Maintenance for the week of September 8:
• PC/Mac: No maintenance – September 8
• PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT) https://forums.elderscrollsonline.com/en/discussion/682784

PTS Update 46 - Feedback Thread for Subclassing

ZOS_Kevin
ZOS_Kevin
Community Manager
This is the official feedback thread for Subclassing. Please make sure to read the patch notes for info on Subclassing and combat changes made with Subclassing in mind. Specific feedback that the team is looking for includes the following:
  • Did the sublcassling quest teach you everything you had to learn for using this system?
  • Is there anything confusing about the UI or the methods to engage with Subclassing?
  • How long did it take you to level up a subclassed skill line?
  • Do you plan to use this feature when it goes live?
  • Did you have fun experimenting with the system?
Edited by ZOS_Kevin on April 14, 2025 7:25PM
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭
    I really appreciate the reference to all of the Companions in the Subclassing quest!! I had a double take when I saw a name I recognized show up here.
    1pqx0yj4i56q.png
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • epic-buttkkr
    epic-buttkkr
    ✭✭
    I have spent 11 hours testing Subclassing today and to answer the questions
    Did you have fun experimenting with the system?
    Yes it is fun to have a spec bow on sorc and surprise attack and jabs as well.
    Do you plan to use this feature when it goes live?
    I don't know honestly, If this goes live I may not play ESO as much. from my tests, Balance is a HUGE issue. I have never been able to hit this hard as this before and at the same time, be nearly unkillable simply because of how passives and skills interact with eachother. I am able to easily Aquire Damage and survivability through subclassing to the point where build craft has become trivial and boring due to how easily i am able to get what i want. My solutions to my problems are far less creative that I originally imagined and i can see myself getting bored of this quickly, especially once METAs are established and people just end up running those instead of being creative, in order to stay competitive.
    Is there anything confusing about the UI or the methods to engage with Subclassing?
    For me, I was able to figure it out after some trial and error, but the UI navigation for subclassing Feels kinda messy. lots of new Icons and menus I need to tab through in order to get subclassing going. I got it figured out now(i think) but it took longer than it should have for me to establish this.
    How long did it take you to level up a subclassed skill line?
    I just spammed PTS Templates untill i got access to all the subclassing options.
    I'd imagine an hour in blackrose prison would set you to the max level of a skill line though.

    Overall, Im worried about subclassing going live. I love theory crafting in eso, i wake up in the morning sometimes with build ideas on my mind, but with Subclassing, My class identity feels forfeit, and solutions to combat problems have become too easy to fix. if i want to stay as a regular sorcerer or nightblade, or any class and not use subclassing, I will easily be missing out on my full potential to deal damage or play a supporting role simply because of how the classes, when combined properly, interact with each other. Subclassing, as powerful as it can make me, makes me Appreciate what we still currently have on the live server. the delicacies of each class and their roles in ESO is established and feels fulfilling. Working around a classes weaknesses with sets and playstyles feels super rewarding when done right. Subclassing Introduces chaos to this where if i want a solution to a problem, ill just find the solution in another class. It Kills the challenge and identity that comes with trying to solve combat situations. Build craft is surprisingly stale and boring with subclassing.

  • ESO_Nightingale
    ESO_Nightingale
    ✭✭✭✭✭
    ✭✭✭✭
    i feel like i can only answer 2 questions here,

    Do you plan to use this feature when it goes live?
    Absolutely, i plan to use this on multiple characters.

    Did you have fun experimenting with the system?
    Yes, the many possibilities of builds are really exciting and fun to mess around with.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Reginald_leBlem
    Reginald_leBlem
    ✭✭✭✭✭
    Honestly? You broke the game. It's fun for people who just want to min/max or play a wacky theme build, but anyone who wants to play a vanilla class gets completely left behind. Power creep is insane, gap between ceiling and floor worse than it has ever been.
    The only way to even hope to bring balance is to nerf the outliers into oblivion.... which will wreck their respective classes. Or, buff the poor doers! Which will bring balance sure, at the cost of upping damage to downright unsustainable
  • kind_hero
    kind_hero
    ✭✭✭✭✭
    ✭✭
    Q: Do you plan to use this feature when it goes live?

    A: Can't wait! I am playing for 10+ years, and this will make playing my main chars fresh and interesting again.

    Q: Did you have fun experimenting with the system?

    A: Yeah, totally!

    Fair warning to you:

    What you are doing is very risky. Because subclassing, while fun, to me really feels like cheating. Like after doing everything in Skyrim, you install some Star Wars light saber/ force mod for a second playthrough.

