Here's the thing: You can't just give out any skill tree, since each class was designed with a damage tree, a tank tree, and a healing tree.
You can give out three damage trees, or three healing trees, but in the end, don't be surprised if you're lacking something.
so it's easy to fall into this trap
I'm testing it too on the pts.
Honestly, I'm skeptical. I was really excited at first, but now this is what comes to mind:
Here's the thing: You can't just give out any skill tree, since each class was designed with a damage tree, a tank tree, and a healing tree.
You can give out three damage trees, or three healing trees, but in the end, don't be surprised if you're lacking something.
so it's easy to fall into this trap
Then I said to myself, reading the comments on the forum and seeing for myself the power ingame, players who already master the game will become even more powerful, and players who are of average level will be left even further behind in pve and rolled over in pvp, which can lead to a lot of frustration and dissatisfaction in the future.
So I'm torn between the fact that it brings some pretty cool new things, but on the other hand, I'm quite pessimistic about how things will evolve.
So,
- I think we have no choice, ZOS has made its decision.
- This does not prevent us from giving our opinion,
- And we can potentially support the arrival of this change by offering developers our best advice.
Sometimes they listen to the community
Here's the thing: You can't just give out any skill tree, since each class was designed with a damage tree, a tank tree, and a healing tree.
You can give out three damage trees, or three healing trees, but in the end, don't be surprised if you're lacking something.
so it's easy to fall into this trap
That's not even the case for some of the original classes.
For sorcerer, you don't have a dedicated "damage" or "tanking" skill line. The relevant skills and passives are all over the place. So whatever you do, you will always give up something important for yor build.
Yes, this is called balance, subclassing does in fact have a high opportunity cost.Here's the thing: You can't just give out any skill tree, since each class was designed with a damage tree, a tank tree, and a healing tree. You can give out three damage trees, or three healing trees, but in the end, don't be surprised if you're lacking something. so it's easy to fall into this trap
xylena_lazarow wrote: »Subclassing is finally something for the middle 98% to have more power, do the content they want to do, have the tools in their kit to keep up with sweatier players, and yes crutch on something overpowered like the Arc beam if they need the help to clear. This is not a bad thing.
RealLoveBVB wrote: »xylena_lazarow wrote: »Subclassing is finally something for the middle 98% to have more power, do the content they want to do, have the tools in their kit to keep up with sweatier players, and yes crutch on something overpowered like the Arc beam if they need the help to clear. This is not a bad thing.
Uhm..nope. if players weren't able to handle and maintain 6 (or with 2 bars) 12 skills, then subclasses will not change anything.
Even if you have different skills and combinations, you still need to press the buttons in order and keep them up.
Most players are just hyped for subclasses because they expect to have some god mode now.
But they miss 2 points:
-they still need to press buttons and if they want to be in good groups, they have to do it the sweaty way.
- big nerf hammer incoming for skills and/or combinations.
The first "I regret to have subclasses liked"- threads are there already after the PTS release.
Sorry, no godmode for you all.
(Also since you like PVP and ballgroups, you can prepare for 12 negates on you already. You will wish the times, where RoA was your biggest issue back :P )
RealLoveBVB wrote: »xylena_lazarow wrote: »Subclassing is finally something for the middle 98% to have more power, do the content they want to do, have the tools in their kit to keep up with sweatier players, and yes crutch on something overpowered like the Arc beam if they need the help to clear. This is not a bad thing.
Uhm..nope. if players weren't able to handle and maintain 6 (or with 2 bars) 12 skills, then subclasses will not change anything.
Even if you have different skills and combinations, you still need to press the buttons in order and keep them up.
Most players are just hyped for subclasses because they expect to have some god mode now.
But they miss 2 points:
-they still need to press buttons and if they want to be in good groups, they have to do it the sweaty way.
- big nerf hammer incoming for skills and/or combinations.
The first "I regret to have subclasses liked"- threads are there already after the PTS release.
Sorry, no godmode for you all.
