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!"
sans-culottes wrote: »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!"
Respectfully, the issue isn’t just the strength of individual skill lines in isolation. Rather, it is how their fusion creates emergent behaviors the system was never designed to handle.
Subclassing does more than merely tweak balance. It alters the architecture of the game’s identity and progression models. You can’t reduce that to numbers. Saying critique of the system itself is “noise” presumes a consensus that doesn’t exist and sidesteps the substance of those concerns.
Zyaneth_Bal wrote: »This hasn’t been in the work for years though. Not nearly as long.
Class lines should still complement each other first and foremost. “Pure” classes are still an option, not to mention that new players have to play “pure” classes for a very long period of time before actually getting to subclassing at all. So saying class balance isn’t relevant is definitely incorrect.
zos🙄ForumBully wrote: »Zyaneth_Bal wrote: »This hasn’t been in the work for years though. Not nearly as long.
Class lines should still complement each other first and foremost. “Pure” classes are still an option, not to mention that new players have to play “pure” classes for a very long period of time before actually getting to subclassing at all. So saying class balance isn’t relevant is definitely incorrect.
Corporate roadmaps are long. They didn't dream this up a few months ago.
Zyaneth_Bal wrote: »zos🙄ForumBully wrote: »Zyaneth_Bal wrote: »This hasn’t been in the work for years though. Not nearly as long.
Class lines should still complement each other first and foremost. “Pure” classes are still an option, not to mention that new players have to play “pure” classes for a very long period of time before actually getting to subclassing at all. So saying class balance isn’t relevant is definitely incorrect.
Corporate roadmaps are long. They didn't dream this up a few months ago.
ForumBully wrote: »Zyaneth_Bal wrote: »This hasn’t been in the work for years though. Not nearly as long.
Class lines should still complement each other first and foremost. “Pure” classes are still an option, not to mention that new players have to play “pure” classes for a very long period of time before actually getting to subclassing at all. So saying class balance isn’t relevant is definitely incorrect.
Corporate roadmaps are long. They didn't dream this up a few months ago.
ForumBully wrote: »sans-culottes wrote: »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!"
Respectfully, the issue isn’t just the strength of individual skill lines in isolation. Rather, it is how their fusion creates emergent behaviors the system was never designed to handle.
Subclassing does more than merely tweak balance. It alters the architecture of the game’s identity and progression models. You can’t reduce that to numbers. Saying critique of the system itself is “noise” presumes a consensus that doesn’t exist and sidesteps the substance of those concerns.
That fusion is the purpose of balancing skill lines against each other. Talking about class balance isn't relevant in multiclassing system, and that's what we're getting regardless of any consensus. We don't get a vote. Is ZoS going to cancel something in the works for years? No. So if players have an interest in balance it should be about the system as it is, not what it was, and all the "pure" class stuff is simply noise. Class balance is over. Skill Line balance is the game going forward.
XIIICaesar wrote: »I was excited intially but the way it's been done seems to me inconsistent with how other MMO have done it. YES I know this isn't other games lol. I was exicted to do a Necro with 2 NB skill lines or a Templar w/ 2 DK lines etc but only being able to choose 1 from each was a bummer.
LukosCreyden wrote: »The thing that frustrates me is that "subclassing" sounds amazing for creative builds, immersion and general fun. However, some people who are focused purely on meta gaming are kinda squeezing the fun out of it. Not saying that it doesn't need balancing- it definitely does- but there are so many people in the forums who, for some bizarre reason, want to stick to the same tired old class set ups we have had for years. Muh class indentity. Muh current meta build.
Boring boring boring.
sans-culottes wrote: »The problem with treating subclassing as pure “creativity” is that true creativity requires working within a meaningful symbolic framework. Simply grafting unrelated skill lines onto a character—such as mixing Sorcerer lightning, Warden ice, and Necromancer corpses—does not deepen creativity. It collapses thematic coherence into incoherent mechanical collage.
Players who care about class identity are not defending “the meta” as you frame it. They are defending the structural meaning of being, for example, a Necromancer: a figure who manipulates death and decay, not a generic magic user wielding a magma whip followed by their dutiful netch.
Subclassing, without meaningful constraints, threatens both balance and immersion. It removes the symbolic depth that makes the game world feel internally consistent and replaces it with a system where the only real logic is optimization, not narrative.
Mocking players who value internal consistency does not solve the mechanical or narrative problems subclassing introduces. It simply reveals an unwillingness to confront how much thematic structure underpins long-term engagement.
LukosCreyden wrote: »The thing that frustrates me is that "subclassing" sounds amazing for creative builds, immersion and general fun. However, some people who are focused purely on meta gaming are kinda squeezing the fun out of it. Not saying that it doesn't need balancing- it definitely does- but there are so many people in the forums who, for some bizarre reason, want to stick to the same tired old class set ups we have had for years. Muh class indentity. Muh current meta build.
Boring boring boring.