    I am not sure that you are prepared to tune the skills and classes to avoid major pain points later on, in PvE group content or PvP.

    Third... what is the benefit of playing just a class? In all RPG games, subclassing is a hybrid build for advanced players, which is usually a glass cannon or some other sort of niche role. Here... not sure... it's all free candy.
    Can't say I don't want free candy, but I am concerned that this might ruin the game, because from this update on, the cat is out of the bag.

    Lastly, what I don't understand, is why did you bother with Scribing, or what is the future of scribing, while all the cool skill lines from other classes will be most desired, and will take all the slots? Can't see myself using some ability from scribing in the future if I can multiclass. For new players this system will be totally overwhelming.
    [PC/EU] Tamriel Hero, Stormproof, Grand Master Crafter
  • Renato90085
    Renato90085
    ✭✭✭✭✭
    only swap 1 skill line or you only can use dps line swap dps line looked a only way..
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭
    I was a little confused by the Subclassing menu. I thought I would be able to swap skill lines at any time, but opening the Subclassing menu while not at a shrine let me preview other skill lines without an option to equip them. I think it should be made a little more clear when and where Subclassing skill lines can be equipped.

    I also think that the Subclassing UI with all of the dropdown categories of skill lines each with their own progress bar is a little cluttered. It made it more difficult to see what my options were — maybe only one dropdown should be open at a time, such that opening the dropdown for one Class would close the dropdowns for all of the other Classes, so the focus of the UI is on just one Class at a time?
    Edited by Erickson9610 on April 15, 2025 8:13AM
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Mayrael
    Mayrael
    ✭✭✭✭✭
    ✭✭✭✭✭
    Did the sublcassling quest teach you everything you had to learn for using this system?
    It's pretty clear, understood it exactly as it is before using it.
    Is there anything confusing about the UI or the methods to engage with Subclassing?
    I was a bit confused when I left the shrine for the first time. I could preview the skills but couldn't add or swap skill lines. I had to figure out on my own that I need to speak with NPC.
    How long did it take you to level up a subclassed skill line?
    N.A. I was using template
    Do you plan to use this feature when it goes live?
    Can't wait to use it! It's one of the best changes introduced ever!
    Did you have fun experimenting with the system?
    Yup, I feel like a kid in a candy store :D
    Few words from me
    This is one of the cleverest ways to introduce balance. Congratulations on the idea. Thanks to this, I think in the near future we’ll be able to put an end to the eternal debates about class balance because if something is truly OP, everyone can use it, and a nerf will satisfy most players to a greater or lesser extent. Moreover, it’s a brilliant way to breathe life into classes that have so far had significant gaps in their arsenal. I can’t wait to see what other players come up with.

    Additionally, the way subclassing was introduced is genius. The requirement to give up one of your own skill lines encourages reflection on the strengths and weaknesses of a class. On top of that, the option to choose, for example, just one skill line and keep two of your own ensures that class choice remains important but not as definitive as it used to be. This is a great solution for people who’ve invested a lot of time in developing their character and don’t want to start a new class from scratch because their current one is too weak.

    A huge, massive bow to you, ZOS.

    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • CyberDiva
    CyberDiva
    ✭✭✭
    Did the subclassing quest teach you everything you had to learn for using this system?

    Absolutely not. Unfortunately, I am still stuck in the Tutorial, feeling like I am not getting the right story, and wishing the tutorial was better organized and CLEAR. That is my current main problem: The tutorial confuses the **** out of me. When you write content tutorials, you need to be sure it is written in such a way that everyone can understand it. Unfortunately, the tutorial fails at that for me. Everything is great in the tutorial until the pop-up boxes start appearing on my screen trying to tell me seemingly random information that does not feel as if it has anything to do with what I am trying to do. The boxes made me feel as if I was no longer playing ESO and needed to suddenly cram a ****ton of information into my brain all at once and hope I could remember it all because I was going to be tested on it later. The information feels out of place and out of context in most cases. I think it would work better if you removed those pop-up boxes and integrated the information into the appropriate places (and rewrote it) in the quest itself. Additionally, I am unsure what this note, "Once you choose a subclass skill line, you must keep it until you reach rank 50 in that skill line. Your subclass skill line progress towards rank 50 is account-wide. Primary class skill lines do not share this progress......" is even about. It appears seemingly randomly in a popup box in the middle of trying to do other things. It was when I got that particular box that I gave up on the tutorial out of frustration. I really, really want to learn about subclassing, but unfortunately the quest does not help me to learn it. You guys have finally brought forth part of what makes the Elder Scrolls games fun when playing magic users in them and choosing different magical disciplines to mix and match....and I want to experience that in ESO.

