ragnarok6644b14_ESO wrote: »Pixiepumpkin wrote: »Classes are "professions". In the real world it would be your job.
Classes are nothing like jobs. I have never heard a truck driver say "sorry, I can't come over and help you build your shed, I took Truck Driver class instead of Construction Engineer."
Yes, this is my thinking as well. It probably will make the characters I do want to keep pure class *worse*, but they are already suboptimal due to wearing themed sets (e.g. my reachman in Briarheart) so it's not like I am too broken up over it.Erickson9610 wrote: »I'd like to chime in and say that with Subclassing, my character's identity is still going to be "Werewolf". I've never considered my Templar Khajiit Werewolf to be a Templar, and I don't even consider them to be a Khajiit! Race and Class are thematically irrelevant while transformed as a Werewolf, so I pick the Race and Class that offers good passives in Werewolf form.
With Subclassing, I'm going to remove some of the less useful Templar skill lines and add in some of the more useful skill lines from other Classes, as it pertains to my Werewolf's build. I've got a few ideas for PvE and PvP builds that remain in Werewolf form 100% of the time.
I am upset that Subclassing is going to make Werewolf even more obsolete in both PvE and PvP, and it's going to be a struggle to try and compete. I'm still sticking with it, though. I refuse to change my character's identity (by not playing Werewolf to be competitive) so I'll use Subclassing to help me in any way that I can.
SilverBride wrote: »ragnarok6644b14_ESO wrote: »Pixiepumpkin wrote: »Classes are "professions". In the real world it would be your job.
Classes are nothing like jobs. I have never heard a truck driver say "sorry, I can't come over and help you build your shed, I took Truck Driver class instead of Construction Engineer."
Classes are very similar to jobs. We choose a path then train the skills needed to function in our chosen role. Those that haven't received the education and training can't just step in and fulfill any job's objectives.
ragnarok6644b14_ESO wrote: »A Truck Driver could make a career transition to Construction Engineer while still retaining their truck driving skills. In fact, they could even merge the skills they have earned to become something new, perhaps a dumptruck or heavy equipment qualified operator.
I know someone personally, right now, making the career transition from a medical caregiver to a lawyer; she is in her 30s and just started pre-law school; hadn't finished college before (which is why she has more than a decade of experience as a caregiver). And yet, though it is taking effort, she got straight As in her first semester and 2 of her classes were 2 month accelerated courses that were brutal. Who are you to say she can't become a lawyer because she already has the medical "class"? If she puts in time and effort to "level up the new skill line" as it were, I think it is cool. And she still would be the best among my friend group at counting medications at a glance (seriously, she can look into a prescription bottle and go "17!" because counting medications like that was an important caregiver skill).SilverBride wrote: »ragnarok6644b14_ESO wrote: »A Truck Driver could make a career transition to Construction Engineer while still retaining their truck driving skills. In fact, they could even merge the skills they have earned to become something new, perhaps a dumptruck or heavy equipment qualified operator.
That could work because they are similar professions with similar skill sets. But a truck driver couldn't make a career transition to become a Medical Doctor with just their driving skills. They would need years of training, so not every profession would be readily within their grasp.
The same holds true for Class skills. A tank, for example, wouldn't reasonably be able to become an expert at Arcane knowledge without years of training.
ragnarok6644b14_ESO wrote: »I know someone personally, right now, making the career transition from a medical caregiver to a lawyer; she is in her 30s and just started pre-law school; hadn't finished college before (which is why she has more than a decade of experience as a caregiver). And yet, though it is taking effort, she got straight As in her first semester and 2 of her classes were 2 month accelerated courses that were brutal. Who are you to say she can't become a lawyer because she already has the medical "class"? If she puts in time and effort to "level up the new skill line" as it were, I think it is cool. And she still would be the best among my friend group at counting medications at a glance (seriously, she can look into a prescription bottle and go "17!" because counting medications like that was an important caregiver skill).
Why can't the tank be tanking as an expert in Arcane Knowledge? My main tank uses a staff and is magicka spec.
I mean frankly, even the pure classes levelled up too quickly to be "realistic" for normal humans to master, and what's worse, a 600-year old Altmer mage probably *could* subclass into every class in the game plausibly. That's like 80 human lives!
