Most of the problems would be solved by only having 1 subclassed line instead of 2.
It's pretty clear, understood it exactly as it is before using it.Did the sublcassling quest teach you everything you had to learn for using this system?I was a bit confused when I left the shrine for the first time. I could preview the skills but couldn't add or swap skill lines. I had to figure out on my own that I need to speak with NPC.Is there anything confusing about the UI or the methods to engage with Subclassing?N.A. I was using templateHow long did it take you to level up a subclassed skill line?Can't wait to use it! It's one of the best changes introduced ever!Do you plan to use this feature when it goes live?Yup, I feel like a kid in a candy storeDid you have fun experimenting with the system?This is one of the cleverest ways to introduce balance. Congratulations on the idea. Thanks to this, I think in the near future we’ll be able to put an end to the eternal debates about class balance because if something is truly OP, everyone can use it, and a nerf will satisfy most players to a greater or lesser extent. Moreover, it’s a brilliant way to breathe life into classes that have so far had significant gaps in their arsenal. I can’t wait to see what other players come up with.Few words from me
Additionally, the way subclassing was introduced is genius. The requirement to give up one of your own skill lines encourages reflection on the strengths and weaknesses of a class. On top of that, the option to choose, for example, just one skill line and keep two of your own ensures that class choice remains important but not as definitive as it used to be. This is a great solution for people who’ve invested a lot of time in developing their character and don’t want to start a new class from scratch because their current one is too weak.
A huge, massive bow to you, ZOS.
actually the game is built on roles not classes. If it were classes certain classes could only be tanks and certain classes could only be healers and certain classes could only be damage. But it isnt. All classes can do all these things and be generally viable. Some are better than others but a viable for most content.
you dont need a dragonknight to do a dungeon, you just need a tank. The tank role is completely classless as it relies largely on what weapons and armor you choose. Class is only relevant for a couple key skills which mostly have generic versions.
all subclassing does is let you make your own custom class. I think they should have a huge competition and see what new classes are the most popular by the end and make those templates available from the beginning, and/or let players choose what three they want.
the game already has abysmal balance issues due to the way the combat system works. Nothing is going to change that.
and it should be called custom class not subclassing or multiclassing. Thats what it is.. making a custom class from available skill lines.
I would also like to see your characters base aura change when you select different subclasses. Right now all base classes have a color aura and i imagine the color is pretty easy to change so i would like to see combined colors for subclasses so it appears different as a whole.
so if a templar had arcanist abilities.. all class abilities would now have the modified color somewhere in between yellow and green. Same for all other combinations. All they would need is a small algorithm to set colors automatically based on the 3 line choices. If people want to complain about identity.. give them identity.
This is the official feedback thread for Subclassing. Please make sure to read the patch notes for info on Subclassing and combat changes made with Subclassing in mind. Specific feedback that the team is looking for includes the following:
- 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?
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.'
StarOfElyon 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.'
First of all, the took away a necro burst skill to give them a buff to damage over time while not giving the class any source of sticky damage over time. Why give a class a buff to something it doesn't have??? And now it's become a buff for NON-NECROMANCERS.
PrinceShroob wrote: »Now that the PTS has swapped to EU, I was able to speak to Bahtra on my single EU character... and I was able to subclass without doing any quest? Perhaps I misunderstood, but then what's the point of the account upgrade for the class skill lines that specifically say that collecting them allows the player to use that skill line in subclassing?
Rkindaleft wrote: »tomofhyrule wrote: »A lot of people feared Subclassing would be like Hybridization - a system which is designed to give more flexibility, but in reality coerced people into running a specific setup unless they actively chose to nerf themselves.
Pure classes should not be underpowered compared to hybrids. If anything, the pure classes should have more raw power than hybrid classes.
The best way to do something like that would be to nerf all tooltips by some percentage if a character takes up a subclass. In that way, the player needs to choose between keeping the raw power of a single class, or reducing their power in exchange for more versatility.