    Is there anything confusing about the UI or the methods to engage with Subclassing?
    Absolutely. The UI is a slight mess and not 100% self-explanatory. I know the tutorial is supposed to help you with that, but.... Read the paragraph above.

    Do you plan to use this feature when it goes live?
    Yes, if I can ever get past the tutorial.
  • AdmiralDigby
    AdmiralDigby
    ✭✭✭
    https://youtu.be/HtWkuaY1Arw

    Video In Short:
    - Subclassing will cause endless bugs with all the new skills/passives interacting with each other
    - The way you are implementing it, you will either cause insane power creep or will nerf skills to balance multi classing (like you already did with plar) which will cause base class's to be left behind in the dust.
    - The video suggest to give 25% nerf to all skills/passive when you multiclass.
    - Other games have measures in place to balance multi classings with pure class's (BG3, POE, D&D) you need to do the same.

    To answer the questions asked Specifically:

    Did the sublcassling quest teach you everything you had to learn for using this system?
    - Yes

    Is there anything confusing about the UI or the methods to engage with Subclassing?
    - No

    How long did it take you to level up a subclassed skill line?
    - N/A (Template PTS Characters)

    Do you plan to use this feature when it goes live?
    - As it currently is, there is a good chance I quit the game if this goes live (as in Week 1 right now). At first my thought was I'd just have a pureclass prog group. However then realized you have to Gut base class skills to balance for multiclassing (like you already did with plar beam). So I can't even do that.

    Did you have fun experimenting with the system?
    - I already had a spreadsheet of what was going to be broken and the most OP choices a week ago when this was announced. The only change was the NB buff. However took me 10 mins to find the most meta option. So it was about 10 mins of bittersweet fun seeing how much you broke the balance of the game and being sad about it.
    Edited by AdmiralDigby on April 15, 2025 1:40PM
  • tomofhyrule
    tomofhyrule
    ✭✭✭✭✭
    ✭✭✭✭✭
    A lot of people feared Subclassing would be like Hybridization - a system which is designed to give more flexibility, but in reality coerced people into running a specific setup unless they actively chose to nerf themselves.

    Pure classes should not be underpowered compared to hybrids. If anything, the pure classes should have more raw power than hybrid classes.

    The best way to do something like that would be to nerf all tooltips by some percentage if a character takes up a subclass. In that way, the player needs to choose between keeping the raw power of a single class, or reducing their power in exchange for more versatility.

    As it is, the players can choose 'nothing changes' versus 'more power and more versatility,' which is not a reasonable choice. Even when subclassing in games like D&D, adding more subclasses is a way to give characters more options, but you do so at the expense of accessing the most powerful features of your original class.
  • tomofhyrule
    tomofhyrule
    ✭✭✭✭✭
    ✭✭✭✭✭
    Another related topic: the difference between a drawback and an opportunity cost.

    A good system that makes people choose what to run will have benefits and drawbacks. “If you choose to take X, you will get benefit Y in exchange for drawback Z.” In that case, players will need to decide if Y is worth Z.

    The new subclassing system seems to have an awkward version of that, where the drawback is “you lose one of your parent lines,” which for some classes is a much larger choice than others. The DLC classes in particular are strictly regimented into tank/heal/damage lines, so it’s extremely easy for an Arcanist DPS to say “I’m going to give up these lines that I don’t use anyway and in return I get a lot more power!”

    The other thing that we have is an opportunity cost. That is not a drawback. Sure, it’ll take time to farm more skyshards to get the skill points (or less charitably, to buy them) and then grind master writs to level everything up… but what then? Once you have those chores done, then there’s no longer a decision of whether it's worth it or not. It’s like if they released the Oakensoul ring and said “instead of locking you to one bar, the drawback to using it is that you have to dig up the leads first.” Ok, but once you did that, you get all the power and no weakness.

    I don’t think the ‘double skill point’ cost is necessary. It’s just a barrier to entry, but it will not affect the decision making for players who already have the skill points. And Subclassing needs to be given an actual drawback so it becomes something with a choice and not just “oh, just trade your unused trash lines for other lines that give only benefits!”
  • Ezhh
    Ezhh
    ✭✭✭✭✭
    -Did the sublcassling quest teach you everything you had to learn for using this system?
    Yes, but it's anti-climatic and immersion breaking. You'd think something as big as being able to use the skill lines of other classes would require more than a 2 minute conversation with a random NPC. I'm a trial player mainly, so when I find something immersion breaking to the point I feel a need to mention it, it has to be bad.

