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.
HumbleThaumaturge wrote: »Played with Subclassing on PTS with my EU characters.
-- Process was easy to learn.
-- Applied 1 skill tree from Sorc and 1 skill tree from Nightblade to one of my Templars just to ensure process works. Leveled up those skill trees a bit, then logged to other characters to verify that the subclassed skill lines (tree rank and abilities) were leveling up.
-- Could not apply subclasses with Add-ons active. Had to disable all Add-ons to make it work. Got "UI Error D9823EE6." Didn't take the time to troubleshoot. After disabling all Add-ons, Subclassing process worked fine.
-- I thought I heard that Subclassing would not be allowed for characters under level 50. However, a new level 4 character was able to use Subclassing, so I guess what I heard was not true? Personally, I think Subclassing should not be allowed under level 50, because it will make the under-level-50 PvP campaigns even worse, as the highly experienced professional players make even more god-like builds.
On one level, I hate the idea of Subclassing. It ruins the whole Elder Scrolls "lore" for me. (But then, I also hated the end of the original leveling system with "One Tamriel.") However, overland PvE content (except world bosses) is now so easy (the "difficulty" has been lowered so much) that one can run all the zones with just Templar "jabs." On the test server (PTS), I've run a new character from creation to level 50 with no armor, no weapons, and only Templar "jabs" slotted. That character could do all zone quests, plus dolmen, delves, and public dungeons. Therefore, I can see myself using Subclassing to give "jabs" to various characters of other classes. Also, I could see myself giving a character the nightblade cloaking skills if I were to complete Thieves Guild or Dark Brotherhood quests. So yeah, I'm a hypocrite: I think Subclassing is wrong . . . but I'll probably exploit it anyway.
’I want affinity system’..
’I want affinity system’..
I disagree. This isn’t black and white Star Wars to have good side and evil side. Elder scrolls was always about grey morality and no class should be considered light or dark.
Only the contemporary laws of the land dictate elder scrolls morality. Empire didn’t mind necromancers and even provided corpses of prisoners for a fee, Dunmer hate them, wood elves cannibals etc.
light order dark chaos
tomofhyrule wrote: »Here's another minor issue that Subclassing presents: the Bounty quests in Cyrodiil and the Grand [Class] Slayer achievements.
In either case, it's killing a bunch of characters of a given Class. Granted, some were never easy before (I'm looking at you right now Necros, considering that's a really unpopular class in PvP for obvious reasons), but you could normally try to target specific players when you had it active. "Oh look, that dude has a netch flying after him!" "Oh look, she keeps stealthing!" and the like.
Now, those will be a lot harder to do. It seems reasonable that those still target players based on the parent class, but now who knows if the dude throwing out Polar Wind while cloaking is a NB or Warden, or even something else entirely.
HumbleThaumaturge wrote: »-- I thought I heard that Subclassing would not be allowed for characters under level 50. However, a new level 4 character was able to use Subclassing, so I guess what I heard was not true? Personally, I think Subclassing should not be allowed under level 50, because it will make the under-level-50 PvP campaigns even worse, as the highly experienced professional players make even more god-like builds.
HumbleThaumaturge wrote: »-- I thought I heard that Subclassing would not be allowed for characters under level 50.
Sordidfairytale wrote: »DC and EP starting points for the subclassing quest have the quest giver at a "Free" zone wayshrine. The quest giver for AD is in Dune, the nearest "Free" wayshrine is in Rawl'kah. Consider moving the quest giver to this "Free" wayshrine in Reapers March for AD characters.
Elvenheart wrote: »Sordidfairytale wrote: »DC and EP starting points for the subclassing quest have the quest giver at a "Free" zone wayshrine. The quest giver for AD is in Dune, the nearest "Free" wayshrine is in Rawl'kah. Consider moving the quest giver to this "Free" wayshrine in Reapers March for AD characters.
Oh, this is a very good point, especially for newer characters. I hope they can do this in time.
HumbleThaumaturge wrote: »Elvenheart wrote: »Sordidfairytale wrote: »DC and EP starting points for the subclassing quest have the quest giver at a "Free" zone wayshrine. The quest giver for AD is in Dune, the nearest "Free" wayshrine is in Rawl'kah. Consider moving the quest giver to this "Free" wayshrine in Reapers March for AD characters.
