The hardware issue is resolved, and the European Xbox megaserver is now available. Thank you for your patience!
Maintenance for the week of November 17:
• [COMPLETE] ESO Store and Account System for maintenance – November 17, 6:00AM EST (11:00 UTC) - 4:00PM EST (21:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 19, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)

My analysis of update 46 (WITH SPOILERS!!!)

FabresFour
FabresFour
✭✭✭✭✭
The latest expansion (Update 46) of The Elder Scrolls Online presents a striking contrast between mechanical boldness and narrative inconsistency. On one hand, there are notable advancements that refresh the player experience and point toward a promising future; on the other, structural and creative decisions leave gaps that are hard to ignore—especially for those who have followed the saga with long-term investment.

The new multiclass system is, without a doubt, the standout feature. It’s a bold, intelligent, and extremely well-implemented addition. By allowing the combination of previously compartmentalized classes and skills, the game not only exponentially expands the range of strategic and creative possibilities for players but also recontextualizes the journey of characters considered “complete.” This rediscovery of potential gives the content longevity and renews the sense of progression in an MMORPG that has already accumulated a decade of existence. The system is robust, intuitive, and above all, organic—a natural evolution that respects the game's foundations while reinventing them. It’s worth noting that the multiclass system doesn’t just enable more powerful builds; it also broadens roleplaying opportunities, favoring players who craft complex characters with hybrid styles and internal logic. It is, therefore, both a mechanical and narrative tool, positively impacting multiple fronts of the player experience.

Another highlight of the expansion is the side quests, which surprise by how they intertwine with the main narrative. Unlike previous expansions, where these parallel activities often felt like isolated microcosms, here there is a clear effort toward thematic integration. The constant presence of the Stirk Fellowship—a central society in the storyline—in these missions adds coherence to the world and reinforces the player’s sense of belonging to the unfolding dramatic context. These connections, subtle yet effective, make the universe feel denser and more narratively cohesive, lending weight even to seemingly minor tasks. The direct involvement with this faction, including storylines that explore ethics, loyalty, and sacrifice, deepens immersion and amplifies the emotional impact of the journey.

One factor worthy of praise is the new dialogue system, which introduces varied roleplay options with more noticeable nuances. This evolution is more than welcome—it’s a necessity in a game that places such high value on emotional and narrative investment. The choices provided not only diversify responses and interactions but also suggest potential for future narrative branching—even if still modest in this first half. It’s a feature that demonstrates design maturity and opens up an exciting horizon, provided it receives the narrative support it deserves in the future. The system has the potential to transform how we relate to the world and its characters, and its expansion could represent a qualitative leap comparable to what the multiclass system has already brought to gameplay.

However, not all bets in this expansion reach the same level of excellence. The new map is visually impressive, with enchanting coastal landscapes and polished environments, but it falls short in terms of density and interactivity. The vastness of the areas—especially the coastal regions—emphasizes a sense of emptiness, with few points of interest, sparse vegetation, and little topographical variety to encourage exploration. There is beauty, but it lacks life. The result is a world that feels beautiful but hollow, like a large-scale painting with insufficient detail.

This content limitation directly affects the expansion’s structure. With only five main quests and three delves, the idea of releasing “half” an expansion feels, in practice, like an incomplete delivery. The expectation was for a solid, standalone first act capable of holding its own while setting the stage for what’s to come. Instead, what we get is more of an extended introduction—a promise in limbo. The main storyline is fragmented, with a hesitant rhythm and limited scope, undermining the emotional impact of key moments.

The most glaring example of this frustration is the return of Darien Gautier. The comeback of such a beloved character, whose absence has fueled countless theories since 2018, had the potential to be one of the franchise’s great moments. And in part, it is—at least for the expectations it carries. However, the execution disappoints. Darien’s dialogues are shallow and disconnected from his past trajectory, ignoring emotional ties that had been carefully built. The absence of any mention of the protagonist—for whom Darien was willing to sacrifice himself—is especially glaring. The character returns, but without the symbolic weight his story demands. It’s a narrative erasure that weakens not only his presence but the entire emotional arc built over the years.

This fragility is mirrored in the construction of the emerging antagonist, Wormblood. Despite a striking visual and threatening presence, he serves more as a harbinger than a real threat. His role appears to be that of paving the way for Mannimarco, the true archvillain looming ahead. Even so, intermediary characters can—and should—be rich in conflict and motivation. Previous arcs have shown this is possible (see Muulanmir or Lady Belain), and the decision to treat Wormblood merely as a narrative transition represents a lost dramatic opportunity.