Yes, and ESO makes the character go through the same time that any other character must go through to master the skill line (pure class or not), AND doubles the amount of effort (skill points) the character has to put in. A Nightblade has to put in the same time and twice as much effort to learn Aedric Spear compared to a Templar learning Aedric Spear.SilverBride wrote: »ragnarok6644b14_ESO wrote: »I know someone personally, right now, making the career transition from a medical caregiver to a lawyer; she is in her 30s and just started pre-law school; hadn't finished college before (which is why she has more than a decade of experience as a caregiver). And yet, though it is taking effort, she got straight As in her first semester and 2 of her classes were 2 month accelerated courses that were brutal. Who are you to say she can't become a lawyer because she already has the medical "class"? If she puts in time and effort to "level up the new skill line" as it were, I think it is cool. And she still would be the best among my friend group at counting medications at a glance (seriously, she can look into a prescription bottle and go "17!" because counting medications like that was an important caregiver skill).
Why can't the tank be tanking as an expert in Arcane Knowledge? My main tank uses a staff and is magicka spec.
I mean frankly, even the pure classes levelled up too quickly to be "realistic" for normal humans to master, and what's worse, a 600-year old Altmer mage probably *could* subclass into every class in the game plausibly. That's like 80 human lives!
The point I was making is that some professions take several years of education and training and can't just be walked in to by anyone that hasn't received this training.
Also, using a Staff and being Magicka specced does not make a character proficient at Arcane knowledge like a true Arcanist is. My Arcanist uses Daggers and is Stamina specced but has trained the Arcane skills.
ragnarok6644b14_ESO wrote: »Yes, and ESO makes the character go through the same time that any other character must go through to master the skill line (pure class or not), AND doubles the amount of effort (skill points) the character has to put in. A Nightblade has to put in the same time and twice as much effort to learn Aedric Spear compared to a Templar learning Aedric Spear.SilverBride wrote: »ragnarok6644b14_ESO wrote: »I know someone personally, right now, making the career transition from a medical caregiver to a lawyer; she is in her 30s and just started pre-law school; hadn't finished college before (which is why she has more than a decade of experience as a caregiver). And yet, though it is taking effort, she got straight As in her first semester and 2 of her classes were 2 month accelerated courses that were brutal. Who are you to say she can't become a lawyer because she already has the medical "class"? If she puts in time and effort to "level up the new skill line" as it were, I think it is cool. And she still would be the best among my friend group at counting medications at a glance (seriously, she can look into a prescription bottle and go "17!" because counting medications like that was an important caregiver skill).
Why can't the tank be tanking as an expert in Arcane Knowledge? My main tank uses a staff and is magicka spec.
I mean frankly, even the pure classes levelled up too quickly to be "realistic" for normal humans to master, and what's worse, a 600-year old Altmer mage probably *could* subclass into every class in the game plausibly. That's like 80 human lives!
The point I was making is that some professions take several years of education and training and can't just be walked in to by anyone that hasn't received this training.
Also, using a Staff and being Magicka specced does not make a character proficient at Arcane knowledge like a true Arcanist is. My Arcanist uses Daggers and is Stamina specced but has trained the Arcane skills.
What more do you "want" to satisfy your objection that "certain things take time and effort"? Want it to take *longer* and cost *even more than twice as much effort* for... some reason?
And yeah, but that's exactly my point. If my character wants to summon Void Tendrils like the Void Mage NPC Class can do, why does she also have to learn the Arcane Arts?
Tendrils may be an "Arcanist skill" but they can fit many non-Arcanist identities. That is my whole point. Class identities are not the sum total of potential character identities.
SilverBride wrote: »ragnarok6644b14_ESO wrote: »Yes, and ESO makes the character go through the same time that any other character must go through to master the skill line (pure class or not), AND doubles the amount of effort (skill points) the character has to put in. A Nightblade has to put in the same time and twice as much effort to learn Aedric Spear compared to a Templar learning Aedric Spear.SilverBride wrote: »ragnarok6644b14_ESO wrote: »I know someone personally, right now, making the career transition from a medical caregiver to a lawyer; she is in her 30s and just started pre-law school; hadn't finished college before (which is why she has more than a decade of experience as a caregiver). And yet, though it is taking effort, she got straight As in her first semester and 2 of her classes were 2 month accelerated courses that were brutal. Who are you to say she can't become a lawyer because she already has the medical "class"? If she puts in time and effort to "level up the new skill line" as it were, I think it is cool. And she still would be the best among my friend group at counting medications at a glance (seriously, she can look into a prescription bottle and go "17!" because counting medications like that was an important caregiver skill).