Oh, this is a very good point, especially for newer characters. I hope they can do this in time.
When I was experimenting on the test server with a new character (no wayshrines mapped), it only took about 3 minutes to ride from Rawl'kah to the subclassing quest-giver in Dune (without major gallop and going the "back way" down around the Sleek Creek House and taking the path over the ridge just shy of the Reaper's Henge world boss). Yeah, yeah, I know: players don't wanna ride for 3 minutes.
Sordidfairytale wrote: »HumbleThaumaturge wrote: »Elvenheart wrote: »Sordidfairytale wrote: »DC and EP starting points for the subclassing quest have the quest giver at a "Free" zone wayshrine. The quest giver for AD is in Dune, the nearest "Free" wayshrine is in Rawl'kah. Consider moving the quest giver to this "Free" wayshrine in Reapers March for AD characters.
Oh, this is a very good point, especially for newer characters. I hope they can do this in time.
When I was experimenting on the test server with a new character (no wayshrines mapped), it only took about 3 minutes to ride from Rawl'kah to the subclassing quest-giver in Dune (without major gallop and going the "back way" down around the Sleek Creek House and taking the path over the ridge just shy of the Reaper's Henge world boss). Yeah, yeah, I know: players don't wanna ride for 3 minutes.
Make the other two alliance locations for the quest NPC a three minute stroll then.
Erickson9610 wrote: »Sordidfairytale wrote: »HumbleThaumaturge wrote: »Elvenheart wrote: »Sordidfairytale wrote: »DC and EP starting points for the subclassing quest have the quest giver at a "Free" zone wayshrine. The quest giver for AD is in Dune, the nearest "Free" wayshrine is in Rawl'kah. Consider moving the quest giver to this "Free" wayshrine in Reapers March for AD characters.
Oh, this is a very good point, especially for newer characters. I hope they can do this in time.
When I was experimenting on the test server with a new character (no wayshrines mapped), it only took about 3 minutes to ride from Rawl'kah to the subclassing quest-giver in Dune (without major gallop and going the "back way" down around the Sleek Creek House and taking the path over the ridge just shy of the Reaper's Henge world boss). Yeah, yeah, I know: players don't wanna ride for 3 minutes.
Make the other two alliance locations for the quest NPC a three minute stroll then.
I'd rather keep the convenience. The AD location is the outlier — it should be brought in line with the other two, being relocated to the zone's main city.
Sordidfairytale wrote: »HumbleThaumaturge wrote: »Elvenheart wrote: »Sordidfairytale wrote: »DC and EP starting points for the subclassing quest have the quest giver at a "Free" zone wayshrine. The quest giver for AD is in Dune, the nearest "Free" wayshrine is in Rawl'kah. Consider moving the quest giver to this "Free" wayshrine in Reapers March for AD characters.
Oh, this is a very good point, especially for newer characters. I hope they can do this in time.
When I was experimenting on the test server with a new character (no wayshrines mapped), it only took about 3 minutes to ride from Rawl'kah to the subclassing quest-giver in Dune (without major gallop and going the "back way" down around the Sleek Creek House and taking the path over the ridge just shy of the Reaper's Henge world boss). Yeah, yeah, I know: players don't wanna ride for 3 minutes.
Make the other two alliance locations for the quest NPC a three minute stroll then.
HumbleThaumaturge wrote: »Sordidfairytale wrote: »HumbleThaumaturge wrote: »Elvenheart wrote: »Sordidfairytale wrote: »DC and EP starting points for the subclassing quest have the quest giver at a "Free" zone wayshrine. The quest giver for AD is in Dune, the nearest "Free" wayshrine is in Rawl'kah. Consider moving the quest giver to this "Free" wayshrine in Reapers March for AD characters.
Oh, this is a very good point, especially for newer characters. I hope they can do this in time.