    Is there anything confusing about the UI or the methods to engage with Subclassing?
    No.

    How long did it take you to level up a subclassed skill line?
    Skipped this since I was preparing for a trial and had no time.

    Do you plan to use this feature when it goes live?
    I don't see myself playing the game very much anymore if this goes live.

    Did you have fun experimenting with the system?
    For half hour, sure. A lot of players who only engage with easier content are probably not going to see the issues under the surface, but there are a lot of them. The huge PvE class imbalance issues are more obvious than ever. Now the answer to any dps issue on a class with be "subclass to arcanist then". I can't find any way to build an end-game worthy PvE parse DD that isn't a beamer. I was able to sort of get by on plar until now, but now plar also spends almost half the fight in the land of one skill per five seconds. I don't want to play that, but I do want to do the newest and hardest trifectas. Unless something changes and there's a way to make these compatible, I'm not seeing what I have to stick around for anymore.
  • akredon_ESO
    akredon_ESO
    ✭✭✭✭
    Did the sublcassling quest teach you everything you had to learn for using this system?
    I accidentally did not pay attention to it and Well i figured it all out on my own 😅

    Is there anything confusing about the UI or the methods to engage with Subclassing?
    I think there needs to be something more to indicate why you cant learn a skill because right now that feels unintuitive

    How long did it take you to level up a subclassed skill line?
    i feel like i am grinding pretty heavy to get a skill line leveled up

    Do you plan to use this feature when it goes live?
    ABSOLUTELY, I love the hell out of this system. I understand alot of people are talking about balance and those issues but honestly this system has been needed from the jump its so much fun and allows you to build what you want for your character.

    Did you have fun experimenting with the system?

    Absolutely as stated above its insanely fun for me and the theorycrafting is back it feels like
  • Holycannoli
    Holycannoli
    ✭✭✭✭✭
    ✭✭
    After 11 years, after all our theorycrafting, grinding gear, golding gear, learning rotations, they're throwing it ALL out and reinventing the game with their idea of "subclasses"

    Subclasses should be like, let's say Path of Exile. In POE you can further specialize your Templar with a choice of 3 "subclasses": Inquisitor, Hierophant or Guardian. I think one of them focuses on buffing elemental damage, another totems and a skill called Arcane Surge, and the last one defense and survival. You're not mixing and matching skills from other classes and throwing all notions of balance out the window, you're further specializing your Templar.

    Most games with subclasses have their own name for it (POE calls itAscendancy Classes) and they function more or less the same way: Base class + specialization. It’s not Warrior + Mage or Death knight + Rogue (WoW) because that's asinine and impossible to balance.

    They should have given us actual subclasses and specializations instead of this. How about sorcerer subclasses that focus either on pets, lightning damage or damage shields? Proper subclasses would have given us new passives to buff specific aspects of our base class and maybe even given all new skills we haven’t seen yet. We need new skills! This would have been the perfect opportunity but nope.

    Forget all that gear you spent time on, none of that counts now. Have to start over again and everyone will be basically the same combination of skills and right now as it stands everyone will want arc + necro. If that combo is nerfed another combo will be clear winner and that's what we will see everywhere.

    Plus pure classes are nerfed. If you don’t want to subclass you are penalized. How is that possibly acceptable?

    Why, after 11 years, are they reinventing the game? I remember another game that reinvented itself: Star Wars Galaxies. Enough said.

    Oh and I forgot scribing, you know that new system that lets us customize our classes already. What’s even the point of scribing after this?
  • BretonMage
    BretonMage
    ✭✭✭✭✭
    ✭✭
    Pure classes should not be underpowered compared to hybrids. If anything, the pure classes should have more raw power than hybrid classes.

    Absolutely this.
    The best way to do something like that would be to nerf all tooltips by some percentage if a character takes up a subclass. In that way, the player needs to choose between keeping the raw power of a single class, or reducing their power in exchange for more versatility.

    And this.

    As for general feedback, sure it was interesting to try out other classes, but I realised that I still prefer my own class. And it's always depressing to watch your favourite class get nerfed.
  • amiiegee
    amiiegee
    ✭✭✭✭
    Dont bring the subclassing live. Pull back, its a mistake
  • JiveSalts
    JiveSalts
    ✭✭
    Did the sublcassling quest teach you everything you had to learn for using this system?
    Yes, though I was expecting more to the quest than just a quick chat with an NPC.

    Is there anything confusing about the UI or the methods to engage with Subclassing?
    I didn't find anything to be confusing. It all looks pretty straightforward.

    How long did it take you to level up a subclassed skill line?
    N/A I just used a template character.