Nonetheless, not everything falters in worldbuilding. The new trial is brilliantly designed. Rich in atmosphere, creative in its encounters, it once again proves the competence of the team responsible for instanced content. The public dungeon also maintains a high standard, offering a good variety of enemies, engaging exploration, and satisfying rewards.

Conclusion:

The expansion is both promising and uneven. Its mechanical innovations—especially the multiclass system and more sophisticated dialogue—are clear signs that the game still has breath and room to grow. The integration of the Stirk Fellowship into side quests reinforces narrative unity and shows attention to detail. However, the open-world content is limited, the initial narrative delivery is frustratingly shallow, and the emotional stakes involving legacy characters are poorly handled.

There is hope that the second half of the expansion will not only fill the gaps left by this first part but also reaffirm the ties that make The Elder Scrolls Online such a rich and enduring experience. There is time and potential for the story to be redeemed—and with it, the characters who deserve more than just to return: they deserve to be remembered.

njnh5ab09zdc.png


@FabresFour - 2305 CP
Director and creator of the unofficial translation of The Elder Scrolls Online into BR-Portuguese.
Twitch: twitch.tv/FabresFour
  • Fiennes
    Fiennes
    ✭✭
    I think this is one of the most level-headed posts about the expansion without using hyperbole like so many I see. Good job :)
  • Dithieon
    Dithieon
    ✭✭✭✭
    Thanks for the write up,looking forward to this on consoles.
    "There is a beast in every man and it stirs when you put a sword in his hand" - Ser Jorah Mormont


    XBOX NA/EU
  • ImmortalCX
    ImmortalCX
    ✭✭✭✭✭
    This honestly sounds like it was written by ChatGPT.
  • FabresFour
    FabresFour
    ✭✭✭✭✭
    ImmortalCX wrote: »
    This honestly sounds like it was written by ChatGPT.

    Translated into English using ChatGPT, it was originally written in Portuguese.
    @FabresFour - 2305 CP
    Director and creator of the unofficial translation of The Elder Scrolls Online into BR-Portuguese.
    Twitch: twitch.tv/FabresFour
  • OgrimTitan
    OgrimTitan
    ✭✭✭
    FabresFour wrote: »
    The latest expansion (Update 46) of The Elder Scrolls Online presents a striking contrast between mechanical boldness and narrative inconsistency. On one hand, there are notable advancements that refresh the player experience and point toward a promising future; on the other, structural and creative decisions leave gaps that are hard to ignore—especially for those who have followed the saga with long-term investment.

    The new multiclass system is, without a doubt, the standout feature. It’s a bold, intelligent, and extremely well-implemented addition. By allowing the combination of previously compartmentalized classes and skills, the game not only exponentially expands the range of strategic and creative possibilities for players but also recontextualizes the journey of characters considered “complete.” This rediscovery of potential gives the content longevity and renews the sense of progression in an MMORPG that has already accumulated a decade of existence. The system is robust, intuitive, and above all, organic—a natural evolution that respects the game's foundations while reinventing them. It’s worth noting that the multiclass system doesn’t just enable more powerful builds; it also broadens roleplaying opportunities, favoring players who craft complex characters with hybrid styles and internal logic. It is, therefore, both a mechanical and narrative tool, positively impacting multiple fronts of the player experience.

    Another highlight of the expansion is the side quests, which surprise by how they intertwine with the main narrative. Unlike previous expansions, where these parallel activities often felt like isolated microcosms, here there is a clear effort toward thematic integration. The constant presence of the Stirk Fellowship—a central society in the storyline—in these missions adds coherence to the world and reinforces the player’s sense of belonging to the unfolding dramatic context. These connections, subtle yet effective, make the universe feel denser and more narratively cohesive, lending weight even to seemingly minor tasks. The direct involvement with this faction, including storylines that explore ethics, loyalty, and sacrifice, deepens immersion and amplifies the emotional impact of the journey.

    One factor worthy of praise is the new dialogue system, which introduces varied roleplay options with more noticeable nuances. This evolution is more than welcome—it’s a necessity in a game that places such high value on emotional and narrative investment. The choices provided not only diversify responses and interactions but also suggest potential for future narrative branching—even if still modest in this first half. It’s a feature that demonstrates design maturity and opens up an exciting horizon, provided it receives the narrative support it deserves in the future. The system has the potential to transform how we relate to the world and its characters, and its expansion could represent a qualitative leap comparable to what the multiclass system has already brought to gameplay.