As it is, the players can choose 'nothing changes' versus 'more power and more versatility,' which is not a reasonable choice. Even when subclassing in games like D&D, adding more subclasses is a way to give characters more options, but you do so at the expense of accessing the most powerful features of your original class.
Just want to echo that I'm in agreement that there should be a baseline tooltip nerf for either Subclass skills (or rather Subclass skill lines) that aren't your actual class or just overall if you choose to take up Subclassing.
I posted this in the Combat thread but Eight Puppies got 171k on Day 1 of PTS after a couple hours of parsing without using the bugged version of Solar Barrage. Fatecarver did nearly 90k DPS by itself. Some people may like *insert huge number* but to me this is an unhealthy level of power creep.
Just for an example, if something like Merciless Resolve gives 300 W/SD at full stacks on a Blade then I don't think the bonus should be nearly as high if you subclassed that skill line on anything else. Same with something like the Cro DoT passive.
It's still a cool change for the solo players and people who RP but if you play at a level where this stuff actually matters this is just feels dumb.
Was this subclassing or broken sets that lead to this? 96% Crit, 8k wp/d and 125% crit damage modifier seems to be the reason you're hitting those numbers more so than the additional skills.
sans-culottes wrote: »By now, the debates are well-rehearsed. Subclassing is either the great liberation from ESO’s rigid class silos or the final blow to its already threadbare identity system. Some cheer the possibilities. Others see only entropy.
But perhaps the more interesting question isn’t whether subclassing is good or bad. It’s whether subclassing is even the real issue.
Because what if subclassing feels like the cause but is really just the symptom?
What if this Frankenstein patchwork of skill lines and re-skinned passives is less an act of bold experimentation and more a desperate attempt to cover structural rot? What if the real problem is that ESO’s class system, long underdeveloped and out of step with its own lore, has finally collapsed under its own contradictions? What if subclassing is just the bandage?
You can see it in Necromancer, a class so dysfunctional in core design that subclassing only highlights its incoherence. Or in the recurring cycle of homogenization that began with hybridization and now intensifies as class distinctions are flattened even further. This isn’t creative freedom. It is design surrender.
Subclassing isn’t the monster. It is the panic response to a decade of deferred decisions, neglected systems, and ill-fitting mechanics. The question is no longer whether subclassing fits the game. The question is: does anything?
So was subclassing the monster, or was it just what ZOS stitched together to distract from what’s really on the slab?
Come up to the lab and see what’s on the slab.
knifeinthedark wrote: »sans-culottes wrote: »By now, the debates are well-rehearsed. Subclassing is either the great liberation from ESO’s rigid class silos or the final blow to its already threadbare identity system. Some cheer the possibilities. Others see only entropy.
But perhaps the more interesting question isn’t whether subclassing is good or bad. It’s whether subclassing is even the real issue.
Because what if subclassing feels like the cause but is really just the symptom?
What if this Frankenstein patchwork of skill lines and re-skinned passives is less an act of bold experimentation and more a desperate attempt to cover structural rot? What if the real problem is that ESO’s class system, long underdeveloped and out of step with its own lore, has finally collapsed under its own contradictions? What if subclassing is just the bandage?
You can see it in Necromancer, a class so dysfunctional in core design that subclassing only highlights its incoherence. Or in the recurring cycle of homogenization that began with hybridization and now intensifies as class distinctions are flattened even further. This isn’t creative freedom. It is design surrender.
Subclassing isn’t the monster. It is the panic response to a decade of deferred decisions, neglected systems, and ill-fitting mechanics. The question is no longer whether subclassing fits the game. The question is: does anything?
So was subclassing the monster, or was it just what ZOS stitched together to distract from what’s really on the slab?
Come up to the lab and see what’s on the slab.
The classes themselves are most certainly not "underdeveloped" lol. There's lots of depth there that allows most classes to fulfill any role with competency.
And it being out of step with the lore? Oh give me a break they retcon stuff all the time it's almost a meme at this point.