Why can't the tank be tanking as an expert in Arcane Knowledge? My main tank uses a staff and is magicka spec.
I mean frankly, even the pure classes levelled up too quickly to be "realistic" for normal humans to master, and what's worse, a 600-year old Altmer mage probably *could* subclass into every class in the game plausibly. That's like 80 human lives!
The point I was making is that some professions take several years of education and training and can't just be walked in to by anyone that hasn't received this training.
Also, using a Staff and being Magicka specced does not make a character proficient at Arcane knowledge like a true Arcanist is. My Arcanist uses Daggers and is Stamina specced but has trained the Arcane skills.
What more do you "want" to satisfy your objection that "certain things take time and effort"? Want it to take *longer* and cost *even more than twice as much effort* for... some reason?
And yeah, but that's exactly my point. If my character wants to summon Void Tendrils like the Void Mage NPC Class can do, why does she also have to learn the Arcane Arts?
Tendrils may be an "Arcanist skill" but they can fit many non-Arcanist identities. That is my whole point. Class identities are not the sum total of potential character identities.
I identify with my Characters' classes and it's a huge part of who they are for me. I hate that the skills that were once specific to a chosen class will now be available for any Character to use at will. And I will not turn my Characters into that.
ragnarok6644b14_ESO wrote: »I am sorry you hate that other people can enjoy those skills.
I also deeply respect your dedication to theme, as it is also something I highly value, and I hope making it work on a pure class is even more rewarding than it already is now.
SilverBride wrote: »ragnarok6644b14_ESO wrote: »I am sorry you hate that other people can enjoy those skills.
I also deeply respect your dedication to theme, as it is also something I highly value, and I hope making it work on a pure class is even more rewarding than it already is now.
I don't hate that others can enjoy using new skills. I hate what it is doing to my Characters. And even though it's supposed to be optional my 11 year non pet Sorcerer wasn't given a choice.
ragnarok6644b14_ESO wrote: »What is it doing to your characters?
Did they delete non-pet sorcerer when I wasn't looking?
I mean, Daedric Curse, Conjured Ward, and bound armor aren't as good without pets anymore, but that's three skills out of eighteen. Every other skill in the Sorc trees is either a pet or not touched by these changes. You could probably practice swapping them out now for similar skills from different lines (e.g. one of the many damage shields across undaunted, alliance, weapon lines, or the light armor shield for Conjured Ward, if you need delayed burst you could look at blending in some of the scribing skills or Mage's Guild skills with high DoTs like Meteor; bound armor is also replaceable, especially the minor protection effect. Really it depends on what you were using them for). No subclassing required.
SilverBride wrote: »ragnarok6644b14_ESO wrote: »What is it doing to your characters?
Did they delete non-pet sorcerer when I wasn't looking?
I mean, Daedric Curse, Conjured Ward, and bound armor aren't as good without pets anymore, but that's three skills out of eighteen. Every other skill in the Sorc trees is either a pet or not touched by these changes. You could probably practice swapping them out now for similar skills from different lines (e.g. one of the many damage shields across undaunted, alliance, weapon lines, or the light armor shield for Conjured Ward, if you need delayed burst you could look at blending in some of the scribing skills or Mage's Guild skills with high DoTs like Meteor; bound armor is also replaceable, especially the minor protection effect. Really it depends on what you were using them for). No subclassing required.
I don't know how to explain it any better. But forcing me to either use pets or subclass isn't a choice I should have to make regarding an "optional" feature. And that is all I can say about it.
SilverBride wrote: »First they said this:
Sorcerer
Daedric Summoning
General Skill Line: We’re removing the separation of a pet vs no pet build in this skill line now that sub-classing is here. Those who do not wish to interact with the pet gameplay can now replace this skill line as a whole. Many abilities in this skill line have been adjusted with this in mind.
Conjured Ward and morphs: Conjured Ward and Hardened Ward no longer heal the you if you do not have any pets active.
Regenerative Ward now heals you for ~5% of your Max Health or Max Magicka if you have a pet active.
Daedric Prey: This ability now increases the damage your Sorcerer pets deal to the target by 50%, instead of increasing the damage all of your pets deal to the target by 45%.