    However, not all bets in this expansion reach the same level of excellence. The new map is visually impressive, with enchanting coastal landscapes and polished environments, but it falls short in terms of density and interactivity. The vastness of the areas—especially the coastal regions—emphasizes a sense of emptiness, with few points of interest, sparse vegetation, and little topographical variety to encourage exploration. There is beauty, but it lacks life. The result is a world that feels beautiful but hollow, like a large-scale painting with insufficient detail.

    This content limitation directly affects the expansion’s structure. With only five main quests and three delves, the idea of releasing “half” an expansion feels, in practice, like an incomplete delivery. The expectation was for a solid, standalone first act capable of holding its own while setting the stage for what’s to come. Instead, what we get is more of an extended introduction—a promise in limbo. The main storyline is fragmented, with a hesitant rhythm and limited scope, undermining the emotional impact of key moments.

    The most glaring example of this frustration is the return of Darien Gautier. The comeback of such a beloved character, whose absence has fueled countless theories since 2018, had the potential to be one of the franchise’s great moments. And in part, it is—at least for the expectations it carries. However, the execution disappoints. Darien’s dialogues are shallow and disconnected from his past trajectory, ignoring emotional ties that had been carefully built. The absence of any mention of the protagonist—for whom Darien was willing to sacrifice himself—is especially glaring. The character returns, but without the symbolic weight his story demands. It’s a narrative erasure that weakens not only his presence but the entire emotional arc built over the years.

    This fragility is mirrored in the construction of the emerging antagonist, Wormblood. Despite a striking visual and threatening presence, he serves more as a harbinger than a real threat. His role appears to be that of paving the way for Mannimarco, the true archvillain looming ahead. Even so, intermediary characters can—and should—be rich in conflict and motivation. Previous arcs have shown this is possible (see Muulanmir or Lady Belain), and the decision to treat Wormblood merely as a narrative transition represents a lost dramatic opportunity.

    Nonetheless, not everything falters in worldbuilding. The new trial is brilliantly designed. Rich in atmosphere, creative in its encounters, it once again proves the competence of the team responsible for instanced content. The public dungeon also maintains a high standard, offering a good variety of enemies, engaging exploration, and satisfying rewards.

    Conclusion:

    The expansion is both promising and uneven. Its mechanical innovations—especially the multiclass system and more sophisticated dialogue—are clear signs that the game still has breath and room to grow. The integration of the Stirk Fellowship into side quests reinforces narrative unity and shows attention to detail. However, the open-world content is limited, the initial narrative delivery is frustratingly shallow, and the emotional stakes involving legacy characters are poorly handled.

    There is hope that the second half of the expansion will not only fill the gaps left by this first part but also reaffirm the ties that make The Elder Scrolls Online such a rich and enduring experience. There is time and potential for the story to be redeemed—and with it, the characters who deserve more than just to return: they deserve to be remembered.

    njnh5ab09zdc.png

    The new multiclass system is, without a doubt, the standout feature. It’s a bold, intelligent, and extremely well-implemented addition.
    I didn't know just slap the ability to change skill lines between classes with no clear goal in a head is "intelligent" and "well-implemented". They said themselves, that "the balance can be shaken, but we'll fix it on the way", which from corpo language translates as "this is broken completely, but for now we just don't care", and PTS data we have showed us that it is broken completely. As you said, very intelligent and well-implemented move, I agree.
    It’s worth noting that the multiclass system doesn’t just enable more powerful builds; it also broadens roleplaying opportunities, favoring players who craft complex characters with hybrid styles and internal logic.
    Yeah.. I can't wait to see hundreds of characters wielding skills from skill lines that were designed with different styles, colours, game design logic and mechanics in mind with no intention of intersecting. And from a roleplay perspective I'm sure I can come up with a reason why my knight-templar suddenly is a chosen of Apocrypha's magical tome. He just has a side-job, I guess.
    Edited by OgrimTitan on June 7, 2025 2:46AM
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    I do not like the subclassing system and I refuse to engage in it.

    Ask yourself this question, Say I subclass into Grave lord, how many skills do I have that can even make use of the Corpse Mechanic? the answer is 2 and without the ability to wear Corpseburster one of them might as well be useless, since I can only have 1 necromancer skill line then what is the point?

    Arcanists have the same problem, If I subclass into Herald of the Tome how many non-Arcanist skills generate Crux? the answer is 0, I will only have 2 abilities that generate crux forcing me to use one of them in addition to the laser, I cannot make a scribed skill to help with that because I am not a native Arcanist.