    Do you plan to use this feature when it goes live?
    Absolutely. I have various characters that, lore-wise, know different skills from different classes and it's nice to finally bring those ideas to life. But it absolutely needs a lot more balancing before it can go live. It's way too easy to toss aside lackluster skill lines and replace them with something much stronger. Like I can easily get rid of daedric summoning on my petless bowsorc and replace it with the assassination skill line and feel no drawbacks whatsoever, especially with the current changes to that skill line. The double skill point cost isn't even that much of a drawback. It's just a mild inconvenience at best.

    Did you have fun experimenting with the system?
    I did for a little bit, but the animation changes and bugs completely took the wind out of my sails. It's hard to really get a feel for how combat will flow with a build when the skills either don't fire at all or I have to look at my ability timers because the animation changes make it almost impossible to see that I did cast them. How am I supposed to see a tiny purple flash on my character's hands in the middle of a fight when I cast crystal weapons? Same question for igneous weapons or race against time. Heck, even swinging your weapon feels janky now. I'll have to wait until the bugs are fixed before I can fully decide if the system is fun. As it currently is (Week 1) it's fun to theorycraft roleplay builds, but it's not fun testing any builds, meta or not.
    Part-time tank, full-time failure
  • MehrunesRazor
    MehrunesRazor
    ✭✭✭
    1)Yes 2)No 3)Immediately 4)Yes, looking forward to it 5)Had a blast

    Leaving the game till the update goes live, not cause of anything with the game just got business to attend to, plus its better to let the sausage u guys are gonna make out of it here on the PTS cook and see if what I like so far makes it thru to the live game.

    Two comments before I go though, First I really thought before this update that the game had had a good run but, was dying after 10 years and so I expected another nothingburger update like the last one but after hearing the news and then trying it out on the PTS, I just had to stop by and congratulate ZOS for breathing a brand new playing experience into this game.

    I can easily see this making it another 5 years maybe, with the new sustainable pvp vengeance stuff (the pvpers seem to like it, idc) and now with this huge QOL play the way you want upgrade thats happening.

    Second, I just hope these raid leaders that have been making a living creating videos showcasing their 121k, 135k, 143.25k dummy hump parses dont all at once get up in arms now that regular folk might be able to do that on their favorite TOON (it's a class to some and just a toon to others) by way of the new shiny sublcassing system being added now, and I also hope that while they are so concerned about class identity they dont continue to exclude your class from their raid because it's the "wrong class" owait.

    Identity is subjective. I Identify as a DD when Im on my DD, I identify as a tank when I'm on my tank. Some people Identify as cats for crissake. Point is, If the update is giving my DD more face smash then thx. If it makes my Healer now give minor toughness and anything else from the new palette of subclass choices too then im all for it and thx again.

    Good luck with the sausagemaking.

    Dragon mounts PLX and hopefully there will be skill styles to match the subclassed powers to my toon(s) of choice when it finally goes live.

  • Rungar
    Rungar
    ✭✭✭✭✭
    Each class should have a passive scaling that gives a bonus for each same class line a player has active. This keeps pure classes relevent, and is a type of penalty for choosing more power and flexibility of the subclass lines.

    so if you choose a base class you get 3x, if you just take one subclass line you get 2x for same class lines and 1x for new line and 1x or no benifit for pure subclassed character.

    so the more of the same lines you take the more effective your passives are overall but the more hybrid you become the less effective the pasives are overall, but you can get better synergy out of them ( and different skills) which can potentially outweigh the pure class bonus.

    much easier to balance this way and pretty simple to implement. Call it focus. Focus could also apply to other things as needed such as skill cost. I think the unique damage/effect should be left alone.
    Edited by Rungar on April 15, 2025 9:49PM
  • Tommy_The_Gun
    Tommy_The_Gun
    ✭✭✭✭✭
    ✭✭✭✭✭
    I played around with this system and while it has huge potentiate for RP & Power fantasy - there is also darker side.

    Classes in ESO is something that is kinda fundamental when it comes to combat & balance. Each class has an exclusive skills & passives that are a part of a class toolkit. Those skills were never meant to be used in combo with other class skills.

    By removing that restriction, you are kinda "invading" something that lies in the very core of ESO balance. Right now on PTS you can do things that are absolutely crazy and game breaking (and I am not even good at theory crafting btw).

    Now, it is your game and you will do what you see fit, but the question is: Do you want to solve those horrible balance issue that you are about to "let lose" ? Because there will be issues. Not one, not two, but TONS of balance issue. Simple example: Last updated, you clearly stated that you don't want so called "Perma Cloak" (a way for a player to stay invisible forever). Well, guess what. You can combo Blue Betty (Warden /Animal Companions skills) with NB Cloak... and yes, you can pretty much be perma invisible.

