PTS Update 46 - Feedback Thread for Subclassing

  • Creto
    Creto
    Soul Shriven
    To preface my response, I have been playing ESO on and off since 2013 and have never participated in the forums until this post. I specifically created my forum account to protest the subclassing feature as I am diametrically opposed to its implementation. I have not tested the system on PTS because my greatest objections are not performance related or whether it feels "fun". I'm aware a few other replies have glossed over objections similar to mine, but I still wish to voice my take about the game's past and what a change like this would mean to me. Or players like me.

    When ESO was first released, there was a huge divide in its reception. My belief is that most players surmised 1 of the 3 following opinions:

    1. ESO was a watered down, soulless version of an Elder Scrolls game. These players hung around for a few hours, realized it wasn't similar enough to Morrowind, Oblivion, or Skyrim, logged off, and never touched the game again. We'll call them Purists. Most of my friends and acquaintances that play games are in this category.
    2. ESO made the compromises it had to in order to become an MMO. Despite its differences to previous ES titles, the adaptations of lore, class, combat, crafting system, etc were sufficient enough to get over the mental hump that Purists could not.
    3. ESO was immediately fun, fulfilling, and fine the way it was. I imagine these players didn't play previous ES titles and/or had less expectations, only cared about the lore, or were more receptive to MMOs than the average Elder Scrolls Enjoyer™.

    I was personally in Category 2. I loved the lore of Elder Scrolls so much that I was willing to give ESO a real chance, even though my first few weeks of gameplay made it quite difficult. The combat felt floaty and weightless (still an issue), the character models and animations were awkward/alien (still an issue), the gear looked weird, and worst of all... the class system felt bad. I can't say I know what the motivations were behind the class system, but what can be said is it has very little in common with previous ES titles.

    This is a major problem for someone like me who is playing the game to enjoy the lore, because the character I create exists in that world and is supposed to be a product of it. That is to say, in previous ES games, my characters class and identity was a part of that game's lore. There was a formula to it, albeit a pretty barebones one. This changed subtly throughout the previous games, but for the most part the fundamentals were the same. Your class was just the stats you started with and a passive or 24 hour cooldown ability. Besides that, your character was very much a blank canvas and as an Elder Scrolls player I felt entitled to have that experience again going into ESO.

    However, as we know that is not the case in ESO. We have very niche classes and skill lines. The themes are baked into the abilities themselves in both aesthetic and function. Whether I like it or not, my class automatically tells a backstory about my character that I may not necessarily agree with. In addition to this, the abilities are unusually flashy and color-coded. Playing a Dragonknight? What's your color? It's red/orange. Are you an Arcanist? Green. Sorcerer? Blue/Purple. This system makes me feel closer to a Power Ranger than an ES protagonist with a complex history. For me, this was a massive compromise in 2013 and still is to this day. That being said, I have learned to live with it because I still love the lore and want to continue having experiences in the ESO universe.

    To get to my objection about Subclassing, it feels like we're taking a system that should have never existed in the first place and doubling down on its blasphemy. It draws ESO further away from the Elder Scrolls IP. It is the opposite of paying homage to its roots. If I have to play my character within the confines of a class, then so be it - but don't go mixing classes that have no relation to each other in lore or aesthetic. How does a Nightblade/Dragonknight/Templar combo work? Am I supposed to think of some hilarious, insane backstory to justify it? Or should I suck it up and not care about any of that?

    I imagine the knee-jerk rebuttal to that prior point is "play a pure class." Sure, I could do that, but what if I want to experience endgame content, trials, or arenas that have had their power curves adjusted to these new class combinations? What if I can't get into that content because my DPS is not high enough or I don't bring enough utility? And what if seeing other players running around with these ridiculous combos destroys the ambience of the game? I can only imagine how insane large groups will look when everyone is shooting rainbows. I won't go into further detail here so I can get back to my main point:

    Subclassing is defacing the game. It's watering down the soul. Despite the current class system's flaws, at least I can construct a cohesive narrative for my character. I can give them a place in the Elder Scrolls world without having to lean too hard into the Power Ranger problem.