The problem isn't the class system itself, the problem is ZoS is refusing to actually get creative and make a new class that would feel like it fits. We have assassins/blood mages, we have deadric sorcery, we have druid/nature magic and even conjuration and draconic magic etc etc. There's plenty to point at in the classrs themselves that fit snugly in TES lore as is that also provides us with interesting and diverse skills/ways to execute different roles. Again, ZoS simply refuses to ACTUALLY be brave and create a new class or even a new race (like the fox people or even an akaviri themed expansion). Hell they could make a mysticism based mage (thanks for killing that in Skyrim btw) or alteration, or some combination with illusion skills as a means to stun/cc enemies as a support for the group. How about an artificer class that uses dwarven contructs? The possibilities are nearly endless in Elder Scrolls
There's possibilities, they're just throwing the long term players under the bus and trying to start over. It's both reckless and sloppy and even kind of inconsiderate to their long term pvp and pve players.
sans-culottes wrote: »knifeinthedark wrote: »sans-culottes wrote: »By now, the debates are well-rehearsed. Subclassing is either the great liberation from ESO’s rigid class silos or the final blow to its already threadbare identity system. Some cheer the possibilities. Others see only entropy.
But perhaps the more interesting question isn’t whether subclassing is good or bad. It’s whether subclassing is even the real issue.
Because what if subclassing feels like the cause but is really just the symptom?
What if this Frankenstein patchwork of skill lines and re-skinned passives is less an act of bold experimentation and more a desperate attempt to cover structural rot? What if the real problem is that ESO’s class system, long underdeveloped and out of step with its own lore, has finally collapsed under its own contradictions? What if subclassing is just the bandage?
You can see it in Necromancer, a class so dysfunctional in core design that subclassing only highlights its incoherence. Or in the recurring cycle of homogenization that began with hybridization and now intensifies as class distinctions are flattened even further. This isn’t creative freedom. It is design surrender.
Subclassing isn’t the monster. It is the panic response to a decade of deferred decisions, neglected systems, and ill-fitting mechanics. The question is no longer whether subclassing fits the game. The question is: does anything?
So was subclassing the monster, or was it just what ZOS stitched together to distract from what’s really on the slab?
Come up to the lab and see what’s on the slab.
The classes themselves are most certainly not "underdeveloped" lol. There's lots of depth there that allows most classes to fulfill any role with competency.
And it being out of step with the lore? Oh give me a break they retcon stuff all the time it's almost a meme at this point.
The problem isn't the class system itself, the problem is ZoS is refusing to actually get creative and make a new class that would feel like it fits. We have assassins/blood mages, we have deadric sorcery, we have druid/nature magic and even conjuration and draconic magic etc etc. There's plenty to point at in the classrs themselves that fit snugly in TES lore as is that also provides us with interesting and diverse skills/ways to execute different roles. Again, ZoS simply refuses to ACTUALLY be brave and create a new class or even a new race (like the fox people or even an akaviri themed expansion). Hell they could make a mysticism based mage (thanks for killing that in Skyrim btw) or alteration, or some combination with illusion skills as a means to stun/cc enemies as a support for the group. How about an artificer class that uses dwarven contructs? The possibilities are nearly endless in Elder Scrolls
There's possibilities, they're just throwing the long term players under the bus and trying to start over. It's both reckless and sloppy and even kind of inconsiderate to their long term pvp and pve players.
You may want to reread your own comment, because despite the initial “lol,” you’ve basically made my case for me.
You argue that ZOS refuses to be “brave” and actually create a new class. But why is that? Why, after a decade, have we seen only two new classes? Why is subclassing now being trotted out as a solution?
It is because the existing class system is brittle. Necromancer in particular demonstrates this perfectly. It is a class that was controversial on lore grounds, saddled with overengineered mechanics like corpse micromanagement, and has never found a coherent niche in either PvE or PvP. Subclassing didn’t liberate it. It exposed how unworkable its core design really is.