[Developer Comment]
With subclassing here, we've had to adjust this ability to prevent it from becoming egregiously overpowered when paired with the maximum use case of pets. We've gone forward with a model that largely retains the power where it already lies, where it buffs Sorcerer's pets - but slightly limited it where it will no longer work with proc based pets or other class pets.
Then they changed it to this:
Sorcerer
Daedric Summoning
Daedric Protection: Fixed an issue where this passive would not activate when using Bound Armor or its morphs.
Expert Summoner: This passive’s increase to your Max Magicka and Stamina no longer require a permanent pet to be active to gain their benefits, but Max Health does still require this condition to be met.
[Developer Comment]
Based on a lot of the initial feedback we’ve seen, there were some very good cases about how walking this passive back to a pet-build hurt those who don't want to subclass. While we are still going to keep Daedric Summoning focused on what the name implies, we do realize we can still account for the fact not every ability in this skill line is about summoning. In this case, the passive will be slightly less dense than something like Magicka Flood while offering a potential advantage if you lean further into the skill line. This exact solution isn't something we can apply everywhere (largely because this split can lead to a significant amount of performance drain), but it is something that works in this case where we are gaining something both for players and the servers
ragnarok6644b14_ESO wrote: »Class nerfs?
Are class nerfs really what's "forcing you to subclass"?
Last time they nerfed sorc, did you say they are "forcing" you to play another class altogether?
I am aware of these changes and not at all worried about it. The only one doing any "forcing" because of this is you. This is genuinely less of a change than removing Blinding Flashes from Templar, which is s change no one else even remembers.
SpiritKitten wrote: »Erickson9610 wrote: »SpiritKitten wrote: »SilverBride wrote: »I will not subclass on any of my characters.
Okay but classes are being nerfed. The only way to maintain your power is by subclassing. So, you might not have a choice.
You can always choose to not run content with people who require you to subclass.
I'm talking about soloing....world bosses, group dungeons, DLC public dungeons, etc...
Pixiepumpkin wrote: »While I raised my half full cup of joy for scribing my cup runneth over with joyous excitement for Subclassing. I have steadfastly avoided PTS as I want to experience this live.
After my disappointment with AWA I've decided that the best approach to this game is adaptability. In the raging typhoon storms the bamboo bends but doesn't break while the sturdy oak tree is uprooted.
And yet the best wood for making furniture is Oak.
It's always interesting when people come back with the argument of reducing options, when this is how the game has ALWAYS BEEN. Every time a new update nerfs or buffs classes, suddenly everyone is on the train to the newest meta, the shiny new build... until the next cycle. So exactly HOW is subclassing going to be any different? I've played this game long enough to see classes destroyed and return from the grave sometimes 'years' later... it's the same cycle in all MMOs. I've seen people leave- myself included- because the game became so stale after playing every class for years. Same skills, same rotations, same weapons... BORING. At least now with subclassing, any time I get bored I can swap a class line or two... it will keep people interested for much longer than maintaining classes that have grown completely stale IMO.
As someone else said, every time we have a major shakeup- all we hear are "the sky is falling" and usually followed up with, "I think this time I'm done for good" and yet they're still here for the next round of "the sky is falling".
It's always interesting when people come back with the argument of reducing options, when this is how the game has ALWAYS BEEN. Every time a new update nerfs or buffs classes, suddenly everyone is on the train to the newest meta, the shiny new build... until the next cycle. So exactly HOW is subclassing going to be any different? I've played this game long enough to see classes destroyed and return from the grave sometimes 'years' later... it's the same cycle in all MMOs. I've seen people leave- myself included- because the game became so stale after playing every class for years. Same skills, same rotations, same weapons... BORING. At least now with subclassing, any time I get bored I can swap a class line or two... it will keep people interested for much longer than maintaining classes that have grown completely stale IMO.
As someone else said, every time we have a major shakeup- all we hear are "the sky is falling" and usually followed up with, "I think this time I'm done for good" and yet they're still here for the next round of "the sky is falling".
The problem is, it drastically increases the gap between optimal and less optimal choices.
Opzimized builds nowadays can push 130k+, but non-optimal ones can still hit 100k. So you can still participate in group content and do most things just fine.