    As a Nightblade I do not see a single reason why I would surrender any of my skill lines in exchange for another, NBs have the most number of buffs of any class, Assassination is top tier, Shadow has invisibility, Siphoning will heal me with the absorption, give me access to my weapon/spell power buffs and sustain me through siphoning strikes.

    Also red skills are cooler.
    Edited by TX12001rwb17_ESO on June 7, 2025 3:59AM
  • moderatelyfatman
    moderatelyfatman
    ✭✭✭✭✭
    ✭✭
    I do not like the subclassing system and I refuse to engage in it.

    Ask yourself this question, Say I subclass into Grave lord, how many skills do I have that can even make use of the Corpse Mechanic? the answer is 2 and without the ability to wear Corpseburster one of them might as well be useless, since I can only have 1 necromancer skill line then what is the point?

    Arcanists have the same problem, If I subclass into Herald of the Tome how many non-Arcanist skills generate Crux? the answer is 0, I will only have 2 abilities that generate crux forcing me to use one of them in addition to the laser, I cannot make a scribed skill to help with that because I am not a native Arcanist.

    As a Nightblade I do not see a single reason why I would surrender any of my skill lines in exchange for another, NBs have the most number of buffs of any class, Assassination is top tier, Shadow has invisibility, Siphoning will heal me with the absorption, give me access to my weapon/spell power buffs and sustain me through siphoning strikes.

    Also red skills are cooler.

    If it were as simple as being to ignore subclassing.....
    Sadly when the nerf hammer comes, all non-subclassed builds are going to be unviable for harder content.
  • YstradClud
    YstradClud
    ✭✭✭✭
    OgrimTitan wrote: »
    And from a roleplay perspective I'm sure I can come up with a reason why my knight-templar suddenly is a chosen of Apocrypha's magical tome. He just has a side-job, I guess.

    My Templar subclass build is hardly noticeable. The only main skills I have really taken on is Enchanted Forest from the Green Balance Warden skill line and Necrotic Potency from the Bone Tyrant Necro skill line. There is quite a few Warden/Necro passives swapped in though.

    hS2LwrQ.jpeg
    |Pascweten| Breton Templar PC NA
    |Ceaulin| Bosmer Templar Xbox NA
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    I do not like the subclassing system and I refuse to engage in it.

    Ask yourself this question, Say I subclass into Grave lord, how many skills do I have that can even make use of the Corpse Mechanic? the answer is 2 and without the ability to wear Corpseburster one of them might as well be useless, since I can only have 1 necromancer skill line then what is the point?

    Arcanists have the same problem, If I subclass into Herald of the Tome how many non-Arcanist skills generate Crux? the answer is 0, I will only have 2 abilities that generate crux forcing me to use one of them in addition to the laser, I cannot make a scribed skill to help with that because I am not a native Arcanist.

    As a Nightblade I do not see a single reason why I would surrender any of my skill lines in exchange for another, NBs have the most number of buffs of any class, Assassination is top tier, Shadow has invisibility, Siphoning will heal me with the absorption, give me access to my weapon/spell power buffs and sustain me through siphoning strikes.

    Also red skills are cooler.

    If it were as simple as being to ignore subclassing.....
    Sadly when the nerf hammer comes, all non-subclassed builds are going to be unviable for harder content.

    But it is that simple, I could not care less about "Harder" content, they are a one time and done deal, once the quest is complete I have no reason to ever do them again.
    Edited by TX12001rwb17_ESO on June 7, 2025 5:12AM
  • FabresFour
    FabresFour
    ✭✭✭✭✭
    OgrimTitan wrote: »
    FabresFour wrote: »
    The latest expansion (Update 46) of The Elder Scrolls Online presents a striking contrast between mechanical boldness and narrative inconsistency. On one hand, there are notable advancements that refresh the player experience and point toward a promising future; on the other, structural and creative decisions leave gaps that are hard to ignore—especially for those who have followed the saga with long-term investment.

    The new multiclass system is, without a doubt, the standout feature. It’s a bold, intelligent, and extremely well-implemented addition. By allowing the combination of previously compartmentalized classes and skills, the game not only exponentially expands the range of strategic and creative possibilities for players but also recontextualizes the journey of characters considered “complete.” This rediscovery of potential gives the content longevity and renews the sense of progression in an MMORPG that has already accumulated a decade of existence. The system is robust, intuitive, and above all, organic—a natural evolution that respects the game's foundations while reinventing them. It’s worth noting that the multiclass system doesn’t just enable more powerful builds; it also broadens roleplaying opportunities, favoring players who craft complex characters with hybrid styles and internal logic. It is, therefore, both a mechanical and narrative tool, positively impacting multiple fronts of the player experience.