The issue is not a lack of imagination. It is that the class system ZOS built was never robust enough to evolve. You cannot meaningfully iterate on something that was half-formed to begin with.
And yes, subclassing may offer fun toys for some, but let’s not pretend it is a solution. It is a bypass. A workaround. A tacit admission that they cannot or will not properly support the class framework they created. The “endless possibilities” you mention are theoretical. What we are seeing now is panic-polish, not vision.
So, again, subclassing is not the monster. It is the slab.
sans-culottes wrote: »knifeinthedark wrote: »sans-culottes wrote: »By now, the debates are well-rehearsed. Subclassing is either the great liberation from ESO’s rigid class silos or the final blow to its already threadbare identity system. Some cheer the possibilities. Others see only entropy.
But perhaps the more interesting question isn’t whether subclassing is good or bad. It’s whether subclassing is even the real issue.
Because what if subclassing feels like the cause but is really just the symptom?
What if this Frankenstein patchwork of skill lines and re-skinned passives is less an act of bold experimentation and more a desperate attempt to cover structural rot? What if the real problem is that ESO’s class system, long underdeveloped and out of step with its own lore, has finally collapsed under its own contradictions? What if subclassing is just the bandage?
You can see it in Necromancer, a class so dysfunctional in core design that subclassing only highlights its incoherence. Or in the recurring cycle of homogenization that began with hybridization and now intensifies as class distinctions are flattened even further. This isn’t creative freedom. It is design surrender.
Subclassing isn’t the monster. It is the panic response to a decade of deferred decisions, neglected systems, and ill-fitting mechanics. The question is no longer whether subclassing fits the game. The question is: does anything?
So was subclassing the monster, or was it just what ZOS stitched together to distract from what’s really on the slab?
Come up to the lab and see what’s on the slab.
The classes themselves are most certainly not "underdeveloped" lol. There's lots of depth there that allows most classes to fulfill any role with competency.
And it being out of step with the lore? Oh give me a break they retcon stuff all the time it's almost a meme at this point.
The problem isn't the class system itself, the problem is ZoS is refusing to actually get creative and make a new class that would feel like it fits. We have assassins/blood mages, we have deadric sorcery, we have druid/nature magic and even conjuration and draconic magic etc etc. There's plenty to point at in the classrs themselves that fit snugly in TES lore as is that also provides us with interesting and diverse skills/ways to execute different roles. Again, ZoS simply refuses to ACTUALLY be brave and create a new class or even a new race (like the fox people or even an akaviri themed expansion). Hell they could make a mysticism based mage (thanks for killing that in Skyrim btw) or alteration, or some combination with illusion skills as a means to stun/cc enemies as a support for the group. How about an artificer class that uses dwarven contructs? The possibilities are nearly endless in Elder Scrolls
There's possibilities, they're just throwing the long term players under the bus and trying to start over. It's both reckless and sloppy and even kind of inconsiderate to their long term pvp and pve players.
You may want to reread your own comment, because despite the initial “lol,” you’ve basically made my case for me.
You argue that ZOS refuses to be “brave” and actually create a new class. But why is that? Why, after a decade, have we seen only two new classes? Why is subclassing now being trotted out as a solution?
It is because the existing class system is brittle. Necromancer in particular demonstrates this perfectly. It is a class that was controversial on lore grounds, saddled with overengineered mechanics like corpse micromanagement, and has never found a coherent niche in either PvE or PvP. Subclassing didn’t liberate it. It exposed how unworkable its core design really is.
The issue is not a lack of imagination. It is that the class system ZOS built was never robust enough to evolve. You cannot meaningfully iterate on something that was half-formed to begin with.
And yes, subclassing may offer fun toys for some, but let’s not pretend it is a solution. It is a bypass. A workaround. A tacit admission that they cannot or will not properly support the class framework they created. The “endless possibilities” you mention are theoretical. What we are seeing now is panic-polish, not vision.
