Suna_Ye_Sunnabe wrote: »Everyone complaining about how there's going to be a meta combo of sub classing... As if there isn't a meta right now of all arcanist full damage dealers. There will always be a meta; at least subclassing is fantastic fun (especially for my supports!) and opens up endgame content for a far bigger audience.
Suna_Ye_Sunnabe wrote: »...at least subclassing... opens up endgame content for a far bigger audience.
ForumBully wrote: »I think if you're going to write a post about stopping Subclassing before it goes live, or asking for a nerfed system where subclassed skill lines are weaker, you're wasting your time. I don't believe that's even an option. The PTS lasts a short time and posts like that are just noise.
The player base needs to start talking about the relative strength of skill lines...not whether Sorcs or Necros need more help, but the relative strength of the skill lines in those class trees. There's been a lot about those things, and some great ideas as well as accurate criticism but there's still so much noise about system itself and "pure class" nonsense. The metas that emerge from this system will be the best unbiased data ZoS can get about the relative strength of skill lines and I expect those skill lines to be adjusted accordingly, but some changes are possible before this goes live if people focus on those adjustments without "the sky is falling!"
As many people already mentioned current Subclass implementation in strait up bad.
For example I'm a DPS warden and "Green Balance" line does not give me any dps. So any other warden with Subclass that replaces "Green Balance" will do more dps than me.
So it is no giving me more choice, it is making me non-competitive unless I'm using Subclass.
ForumBully wrote: »I think if you're going to write a post about stopping Subclassing before it goes live, or asking for a nerfed system where subclassed skill lines are weaker, you're wasting your time. I don't believe that's even an option. The PTS lasts a short time and posts like that are just noise.
The player base needs to start talking about the relative strength of skill lines...not whether Sorcs or Necros need more help, but the relative strength of the skill lines in those class trees. There's been a lot about those things, and some great ideas as well as accurate criticism but there's still so much noise about system itself and "pure class" nonsense. The metas that emerge from this system will be the best unbiased data ZoS can get about the relative strength of skill lines and I expect those skill lines to be adjusted accordingly, but some changes are possible before this goes live if people focus on those adjustments without "the sky is falling!"
But the problem isn't the "relative strength of the skill lines," it's the broken interactions that come from combining them in ways never foreseen when those skills were created. It's why some subclassed builds end up obnoxiously overpowered, and why pure classes (and subclasses where players don't gravitate to the three most overloaded options they can find) will always suffer more from the inevitable nerfs.
Looking at individual skill lines in strictest isolation rather than considering all the broken interactions this system enables is part of the problem.
- 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?
Took me a bit to figure out how to add/remove new skill lines- How long did it take you to level up a subclassed skill line?
Too long, if you already have an alt at level 50 with all skill lines maxed, you should not have to level them- Do you plan to use this feature when it goes live?
No choice ZOS has nerfed my two primary classes to a poor state. Better to subclass from the classes that got buffed.- Did you have fun experimenting with the system?
Sort of. It does seem like everyone will be running the same subclasses
Personally I think you should go all the way, all players to subclass all THREE lines of their class while maintaining their class name (tied to class sets, etc). Lines from original class should count 1 SP. None class lines like weapons armor should always cost 1 SP. Players should be effectively able to "change classes" and subclass three lines from any single class. FOr example, drop all of my necro lines for three NB lines.
Subclass line 1 = 2SP
Subclass line 2 from a different class = 2SP
Subclass line 3 from a different class from first two = 3SP
If you sublcass 2 or more lines from a single class, 4SP each.
Holycannoli wrote: »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.
SwimsWithMemes wrote: »
- 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?
Took me a bit to figure out how to add/remove new skill lines- How long did it take you to level up a subclassed skill line?
Too long, if you already have an alt at level 50 with all skill lines maxed, you should not have to level them- Do you plan to use this feature when it goes live?
No choice ZOS has nerfed my two primary classes to a poor state. Better to subclass from the classes that got buffed.- Did you have fun experimenting with the system?
Sort of. It does seem like everyone will be running the same subclasses
Personally I think you should go all the way, all players to subclass all THREE lines of their class while maintaining their class name (tied to class sets, etc). Lines from original class should count 1 SP. None class lines like weapons armor should always cost 1 SP. Players should be effectively able to "change classes" and subclass three lines from any single class. FOr example, drop all of my necro lines for three NB lines.