    Another highlight of the expansion is the side quests, which surprise by how they intertwine with the main narrative. Unlike previous expansions, where these parallel activities often felt like isolated microcosms, here there is a clear effort toward thematic integration. The constant presence of the Stirk Fellowship—a central society in the storyline—in these missions adds coherence to the world and reinforces the player’s sense of belonging to the unfolding dramatic context. These connections, subtle yet effective, make the universe feel denser and more narratively cohesive, lending weight even to seemingly minor tasks. The direct involvement with this faction, including storylines that explore ethics, loyalty, and sacrifice, deepens immersion and amplifies the emotional impact of the journey.

    One factor worthy of praise is the new dialogue system, which introduces varied roleplay options with more noticeable nuances. This evolution is more than welcome—it’s a necessity in a game that places such high value on emotional and narrative investment. The choices provided not only diversify responses and interactions but also suggest potential for future narrative branching—even if still modest in this first half. It’s a feature that demonstrates design maturity and opens up an exciting horizon, provided it receives the narrative support it deserves in the future. The system has the potential to transform how we relate to the world and its characters, and its expansion could represent a qualitative leap comparable to what the multiclass system has already brought to gameplay.

    However, not all bets in this expansion reach the same level of excellence. The new map is visually impressive, with enchanting coastal landscapes and polished environments, but it falls short in terms of density and interactivity. The vastness of the areas—especially the coastal regions—emphasizes a sense of emptiness, with few points of interest, sparse vegetation, and little topographical variety to encourage exploration. There is beauty, but it lacks life. The result is a world that feels beautiful but hollow, like a large-scale painting with insufficient detail.

    This content limitation directly affects the expansion’s structure. With only five main quests and three delves, the idea of releasing “half” an expansion feels, in practice, like an incomplete delivery. The expectation was for a solid, standalone first act capable of holding its own while setting the stage for what’s to come. Instead, what we get is more of an extended introduction—a promise in limbo. The main storyline is fragmented, with a hesitant rhythm and limited scope, undermining the emotional impact of key moments.

    The most glaring example of this frustration is the return of Darien Gautier. The comeback of such a beloved character, whose absence has fueled countless theories since 2018, had the potential to be one of the franchise’s great moments. And in part, it is—at least for the expectations it carries. However, the execution disappoints. Darien’s dialogues are shallow and disconnected from his past trajectory, ignoring emotional ties that had been carefully built. The absence of any mention of the protagonist—for whom Darien was willing to sacrifice himself—is especially glaring. The character returns, but without the symbolic weight his story demands. It’s a narrative erasure that weakens not only his presence but the entire emotional arc built over the years.

    This fragility is mirrored in the construction of the emerging antagonist, Wormblood. Despite a striking visual and threatening presence, he serves more as a harbinger than a real threat. His role appears to be that of paving the way for Mannimarco, the true archvillain looming ahead. Even so, intermediary characters can—and should—be rich in conflict and motivation. Previous arcs have shown this is possible (see Muulanmir or Lady Belain), and the decision to treat Wormblood merely as a narrative transition represents a lost dramatic opportunity.

    Nonetheless, not everything falters in worldbuilding. The new trial is brilliantly designed. Rich in atmosphere, creative in its encounters, it once again proves the competence of the team responsible for instanced content. The public dungeon also maintains a high standard, offering a good variety of enemies, engaging exploration, and satisfying rewards.

    Conclusion:

    The expansion is both promising and uneven. Its mechanical innovations—especially the multiclass system and more sophisticated dialogue—are clear signs that the game still has breath and room to grow. The integration of the Stirk Fellowship into side quests reinforces narrative unity and shows attention to detail. However, the open-world content is limited, the initial narrative delivery is frustratingly shallow, and the emotional stakes involving legacy characters are poorly handled.