(Also since you like PVP and ballgroups, you can prepare for 12 negates on you already. You will wish the times, where RoA was your biggest issue back :P )
xylena_lazarow wrote: »Yes, this is called balance, subclassing does in fact have a high opportunity cost.Here's the thing: You can't just give out any skill tree, since each class was designed with a damage tree, a tank tree, and a healing tree. You can give out three damage trees, or three healing trees, but in the end, don't be surprised if you're lacking something. so it's easy to fall into this trap
xylena_lazarow wrote: »The game is dying because the combat has been designed around the bottom 1% and top 1% for the past decade, leaving the game a mess for the other 98% of players. Subclassing is finally something for the middle 98% to have more power, do the content they want to do, have the tools in their kit to keep up with sweatier players, and yes crutch on something overpowered like the Arc beam if they need the help to clear
Red_Feather wrote: »I have hope for it. The fact that each skill line has passives means that if skills in a skill line are nerfed the passives can be reworked to keep the skill line valuable. There is a lot for ZoS to work with and get creative with and I love how excited Carrie was about it!
If you're a pvp player and you're for this change, you have no idea what you're in for.
The power creep caused by this is absurd. You are going to be getting ganked for 30k merciless resolves, 30k incaps, 15k overloads, 20k snipes etc. Healers are going to be doing 50% or more healing than they are now. Everyone's sustain is getting an enormous boost. Tanks are going to be even more unkillable while likely offering more buffs and utility than they do already.
Ball groups are going to gain an immense amount of offensive and defensive power.
This is going to create an awful pvp experience.
If you're a pvp player and you're for this change, you have no idea what you're in for.
The power creep caused by this is absurd. You are going to be getting ganked for 30k merciless resolves, 30k incaps, 15k overloads, 20k snipes etc. Healers are going to be doing 50% or more healing than they are now. Everyone's sustain is getting an enormous boost. Tanks are going to be even more unkillable while likely offering more buffs and utility than they do already.
Ball groups are going to gain an immense amount of offensive and defensive power.
This is going to create an awful pvp experience.
DestroyerPewnack wrote: »How do we stop this? 🥲
Petition threads are against the ToS of the forums.
How can we get through to the devs and explain to them how awful this is going to be?
ragnarok6644b14_ESO wrote: »If you're a pvp player and you're for this change, you have no idea what you're in for.
The power creep caused by this is absurd. You are going to be getting ganked for 30k merciless resolves, 30k incaps, 15k overloads, 20k snipes etc. Healers are going to be doing 50% or more healing than they are now. Everyone's sustain is getting an enormous boost. Tanks are going to be even more unkillable while likely offering more buffs and utility than they do already.
Ball groups are going to gain an immense amount of offensive and defensive power.
This is going to create an awful pvp experience.
If I'm getting hit for more damage, healed for more hp, and am tougher than I was, how is that different than right now?
If you're a pvp player and you're for this change, you have no idea what you're in for.
The power creep caused by this is absurd. You are going to be getting ganked for 30k merciless resolves, 30k incaps, 15k overloads, 20k snipes etc. Healers are going to be doing 50% or more healing than they are now. Everyone's sustain is getting an enormous boost. Tanks are going to be even more unkillable while likely offering more buffs and utility than they do already.
Ball groups are going to gain an immense amount of offensive and defensive power.
This is going to create an awful pvp experience.
RealLoveBVB wrote: »xylena_lazarow wrote: »Subclassing is finally something for the middle 98% to have more power, do the content they want to do, have the tools in their kit to keep up with sweatier players, and yes crutch on something overpowered like the Arc beam if they need the help to clear. This is not a bad thing.
Uhm..nope. if players weren't able to handle and maintain 6 (or with 2 bars) 12 skills, then subclasses will not change anything.
Even if you have different skills and combinations, you still need to press the buttons in order and keep them up.
Most players are just hyped for subclasses because they expect to have some god mode now.
But they miss 2 points:
-they still need to press buttons and if they want to be in good groups, they have to do it the sweaty way.
- big nerf hammer incoming for skills and/or combinations.
The first "I regret to have subclasses liked"- threads are there already after the PTS release.
Sorry, no godmode for you all.
(Also since you like PVP and ballgroups, you can prepare for 12 negates on you already. You will wish the times, where RoA was your biggest issue back :P )
A lot of players don't want godmode, they just want the variety that subclassing brings.
In PvP, things could get out of hand, but even then, I’d rather fight someone running a new build I haven't seen before, even if it's insanely OP, than deal with the same meta builds we've been dealing with for the past five years.
Subclassing lets us build a character that fits our personal playstyle, and it opens up new creative synergies. Sure, some of those combos are going to be OP, but I think the tradeoff is worth it when it comes to long-term player engagement. People love tinkering, theorycrafting, and finding interesting builds, and subclassing scratches that itch.
I'm also hoping that subclassing gives devs more granular ways to tune balance without gutting entire classes like before.