It's pretty clear, understood it exactly as it is before using it.Did the sublcassling quest teach you everything you had to learn for using this system?
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.Is there anything confusing about the UI or the methods to engage with Subclassing?
N.A. I was using templateHow long did it take you to level up a subclassed skill line?
Can't wait to use it! It's one of the best changes introduced ever!Do you plan to use this feature when it goes live?
Yup, I feel like a kid in a candy storeDid you have fun experimenting with the system?
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.Few words from me
tomofhyrule wrote: »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.
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.
tomofhyrule 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.
Rkindaleft wrote: »tomofhyrule 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.