Subclass line 1 = 2SP
Subclass line 2 from a different class = 2SP
Subclass line 3 from a different class from first two = 3SP
If you sublcass 2 or more lines from a single class, 4SP each.
Skill points increases are a terrible way of making multi-skilling a "cost", just like needing to grind EXP. It's not a real decision to make, it just takes time or buying skyshards. The better way is to add interesting flourishes to unique combinations.
SwimsWithMemes wrote: »
- 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?
Took me a bit to figure out how to add/remove new skill lines- How long did it take you to level up a subclassed skill line?
Too long, if you already have an alt at level 50 with all skill lines maxed, you should not have to level them- Do you plan to use this feature when it goes live?
No choice ZOS has nerfed my two primary classes to a poor state. Better to subclass from the classes that got buffed.- Did you have fun experimenting with the system?
Sort of. It does seem like everyone will be running the same subclasses
Personally I think you should go all the way, all players to subclass all THREE lines of their class while maintaining their class name (tied to class sets, etc). Lines from original class should count 1 SP. None class lines like weapons armor should always cost 1 SP. Players should be effectively able to "change classes" and subclass three lines from any single class. FOr example, drop all of my necro lines for three NB lines.
Subclass line 1 = 2SP
Subclass line 2 from a different class = 2SP
Subclass line 3 from a different class from first two = 3SP
If you sublcass 2 or more lines from a single class, 4SP each.
Skill points increases are a terrible way of making multi-skilling a "cost", just like needing to grind EXP. It's not a real decision to make, it just takes time or buying skyshards. The better way is to add interesting flourishes to unique combinations.
It doesn't really seem like it creates any sort of effective limit. If I understand correctly how the system works, someone like me with several alts for each class will be able to sign in, get all 21 of the achievements, do X short intro quests (where X is the number of alts you have,) and then you're all set to add these at level 50. The biggest hassle will be shifting skill points around, and most folks with an established roster of characters should have plenty of those to spare.
It seem like it'll mostly just impact new players trying to make use of it.
SpiritKitten wrote: »SwimsWithMemes wrote: »
- 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?
Took me a bit to figure out how to add/remove new skill lines- How long did it take you to level up a subclassed skill line?
Too long, if you already have an alt at level 50 with all skill lines maxed, you should not have to level them- Do you plan to use this feature when it goes live?
No choice ZOS has nerfed my two primary classes to a poor state. Better to subclass from the classes that got buffed.- Did you have fun experimenting with the system?
Sort of. It does seem like everyone will be running the same subclasses
Personally I think you should go all the way, all players to subclass all THREE lines of their class while maintaining their class name (tied to class sets, etc). Lines from original class should count 1 SP. None class lines like weapons armor should always cost 1 SP. Players should be effectively able to "change classes" and subclass three lines from any single class. FOr example, drop all of my necro lines for three NB lines.
Subclass line 1 = 2SP
Subclass line 2 from a different class = 2SP
Subclass line 3 from a different class from first two = 3SP
If you sublcass 2 or more lines from a single class, 4SP each.
Skill points increases are a terrible way of making multi-skilling a "cost", just like needing to grind EXP. It's not a real decision to make, it just takes time or buying skyshards. The better way is to add interesting flourishes to unique combinations.
It doesn't really seem like it creates any sort of effective limit. If I understand correctly how the system works, someone like me with several alts for each class will be able to sign in, get all 21 of the achievements, do X short intro quests (where X is the number of alts you have,) and then you're all set to add these at level 50. The biggest hassle will be shifting skill points around, and most folks with an established roster of characters should have plenty of those to spare.
It seem like it'll mostly just impact new players trying to make use of it.
No matter if you have that skill line that you want to swap to maxed on an alt, you must still re-level it as a subclass skill line. And it will take twice as long and cost twice as many skill points.
Joy_Division wrote: »I don't know what you are going to do ZOS, but if there ever was time for an honest communication, it's now.
For Morrowind and Update 35, we basically got a PTS that undercut the power we did have and we saw an exodus of players both times. Despite the large amount of complaints, it was full steam ahead and what went Live was basically what was disliked on the PTS.
For Update 46, we are seeing another dramatic shift in player power, this time a very large potential increase: we are gaining much more than we lost with Morrowind and U35. Once again we have a very contentious PTS. So I am wondering if history is just going to repeat itself and we're just given something on Live that many customers think needs seriously revision.