    If this does get implemented, it will be the end of the road for my ESO career and I suspect for many others. The game has already demanded too many compromises over the years to keep finding good in it. This would be the straw that broke the camel's back; or more poignantly, the anvil that crushed it.
  • mrreow
    mrreow
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    My take on such a system and what seems like a better compromise between freedom and balance:

    1. Around level 40, player character is messaged by an agent of xyz (insert lore reasons) that offers our hero to gain insight into an additional chosen foreign class

    2. This insight is based loosely on the skill lines and passives of an already existing class but it is manually balanced to influence the main class for each main - secondary combination

    In other words the subclassing works like unlocking additional skill line based on different class with specially balanced selected plethora of skills from each secondary class selected in mind for that particular main class, effectively making several different specialisations for a particular main class, changing generalist jack of all trades to more specialised subclassed characters.
    (Various new outcomes such as drain tanks, siphon healers, summoners come to mind)

    This tremendously helps with keeping balance of the whole system and enhances existing theorycrafting gameplay and build variety without problems that arise with mixing everything together.

    It is then more straightforward to balance and is much more immersive being in line with old RPG games that had subclasses unlocked at certain level for specialization purposes. (Mage - subclass; fire mage etc/ for eso: Sorcerer - subclass; Arcanist)

    So for example we would have:

    Main class - sorcerer, available subclasses: dragon sorcerer (tank/dps), arcane sorcerer (dps), nature sorcerer (healer/..), death sorcerer (some other fun build options), dark sorcerer (ganker)…

    Main class - nightblade, available subclasses: mage killer, flame shadow, arcane assassin, nature vengance…

    Templar - storm prophet, holy flame keeper, blasphemous paladin, nature healer, burial rites monk…

    DK - spell sword/knight, knight of the arcane, defender of nature, grim knight pariah, shadow warrior, golden knight of light

    Necro - lich, night dancer, fallen cultist, caller of the undead scales..

    Warden - guardian of wild magic (dps), dark forest warden (burst dps), roamer of aedric wilds (healer), protector of dragons (tank)…


    Tie it to the lore nicely and make it into expansion with whole quest chain to unlock it maybe and we have another prosperity years of eso with 6 viable and fun and intentionally designed flavours of playing for each class. A new golden era of the game

    42 VIABLE (because balanced manually) combinations with character and flavour that should really keep things varied and a far cry from predictable outcome of 3 VIABLE frankensteinian builds (t0 healer, t0 tank, t0 DD) after the existing direction goes live




    From lore perspective it gets really fun because I would tie this controlled power creep to reading an elder scroll in the grand story arc finale and discovering our all potential futures and past lives that never came to be.
    We become really powerful and we need harder new trials and content.
    We get overland difficulty slider in form of an elder scroll effect on the world that we may allow to happen or not we decide.(players who decide likewise get into our server instance so we can spontaneously group up to fight and survive new mess of the overland horrors that sprawl from time and space rapture)

    Edited by mrreow on May 10, 2025 9:47AM
  • Maggusemm
    Maggusemm
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    I love this idea from to make some specific subclasses. However I think due to time they wont be able to implement it until U46. But it could be potentially a further development with some bonuses to the existing subclassing lines giving you some lore friendly direction and bonuses.
  • TheImperfect
    TheImperfect
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    Overload, the sorceror ultimate skill seems not to be working properly.
    It only seems to last one hit or so and just dissipates. The character is main stamina nightblade with assassination, ardent flame and storm calling.

    So I'm not sure if it is a glitch or something I am unaware of. It could be because I use daggers and not a stave. I can't find the patch notes relating to it to see if it is deliberate, maybe it's considered overpowered or something but it feels very underwhelming right now.
    I've took it off my bar right now.
  • randconfig
    randconfig
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    Comparing the Templar Nova ultimate and Mage's Guild Meteor ultimate:
    • Base game Meteor ultimate costs only 200, has 11,000 direct damage and a 2 second stun on impact, and 3,000 damage per second for 11 seconds
    • Base game Nova ultimate costs 250, has no direct damage or stun on impact, and 3,100 damage per second for 9 seconds. . . But a synergy for 7,600 direct damage . . . that I cannot use myself

    The Dawn's Wrath ultimate Nova is this huge meteor that you conjure from the sky for 250 ultimate, and then it makes a huge BOOM on impact . . . that deals no direct damage.

