Twohothardware wrote: »because base classes have not been nerfed by any noticeable amount.
Why didn't you mention that Fatecarver received an 8% damage buff? Did you forget or was it an accident? Arcanist and NB are the biggest winners of this PTS, not to mention that Splintered Secrets was buffed from 991 to 1240, making Alkosh, Tremorscale, etc. no longer necessary sets, or even unnecessary.Twohothardware wrote: »Arcanist received the biggest class nerf with a 40% cost increase to Beam and Arcanist is still the best PvE class.
Why didn't you mention that Fatecarver received an 8% damage buff? Did you forget or was it an accident? Arcanist and NB are the biggest winners of this PTS, not to mention that Splintered Secrets was buffed from 991 to 1240, making Alkosh, Tremorscale, etc. no longer necessary sets, or even unnecessary.Twohothardware wrote: »Arcanist received the biggest class nerf with a 40% cost increase to Beam and Arcanist is still the best PvE class.
you other 5 part set alway is trial set for minor slayer, so deadly still best,Tide-Born is other class cant use beam build chooseWhy didn't you mention that Fatecarver received an 8% damage buff? Did you forget or was it an accident? Arcanist and NB are the biggest winners of this PTS, not to mention that Splintered Secrets was buffed from 991 to 1240, making Alkosh, Tremorscale, etc. no longer necessary sets, or even unnecessary.Twohothardware wrote: »Arcanist received the biggest class nerf with a 40% cost increase to Beam and Arcanist is still the best PvE class.
And you forget that the new Tide-Born crafted set buffs Direct Damage- so running Deadly AND Tide-Born makes Fatecarver even more powerful.
Why didn't you mention that Fatecarver received an 8% damage buff? Did you forget or was it an accident? Arcanist and NB are the biggest winners of this PTS, not to mention that Splintered Secrets was buffed from 991 to 1240, making Alkosh, Tremorscale, etc. no longer necessary sets, or even unnecessary.Twohothardware wrote: »Arcanist received the biggest class nerf with a 40% cost increase to Beam and Arcanist is still the best PvE class.
And you forget that the new Tide-Born crafted set buffs Direct Damage- so running Deadly AND Tide-Born makes Fatecarver even more powerful.
Twohothardware wrote: »katanagirl1 wrote: »I’ve just been skimming through the mountain of posts about this, not commenting much and having trouble finding the motivation to even log in and play lately.
As a mid-tier player, this is having the rug pulled out from under me. I got into vet hm trials about 2 years ago when the meta became somewhat stable, and there were only slight changes being made each update. I don’t enjoy spending hours in front of a trials dummy parsing away, and I don’t enjoy having to reconstruct gear sets over and over. There are some players who really live for that, but I suspect it is a very small fraction of the playerbase. I’m sure they have fun trying out a bunch of different possibilities. Sure, I could just grab a build online after the update and change my characters when it hits, but I am feeling the fatigue that has hit end game players many times before.
Casual players on here seem to be excited, but what about the casual players who don’t seek out builds online? I can imagine the overwhelming feeling when they start out the game will be even worse now. This is the main group who might benefit from this the most and it seems hard to say how it will go yet.
I had a wait and see attitude up til this point, but the change might be too much for me to want to continue. I’m not giving up as of yet, due to the investment I have in the game at this point, but I don’t have a good feeling about it now. I’ve had classes nerfed to the point where PvP and trials characters were reduced to daily crafting mules, but having all of my characters benched is too much to start over again, I fear.
Except that none of your characters are being benched. Every character that you've been able to run HM trials with will continue to be able to run the trials you've been doing and through subclassing any of your characters will be able to easily add additional DPS or support.
The ceiling is being raised with subclassing, not lowered. The average casual player is going to be able to more easily complete hard mode content. Even heavy attack builds using the new heavy attack mythic are going to be more viable in harder content.
Well, now that the update dropped; I have stared at the UI trying to decide what skill line I'm willing to give up and which one would best take it's place. I was unable to come to a decision and logged out instead.
Was enjoying till I realized there is a penalty to swap around maxxed out skill lines to test things out and play around with different build ideas. Each time you make a change there is a gold fee like the shrines.
Completely ruins the whole experimentation vibe of it.
I was beta tester, I have played on Xbox and PC, I love The Elder Scrolls and I love this game, but this is ruining the game for me.
Subclassing has completely ruined any desire I had to keep playing the game. Why would I want to play the same thing as everyone else in an MMO that’s supposed to be built around distinct classes? This isn’t subclassing—it’s multiclassing. And with it, the meta will inevitably boil down to just a handful of DPS, healer, and tank builds that are actually competitive. Everyone will be running Assassination and Herald of the Tomb.
Forget the potential for overpowered combos. My issue goes deeper: I have no motivation to play anymore because my Nightblade no longer feels unique. There’s no reason—or reward—for embracing your class fantasy. Want to be a fire-themed tank who protects allies? Too bad. The best options are Arcanist, Necromancer, or Warden multiclass. Want to roleplay a priest wielding holy healing magic? Nope—you’re better off using Arcanist, Necromancer, or Warden multiclass. Want to be a master of lightning and Daedra summoning, or a necromancer commanding an army of the dead? Instead, the meta demands you run Arcanist, Nightblade, or Templar and spam channeling spells.
Maybe this system could work if you could only choose one class skill line to replace out of the three but adding this "Subclassing", in my opinion takes away a lot of the charm and character of the game.
I am having heaps of fun, playing around with different class lines. It finally drops this strict class system, that never really felt TES for me. It gets closer to building my character the way I like or prefer. Playing Oblivion remaster these last few weeks, reminded me how much I love to have a character, not a class, a character where I can select what skills he uses without restrictions. And no - I do not care about "builds" there, and I care little in ESO. I play the way I enjoy.
Was enjoying till I realized there is a penalty to swap around maxxed out skill lines to test things out and play around with different build ideas. Each time you make a change there is a gold fee like the shrines.
Completely ruins the whole experimentation vibe of it.
Yeah, that 1500 gold cost is huge. And then to think, you can switch via armories for free. ZOS is pure evil.
sans-culottes wrote: »Was enjoying till I realized there is a penalty to swap around maxxed out skill lines to test things out and play around with different build ideas. Each time you make a change there is a gold fee like the shrines.
Completely ruins the whole experimentation vibe of it.
Yeah, that 1500 gold cost is huge. And then to think, you can switch via armories for free. ZOS is pure evil.
Armories are not free. As you are well aware, each additional slot costs Crowns—more often than not purchased with real money. So no, telling players to “just use an Armory” isn’t a solution. It’s a workaround locked behind a monetization wall.
If anything, then your comment highlights the problem. A system that discourages experimentation unless players grind gold or spend cash doesn’t align with the “freedom of choice” we keep hearing about.
sans-culottes wrote: »Was enjoying till I realized there is a penalty to swap around maxxed out skill lines to test things out and play around with different build ideas. Each time you make a change there is a gold fee like the shrines.
Completely ruins the whole experimentation vibe of it.
Yeah, that 1500 gold cost is huge. And then to think, you can switch via armories for free. ZOS is pure evil.
Armories are not free. As you are well aware, each additional slot costs Crowns—more often than not purchased with real money. So no, telling players to “just use an Armory” isn’t a solution. It’s a workaround locked behind a monetization wall.
If anything, then your comment highlights the problem. A system that discourages experimentation unless players grind gold or spend cash doesn’t align with the “freedom of choice” we keep hearing about.
I think what they meant was that it's free relative to keep paying gold to the NPC, and how this might have been intended by zos to encourage more armory slot sales.
The least we can say is that subclassing is not overwhelming success.