The subclass smells like someone in the ZOS is forcing the Devs to achieve it at no matter what cost, generally, by someone has no idea about game development (maybe a finance, management, marketing guy) but eager to make achievement in the position. Many good games/technical companies died this way, I believe everyone can list a handful of them.
ZOS Devs team has 4 options to deal with subclass in current situation:
1-doing nothing and release at current setup,
result: only 4-8 out of 2,187 skill line combination is usable, numerous bugs-like combinations (forever invisible, undead tank etc), pure classes dead, not mention the PVE and PVP.
2-Nerf anything skill line that cause problem,
result: medium amount of work required. nerf storm come to everyone which like U35, may trigger the same massive quit. Also, the nerf storm will last for years, whenever a meta pop, storm comes.
3-Buff all the pure class and increase the difficulty of all PVE context accordingly,
result: massive amount of work required, hard for ZOS to make it on time.
4-Reduce the efficiency of the skilline only when it is used by subclassing,
result: medium amount of work required, need a lot of players to help on PTS. But it requires ZOS to rebuild the relationship with players.
I hope ESO can make it through...
Elvenheart wrote: »I think the Conjured Ward skill should be swapped with something in Dark Magic to get it out of the Daedric Summoning line so no-pet sorcerers can get rid of that line but keep the shield.
sans-culottes wrote: »The problem with treating subclassing as pure “creativity” is that true creativity requires working within a meaningful symbolic framework. Simply grafting unrelated skill lines onto a character—such as mixing Sorcerer lightning, Warden ice, and Necromancer corpses—does not deepen creativity. It collapses thematic coherence into incoherent mechanical collage.
Players who care about class identity are not defending “the meta” as you frame it. They are defending the structural meaning of being, for example, a Necromancer: a figure who manipulates death and decay, not a generic magic user wielding a magma whip followed by their dutiful netch.
Subclassing, without meaningful constraints, threatens both balance and immersion. It removes the symbolic depth that makes the game world feel internally consistent and replaces it with a system where the only real logic is optimization, not narrative.
Mocking players who value internal consistency does not solve the mechanical or narrative problems subclassing introduces. It simply reveals an unwillingness to confront how much thematic structure underpins long-term engagement.
To be fair, many people who want subclassing want it specifically to work within self imposed constraints for the purpose of making their character more internally consistent than it currently is within the confines of their current class. Some people might also view some of the classes themselves as immersion breaking in that, as an example almost every class seems to have class flavored restoration spells (and other schools) that, while preserving the internal consistency of what the class was designed to be, also violates the internal consistency of the established world. A hill I'm always willing to die on is that all of the weapons nightblade summons for it's class abilities are bound weapons and as such should be blue and shimmery by default because that's what bound weapons are.
By that same token only 4-5 necromancer abilities are actually in universe necromancy, the rest are just other schools re-flavored for visual consistency. Someone who wants to be a more lore consistent necromancer might want drop the bone tyrant and living death skill lines and replace them with some combination of shadow(illusion magic), daedric summoning(the other half of conjuration), restoring light (restoration magic) or one of the 3 elemental skill lines based on their preferred auxiliary destruction magic.
Not saying thematically consistent classes are a bad thing, I enjoy having characters with a consistent visual throughline. (Even with my thoughts that nightblade weapons should be blue, you can pry the color red from my cold dead hands.) I'm just saying that there's more than one side to thematic consistency and while some people prefer it to be based in the class they play other's prefer that consistency to come from the world and magic system functioning the way they expect it to, or in the way they build their character around a specific theme, element or weapon.
Not just that, but free 100% uptime on front bar Major Force, formerly a rare and jealously guarded buff, thanks to the new busted mythic. Subclassing is fine, but the NB changes feel like a 14yo NB main just discovered game modding.YandereGirlfriend wrote: »Handing-out a free 9% Crit Chance to NBs, which is the rarest and most jealously guarded stat in the game, is madness.
Question for testers since I have no PTS - with subclassing, is the skill line the only thing that I need to level to unlock the skills, or each individual skill needs to be re-levelled to 4 to unlock the two possible morphs and those need to be re-levelled to 3 as well?
The latter would be bad IMO...
YandereGirlfriend wrote: »Handing-out a free 9% Crit Chance to NBs, which is the rarest and most jealously guarded stat in the game, is madness.
Revert the flanking bonus back to Pen so that it cannot contribute to power-creep in PvE.
Remember when Crit Chance was globally nerfed as a set item bonus many years ago? Yeah, you are undoing that change for no particular reason except that this time it is handed to only a single class vs. being available to all players via sets.
The PTS dueling meta is already dominated by Assassin + Restoring Light + Shalks/Blastbones, but really anything abusing the Assassin line is gonna be broken op and miserable to fight against. Counter their two shot insta kill? They immediately drop another 20k bow combo. Counter both bows? They spam 9k Surprise Attacks each attached to 3k Sundered procs. Counter those? Time for more two more 20k bow instant kill combos in a row.that's the truth....almost every build, pvp and pve, utilizing Assassination. It is just too power dense.