    Don't get me wrong, it looks awesome, but for costing 250 ultimate, having a synergy I cannot use myself, having a giant impact in the animation that deals no immediate damage, and being objectively weaker than Meteor in almost every way, it just feels very anti-climatic and disappointing for a solo player. Please buff or adjust the Templar Nova ultimate ability to be useful for solo players too.


    Edited by randconfig on May 12, 2025 10:27AM
  • baconaura
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    If i'm being honest, PTS cycles for this really needs to be extended. There are alot of unresolved issues with combat changes have not been addressed, and it feels like this is getting rammed through ignoring any player feedback like u35. There was promises of additional combat changes that would have been released last week, but there was nothing, and even less this week. If anything there should be a Q&A session to collect faster feedback.

    Why are you trying to force these changes to go out when it obviously isnt ready? This requires more fine tuning and incorporating feedback. If your launch schedule is so inflexible, what is even the point of a PTS if this feedback isnt even taken seriously? You might as well just launch stuff every quarter without PTS, because its not like our opinions matter, and we might as well get the benefit of doing dungeons/trials blind and have the challenge of getting world's first on an even footing.

    Like there needs to be more communication, and between the way these changes are being forced through, and the performance issues that are still not resolved, it's looking like its time to take a break again like u35.
  • SaintJohnHM
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    baconaura wrote: »
    If i'm being honest, PTS cycles for this really needs to be extended. There are alot of unresolved issues with combat changes have not been addressed, and it feels like this is getting rammed through ignoring any player feedback like u35. There was promises of additional combat changes that would have been released last week, but there was nothing, and even less this week. If anything there should be a Q&A session to collect faster feedback.

    Why are you trying to force these changes to go out when it obviously isnt ready? This requires more fine tuning and incorporating feedback. If your launch schedule is so inflexible, what is even the point of a PTS if this feedback isnt even taken seriously? You might as well just launch stuff every quarter without PTS, because its not like our opinions matter, and we might as well get the benefit of doing dungeons/trials blind and have the challenge of getting world's first on an even footing.

    Like there needs to be more communication, and between the way these changes are being forced through, and the performance issues that are still not resolved, it's looking like its time to take a break again like u35.

    Yep. I feel like an idiot NPC for bothering to take my time to test their game for them, give them feedback along with many many others saying the same thing, and then have those concerns completely ignored without them even engaging on the forums or in their release notes. Multiclassing as they've designed is garbage, and they don't even seem to know why.
    • Casual Roleplaying PVE player PC/NA
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  • TheImperfect
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    Did the subclassing quest teach you everything you had to learn for using this system?

    Yes it was very clear

    Is there anything confusing about the UI or the methods to engage with Subclassing?

    The only thing I could point to was adding the second subclass wasn't immediately available during the quest dialogue and had to finish that quest and then talk again to access it. Not really a problem but did make me unsure if it was available.

    How long did it take you to level up a subclassed skill line?

    I tried on one of my existing characters and got it to level 17 or thereabouts but not having much time to play wasn't sure if I'd get it to level 50 before the PTS got wiped so rerolled a premaxed character and my other characters already are pretty varied and have unlocked everything already.


    Do you plan to use this feature when it goes live?

    Yes on at least 2 characters

    Did you have fun experimenting with the system?

    Yeah it is actually a lot more fun and challenging than I expected and it feels very fresh. I was resistant and when it was announced didn't like the idea at all as I like class identity but I realised I can have my cake and eat it with the armory assistant and just switch when I feel like it.
  • YandereGirlfriend
    YandereGirlfriend
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    This isn't directly about subclassing but with all of the new means of stacking Crit Damage, the never-used Sturdy Horn ultimate could really use a buff.

    20% Crit Res is great but 10 seconds of duration is atrocious given the huge cost of the ultimate (250).

    Either drastically slash the price of the ultimate or drastically increase the duration of the Crit Res (ideally to something like 30 seconds so that it matches the other effects). Best of all, this change would have zero impact on PvE.
  • Ph1p
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    One major source of power creep and imbalance in subclassing is the possibility to cherry-pick your class passives and just stack 3 DPS-boosting ones, for example. Can we not limit this by spreading high-impact passives across the 3 class lines?

