Insightful post imo, pretty much like I see it, yet.BagOfBadgers wrote: »@SilverBride OK my feed back is for me it's good and my non subclassed Sorc has gained DPS and I now parse 95K (so about67-70K in boss fights) while using the sets and skills I run in content (not dummy humping gear!)
95K! Wow, oh my god, 95K!
95K can't even get into the HM Trials in most DLCs. On live LC HMs, you are usually required to have 105-110K before you are allowed to join the team.
PVE without considering end-game dps requirements is pointless, subclassing will not help people who are dying due to mechanics to easily finish the end-game, nor will it help the vast majority of people who are seriously behind in dps because these people don't know how to weave and build correctly.
Based on the current subclassing balance on the PTS, this will only widen the gap between the ceiling and the floor, and pull the pure class average down.
This is the conclusion I came to after testing it for over 100 hours on pts.
I think the sweats are just mad because they gotta start over and be knocked down from there pedestal. And that's a good thing I've been playing since 2014 I've taken long breaks because I was not happy with pvp mainly but with these changes the meta will be what I decide because of the mass amount of builds sub classing will bring.
BagOfBadgers wrote: »@SilverBride OK my feed back is for me it's good and my non subclassed Sorc has gained DPS and I now parse 95K (so about67-70K in boss fights) while using the sets and skills I run in content (not dummy humping gear!)
95K! Wow, oh my god, 95K!
95K can't even get into the HM Trials in most DLCs. On live LC HMs, you are usually required to have 105-110K before you are allowed to join the team.
PVE without considering end-game dps requirements is pointless, subclassing will not help people who are dying due to mechanics to easily finish the end-game, nor will it help the vast majority of people who are seriously behind in dps because these people don't know how to weave and build correctly.
Based on the current subclassing balance on the PTS, this will only widen the gap between the ceiling and the floor, and pull the pure class average down.
This is the conclusion I came to after testing it for over 100 hours on pts.
Erickson9610 wrote: »SilverBride wrote: »I am not surprised that Deltia would enjoy subclassing since he is very proficient at creating builds. But I wonder how many "regular" players will want to take the time to do what it takes.
I imagine many "regular" players would want to play with Subclassing. I know people who aren't as heavily invested in creating builds who are considering returning to ESO for Subclassing. And I'm sure the regular "regular" players would love having extra freedom, too.
sans-culottes wrote: »I think the sweats are just mad because they gotta start over and be knocked down from there pedestal. And that's a good thing I've been playing since 2014 I've taken long breaks because I was not happy with pvp mainly but with these changes the meta will be what I decide because of the mass amount of builds sub classing will bring.
“The meta will be what I decide” is certainly a bold take. But metas don’t arise from personal preference. They emerge from systems—stat scaling, resource economy, skill synergy. Subclassing doesn’t democratize balance. It complicates it. And complexity doesn’t erase a meta. It just shifts it. The idea that subclassing will dissolve hierarchies rather than produce new ones is wishful thinking at best.
I think the sweats are just mad because they gotta start over and be knocked down from there pedestal. And that's a good thing I've been playing since 2014 I've taken long breaks because I was not happy with pvp mainly but with these changes the meta will be what I decide because of the mass amount of builds sub classing will bring.
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: »sans-culottes wrote: »Anecdotes like “I know one person who picks what sounds cool” don’t tell us much about the broader playerbase. Plenty of people who aren’t hardcore meta players still care about identity, coherence, and fantasy. Subclassing affects those things.
It’s not about being a “build crafter” or not. It’s about whether the system supports meaningful distinctions, or if everything is becoming interchangeable. That matters to casual and veteran players alike.
It's also important to know that "identity, coherence, and fantasy" don't matter to all players.
But for those who do care, that's where Skill Styling comes into play. Don't have enough frost spells? Pretend you do with the New Life Styles: Winter pack.
We'll undoubtedly get more Skill Styles for Class abilities for those people who want spells from a different Class to match the theme and look of the rest of their spells. And of course Scribing further allows players to customize some skills to fit their envisioned identity, coherence, and fantasy.
TX12001rwb17_ESO wrote: »I'm just gonna say this..
How many class abilities do you really use? for most of you I imagine half of your skills are weapon skills.
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?
TX12001rwb17_ESO wrote: »I'm just gonna say this..