So, again, subclassing is not the monster. It is the slab.
sans-culottes wrote: »It is because the existing class system is brittle. Necromancer in particular demonstrates this perfectly. It is a class that was controversial on lore grounds, saddled with overengineered mechanics like corpse micromanagement, and has never found a coherent niche in either PvE or PvP. Subclassing didn’t liberate it. It exposed how unworkable its core design really is.
knifeinthedark wrote: »sans-culottes wrote: »knifeinthedark wrote: »sans-culottes wrote: »By now, the debates are well-rehearsed. Subclassing is either the great liberation from ESO’s rigid class silos or the final blow to its already threadbare identity system. Some cheer the possibilities. Others see only entropy.
But perhaps the more interesting question isn’t whether subclassing is good or bad. It’s whether subclassing is even the real issue.
Because what if subclassing feels like the cause but is really just the symptom?
What if this Frankenstein patchwork of skill lines and re-skinned passives is less an act of bold experimentation and more a desperate attempt to cover structural rot? What if the real problem is that ESO’s class system, long underdeveloped and out of step with its own lore, has finally collapsed under its own contradictions? What if subclassing is just the bandage?
You can see it in Necromancer, a class so dysfunctional in core design that subclassing only highlights its incoherence. Or in the recurring cycle of homogenization that began with hybridization and now intensifies as class distinctions are flattened even further. This isn’t creative freedom. It is design surrender.
Subclassing isn’t the monster. It is the panic response to a decade of deferred decisions, neglected systems, and ill-fitting mechanics. The question is no longer whether subclassing fits the game. The question is: does anything?
So was subclassing the monster, or was it just what ZOS stitched together to distract from what’s really on the slab?
Come up to the lab and see what’s on the slab.
The classes themselves are most certainly not "underdeveloped" lol. There's lots of depth there that allows most classes to fulfill any role with competency.
And it being out of step with the lore? Oh give me a break they retcon stuff all the time it's almost a meme at this point.
The problem isn't the class system itself, the problem is ZoS is refusing to actually get creative and make a new class that would feel like it fits. We have assassins/blood mages, we have deadric sorcery, we have druid/nature magic and even conjuration and draconic magic etc etc. There's plenty to point at in the classrs themselves that fit snugly in TES lore as is that also provides us with interesting and diverse skills/ways to execute different roles. Again, ZoS simply refuses to ACTUALLY be brave and create a new class or even a new race (like the fox people or even an akaviri themed expansion). Hell they could make a mysticism based mage (thanks for killing that in Skyrim btw) or alteration, or some combination with illusion skills as a means to stun/cc enemies as a support for the group. How about an artificer class that uses dwarven contructs? The possibilities are nearly endless in Elder Scrolls
There's possibilities, they're just throwing the long term players under the bus and trying to start over. It's both reckless and sloppy and even kind of inconsiderate to their long term pvp and pve players.
You may want to reread your own comment, because despite the initial “lol,” you’ve basically made my case for me.
You argue that ZOS refuses to be “brave” and actually create a new class. But why is that? Why, after a decade, have we seen only two new classes? Why is subclassing now being trotted out as a solution?
It is because the existing class system is brittle. Necromancer in particular demonstrates this perfectly. It is a class that was controversial on lore grounds, saddled with overengineered mechanics like corpse micromanagement, and has never found a coherent niche in either PvE or PvP. Subclassing didn’t liberate it. It exposed how unworkable its core design really is.
The issue is not a lack of imagination. It is that the class system ZOS built was never robust enough to evolve. You cannot meaningfully iterate on something that was half-formed to begin with.
And yes, subclassing may offer fun toys for some, but let’s not pretend it is a solution. It is a bypass. A workaround. A tacit admission that they cannot or will not properly support the class framework they created. The “endless possibilities” you mention are theoretical. What we are seeing now is panic-polish, not vision.
So, again, subclassing is not the monster. It is the slab.