    One way to do this could involve making certain passives conditional on your skill lines. For instance, the NB Hemorrhage passive could be “Increases your Critical Damage by 3.3% for every active Nightblade skill line.”

    Changes like this still allow for the build freedom and flexibility some people look forward to, while introducing a meaningful trade-off to limit cherry-picking and power creep. At the same time, a pure-class NB remains completely unaffected by this.
  • ItsNotLiving
    ItsNotLiving
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    Tested it, it’s fun for about 5 seconds. Massive player drop off coming if this goes live.
  • Darkness734
    Darkness734
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    im gonna say this again. just in case any dev actually reads these but werewolves need buffs to keep up with sublclassing
  • TheImperfect
    TheImperfect
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    im gonna say this again. just in case any dev actually reads these but werewolves need buffs to keep up with sublclassing

    I really feel like werewolves need an extra werewolf bar for the werewolf skills. I think vampire is different as you can mix the skills in but on werewolf it's different and with subclassing and scribe skills all available it's too hard to narrow down to the 5 non werewolf skills.

    When I tried it I ended up with 2 werewolf skills and just didn't really end up using werewolf so decided to drop it. I'm going to use the armory so I can keep my werewolf guy but change to a different armory slot for subclassing without werewolf.
  • Erickson9610
    Erickson9610
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    im gonna say this again. just in case any dev actually reads these but werewolves need buffs to keep up with sublclassing

    I really feel like werewolves need an extra werewolf bar for the werewolf skills. I think vampire is different as you can mix the skills in but on werewolf it's different and with subclassing and scribe skills all available it's too hard to narrow down to the 5 non werewolf skills.

    When I tried it I ended up with 2 werewolf skills and just didn't really end up using werewolf so decided to drop it. I'm going to use the armory so I can keep my werewolf guy but change to a different armory slot for subclassing without werewolf.

    It's a little interesting how Werewolf doesn't start you off with all 5 of your skills, while also not letting you use skills from other skill lines. Every character starts out with 1 skill from each of their 3 Class skill lines, as well as Soul Trap — that's 4 abilities you can use on your bar at the starting character level, not counting Weapon skills which are unlocked shortly thereafter. Werewolf really makes you work to unlock the rest of your abilities.
    Edited by Erickson9610 on May 15, 2025 3:08AM
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • gc0018
    gc0018
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    I am really eager to see what will happen U46, please do not change anything and do not add any balance change last minute. Instead of a so-so patch, a destructive patch may be way more interesting. I never have a chance to witness such a mess coming in a famous MMO before. >:)
    Images not allowed, sad
  • SpiritKitten
    SpiritKitten
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    gc0018 wrote: »
    I am really eager to see what will happen U46, please do not change anything and do not add any balance change last minute. Instead of a so-so patch, a destructive patch may be way more interesting. I never have a chance to witness such a mess coming in a famous MMO before. >:)

    I lived through Star Wars Galaxies combat revamp. Nothing can hurt me now.
    Edited by SpiritKitten on May 16, 2025 12:53AM
  • Rungar
    Rungar
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    zos is #14 in sales on the steam charts and the games not on sale. Perhaps its some Oblivion remastered hype but i also think it could be subclassing hype. Content pass is #575. Despite all the doom and gloom i think most players will love subclassing, if they last long enough in-game to get to it. Zos should make it available from day 1.
    Edited by Rungar on May 15, 2025 9:54AM
  • sans-culottes
    sans-culottes
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    Rungar wrote: »
    zos is #14 in sales on the steam charts and the games not on sale. Perhaps its some Oblivion remastered hype but i also think it could be subclassing hype. Content pass is #575. Despite all the doom and gloom i think most players will love subclassing, if they last long enough in-game to get to it. Zos should make it available from day 1.

    Steam chart position without a discount is certainly interesting, but let’s not confuse correlation with causation. ZOS’s brief rise to #14 could just as easily reflect spillover from the Oblivion remaster buzz, a momentary traffic spike, or background noise in the absence of major releases.

    Pointing to a sales rank while content pass sits at #575 isn’t evidence of subclassing enthusiasm. It’s evidence of metrics being repurposed as mood lighting. A high chart rank says people are clicking. It doesn’t say what they’re thinking once they log in. And if feedback across the forums, Reddit, and Discord is any indication, then it’s not “hype.” Rather, it’s hesitation.