But what will happen when dps ceiling goes up by 40-50k and less optimal builds stay the same?
ragnarok6644b14_ESO wrote: »Someone else getting biggerer numbers doesn't affect that.It's always interesting when people come back with the argument of reducing options, when this is how the game has ALWAYS BEEN. Every time a new update nerfs or buffs classes, suddenly everyone is on the train to the newest meta, the shiny new build... until the next cycle. So exactly HOW is subclassing going to be any different? I've played this game long enough to see classes destroyed and return from the grave sometimes 'years' later... it's the same cycle in all MMOs. I've seen people leave- myself included- because the game became so stale after playing every class for years. Same skills, same rotations, same weapons... BORING. At least now with subclassing, any time I get bored I can swap a class line or two... it will keep people interested for much longer than maintaining classes that have grown completely stale IMO.
As someone else said, every time we have a major shakeup- all we hear are "the sky is falling" and usually followed up with, "I think this time I'm done for good" and yet they're still here for the next round of "the sky is falling".
The problem is, it drastically increases the gap between optimal and less optimal choices.
Opzimized builds nowadays can push 130k+, but non-optimal ones can still hit 100k. So you can still participate in group content and do most things just fine.
But what will happen when dps ceiling goes up by 40-50k and less optimal builds stay the same?
ragnarok6644b14_ESO wrote: »It's always interesting when people come back with the argument of reducing options, when this is how the game has ALWAYS BEEN. Every time a new update nerfs or buffs classes, suddenly everyone is on the train to the newest meta, the shiny new build... until the next cycle. So exactly HOW is subclassing going to be any different? I've played this game long enough to see classes destroyed and return from the grave sometimes 'years' later... it's the same cycle in all MMOs. I've seen people leave- myself included- because the game became so stale after playing every class for years. Same skills, same rotations, same weapons... BORING. At least now with subclassing, any time I get bored I can swap a class line or two... it will keep people interested for much longer than maintaining classes that have grown completely stale IMO.
As someone else said, every time we have a major shakeup- all we hear are "the sky is falling" and usually followed up with, "I think this time I'm done for good" and yet they're still here for the next round of "the sky is falling".
The problem is, it drastically increases the gap between optimal and less optimal choices.
Opzimized builds nowadays can push 130k+, but non-optimal ones can still hit 100k. So you can still participate in group content and do most things just fine.
But what will happen when dps ceiling goes up by 40-50k and less optimal builds stay the same?
Nothing?
If they can do it now, and they stay the same, they can still do it.
Someone else getting biggerer numbers doesn't affect that.
Pixiepumpkin wrote: »ragnarok6644b14_ESO wrote: »Someone else getting biggerer numbers doesn't affect that.It's always interesting when people come back with the argument of reducing options, when this is how the game has ALWAYS BEEN. Every time a new update nerfs or buffs classes, suddenly everyone is on the train to the newest meta, the shiny new build... until the next cycle. So exactly HOW is subclassing going to be any different? I've played this game long enough to see classes destroyed and return from the grave sometimes 'years' later... it's the same cycle in all MMOs. I've seen people leave- myself included- because the game became so stale after playing every class for years. Same skills, same rotations, same weapons... BORING. At least now with subclassing, any time I get bored I can swap a class line or two... it will keep people interested for much longer than maintaining classes that have grown completely stale IMO.
As someone else said, every time we have a major shakeup- all we hear are "the sky is falling" and usually followed up with, "I think this time I'm done for good" and yet they're still here for the next round of "the sky is falling".
The problem is, it drastically increases the gap between optimal and less optimal choices.
Opzimized builds nowadays can push 130k+, but non-optimal ones can still hit 100k. So you can still participate in group content and do most things just fine.
But what will happen when dps ceiling goes up by 40-50k and less optimal builds stay the same?
@SilverBride is right and you are completely incorrect. The average psychology behind any given damage dealing player is that the other players around them should be doing the same DPS. This has been EXTREMELY evident and observable for LITERAL DECADES now.
anyone who does not measure up gets harassed/bullied (smack given in dungeon/trials etc) and in many cases kicked from the group.
Increasing the damage gap between a non subclass player vs a subclass player is not a good thing. It might be for the ego of the people who think doing top damage means somehing in the real world, but its not a good thing.
Secondly, the people doing the same damage now, contrary to your assertion, WILL NOT be doing the same damage going forward as pure classes are being nerfed pretty much across the board. You can visit the PTS and witness this yourself.