    Now, how you gonna adjust this in the future (cuz you will have to adjust this) ? Gut cloak so it will be useless ? Gut Blue Betty so it will be useless ? ?

    This is just an example as there are far more broken combos you can make, but my point is: Do you want that TONS of extra work in the near future (and possibly removal of fun as skills are fun when they actually do something) ? Is it really worth the trade for a short novelty factor of the new system ? Personally I think it is not, but it is up to you.

    As for the feedback: Subclassing either needs to be not allowed in some content or it should have far more restrictions. Right now it is just: pick most broken combo of skills that you possibly can and play as same "meta build" regardless of your class.
  • Aylish
    Aylish
    ✭✭✭✭✭
    I will just give my 2 cents from the other thread:
    Aylish wrote: »
    You simply can‘t change the central point of combat - namely the classes‘ system - after 11 years.
    This will destroy the game that we had.
    There is no further point in being this or that class anymore.
    Pure classes will underperform drastically. And you won‘t be able to balance that at all as long as class A‘s skill line is the same as that same skill line slotted to class B.

    In the German After Reveal Stream tonight, we were told it was only „meant to be fun“ and not to outperform pure classes. Pure classes are meant to have the best play together between their original skill trees.

    Well, then you obviously didn‘t design those pure classes well.
    We already saw 160k-ish parses on PTS.
    So playing pure classes with max 120-130k will be pointless from now on if you ever want to join some achievement prog runs on trials or harder dungeons.
  • TheDefenestrator
    Did the subclassing quest teach you everything you had to learn for using this system?

    I clicked through all the dialogue, but it was intuitive enough.

    Is there anything confusing about the UI or the methods to engage with Subclassing?
    How long did it take you to level up a subclassed skill line?

    Nothing confusing. I used a template character and did not attempt to level yet.

    Do you plan to use this feature when it goes live?
    In the raid context, Relative to builds that do not engage with subclassing, the systems are so overtuned that you would be at a serious disadvantage for not using the feature. This could be fixed by adjusting a few overperformers:

    Fatecarver: Overtuned. Did not need a base tooltip buff. This, combined with access to Grave Lord's Sacrifice, free weapon damage from the nightblade skill, and incapacitating strike is dealing too much damage; it feels more valuable to forgo an execute and continue using fatecarver until 0%. While subclassing was meant to create new opportunities, fatecarver's strength makes the system limiting, rewarding people for building around maximizing its damage.

    Grave Lord's Sacrifice: Mentioned above, but this skill was originally built for necromancer and did not have many impactful DOTs and class skills to boost. When able to boost skills such as merciless resolve, killer's blade, fatecarver, GLS is exacerbating existing problems and creating new ones. I think GLS is less of a problem than fatecarver itself.

    Solar Barrage: Right now it is bugged and stacking on top of itself. But again, damage boosts to class skills that were not designed with all the class skills in mind have the potential to cause subclassing to become too much more powerful when compared to pure classes.

    I also think that part of the problem is that, regardless of your role, all of the classes have skill lines that provide minimal value, so the cost of engaging with subclassing is often 0. This often makes the decision to not subclass a poor one, and the system therefore feels mandatory instead of liberating.

    Did you have fun experimenting with the system?
    No. Currently, most target-based skills in the game are bugged, and have fairly high chances of failing to cast. In fact, I have been actively playing ESO since 2020 and this PTS patch is by far the worst the game has ever felt.
    Edited by TheDefenestrator on April 16, 2025 5:44AM
  • Rkindaleft
    Rkindaleft
    ✭✭✭✭✭
    A lot of people feared Subclassing would be like Hybridization - a system which is designed to give more flexibility, but in reality coerced people into running a specific setup unless they actively chose to nerf themselves.

    Pure classes should not be underpowered compared to hybrids. If anything, the pure classes should have more raw power than hybrid classes.

    The best way to do something like that would be to nerf all tooltips by some percentage if a character takes up a subclass. In that way, the player needs to choose between keeping the raw power of a single class, or reducing their power in exchange for more versatility.

    As it is, the players can choose 'nothing changes' versus 'more power and more versatility,' which is not a reasonable choice. Even when subclassing in games like D&D, adding more subclasses is a way to give characters more options, but you do so at the expense of accessing the most powerful features of your original class.

    Just want to echo that I'm in agreement that there should be a baseline tooltip nerf for either Subclass skills (or rather Subclass skill lines) that aren't your actual class or just overall if you choose to take up Subclassing.