    If subclassing is so beloved, then it shouldn’t require a speculative detour through Oblivion nostalgia to find its proof.
  • Xarc
    Xarc
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    https://steamcharts.com/app/306130#All

    April has always been a pop peak (compared to the rest of the year)

    the game has been stabilizing around 10k average players since last year but 2023, 2022, 2021 & 2020 were much better for ESO (the covid period was beneficial for all online games and ESO pop doubled during this period)

    The announcements about subclassing, the community event and the scribing system integrated into the base game do not particularly attract or depart players. It seems that it has neither a positive nor a negative effect.

    (at least regarding steam)

    Edited by Xarc on May 15, 2025 1:02PM
    @xarcs FR-EU-PC -
    Please visit my house ingame !
    sorry for my english, it's not my native language, I'm french
    "Death is overrated", Xarc
    Xãrc -- breton necro - DC - AvA rank50
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    Shurgha - orc warden EP - AvA rank? [pve & pvp]pureclass
    Scarlętt - breton templar DC - AvA rank?
    - in game since April 2014
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  • Ph1p
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    Rungar wrote: »
    zos is #14 in sales on the steam charts and the games not on sale. Perhaps its some Oblivion remastered hype but i also think it could be subclassing hype. Content pass is #575. Despite all the doom and gloom i think most players will love subclassing, if they last long enough in-game to get to it. Zos should make it available from day 1.

    Interesting, thanks for sharing. Do keep in mind that sales charts reflect total revenue, I believe. So this includes any DLCs and in-game transactions, not just new players buying the base game.

    Having said that, I would agree that the Oblivion remaster has likely pushed ESO sales as well. Not sure about subclassing, though, simply because I don’t think it has caught much attention outside of a subset of the existing ESO community yet.
  • sans-culottes
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    Ph1p wrote: »
    Rungar wrote: »
    zos is #14 in sales on the steam charts and the games not on sale. Perhaps its some Oblivion remastered hype but i also think it could be subclassing hype. Content pass is #575. Despite all the doom and gloom i think most players will love subclassing, if they last long enough in-game to get to it. Zos should make it available from day 1.

    Interesting, thanks for sharing. Do keep in mind that sales charts reflect total revenue, I believe. So this includes any DLCs and in-game transactions, not just new players buying the base game.

    Having said that, I would agree that the Oblivion remaster has likely pushed ESO sales as well. Not sure about subclassing, though, simply because I don’t think it has caught much attention outside of a subset of the existing ESO community yet.

    Agreed. It’s highly unlikely that new players with no real ESO experience are saying, “Finally, I can make a Warden, Necromancer, Dragonknight hybrid. Sign me up.”

    Subclassing is not an entry-point feature. It is an internal system-level change that primarily speaks to existing players already familiar with class limitations and skill loadouts. Suggesting that it is driving new sales misunderstands both the visibility and the appeal of the feature. If anything, then the recent Steam bump is more plausibly tied to broader Elder Scrolls brand activity, such as Oblivion remaster buzz, not subclassing mechanics buried in PTS notes.
  • o_Primate_o
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    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.


    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.

    Agree. A specialist should be stronger than a jack-of-all-trades
    Xbox NA as o Primate o
  • xylena_lazarow
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    Agreed. It’s highly unlikely that new players with no real ESO experience are saying, “Finally, I can make a Warden, Necromancer, Dragonknight hybrid. Sign me up.”
    Counterpoint: highly likely they'll say "Wow cool you can use whatever you want like in Skyrim, sign me up!"
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • tomofhyrule
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    Agreed. It’s highly unlikely that new players with no real ESO experience are saying, “Finally, I can make a Warden, Necromancer, Dragonknight hybrid. Sign me up.”
    Counterpoint: highly likely they'll say "Wow cool you can use whatever you want like in Skyrim, sign me up!"

    Countercounterpoint: you need to be level 50 to be able to play with Subclassing in the first place.