Pixiepumpkin wrote: »ragnarok6644b14_ESO wrote: »Someone else getting biggerer numbers doesn't affect that.It's always interesting when people come back with the argument of reducing options, when this is how the game has ALWAYS BEEN. Every time a new update nerfs or buffs classes, suddenly everyone is on the train to the newest meta, the shiny new build... until the next cycle. So exactly HOW is subclassing going to be any different? I've played this game long enough to see classes destroyed and return from the grave sometimes 'years' later... it's the same cycle in all MMOs. I've seen people leave- myself included- because the game became so stale after playing every class for years. Same skills, same rotations, same weapons... BORING. At least now with subclassing, any time I get bored I can swap a class line or two... it will keep people interested for much longer than maintaining classes that have grown completely stale IMO.
As someone else said, every time we have a major shakeup- all we hear are "the sky is falling" and usually followed up with, "I think this time I'm done for good" and yet they're still here for the next round of "the sky is falling".
The problem is, it drastically increases the gap between optimal and less optimal choices.
Opzimized builds nowadays can push 130k+, but non-optimal ones can still hit 100k. So you can still participate in group content and do most things just fine.
But what will happen when dps ceiling goes up by 40-50k and less optimal builds stay the same?
@SilverBride is right and you are completely incorrect. The average psychology behind any given damage dealing player is that the other players around them should be doing the same DPS. This has been EXTREMELY evident and observable for LITERAL DECADES now.
anyone who does not measure up gets harassed/bullied (smack given in dungeon/trials etc) and in many cases kicked from the group.
Increasing the damage gap between a non subclass player vs a subclass player is not a good thing. It might be for the ego of the people who think doing top damage means somehing in the real world, but its not a good thing.
Secondly, the people doing the same damage now, contrary to your assertion, WILL NOT be doing the same damage going forward as pure classes are being nerfed pretty much across the board. You can visit the PTS and witness this yourself.
could you elaborate on how the the arcanist has been hit so hard over on PTS ? if its still just a number cap and banner cost im not sure or if theres really anything truly significant other than a dps boost to beam (aboout time they gave it back)
I was just responding to the question (what if other numbers get bigger and yours stay the same).Pixiepumpkin wrote: »ragnarok6644b14_ESO wrote: »Someone else getting biggerer numbers doesn't affect that.It's always interesting when people come back with the argument of reducing options, when this is how the game has ALWAYS BEEN. Every time a new update nerfs or buffs classes, suddenly everyone is on the train to the newest meta, the shiny new build... until the next cycle. So exactly HOW is subclassing going to be any different? I've played this game long enough to see classes destroyed and return from the grave sometimes 'years' later... it's the same cycle in all MMOs. I've seen people leave- myself included- because the game became so stale after playing every class for years. Same skills, same rotations, same weapons... BORING. At least now with subclassing, any time I get bored I can swap a class line or two... it will keep people interested for much longer than maintaining classes that have grown completely stale IMO.
As someone else said, every time we have a major shakeup- all we hear are "the sky is falling" and usually followed up with, "I think this time I'm done for good" and yet they're still here for the next round of "the sky is falling".
The problem is, it drastically increases the gap between optimal and less optimal choices.
Opzimized builds nowadays can push 130k+, but non-optimal ones can still hit 100k. So you can still participate in group content and do most things just fine.
But what will happen when dps ceiling goes up by 40-50k and less optimal builds stay the same?
@SilverBride is right and you are completely incorrect. The average psychology behind any given damage dealing player is that the other players around them should be doing the same DPS. This has been EXTREMELY evident and observable for LITERAL DECADES now.
anyone who does not measure up gets harassed/bullied (smack given in dungeon/trials etc) and in many cases kicked from the group.
Increasing the damage gap between a non subclass player vs a subclass player is not a good thing. It might be for the ego of the people who think doing top damage means somehing in the real world, but its not a good thing.
Secondly, the people doing the same damage now, contrary to your assertion, WILL NOT be doing the same damage going forward as pure classes are being nerfed pretty much across the board. You can visit the PTS and witness this yourself.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »ragnarok6644b14_ESO wrote: »Someone else getting biggerer numbers doesn't affect that.It's always interesting when people come back with the argument of reducing options, when this is how the game has ALWAYS BEEN. Every time a new update nerfs or buffs classes, suddenly everyone is on the train to the newest meta, the shiny new build... until the next cycle. So exactly HOW is subclassing going to be any different? I've played this game long enough to see classes destroyed and return from the grave sometimes 'years' later... it's the same cycle in all MMOs. I've seen people leave- myself included- because the game became so stale after playing every class for years. Same skills, same rotations, same weapons... BORING. At least now with subclassing, any time I get bored I can swap a class line or two... it will keep people interested for much longer than maintaining classes that have grown completely stale IMO.