    I posted this in the Combat thread but Eight Puppies got 171k on Day 1 of PTS after a couple hours of parsing without using the bugged version of Solar Barrage. Fatecarver did nearly 90k DPS by itself. Some people may like *insert huge number* but to me this is an unhealthy level of power creep.

    Just for an example, if something like Merciless Resolve gives 300 W/SD at full stacks on a Blade then I don't think the bonus should be nearly as high if you subclassed that skill line on anything else. Same with something like the Cro DoT passive.
    It's still a cool change for the solo players and people who RP but if you play at a level where this stuff actually matters this is just feels dumb.

    <snipped out image for Profanity>
    Edited by ZOS_Hadeostry on April 18, 2025 3:08AM
    https://youtube.com/@rkindaleft PlayStation NA. I upload parses and trial POVs sometimes.
    All Solo, Dungeon and Arena trifectas.
    8/10 Trial trifectas.
    TTT | IR | GH | GS | DB | PB | DM | Unstoppable
  • NoSoup
    NoSoup
    ✭✭✭✭✭
    Rkindaleft wrote: »
    A lot of people feared Subclassing would be like Hybridization - a system which is designed to give more flexibility, but in reality coerced people into running a specific setup unless they actively chose to nerf themselves.

    Pure classes should not be underpowered compared to hybrids. If anything, the pure classes should have more raw power than hybrid classes.

    The best way to do something like that would be to nerf all tooltips by some percentage if a character takes up a subclass. In that way, the player needs to choose between keeping the raw power of a single class, or reducing their power in exchange for more versatility.

    As it is, the players can choose 'nothing changes' versus 'more power and more versatility,' which is not a reasonable choice. Even when subclassing in games like D&D, adding more subclasses is a way to give characters more options, but you do so at the expense of accessing the most powerful features of your original class.

    Just want to echo that I'm in agreement that there should be a baseline tooltip nerf for either Subclass skills (or rather Subclass skill lines) that aren't your actual class or just overall if you choose to take up Subclassing.

    I posted this in the Combat thread but Eight Puppies got 171k on Day 1 of PTS after a couple hours of parsing without using the bugged version of Solar Barrage. Fatecarver did nearly 90k DPS by itself. Some people may like *insert huge number* but to me this is an unhealthy level of power creep.

    Just for an example, if something like Merciless Resolve gives 300 W/SD at full stacks on a Blade then I don't think the bonus should be nearly as high if you subclassed that skill line on anything else. Same with something like the Cro DoT passive.
    It's still a cool change for the solo players and people who RP but if you play at a level where this stuff actually matters this is just feels dumb.

    zfn7jsjkf6sw.jpeg

    Was this subclassing or broken sets that lead to this? 96% Crit, 8k wp/d and 125% crit damage modifier seems to be the reason you're hitting those numbers more so than the additional skills.
    Formally SirDopey, lost forum account during the great reset.....
  • SwimsWithMemes
    SwimsWithMemes
    ✭✭✭✭
    (Briefly said in a separate post, but said again here)

    Name-Based Expectation

    The name "Sub-classing" brings to mind, at least for me, unique upgrades to an existing class. For example, prestige or sub-classes in Dungeons & Dragons. You can be a Cleric, but your sub-class is Life Cleric. Sub-classing is even more specialized than the main class. Likewise, a Templar could be a Wrath Templar, or even invert the fantasy and make them a purple Daedric Templar or a cursed-Vampiric Templar. A Warden could be a <Location>-style Warden, and summon Black Marsh creatures and change their frost damage to poison or similar.

    Effectively, at a minimum, existing morphs and focused skill trees are better at demonstrating a sub-class compared to adding new skill trees from other classes.

    What is proposed, with making skill trees accessible, is more appropriately named "Multi-classing". Please note: there is nothing in this post against the idea of having more skills accessible. It is purely a critique and suggestion as to the implementation.

    "Multi-classing"

    Multi-classing, or Cross-Skilling, of customized skill trees, is a more appropriate term based on the current system. This is a typical and understood fantasy term and is distinct from the term "sub-classing". You can usually have your class, and take points or levels in another class, and mix and match the classes how you desire. There's often a penalty associated (which we have seen with the EXP and Skill Points cost, which is also problematic for separate reasons).


    What should be added to "sub-classing"?

