sans-culottes wrote: »ForumBully 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.
ForumBully wrote: »sans-culottes 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
spartaxoxo wrote: »Perhaps in the score pushing/trifecta trial groups but those are always pretty homogenous. The rest of the game is going open a lot, I think. I think that's especially true if Overland's incoming difficulty ends up being really good. People will have a reason to actually build unique characters. It should be fun.
Joy_Division wrote: »If there were any doubt that I had about Vengeance, this announcement basically sealed the deal for me in that Vengeance is the only way I'll PvP and have fun in the game.
Cyrodiil is a mess precisely because ZOS allowed players too much power creep, too many broken combinations, and removed many of the restrictions/weaknesses that are needed so players don;t run around with do everything builds. Subclassing will also work far easier for some classes who don't have core mechanics spread out over their three lines (Arcanist, for example, have to manage Crux generation).
And we all know what will happen the update after once meta PvE and PvP builds emerge: ZOS is going to take the biggest nerfhammer they've ever wielded and come down and utterly smash certain class/skills that are perfectly fine on their own and ruin the experience of players who just want to play a single class. Rich Lambert claims they are fine with some power entering into the game (see above point), but ZOS has spent the past decades giving us updates that are just a list of nerfs, it's how they roll. They are not going to change their ways. In fact, I bet this Monday's PTS are full of nerfs in anticipation of subclasses, preempting players from making the most obvious broken combinations.
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.
zombievalen wrote: »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.
It was necessary, this sucks:
https://www.esologs.com/zone/rankings/18?metric=playerscore&partition=24&class=DPS
zombievalen wrote: »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.
It was necessary, this sucks:
https://www.esologs.com/zone/rankings/18?metric=playerscore&partition=24&class=DPS
Reginald_leBlem wrote: »I would love to be excited about this, but I suspect Zos is going to "balance" sub classing the way they balance everything..... with huge sweeping nerfs. Rather than go through and make sure EVERY class has competitive strengths on at least 2 skill lines, they are going to nerf arcanist and templar beams into the ground, and then work on the other classes. I'm doing 0 theorycrafting until week 3 of PTS.
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.
Juju_beans wrote: »Realistically there should be no more "fake" tanks or healers then.
But we know that won't happen, even with subclassing
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.
DeadlySerious wrote: »Why? Who thought of this subclassing system?
Are classes even going to be a thing going forward or is this the lead up to a vengeance version of PvE?
Seems like all the people who like this change are the “anti meta” types, we all know them. I can see how this change would be appealing to those who don’t really engage with PvP or endgame vet content. I guess that’s the vast majority though.
I’m hoping your new builds will make you all feel very special and unique.
I’m no longer interested in what this year has to offer for ESO though.
Cooperharley wrote: »Seems like all the people who like this change are the “anti meta” types, we all know them. I can see how this change would be appealing to those who don’t really engage with PvP or endgame vet content. I guess that’s the vast majority though.
I’m hoping your new builds will make you all feel very special and unique.
I’m no longer interested in what this year has to offer for ESO though.
I enjoy the META for veteran content, but for solo content I don't mind experimenting around with different playstyles for fun. I think this does just that. Definitely step away and play a new game for a while and come back when you feel like it. Good to take a break anyways
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.
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.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."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.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.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.
Seems like all the people who like this change are the “anti meta” types, we all know them. I can see how this change would be appealing to those who don’t really engage with PvP or endgame vet content. I guess that’s the vast majority though.
I’m hoping your new builds will make you all feel very special and unique.
I’m no longer interested in what this year has to offer for ESO though.
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.
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.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."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.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.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.
If you think the combat changes they have made over the last few years have been good then you have not been paying attention. Or you're playing a different game. Combat feels more clunky and slower than ever. And if you like that then fine but thats not why most people, who play eso for the combat, play the game. Animation cancel changes were terrible. Cast times on ults were terrible. Changing certain animations was poorly received. Now combat feels worse than it ever has when dealing with lag/delay.
Many combat changes in update 35 were terrible, and chased away countless veteran players from the game. Dot time changes have been absolutely terrible for the game. The amount of damage that zos has done to this game, in their crusade to dumb down everything, has been immeasurable. This is supposed to be an mmorpg, not skyrim online. The direction was good for the first few years, the okay for the next few, and then awful. And while not every bad change was a combat change, most combat changes were bad.
Even the hybrid changes were bad for the overall health of the game. This sub class thing wouldnt be as bad if hybrid wasnt a thing, but it would still be very sketchy. Many things used to have more meaning in this game, class identity being one of them. But hybrid killed that. Why play a stam dk or a stam nb, or whatever, when you can simply have no restriction on what skills you use, and just use what is best for mag or stam in one.
They want to make more everyone, especially casual players, but every way they do it destroys balance. The stupid sets theyve added in over the years. Hybrid changes. And now this. Im sorry but how can you trust a company that has refused to make good balance changes in the past? A company that has let things in cyrodiil deteriorate to such an abysmal level, when all they had to do was address a few glaring balance issues? Yes performance has always been the biggest issue, but if they addressed healing, or ball groups, maybe cyro wouldnt be in such a terrible place.
Maybe now things will improve a bit since they are seemingly going to balance cyrodiil a bit separate from the rest of the game. Which is something they should have been doing for years. But im sorry, to say zos has made good combat changes is just not true. And this game has suffered for it. An mmorpg does not thrive on a revolving door of causals. Maybe they can make money but the game suffers for it. And unfortunately zos has never understood that, and here we are. The game feels like a shell of its former self in game, on social media, on the forums, and in general. And their target audience is none the wiser. Until the time comes when they want to do more than quest or RP, then maybe they see it.
The_Meathead wrote: »
Uh what? You could learn any skill in the game on any class in Morrowind and oblivion. The only requirements were attribute points.
sans-culottes wrote: »This is totally fair. No one’s going to subclass as a Necromancer. 😬
People have been begging for a class change token for years so they can chase the FOTM, and now they're given even better options, and they're complaining about build diversity. I think people just love to complain and fear monger no matter what ZOS does. Personally, I'm SUPER excited for subclassing... now I can create my OWN class and play how I want to play.
Will the skill line passives also work. Meaning a dk with the sorc skill line with extra physical and shock damage work?