As someone else said, every time we have a major shakeup- all we hear are "the sky is falling" and usually followed up with, "I think this time I'm done for good" and yet they're still here for the next round of "the sky is falling".
The problem is, it drastically increases the gap between optimal and less optimal choices.
Opzimized builds nowadays can push 130k+, but non-optimal ones can still hit 100k. So you can still participate in group content and do most things just fine.
But what will happen when dps ceiling goes up by 40-50k and less optimal builds stay the same?
@SilverBride is right and you are completely incorrect. The average psychology behind any given damage dealing player is that the other players around them should be doing the same DPS. This has been EXTREMELY evident and observable for LITERAL DECADES now.
anyone who does not measure up gets harassed/bullied (smack given in dungeon/trials etc) and in many cases kicked from the group.
Increasing the damage gap between a non subclass player vs a subclass player is not a good thing. It might be for the ego of the people who think doing top damage means somehing in the real world, but its not a good thing.
Secondly, the people doing the same damage now, contrary to your assertion, WILL NOT be doing the same damage going forward as pure classes are being nerfed pretty much across the board. You can visit the PTS and witness this yourself.
could you elaborate on how the the arcanist has been hit so hard over on PTS ? if its still just a number cap and banner cost im not sure or if theres really anything truly significant other than a dps boost to beam (aboout time they gave it back)
What? Its insanely significant. Its a DPS Loss to facilitate the implementation of sub-classing. Nothing I said was incorrect.
(I play an AOE centric arcanist, well DID until they nerfed the class and never gave magicka the buff it deserves).
ragnarok6644b14_ESO wrote: »I was just responding to the question (what if other numbers get bigger and yours stay the same).Pixiepumpkin wrote: »ragnarok6644b14_ESO wrote: »Someone else getting biggerer numbers doesn't affect that.It's always interesting when people come back with the argument of reducing options, when this is how the game has ALWAYS BEEN. Every time a new update nerfs or buffs classes, suddenly everyone is on the train to the newest meta, the shiny new build... until the next cycle. So exactly HOW is subclassing going to be any different? I've played this game long enough to see classes destroyed and return from the grave sometimes 'years' later... it's the same cycle in all MMOs. I've seen people leave- myself included- because the game became so stale after playing every class for years. Same skills, same rotations, same weapons... BORING. At least now with subclassing, any time I get bored I can swap a class line or two... it will keep people interested for much longer than maintaining classes that have grown completely stale IMO.
As someone else said, every time we have a major shakeup- all we hear are "the sky is falling" and usually followed up with, "I think this time I'm done for good" and yet they're still here for the next round of "the sky is falling".
The problem is, it drastically increases the gap between optimal and less optimal choices.
Opzimized builds nowadays can push 130k+, but non-optimal ones can still hit 100k. So you can still participate in group content and do most things just fine.
But what will happen when dps ceiling goes up by 40-50k and less optimal builds stay the same?
@SilverBride is right and you are completely incorrect. The average psychology behind any given damage dealing player is that the other players around them should be doing the same DPS. This has been EXTREMELY evident and observable for LITERAL DECADES now.
anyone who does not measure up gets harassed/bullied (smack given in dungeon/trials etc) and in many cases kicked from the group.
Increasing the damage gap between a non subclass player vs a subclass player is not a good thing. It might be for the ego of the people who think doing top damage means somehing in the real world, but its not a good thing.
Secondly, the people doing the same damage now, contrary to your assertion, WILL NOT be doing the same damage going forward as pure classes are being nerfed pretty much across the board. You can visit the PTS and witness this yourself.
If bullying an harassment is this bad, I am surprised anyone plays. I can't say I hit the top numbers now with my DPS but haven't been bullied on the dungeons I do.
That said, my main is a tank so I don't DPS religiously, and it's possible the bullying happens in whispers. I hope the report/ignore button works though as I am a firm believer that people shouldn't be harassed for playing their theme (provided they have put decent effort into making the theme work). That's true regardless of subclassing.
Unless you are top DPS in the game *right now*, not much will change. Their numbers get bigger, yours will not, but you already were getting bullied and harassed (if it is truly the case that this is a major problem) for not being the top anyways. It's not like bullies and harassers measure your distance from the top and increase their awfulness based on the gap.