    Unique Class Incentive

    Rather than rejigging the entire system, it is proposed that each class receives a unique buff, which is not accessible by other classes. This could be under a separate skill tree for each class or through whatever UI/UX is appropriate. This would mean there is always a "benefit" to being any particular class, as at least a single piece of that class will be an incentive to someone to use that. The counterpoint, which I feel echoed as a concern, is that if there is an optimal loadout of skill trees, players will gravitate towards the best three. This does not alleviate a homogenisation concern, but a non-transferable buff could justify of incentivized reasons for keeping a diversity of "base" classes. As an example, while Dark Elf Arcanist is probably considered the "best" DPS combination, people still bring other races and classes because they can play and act differently. If everybody had the freedom to pick any race and take the Dark Elf damage passives, I believe they would. This would be more dissatisfying to both Elder Scrolls players and other RPG players.

    Sub-classing "rewards"

    There should be minor bonuses for having different combinations of classes. If they are distinct enough, this could probably be considered "sub-classing". For example, any Class taking a Flame tree, Lightning tree and Frost tree is pretty close to an Elementalist or Evoker. Besides the fantasy of "play as you want", there should be a mechanical incentive to have a Flame, Frost, and Lightning damage skill going at once. Suggested previously was a cycling-style buff, where Flame --> Frost --> Lightning skill rotations add a benefit to using diverse spells, as a unique Elementalist playstyle reward.


    Another example could be where you take opposing identities. E.g., any Templar class + any Daedric skill line, such as Daedric Summoning or the Soldier of Apocrypha. This could give a "Daedric Paladin" buff, where your restoration ability is impacted at a benefit to shielding and pet damage.


    Penalty vs Reward

    The PTS conceptualisation of sub-classing only hurts what the game is trying to do. If you want players to take up a range of skills and abilities, don't make them pricier and level slower. Make it truly open and free. If there are concerns about easy access or whatever, structure the design so there is a benefit besides "play how you want". Don't negativize, incentivize. For example, make the "two skill points" lower the total EXP requirement of a skill. (To answer what could be an obvious question of how Skill respecification works: If a player refunds the skill points at a later date, then the skill reverts to being half-levelled). Alternatively, let players put 3 points into a morph and be able to swap to the other morph when out of combat.


    It is bewildering why a system would be designed to just be worse than regular class skills leveling, when the design goal is to make the game more open. I understand that an MMO has retention and activity goals, and wants to keep players around, but players will stay if they are genuinely having fun and exploring different systems.


    P.S. make Skyshards count as unlocked on subsequent characters if you have the achievement for a zone. Maybe tie it to a quick cheeky meta game quest that "remembers" your progress there. Keep it locked to lv 50 if that's really a problem. This is needed more than ever if we are going to need another 40 skill points per skill tree(!)
  • Varana
    Varana
    ✭✭✭✭✭
    ✭✭✭
    He used Highland Sentinel which is mostly a parse dummy set (but I have seen it used in content as well). But that set has not changed, i.e. it's as "broken" as it is on Live.

    125% crit damage (i.e. the cap) is what you aim for in an organised group setting. That's normal and hasn't changed for the PTS.

    Apart from that, those crit and wpdmg numbers are exactly the result of minmaxing the various skill lines. He does damage with his Arcanist skills and chose the other skill lines to boost them.
    All classes had some "get more crit chance" or "get more wpdmg" or similar passives. What multiclassing does, is that it allows you to combine those passives. You don't get just the Arcanist crit, you also get the NB crit (which is a kinda specialised crit class) and the Necro buffs. Or whatever.
  • gc0018
    gc0018
    ✭✭✭
    The system is lack of depth. Only the first day it is excited. Looks like there are a lot of choice, yet only when all the choice are equally competitive, the choosing became meaningful. Most of combinations are useless without the need to try. I get boring so quick; it is not as fun as play a different class alt.

    At least the previous pure classes give me some equally competitive choice so I can spend some of my brain on figure out the fun of building characters.

    Besides, using different basic classes doesn't make significant difference, I finally end up with certain skilllines. I feel like my choice is even less than before. It is like the heavy attack era.
    Images not allowed, sad
  • Asdara
    Asdara
    ✭✭✭✭✭
    Imagine a game with stackable maps, furniture bag, decon furniture
  • warm_blanket
    warm_blanket
    ✭✭✭
    You'll need to address how players are cherry picking passives to cheese their stats.

    Eg. players are dipping into storm calling / aedric spear / assassination to get +20% crit damage on top of the +15% damage to their physical & shock procs. This is all passive, no need to use any active skills from these lines to achieve this.

    The bare minimum adjustment here is to restrict subclass passives to rank 1 (half strength). Ideally the passives would not be carried over at all when subclassing, as there is already a immense amount of power present in the ability to go shopping for active skills alone.
Sign In or Register to comment.