    So "wow, I have to live with my character being only a fire mage until I get them up to level 50, and then I can finally drop some of these skills and passives I've come to rely on so I can grind another whole set of levels up at a slower rate!"
  • sans-culottes
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    Agreed. It’s highly unlikely that new players with no real ESO experience are saying, “Finally, I can make a Warden, Necromancer, Dragonknight hybrid. Sign me up.”
    Counterpoint: highly likely they'll say "Wow cool you can use whatever you want like in Skyrim, sign me up!"

    But you’re still forced to choose a class. You still start as a Warden, a Dragonknight, a Templar—just with extra steps later.

    “Use whatever you want like in Skyrim” is a strange claim when subclassing doesn’t remove class choice, it just muddies it. At best, it’s not Skyrim with friends. It’s Skyrim with prerequisites.

    The fantasy of total freedom dies the moment you hit character creation. What follows is just a series of workarounds.
  • Renato90085
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    Agreed. It’s highly unlikely that new players with no real ESO experience are saying, “Finally, I can make a Warden, Necromancer, Dragonknight hybrid. Sign me up.”
    Counterpoint: highly likely they'll say "Wow cool you can use whatever you want like in Skyrim, sign me up!"

    Countercounterpoint: you need to be level 50 to be able to play with Subclassing in the first place.

    So "wow, I have to live with my character being only a fire mage until I get them up to level 50, and then I can finally drop some of these skills and passives I've come to rely on so I can grind another whole set of levels up at a slower rate!"

    and you need 50 again a toon because you want they skill...
  • YandereGirlfriend
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    Agreed. It’s highly unlikely that new players with no real ESO experience are saying, “Finally, I can make a Warden, Necromancer, Dragonknight hybrid. Sign me up.”
    Counterpoint: highly likely they'll say "Wow cool you can use whatever you want like in Skyrim, sign me up!"

    Winner winner chicken dinner.

    I remember coming to ESO from the mainline games and bouncing hard off of non-canon classes like Dragonknight and Templar. Those classes seemed to be from other RPG franchises and not actually The Elder Scrolls. So new players being better able to cobble together, say, a Frost Mage, from Warden, Necro, and weapon abilities likely goes down easier than being locked into a random Warden class that otherwise does not exist in the lore. It is more of a Skyrim approach, as you say.
  • YandereGirlfriend
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    Agreed. It’s highly unlikely that new players with no real ESO experience are saying, “Finally, I can make a Warden, Necromancer, Dragonknight hybrid. Sign me up.”
    Counterpoint: highly likely they'll say "Wow cool you can use whatever you want like in Skyrim, sign me up!"

    But you’re still forced to choose a class. You still start as a Warden, a Dragonknight, a Templar—just with extra steps later.

    “Use whatever you want like in Skyrim” is a strange claim when subclassing doesn’t remove class choice, it just muddies it. At best, it’s not Skyrim with friends. It’s Skyrim with prerequisites.

    The fantasy of total freedom dies the moment you hit character creation. What follows is just a series of workarounds.

    Which is the Original Sin of even having the class system to begin with. A decade later, they are finally beginning to correct it.
  • Elvenheart
    Elvenheart
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    Agreed. It’s highly unlikely that new players with no real ESO experience are saying, “Finally, I can make a Warden, Necromancer, Dragonknight hybrid. Sign me up.”
    Counterpoint: highly likely they'll say "Wow cool you can use whatever you want like in Skyrim, sign me up!"

    Countercounterpoint: you need to be level 50 to be able to play with Subclassing in the first place.

    So "wow, I have to live with my character being only a fire mage until I get them up to level 50, and then I can finally drop some of these skills and passives I've come to rely on so I can grind another whole set of levels up at a slower rate!"

    This is what I’ve been doing as I’ve been getting a new character ready for Subclassing, a sorcerer only using the Lightning skill line along with Destruction Staff. I have to say it’s been quite interesting and different, but fun.
  • Ragnarok0130
    Ragnarok0130
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    DrSlaughtr wrote: »
    I got my marshmallows ready for the dumpster fire and the impending uproar once the on the fence general populous realizes how awful this idea is executed.

    Thinking of U35 and how the exact same thing happened when all of the "raise the floor and lower the ceiling" normies realized the floor was now in the basement and the forums filled with the sounds of wailing and gnashing of teeth. Good times.
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