How many class abilities do you really use? for most of you I imagine half of your skills are weapon skills.
TX12001rwb17_ESO wrote: »I'm just gonna say this..
How many class abilities do you really use? for most of you I imagine half of your skills are weapon skills.
BagOfBadgers wrote: »@ZhuJiuyin I have many vHM DLC trial clears and Tri's on DLC dungeons, so please stop telling others that you need 105-110k parses, as that is plain wrong. As I said my Oaken Pet Sorc will pull 95K all day BUT now I have subclassed it that is about 115k, good enough for you (sark)?
sans-culottes wrote: »Any impact subclassing has on difficulty is a side effect of system. It is not the primary intention to make the game easier or harder with subclassing, it is just opening up the games build system, so that players can match their gameplay/RPG preferences more accurately.
In that sense there is no conflict between subclassing and overland difficutly per se. They can always be balanced against each other.
And lastly, any type of balancing change can impact your current character. That has been happening non stop to people since launch. That is not a specific downside of the current changes.
This is a tidy deflection that doesn’t hold up.
Subclassing may not intend to alter difficulty, but it does. Intention doesn’t excuse consequence. You can’t expand player power and simultaneously claim there’s no systemic impact on balance. That’s a design outcome.
And framing it as just another balancing change is equally disingenuous. Routine adjustments fine-tune existing parameters. Subclassing rewires the foundation. Pretending it’s business as usual is a convenient way to downplay its structural implications.
If anything, then it’s precisely the magnitude of the change that warrants scrutiny.
This is just debating for the sake of debating. Two projects with clearly independent goals conflicting during their conceptualization/implementation doesn't automatically mean that one project invalidates the other. You may be unhappy that the content is shipped at such a stage, that is valid. You may have criticism for each of those projects independently, that is also fair.
Currently we don't know what their plans for overland difficulty are. We have also been made aware that balancing related to subclassing is still a work in progress.
For these reasons alone, it is pointless to discuss the implications of subclassing on a unknown/non-existent system.
Will it make overland even easier for some builds for the time being? Yes. Does it matter at all? Probably not. Would I like overland to be challenging? Yes, but this wasn't the premise of the thread.
BagOfBadgers wrote: »@ZhuJiuyin I have many vHM DLC trial clears and Tri's on DLC dungeons, so please stop telling others that you need 105-110k parses, as that is plain wrong. As I said my Oaken Pet Sorc will pull 95K all day BUT now I have subclassed it that is about 115k, good enough for you (sark)?
Feel free to show a trifecta of DSRhm, SEhm, LChm.
BagOfBadgers wrote: »BagOfBadgers wrote: »@ZhuJiuyin I have many vHM DLC trial clears and Tri's on DLC dungeons, so please stop telling others that you need 105-110k parses, as that is plain wrong. As I said my Oaken Pet Sorc will pull 95K all day BUT now I have subclassed it that is about 115k, good enough for you (sark)?
Feel free to show a trifecta of DSRhm, SEhm, LChm.
Don't have them, but asking for the 3 most difficult Tri's, is out of the capability of most, no matter what build they run (could just buy the them!). So what's you point? Is it that hard content, is hard? As an aside, I have to use a modified gamepad due to Nerve and Tendon damage in my wrist and hands, and looking to getting foot pedals to help alleviate the pain/not knowing if I have pressed a button/bumper/trigger.
I will add this to the general discussion. I now have a 2 bar Petsorc on the PTS and I only use the back bar for the Atonach, the rest of the skills slotted are for the passives. So it still plays like a standard Petsorc. I hope in 46 the give a new minor named buff to running 2 of the same class skill lines and a new Major buff for running 3, as that would seem a simple solution.
We don't know how harder overland content will be implemented as of now. Personally I think it will be toggle that will give standard/vet instances for the zone (maybe Crag pt2 zone, and that's fine). But be sure, I will shout from the top of these forums if there is an none optional difficulty increase. As I have said before and repeated on other threads, I don't want others to suffer a U35/AwA and many others updates, of pain.
Anyho. Off to play ESO.
Edited due to being me, being me and Dyslexia.
Ragnarok0130 wrote: »Erickson9610 wrote: »SilverBride wrote: »I am not surprised that Deltia would enjoy subclassing since he is very proficient at creating builds. But I wonder how many "regular" players will want to take the time to do what it takes.
