOT´s.


    Sure, but my point was this change isn't more disruptive to balance than the nonstop flow of sets has been. There's always disruption and a meta always emerges. The difference here is that there will not be sets that favor a particular class anymore. There will not be skill changes that only effect a particular class anymore. This is better for balance, and I hope leads to more interesting skill changes in the future now that its a game of balancing skills rather than balancing classes against each other
  • sans-culottes
    sans-culottes
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    ForumBully wrote: »
    Thysbe wrote: »
    ForumBully wrote: »
    1000% Only this time it'll be due to character skills instead of some stupid set everyone has to farm

    You will still need the right sets and mythics to unlock a builds potential. Probabaly farm all over again if you want to have a themed build doing halfway decent damage. Like buff your zoo or get something decent out of your 10 elementalist DOT´s.


    Sure, but my point was this change isn't more disruptive to balance than the nonstop flow of sets has been. There's always disruption and a meta always emerges. The difference here is that there will not be sets that favor a particular class anymore. There will not be skill changes that only effect a particular class anymore. This is better for balance, and I hope leads to more interesting skill changes in the future now that its a game of balancing skills rather than balancing classes against each other

    That’s a fair point, but I’m not convinced this system will be better for balance. In theory, it sounds promising: balance the skills themselves rather than juggle class kits. But in practice, that assumes ZOS will consistently tune individual skills and interactions with surgical precision. That has not always been the case.

    And while it’s true that sets often disrupt balance, subclassing introduces a new layer of complexity. Now, every potent passive or active in a formerly isolated tree becomes part of a vast mixing pool. That is not just a new meta forming; it is several metas collapsing into one dominant pattern. Saying “there won’t be class-specific skill changes anymore” might sound freeing, but it also means power outliers become game-wide problems instead of class-specific ones.
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