I really do see why "sub-classing" can be quite a boon for ESO. The reality of the situation is that the vast majority of players in this game cannot complete a lot of content (to say nothing of the most difficult content), so the top 5% of players parsing over 170K DPS will not be relevant to their experiences playing ESO. If players became ESO fans because of Skyrim, many probably saw classes as a unwanted limitation to their gameplay, and if they are struggling to beat Maelstrom Arena, then they likely will endorse this feature wholeheartedly.
That being said, I am already quite bored doing a lot of the older content, precisely because we have so much power (I won't even mention Zone quests/content, which I have stopped doing entirely because it's so unstimulating).
I really dislike it when a game's content is so easy that I have to restrain myself and think of ways to play sub-optimally to avoid running in God-mode. I think ZOS should heed the fears that players are raising here that everything in ESO might feel like Fungal Grotto.
From a philosophical standpoint, I am very curious why all of a sudden we players are allowed such a noticeable powercreep, when the past decade of updates went out of their way to constantly and incessantly nerf us. It is quite the shift in balance design.
As I mostly PvP, I am absolutely not interested in all to see the monstrosities that players are going to roll out. Players are already too powerful, too tanky, heal too much, never run out of resources, use too many overpowered proc sets that make Live PvP usually not very fun to play. I am cringing that organized groups will even output more healing because of cherry picking certain lines, and outputting a disgusting amount of damage now that they can marry their favorite attack skill (Warden Shalks) with the Nightblade kit or other synergistic combinations. That these groups are still going to be permitted to use the Rush of Agony set, which violates just about every standard of combat balance ZOS has ever publicly told us they follow, is incomprehensible to me. Even if PvEers are given something like a "legendary" mode to challenge the 170k+ DPS builds they are coming out with, broken PvP mechanics cannot be fixed in such a way. Given that current Live Cyrodiil was allowed to degrade as it did, I have little confidence that Cyrodiil (or even Battlegrounds) will be much fun after Update 46.
For me anyway, it's looking like Vengeance or bust.
I would like to hear from ZOS how they plan on navigating the perilous course ahead when it comes to sub-classing and what measures they are thinking of the ensure that those folks who want to use sub-classing can do so to their heart's content while ensuring there is still difficult content for experienced players and PvP is something more than organized groups destroying everything in their path and fighting "sweatlords" with builds that are basically invulnerable to 90% of the population.
TheDragonMeister wrote: »1) Did the subclassing quest teach you everything you had to learn for using this system?
- I believe so, I also kinda figure things out on my own too.
2) Is there anything confusing about the UI or the methods to engage with Subclassing?
- I think it needs a bit more work. I found it unclear on how to replace skill lines at first. I had to pretty much figure it out on my own on how to do it.
3) How long did it take you to level up a subclassed skill line?
- On average, I believe it's not too much longer than average skill lines so shouldn't be too hard to level up.
4) Do you plan to use this feature when it goes live?
- Yes. I find the current classes good but as a nightblade lover and most of my characters are nightblades I have very little variety with my builds. Now I can change things up and make all my characters unique. Like putting Green Balance on my nightblade bosmer to give a more woof elf feel to him. grave lord on my nightblade vampire to go with my character's backstory of necromancy in his family. And I still need to test this but storm calling on my telvanni dunmer necromancer.
*Take note of the fact that there may be adjustments needed to balance out the game, but I'm more of a roleplayer and solo player so balance isn't my specialty.
Overall Subclass is a great addition to add new things to the game, in a roleplayer's point of view. I find this game already unbalanced because most people have high demands for DD, Healers, and tanks for trials that I can't meet. Like DD needed to deal 80k-100k DPS in order to even join a trial or vet dugeon group. I've given up on trying to meet these demands that is always going to exist. I never got the hang of light attack weaving due to my personal preference of not enjoying 'speed smashing buttons' for extra damage.
5) Did you have fun experimenting with the system?
-Absolutely. I enjoyed the freedom to choose what skill lines I can choose and create even more fun builds that fit my character's backstory and personalities better. Hoping to experiment with my Psijic Archanist, and so many other toons... perhaps finally finding out what to do with my Baan Dar inspired Khajiit Banzi-dar.
tomofhyrule wrote: »Pure classes should not be underpowered compared to hybrids. If anything, the pure classes should have more raw power than hybrid classes.
AdmiralDigby wrote: »How to fix this:
1. Overland can now have harder difficulties (essentially a veteran mode for overland). When you activate it you take penalty to dmg done & increased dmg taken. For this increased difficulty you get better loot and more xp. Players natural progress while leveling.