SilverBride wrote: »One of the things being developed this year is an increase to general overland difficulty because some players find it too easy. Another is subclassing, that from what I am reading will increase player damage significantly.
Won't these just cancel each other out? At least as far as overland is concerned?
SilverBride wrote: »I realize that both are optional (I won't get into my thoughts on that here), but if a player subclasses and also opts in to increased overland difficulty, how will that work? I don't think subclassing can just be easily turned on and off.
Erickson9610 wrote: »What I'm curious about is how easily the harder overland can be toggled, if ZOS goes that route. I imagine it will be activated by some shrine or NPC you talk to somewhere in the world, rather than being an option in the settings menu or being an item you consume.
SilverBride wrote: »One of the things being developed this year is an increase to general overland difficulty because some players find it too easy. Another is subclassing, that from what I am reading will increase player damage significantly.
Won't these just cancel each other out? At least as far as overland is concerned?
SilverBride wrote: »One of the things being developed this year is an increase to general overland difficulty because some players find it too easy. Another is subclassing, that from what I am reading will increase player damage significantly.
Won't these just cancel each other out? At least as far as overland is concerned?
SilverBride wrote: »One of the things being developed this year is an increase to general overland difficulty because some players find it too easy. Another is subclassing, that from what I am reading will increase player damage significantly.
Won't these just cancel each other out? At least as far as overland is concerned?
SilverBride wrote: »One of the things being developed this year is an increase to general overland difficulty because some players find it too easy. Another is subclassing, that from what I am reading will increase player damage significantly.
Won't these just cancel each other out? At least as far as overland is concerned?
It’s too early to tell. Subclassing hasn’t even been balanced and we don’t even know what “veteran overland” will look like. As in how difficult it will be.
I suspect part of the reason why ZOS is taking their time with overland difficulty is to see how subclassing performs and work around that.
Erickson9610 wrote: »SilverBride wrote: »I realize that both are optional (I won't get into my thoughts on that here), but if a player subclasses and also opts in to increased overland difficulty, how will that work? I don't think subclassing can just be easily turned on and off.
Subclassing is supported by the Armory system, so you can equip a build that is or isn't using Subclassed skill lines. Alternatively, you can visit a skill respec shrine (or use a scroll) to change which skill lines you're using. So that will be fairly easy to toggle, especially if you have an Armory assistant.
What I'm curious about is how easily the harder overland can be toggled, if ZOS goes that route. I imagine it will be activated by some shrine or NPC you talk to somewhere in the world, rather than being an option in the settings menu or being an item you consume.
Ragnarok0130 wrote: »@Erickson9610 that’s good to know. If you replace a skill line do we get the skill points back from the skill line to spend on the new one?
Ragnarok0130 wrote: »Erickson9610 wrote: »SilverBride wrote: »I realize that both are optional (I won't get into my thoughts on that here), but if a player subclasses and also opts in to increased overland difficulty, how will that work? I don't think subclassing can just be easily turned on and off.
Subclassing is supported by the Armory system, so you can equip a build that is or isn't using Subclassed skill lines. Alternatively, you can visit a skill respec shrine (or use a scroll) to change which skill lines you're using. So that will be fairly easy to toggle, especially if you have an Armory assistant.
What I'm curious about is how easily the harder overland can be toggled, if ZOS goes that route. I imagine it will be activated by some shrine or NPC you talk to somewhere in the world, rather than being an option in the settings menu or being an item you consume.
@Erickson9610 that’s good to know. If you replace a skill line do we get the skill points back from the skill line to spend on the new one?
Ragnarok0130 wrote: »Erickson9610 wrote: »SilverBride wrote: »I realize that both are optional (I won't get into my thoughts on that here), but if a player subclasses and also opts in to increased overland difficulty, how will that work? I don't think subclassing can just be easily turned on and off.
Subclassing is supported by the Armory system, so you can equip a build that is or isn't using Subclassed skill lines. Alternatively, you can visit a skill respec shrine (or use a scroll) to change which skill lines you're using. So that will be fairly easy to toggle, especially if you have an Armory assistant.
What I'm curious about is how easily the harder overland can be toggled, if ZOS goes that route. I imagine it will be activated by some shrine or NPC you talk to somewhere in the world, rather than being an option in the settings menu or being an item you consume.
@Erickson9610 that’s good to know. If you replace a skill line do we get the skill points back from the skill line to spend on the new one?
SilverBride wrote: »One of the things being developed this year is an increase to general overland difficulty because some players find it too easy. Another is subclassing, that from what I am reading will increase player damage significantly.