I imagine many "regular" players would want to play with Subclassing. I know people who aren't as heavily invested in creating builds who are considering returning to ESO for Subclassing. And I'm sure the regular "regular" players would love having extra freedom, too.
That seems like a bit of hopium to be honest. There will be people who dip back into the game temporarily to check out the new system; anyone that says otherwise is lying.
The thing is that with multi-classing it takes time to rank up skills - and as of now double the skill points for non-class skills that also rank up half as quickly as class skills do if you don't already have them ranked in its parent class so multi-classing takes a lot of effort which casuals aren't known for since they rarely run actual builds so the grind itself might frustrate them.
It also takes knowledge of the skills and the combat system to know what skills interact with what in order to gain power instead of lose it. There's the very real possibility of casual players actually losing power due to mismatched skill combinations and getting frustrated because their brand new head cannon build performs very poorly even given the trivial nature of overland combat. We saw with U35 how the casual community reacted when they were promised more power by the devs and actually ended up losing power so multi-classing could have the effect of driving more players away from the game than it brings back. Despite my criticism of multi-classing I want the game to succeed and hope ZoS takes these possible occurrences in mind and tries to mitigate them instead of blindly pushing forward thinking they can fix things in later patches like the did with U35.
sans-culottes wrote: »sans-culottes wrote: »Any impact subclassing has on difficulty is a side effect of system. It is not the primary intention to make the game easier or harder with subclassing, it is just opening up the games build system, so that players can match their gameplay/RPG preferences more accurately.
In that sense there is no conflict between subclassing and overland difficutly per se. They can always be balanced against each other.
And lastly, any type of balancing change can impact your current character. That has been happening non stop to people since launch. That is not a specific downside of the current changes.
This is a tidy deflection that doesn’t hold up.
Subclassing may not intend to alter difficulty, but it does. Intention doesn’t excuse consequence. You can’t expand player power and simultaneously claim there’s no systemic impact on balance. That’s a design outcome.
And framing it as just another balancing change is equally disingenuous. Routine adjustments fine-tune existing parameters. Subclassing rewires the foundation. Pretending it’s business as usual is a convenient way to downplay its structural implications.
If anything, then it’s precisely the magnitude of the change that warrants scrutiny.
This is just debating for the sake of debating. Two projects with clearly independent goals conflicting during their conceptualization/implementation doesn't automatically mean that one project invalidates the other. You may be unhappy that the content is shipped at such a stage, that is valid. You may have criticism for each of those projects independently, that is also fair.
Currently we don't know what their plans for overland difficulty are. We have also been made aware that balancing related to subclassing is still a work in progress.
For these reasons alone, it is pointless to discuss the implications of subclassing on a unknown/non-existent system.
Will it make overland even easier for some builds for the time being? Yes. Does it matter at all? Probably not. Would I like overland to be challenging? Yes, but this wasn't the premise of the thread.
Framing this as “debating for the sake of debating” is a transparent attempt to deflect scrutiny. If ZOS has announced both subclassing and overland difficulty adjustments, and if subclassing already alters player power and build structure, then discussing their interaction isn’t hypothetical. If anything, then it is necessary.
To say we “don’t know the implications” because overland changes haven’t been finalized misses the point. The implications aren’t unknowable. They’re unfolding in real time. We’re already seeing the performance consequences of subclassing on PTS. That overland difficulty is still in development doesn’t negate analysis. It demands it, unless the plan is to launch overlapping systems without ever assessing how they interlock.
You say these systems have “independent goals,” but that’s the issue. Expanding player power and expanding challenge are not neutral projects. They are structurally linked. One changes the baseline against which the other must be calibrated. Ignoring this link isn’t a sign of nuance. It’s a refusal to engage with what design actually is: an interdependent system of mechanics, not isolated feature drops.
This isn’t about invalidating one system with another. It’s about accountability to coherence. If subclassing rewrites the rules of player power, then balance—including overland balance—has to answer for that. Otherwise, you’re not building two systems. You’re building two contradictions.
BagOfBadgers wrote: »@ZhuJiuyin I have many vHM DLC trial clears and Tri's on DLC dungeons, so please stop telling others that you need 105-110k parses, as that is plain wrong. As I said my Oaken Pet Sorc will pull 95K all day BUT now I have subclassed it that is about 115k, good enough for you (sark)?