No, I didn't make your point. My point was the current classes are unique enough from one another in how each executes its' role uniquely within a group whether that be pvp or pve. A nightblade most certainly does not tank like an arcanist and a dk does not dps like a templar, they are very very different while also possessing pretty complete kits of class skills that allow them all sorts of options from group and self heals to unique dps abilities and enemy debuffs, so no I don't need to reread my comment, you need to develop better understanding of the game itself.
If you don't understand anything I've said it's a skill issue. The classes are not "brittle" as you put it snd you don't even really make a case as to why you think that. You just say "they're brittle" and continue on once again not understanding a whole class (necro). Micro? Yeah, uh, bound armaments, merciless resolve, power of the light all are micromanaged parts of a dps rotation... What's wrong with micromanaging certain skills exactly? Especially when they fit with the theme of a particular class. Necromancy was a hot topic in Oblivion in terms of ethics and was a type of magic in itself the player basically largely didn't have access to aside from corpse reanimation.
And as far as Necro not finding a niche, did you even read my comment? Again, skill issue. I'll repeat it a third time in case you willfully ignored it: ALL classes are capable of fulfilling any role with the right skill and armor setup, each can have their own unique niche. Nightblades are excellent single target and execute, Necros are DoT focused as far as dps goes, as well as using corpses to do damage to enemies much like... a necromancer would do, how very... niche of them. And the tanking is more debuff heavy than other classes. Dks are a mix of both in dps, dominantly DoT based but with a strong single target ability in the whip.
The actual problem is with things like hybridization and now this coming change ZoS keeps diluting things.
Here's some more ideas better than subclassing: Sea Elf race. Conjuration based class that uses summoned weapons and armors as skills which could open the door to all new gear sets focused around summoning because really we have one relevant one (corpse buster) and a now mostly useless one in necropotence.
I've already talked about Illusion, Alteration and Mysticism, those would be awesome throwbacks they could really tinker around with to create a whole new class.
As far as classes being a problem... Skyrim introduced archetypes and even at that in Oblivion or Morrowind plenty of people saw no problem with using archetypes themselves like battlemages, warriors or pure mages so I don't see why taking the different skillsets present in TES and making theme specific classes out of them is such a "monster" to begin with.
Perhaps one of the real issues is with the community being unable to feel contentment, we have most of the themed skillsets from TES all represented by the current classes and skills/skillsets outside of those classes that represent things like destruction magic, alchemy and the guilds. Maybe people shold've been glad for what we've had and look to expansive content that centers itself around exploring the universe itself instead of focusing purely on having new toys to play with. I'm happy having multiple tanks and dps characters that all play differently from each other, what keeps me coming back is the uniqueness of the group content mechanics, trials and dungeons are all so different and provide different challenges and experiences based in fundamental and advanced skills of the players themselves. A new class and race would help, but also learning to accept classes and how MMOs hit this sort of wall in general would also be good.
Every MMO eventually runs out of in universe classes/skills to explore. That's ok, there's other ways to keep the game going.
sans-culottes wrote: »You’ve now written multiple posts trying to reframe subclassing as a symptom of player entitlement, arguing that people “should’ve been glad” with what we had and that MMOs naturally “hit a wall.” But each time, your own examples betray the real issue.
You invoke Necromancer as once desirable because of Blastbones applying Major Defile. But that proves my point. The class was carried by a single gimmick, not a robust or coherent design. Once a cleaner, more synergistic option like Arcanist arrived, the illusion collapsed.
You suggest that subclassing opens “massive build variety,” yet concede it’s ultimately a workaround for ZOS’s refusal to invest in bold new systems like a full class or race. You argue players should accept that all MMOs “run out of skills,” yet your solution is to inject more skills via subclassing.
These contradictions aren’t accidental. They stem from a defensive position that tries to rationalize structural decay as player impatience. But what players are responding to isn’t lack of novelty. It’s the sense that ZOS is no longer developing forward, only sideways. Subclassing isn’t evolution. It’s evasion. And deep down, I think you know that.