Won't these just cancel each other out? At least as far as overland is concerned?
SilverBride wrote: »And I hope that the increased damage from subclassing doesn't nullify the effects of the optional overland difficulty increase, so that this issue can finally be resolved.
SilverBride wrote: »One of the things being developed this year is an increase to general overland difficulty because some players find it too easy. Another is subclassing, that from what I am reading will increase player damage significantly.
Won't these just cancel each other out? At least as far as overland is concerned?
Erickson9610 wrote: »What I'm curious about is how easily the harder overland can be toggled, if ZOS goes that route. I imagine it will be activated by some shrine or NPC you talk to somewhere in the world, rather than being an option in the settings menu or being an item you consume.
I assume it will be separate instances, every zone has a normal and a hardcore version and you load into the one you selected. When you switch the flag you will reload the zone, similar to how the open-world PVP instances in SWTOR work.
My thoughts to Subclassing:
Personally, I'm looking forward to the options it brings for adding utility and survivability to solo builds (as in soloing group dungeons) for classes/characters that I'd like to play but fall short in this regard. And yes, this is an mmo, but as I see it, being able to solo it, makes me far more willing and capable of carrying a clueless group finder pug.
I was done with progress raiding, and playing the one-trick-pony build the group needs, before I even started playing ESO, but I don't see where "play this NB/Necro/Arc multiclass build" is any different than "play that Arcanist build", other than now you have 3 characters that will be accepted in the raid. When chosing to participate in that game mode, one has to accept, that the meaning of "roleplaying" in MMORPG changes from "play-pretend to be someone else" to "playing your role in the team".
Will subclassing lead to increased raid difficulty? Possibly, but ESO's playerbase is already is divided by a ridiculously huge dps gap that is only based on physical skills. Better to increase difficulty using mechanics instead of numbers.
Will it lead to class nerfs? Possibly as well, but the way subclasses are being implemented as new account wide skill lines you have to level again from scratch, implies they already are prepared for nerfing only the subclassing skills if need be.
Will most build combinations be very bad and look viable on paper only? 100%. Build theory is needed much more than "look how well this build can beat a target dummy that doesn't fight back, while having 100% uptime of all buffs and debuffs".
as clueless as soloing a group dungeons when there are solo arenas at hand ?
SeaGtGruff wrote: »I feel like the whole overland difficulty issue is a player-created issue.
A lot of players— I’m tempted to say “the average player,” but I’m not sure if that would be accurate— look for the most powerful weapons and strongest armor, not to mention the most useful spells, to make it as easy as possible to withstand attacks and kill enemies as quickly as possible.
Not everyone plays that way. When I watch streamers play a single-player CRPG, a lot of them will deliberately create a specific type of character and limit themselves to specific types of armor and weapons and spells, even if those aren’t the ones which will make the game much easier to complete.
But a lot of players do play that way.
Overland content is going to be trivial if the players do everything in their power to make it trivial. And it is their right to do so, if that’s what they want to do.
I don’t know how the increase to overland difficulty is going to work, but I think I can safely predict that players who opt into it are going to do everything in their power to make it trivial to burn through. Subclassing will inevitably be part of that, but they would still approach the game the same way even if subclassing were cancelled, because finding every possible way to make content as trivial as possible— be it in overland, in vet trials, or in PvP— is how they like to play the game.
Blood_again wrote: »Subclassing is described in PTS patch notes and available for testing on PTS. It is a real feature with known details and known release dates.
The overland difficulty tweak is a "we are working on it" thing from the devs. AFAIK there are no real details or terms from the developers, while there is an overwhelming amount of wishes and speculations from players about it.
Two known things may be matched and compared. Known vs slightly imaginable one... it is nonsense.
What are you trying to compare? Patch notes vs dreams? Would the Canterville Ghost beat David Benavidez for the lightweight champion title?
SilverBride wrote: »Blood_again wrote: »Subclassing is described in PTS patch notes and available for testing on PTS. It is a real feature with known details and known release dates.
The overland difficulty tweak is a "we are working on it" thing from the devs. AFAIK there are no real details or terms from the developers, while there is an overwhelming amount of wishes and speculations from players about it.
Two known things may be matched and compared. Known vs slightly imaginable one... it is nonsense.
What are you trying to compare? Patch notes vs dreams? Would the Canterville Ghost beat David Benavidez for the lightweight champion title?
I wasn't comparing anything. I was asking how 2 different features that appear that they may conflict with each other would work together.