Feel free to show a trifecta of DSRhm, SEhm, LChm.
sans-culottes wrote: »sans-culottes wrote: »Any impact subclassing has on difficulty is a side effect of system. It is not the primary intention to make the game easier or harder with subclassing, it is just opening up the games build system, so that players can match their gameplay/RPG preferences more accurately.
In that sense there is no conflict between subclassing and overland difficutly per se. They can always be balanced against each other.
And lastly, any type of balancing change can impact your current character. That has been happening non stop to people since launch. That is not a specific downside of the current changes.
This is a tidy deflection that doesn’t hold up.
Subclassing may not intend to alter difficulty, but it does. Intention doesn’t excuse consequence. You can’t expand player power and simultaneously claim there’s no systemic impact on balance. That’s a design outcome.
And framing it as just another balancing change is equally disingenuous. Routine adjustments fine-tune existing parameters. Subclassing rewires the foundation. Pretending it’s business as usual is a convenient way to downplay its structural implications.
If anything, then it’s precisely the magnitude of the change that warrants scrutiny.
This is just debating for the sake of debating. Two projects with clearly independent goals conflicting during their conceptualization/implementation doesn't automatically mean that one project invalidates the other. You may be unhappy that the content is shipped at such a stage, that is valid. You may have criticism for each of those projects independently, that is also fair.
Currently we don't know what their plans for overland difficulty are. We have also been made aware that balancing related to subclassing is still a work in progress.
For these reasons alone, it is pointless to discuss the implications of subclassing on a unknown/non-existent system.
Will it make overland even easier for some builds for the time being? Yes. Does it matter at all? Probably not. Would I like overland to be challenging? Yes, but this wasn't the premise of the thread.
Framing this as “debating for the sake of debating” is a transparent attempt to deflect scrutiny. If ZOS has announced both subclassing and overland difficulty adjustments, and if subclassing already alters player power and build structure, then discussing their interaction isn’t hypothetical. If anything, then it is necessary.
To say we “don’t know the implications” because overland changes haven’t been finalized misses the point. The implications aren’t unknowable. They’re unfolding in real time. We’re already seeing the performance consequences of subclassing on PTS. That overland difficulty is still in development doesn’t negate analysis. It demands it, unless the plan is to launch overlapping systems without ever assessing how they interlock.
You say these systems have “independent goals,” but that’s the issue. Expanding player power and expanding challenge are not neutral projects. They are structurally linked. One changes the baseline against which the other must be calibrated. Ignoring this link isn’t a sign of nuance. It’s a refusal to engage with what design actually is: an interdependent system of mechanics, not isolated feature drops.
This isn’t about invalidating one system with another. It’s about accountability to coherence. If subclassing rewrites the rules of player power, then balance—including overland balance—has to answer for that. Otherwise, you’re not building two systems. You’re building two contradictions.
You are making it sound as if tweaking numbers in a video game is a big deal. For all you know they could limit crit chance or crit damage and all the overperforming PvE specs would collapse like a house of cards. We simply don't know how they are going to deliver it, we don't know what other balance changes will come before it is even introduced and we do not know if there is any level of customizability to it. Your scrutiny isn't worth the time it took to type this out.
sans-culottes wrote: »sans-culottes wrote: »sans-culottes wrote: »Any impact subclassing has on difficulty is a side effect of system. It is not the primary intention to make the game easier or harder with subclassing, it is just opening up the games build system, so that players can match their gameplay/RPG preferences more accurately.
In that sense there is no conflict between subclassing and overland difficutly per se. They can always be balanced against each other.
And lastly, any type of balancing change can impact your current character. That has been happening non stop to people since launch. That is not a specific downside of the current changes.
This is a tidy deflection that doesn’t hold up.
Subclassing may not intend to alter difficulty, but it does. Intention doesn’t excuse consequence. You can’t expand player power and simultaneously claim there’s no systemic impact on balance. That’s a design outcome.
And framing it as just another balancing change is equally disingenuous. Routine adjustments fine-tune existing parameters. Subclassing rewires the foundation. Pretending it’s business as usual is a convenient way to downplay its structural implications.
If anything, then it’s precisely the magnitude of the change that warrants scrutiny.