When I was experimenting on the test server with a new character (no wayshrines mapped), it only took about 3 minutes to ride from Rawl'kah to the subclassing quest-giver in Dune (without major gallop and going the "back way" down around the Sleek Creek House and taking the path over the ridge just shy of the Reaper's Henge world boss). Yeah, yeah, I know: players don't wanna ride for 3 minutes.
Make the other two alliance locations for the quest NPC a three minute stroll then.
Today on the PC PTS with my EU characters, I verified that any character can go to any of the three NPC quest-givers for the "A Study in Discipline" quest. For example, my AD Sorc did the quest (and got subclasses) by going to the NPC in Evermore, Bangkorai, instead of using the NPC in Dune, Reaper's March (the AD territory). As with all other experiments with subclassing, the quest would not complete until I disabled all Addons. That is, at the quest-step to "Equip a New Skill Line/Subclass a New Skill Line," the "Subclassing" option would not display until I disabled all Addons.
sans-culottes wrote: »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.
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.
knifeinthedark wrote: »sans-culottes wrote: »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.
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.
It was never my position that sublassing wasn't simply "moving sideways." In case you misunderstood, my point has always been that sublassing is really not the solution to a lack of new content to play with, and is basically a cop out by ZoS that they've either run out of ideas for races/classes and/or don't really know how to balance the game. And no, my solution wasn't subclassing, it was actually the opposite, introduce more classes based on the skills we've seen fron the single player games. Either that or as I said, acknowledge that maybe we have close to maximum representation for everything in TES universe as is and we should be content with that.
I wonder, what to you is "structural decay?" Is it how certain classes identities' are being diluted by gear sets that allow other classes to fulfill a given niche, therefore diluting class identity? I'm genuinely curious for you to boil down this assertion you've made because I've yet to see you make a cohesive argument for it.
To your necro point... You keep going back and forth, do you want a niche or not? You say it's gimmicky, ok the Sorc being the only way to get minor prophecy in a group is also a gimmick? I would argue that necros bring more than just major defile, they bring AoE based fears and other effects that are implemented with some uniqueness, you can fear on a nb, but AFAIK it isn't an AoE. Sure you can AoE CC with soul tether but that's not the same as a fear, being able to do both sequentially is a group tactic in itself to strain enemy resources and it's a type of interaction unique to those classes synergizing together. The goal was to create a class that used abilities that fit a theme and aesthetic and wasn't overpowered and I think they accomplished that, unlike the arcanist.
To the point about entitlement, yeah to some extent it pretty much is. The community wants to "play how they want" but are also oblivious to how the changes they ask for get implemented horribly and prevent others from playing how they want as well, and honestly the solution seems extremely simple to me: do something to keep pure classes competitive. That's it. That's literally all I'm arguing for.
Btw Arcanist is not "cleaner" or more "synergistic," Arcanist is just straight up overpowered, it has access to an ability that does more damage than any ultimate in the entire game including their own and a kit that has basically the best of all worlds, with maybe the exception of tanking but even then definitely competitive with other tanks. Arcanist was introduced as a class design that was very "new player" friendly and you can clearly see it in both the dps rotation as well as the way healing/tanking is executed. It was a class meant to embody a theme and abilities and visuals that reflected that and they mostly accomplished it except they made it grossly and unnecessarily overpowered, it definitely scratches that "Hermaeus Mora" itch but it also overshadows every other dps around it, what's the point of having other dps in the group when you can just get all the passives you need from supports and simply have every dps spec into a hybridized arc beam build?
If you're complaining about structural decay, why not just agree that this new update only scratches that "rp" itch of being able to have abilities that fit a character theme (dark sorcerer or whatever) and that while that's nice for roleplaying purposes making sure we all stay relevant is more important?
As for the ACTUAL solution I genuinely don't understand what you mean by "structural decay" unless of course my assumption about your point is correct in which case... They could just change some passives and sets to make sure some classes are the only one that can provide certain things (like minor prophecy). Or will that be just a gimmick?
What to you separates a cohesive class theme from a "gimmick?" Because do recall, necro was the only way to get major vulnerability at one point and was also the only way to use the undead and forbidden magic in the lroe surrounding that identity as tools in game.
necro_the_crafter wrote: »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.
