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.
DrSlaughtr wrote: »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.
See I don't buy this because the way they are implementing it is completely chaotic. I think this was a knee jerk reaction to seeing player numbers tank over the last 6 months. Maybe they had this pinned to a board for a while, but the actual implementation? If they have been 'working' on this multiclass system for over a year, then they failed miserably to bring any sense or reason to it.
They don’t get that they need to polish what they have to keep players from leaving, there’s no shortage of things to improve to say the least. Instead they want to release a rushed and out of place system to inflate player count for a couple of months only to lose even more players in the long run. It’s crazy how shortsighted a decision this is, unless they don’t plan to stick with eso for very much longer, then it would make sense. But considering how profitable eso is it actually doesn’t make that much sense.Ragnarok0130 wrote: »DrSlaughtr wrote: »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.
See I don't buy this because the way they are implementing it is completely chaotic. I think this was a knee jerk reaction to seeing player numbers tank over the last 6 months. Maybe they had this pinned to a board for a while, but the actual implementation? If they have been 'working' on this multiclass system for over a year, then they failed miserably to bring any sense or reason to it.
The current implementation of multiclassing feels like the college senior who realized his term paper is due in three days and just vomited words into a paper. I've worked for a publicly traded company for 15 years, sometimes projects are planned long term and other times they are fast and reactionary to market pressures. It makes far more sense in this instance that the multiclassing announcement was tied to lower player numbers this year and not planned long term or there would be much more polish and intent present in the system on PTS. As it stands now there seems to be a general disregard for balancing considerations which is mind boggling after the raucous balancing debates with the devs over the past 5 years.
I see a lot of players talking about how skills/passives should be nerfed 'while subclassing'... which I think is the absolute WRONG approach. Because why would anyone even subclass, if they are going to lose power? It would absolutely go against the 'finally play as you want' mantra for this system.
However, I DO think they could make adjustments for only the passives so that they are 15-20% less effective while subclassing. I also think GLS should be changed- making it more Necromancer skill specific or at least toning down its effectiveness. However, I DO NOT think 'skills' should be nerfed when subclassing. Or, perhaps they could go the opposite, and BUFF class abilities 'when not subclassing.'
Ragnarok0130 wrote: »I see a lot of players talking about how skills/passives should be nerfed 'while subclassing'... which I think is the absolute WRONG approach. Because why would anyone even subclass, if they are going to lose power? It would absolutely go against the 'finally play as you want' mantra for this system.
However, I DO think they could make adjustments for only the passives so that they are 15-20% less effective while subclassing. I also think GLS should be changed- making it more Necromancer skill specific or at least toning down its effectiveness. However, I DO NOT think 'skills' should be nerfed when subclassing. Or, perhaps they could go the opposite, and BUFF class abilities 'when not subclassing.'
They would multiclass for flexibility - to have access to skills that they do not currently have in their class and unlike now there would be a cost/benefit analysis necessary in choosing multiclassing rather than just benefits to multiclassing over staying pure like now. As the system stands now multiclassing has a clear advantage over pure classes and that is intolerable for areas of the game that require balanced game play like group content.
That is not what’s wrong with subclassing. But it won’t make trial hm and trifectas easier either because the hardest part there is find to players who are ready and willing to do it. Players who keep asking if there’s a single player mode/addon clearly aren’t. Neither are those who lack the basic understanding of the game and refuse to learn, and there’s plenty of players like that. No amount of free damage will allow them to do harder content if they don’t want to.There are no problems with the current version. It is absolutely great to adjust the power upward. It was always the case that new content got harder and older content gets easier.
Imagine the new trial when subclassing will be nerfed, it is crazy hard. People will make their Godslayer years after the content began. In the beginning only the best could do it, now hardmode and trifecta content of older trials will be available to a greater player base. Thats how such a game evolves and it is absolutely fine.
The status as it is now is absolutely perfect.
Erickson9610 wrote: »In a previous discussion of mine, I've called out how unfair it is that Templar's Class Mastery is the only Class Mastery to require the use of specific Class skills from one particular skill line, which can now be swapped out with Subclassing. Others contributing to that discussion have suggested that this approach would be useful for making Pureclassing more relevant. In this thread, I will propose my idea for how the Class Mastery Signature Script can be modified to strongly benefit Pureclassing, while still offering minimal utility for those who decide to Subclass.
In short, I propose that every unique Class Mastery effect be standardized into a single Class Mastery effect that strengthens your Class abilities more for each original skill line you use:
This approach would net you:...where "increased effectiveness" affects the damage, healing, damage shield strength, recovery, and any other applicable variable of the Class skills. This would affect all Class abilities, not just your original Class abilities, so it's useful for people who Subclass, but even more useful for people who Pureclass.
- 6% increased effectiveness and ability cost reduction for any Class ability when Pureclassing with all 3 original Class skill lines
- 4% increased effectiveness and ability cost reduction for any Class ability when Subclassing with 1 foreign Class skill line
- 2% increased effectiveness and ability cost reduction for any Class ability when Subclassing with 2 foreign Class skill lines
This would also get rid of problematic Class Mastery effects, such as Arcanist's Crux generation or Warden's Charm. This would be thematic to the name of "Class Mastery" as it implies that the user of this Script has some sort of mastery over their Class. It would actually encourage you to use Class abilities, which the previous Class Mastery effects didn't always do. Finally, since Scribing is going to be a base game feature shortly after Subclassing launches, this would be the perfect opportunity to encourage everyone who wishes to Pureclass to engage with the Scribing system.
its actually not difficult to maintain the base classes through use of the passives as follows.
split passive lines up into three tiers instead of the current two. The first tier stays the same and the second tier is split in half with the third tier.
pure classes can unlock 100% or tier 3 of the lines passives.
taking one subclass line you can only unlock tier two (75%) for the two lines you have and tier 1(%50) for the subclassed third line.
taking two subclass lines you can only access tier 1 (50%) of the passives for all lines.
as simple as this is it preserves the base class structure while making room for subclassing. Since most overpowered builds are the result of passive stacking this will help solve that to some degree and minimize required changes to class skills.
randconfig wrote: »Can we get access to more skill points / skyshards, now that the subclassing system is gonna be a huge skill point sink?
I really like the idea of adding an account-wide skyshard reward per 30 champion point levels for a total of 40 account-wide skill points.
All this concern over creating incredibly overpowered builds, makes me think, why don't you just drop the number of swappable skill lines to just one?
2 Main Class Trees
1 Subclassed Tree
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?