This is just debating for the sake of debating. Two projects with clearly independent goals conflicting during their conceptualization/implementation doesn't automatically mean that one project invalidates the other. You may be unhappy that the content is shipped at such a stage, that is valid. You may have criticism for each of those projects independently, that is also fair.
Currently we don't know what their plans for overland difficulty are. We have also been made aware that balancing related to subclassing is still a work in progress.
For these reasons alone, it is pointless to discuss the implications of subclassing on a unknown/non-existent system.
Will it make overland even easier for some builds for the time being? Yes. Does it matter at all? Probably not. Would I like overland to be challenging? Yes, but this wasn't the premise of the thread.
Framing this as “debating for the sake of debating” is a transparent attempt to deflect scrutiny. If ZOS has announced both subclassing and overland difficulty adjustments, and if subclassing already alters player power and build structure, then discussing their interaction isn’t hypothetical. If anything, then it is necessary.
To say we “don’t know the implications” because overland changes haven’t been finalized misses the point. The implications aren’t unknowable. They’re unfolding in real time. We’re already seeing the performance consequences of subclassing on PTS. That overland difficulty is still in development doesn’t negate analysis. It demands it, unless the plan is to launch overlapping systems without ever assessing how they interlock.
You say these systems have “independent goals,” but that’s the issue. Expanding player power and expanding challenge are not neutral projects. They are structurally linked. One changes the baseline against which the other must be calibrated. Ignoring this link isn’t a sign of nuance. It’s a refusal to engage with what design actually is: an interdependent system of mechanics, not isolated feature drops.
This isn’t about invalidating one system with another. It’s about accountability to coherence. If subclassing rewrites the rules of player power, then balance—including overland balance—has to answer for that. Otherwise, you’re not building two systems. You’re building two contradictions.
You are making it sound as if tweaking numbers in a video game is a big deal. For all you know they could limit crit chance or crit damage and all the overperforming PvE specs would collapse like a house of cards. We simply don't know how they are going to deliver it, we don't know what other balance changes will come before it is even introduced and we do not know if there is any level of customizability to it. Your scrutiny isn't worth the time it took to type this out.
@Vaqual, you say my scrutiny “isn’t worth the time it took to type out,” yet here we are—again!
You’ve shifted from discussing interlocking systems to insisting it’s all just “tweaking numbers in a video game.” That’s not an argument. That’s deflection. The whole reason scaling matters is because player power is defined by numbers. Numbers are how difficulty is tuned, builds are measured, and encounters are shaped. Pretending they’re incidental is like pretending gravity is optional. If it didn’t matter, then it wouldn’t be what we’re all doing here.
You then speculate that ZOS could reduce crit scaling and “collapse” all the overperforming specs. That’s exactly the point. Player power is escalating. ZOS has acknowledged this. Subclassing amplifies it. Any effort to make, e.g., overland meaningful has to contend with that—or it becomes cosmetic. That’s not hysteria. It’s system literacy.
Finally, if you truly believed this discussion lacked value, then you wouldn’t keep replying to it. But you do. Because you know—as well as I do—that feature development doesn’t happen in silos. And when one system reshapes player output, balance elsewhere becomes a structural concern. Not an opinion. A design fact.
Whether that’s inconvenient or not is irrelevant.
Erickson9610 wrote: »All we really know is that ZOS says Harder Overland will "probably" be opt-in.
If your concern is that Subclassing will cancel out Harder Overland, then how does that affect anyone who opts out of Harder Overland? Why does it matter to the people who opt in to Harder Overland — does it make Harder Overland too easy for them? Does that matter to someone who opts out?
What's the solution here? Should Harder Overland be made harder to compensate? What would that mean? Should Subclassing be nerfed instead — would that fix the problem?
Erickson9610 wrote: »What is the point of this discussion? What exactly about Harder Overland or Subclassing do we want changed to fix this problem, even if we're uninterested in using one or both optional systems?
SilverBride wrote: »The point of this discussion is to learn how two potentially conflicting features will work together. There is a real potential for these to conflict with each other and it's better to address it now than after it's launched.
SilverBride wrote: »And optional doesn't mean it won't negatively affect those that don't opt in. Subclassing is having very negative affects on those that wish to keep their classes pure.
Erickson9610 wrote: »I get the impression that the concern here is that Harder Overland means more rewards which people who opt out cannot get — and those people would need to Subclass in order to stand a chance of getting those rewards (which they don't want to do).