Necros was relaying too much on the game mechanichs that got butchered. Magcros was really strong burst class with graverobber dealing massive damage but being a huge 20 sec CD, but then zos deleted harmony and nerfed graverobber in the same patch, stamcros was insanely tanky with 30% major protection from deaden pain, combined with 20% damage reduction from ghost wich both got nerfed, in PvE necros was desirable beacuase this was only class to provide major vuln, that was 30% increased damage taken, wich also got nerf with major/minor effects rework.
Necros were realesed in a whole different game from now, and while game was changing, necros were silently decaying in a corner, completly unattended, loosing their power patch after patch.
YandereGirlfriend wrote: »knifeinthedark wrote: »sans-culottes wrote: »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.
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.
It was never my position that sublassing wasn't simply "moving sideways." In case you misunderstood, my point has always been that sublassing is really not the solution to a lack of new content to play with, and is basically a cop out by ZoS that they've either run out of ideas for races/classes and/or don't really know how to balance the game. And no, my solution wasn't subclassing, it was actually the opposite, introduce more classes based on the skills we've seen fron the single player games. Either that or as I said, acknowledge that maybe we have close to maximum representation for everything in TES universe as is and we should be content with that.
I wonder, what to you is "structural decay?" Is it how certain classes identities' are being diluted by gear sets that allow other classes to fulfill a given niche, therefore diluting class identity? I'm genuinely curious for you to boil down this assertion you've made because I've yet to see you make a cohesive argument for it.
To your necro point... You keep going back and forth, do you want a niche or not? You say it's gimmicky, ok the Sorc being the only way to get minor prophecy in a group is also a gimmick? I would argue that necros bring more than just major defile, they bring AoE based fears and other effects that are implemented with some uniqueness, you can fear on a nb, but AFAIK it isn't an AoE. Sure you can AoE CC with soul tether but that's not the same as a fear, being able to do both sequentially is a group tactic in itself to strain enemy resources and it's a type of interaction unique to those classes synergizing together. The goal was to create a class that used abilities that fit a theme and aesthetic and wasn't overpowered and I think they accomplished that, unlike the arcanist.
To the point about entitlement, yeah to some extent it pretty much is. The community wants to "play how they want" but are also oblivious to how the changes they ask for get implemented horribly and prevent others from playing how they want as well, and honestly the solution seems extremely simple to me: do something to keep pure classes competitive. That's it. That's literally all I'm arguing for.
Btw Arcanist is not "cleaner" or more "synergistic," Arcanist is just straight up overpowered, it has access to an ability that does more damage than any ultimate in the entire game including their own and a kit that has basically the best of all worlds, with maybe the exception of tanking but even then definitely competitive with other tanks. Arcanist was introduced as a class design that was very "new player" friendly and you can clearly see it in both the dps rotation as well as the way healing/tanking is executed. It was a class meant to embody a theme and abilities and visuals that reflected that and they mostly accomplished it except they made it grossly and unnecessarily overpowered, it definitely scratches that "Hermaeus Mora" itch but it also overshadows every other dps around it, what's the point of having other dps in the group when you can just get all the passives you need from supports and simply have every dps spec into a hybridized arc beam build?
If you're complaining about structural decay, why not just agree that this new update only scratches that "rp" itch of being able to have abilities that fit a character theme (dark sorcerer or whatever) and that while that's nice for roleplaying purposes making sure we all stay relevant is more important?
As for the ACTUAL solution I genuinely don't understand what you mean by "structural decay" unless of course my assumption about your point is correct in which case... They could just change some passives and sets to make sure some classes are the only one that can provide certain things (like minor prophecy). Or will that be just a gimmick?
What to you separates a cohesive class theme from a "gimmick?" Because do recall, necro was the only way to get major vulnerability at one point and was also the only way to use the undead and forbidden magic in the lroe surrounding that identity as tools in game.
This isn't in conversation with what you're saying but NB has the best AOE Fear in the game with Mass Hysteria. It's first place my miles and miles and miles.
sans-culottes wrote: »xylena_lazarow wrote: »Counterpoint: highly likely they'll say "Wow cool you can use whatever you want like in Skyrim, sign me up!"sans-culottes wrote: »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.”
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.