    There is hope that the second half of the expansion will not only fill the gaps left by this first part but also reaffirm the ties that make The Elder Scrolls Online such a rich and enduring experience. There is time and potential for the story to be redeemed—and with it, the characters who deserve more than just to return: they deserve to be remembered.

    njnh5ab09zdc.png

    The new multiclass system is, without a doubt, the standout feature. It’s a bold, intelligent, and extremely well-implemented addition.
    I didn't know just slap the ability to change skill lines between classes with no clear goal in a head is "intelligent" and "well-implemented". They said themselves, that "the balance can be shaken, but we'll fix it on the way", which from corpo language translates as "this is broken completely, but for now we just don't care", and PTS data we have showed us that it is broken completely. As you said, very intelligent and well-implemented move, I agree.
    It’s worth noting that the multiclass system doesn’t just enable more powerful builds; it also broadens roleplaying opportunities, favoring players who craft complex characters with hybrid styles and internal logic.
    Yeah.. I can't wait to see hundreds of characters wielding skills from skill lines that were designed with different styles, colours, game design logic and mechanics in mind with no intention of intersecting. And from a roleplay perspective I'm sure I can come up with a reason why my knight-templar suddenly is a chosen of Apocrypha's magical tome. He just has a side-job, I guess.

    The very concept of the Arcanist class is based on the fact that anyone can become this class. It's literally a "the book chose you, regardless of who you are, where you are and what you're doing".

    You can be an 80-year-old paladin, if the book chooses you, you can use the powers of Apocrypha.

    The devs themselves have said that arcanists don't even need to be Mora cultists, as they just "use" the energies of the plane.

    sooo, not a good exemple

    Mainly because the concept of class, as in other MMORPGS, doesn't work in this franchise. Anyone can learn Akaviri arts and mix it with shadow arts. This is the concept of Elder Scrolls, and it's been the concept of this franchise for many, MANY years. So yes, from my perspective, this only enhances RP.

    And honestly: I think it's smarter to release content for the game than to always be on the verge of "it's going to break the game!!" and not release anything.

    ESO has spent many years without releasing interesting content. Scribing itself is a nerfed version of a much more interesting content, which was Spellcrafting, precisely because the community was extremely concerned about something like "balance" that, in 11 years of playing the game, I have never seen exist.
    Edited by FabresFour on June 9, 2025 4:58AM
    @FabresFour - 2305 CP
    Director and creator of the unofficial translation of The Elder Scrolls Online into BR-Portuguese.
    Twitch: twitch.tv/FabresFour
  • seventy_kg
    seventy_kg
    ✭✭✭
    OP seems to be confused about what "well-implemented" means

    Simply allowing skill lines from different classes takes no effort to implement

    And the system is the furthest thing from "the most intelligent"

    It's lazy, it's easy, and it goes against class balance and meta, immersion, and the fundamental design philosophy of MMO's

    Having spell casters wield great swords and daggers is one thing, but dark magic and undead power being used by a cleric (Templar) type character is plain absurd

    I have to disagree with OP completely. Subclassing destroys class identity and will further promote meta builds and kill build diversity, especially in endgame optimized pve groups

    And the previous skill involved in eso pvp where classes play around each other's weaknesses and strengths is now completely gone. If you thought pvp was unbalanced it will only get worse from here and pvp will be even less new player friendly

    Subclassing is the final nail in the coffin for class identity and build diversity after hybridization
  • FabresFour
    FabresFour
    ✭✭✭✭✭
    seventy_kg wrote: »
    OP seems to be confused about what "well-implemented" means

    Simply allowing skill lines from different classes takes no effort to implement

    And the system is the furthest thing from "the most intelligent"

    It's lazy, it's easy, and it goes against class balance and meta, immersion, and the fundamental design philosophy of MMO's

    Having spell casters wield great swords and daggers is one thing, but dark magic and undead power being used by a cleric (Templar) type character is plain absurd

    I have to disagree with OP completely. Subclassing destroys class identity and will further promote meta builds and kill build diversity, especially in endgame optimized pve groups

    And the previous skill involved in eso pvp where classes play around each other's weaknesses and strengths is now completely gone. If you thought pvp was unbalanced it will only get worse from here and pvp will be even less new player friendly

    Subclassing is the final nail in the coffin for class identity and build diversity after hybridization

    Having a different opinion than yours is not the same as being confused. My order of priorities about what is important in an Elder Scrolls is just different than your order of priorities, everyone has their preferred order, and that's okay :)

    In all Elder Scrolls, we have ALWAYS had the possibility of using "light" and "shadow" magic on the same character. Meridia in Skyrim asks the player to retrieve Dawnbreaker even though he is a vampire necromancer who summons the dead.

    This is Elder Scrolls. It is the core of this franchise.
    Edited by FabresFour on June 9, 2025 5:52AM
    @FabresFour - 2305 CP
    Director and creator of the unofficial translation of The Elder Scrolls Online into BR-Portuguese.
    Twitch: twitch.tv/FabresFour
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    FabresFour wrote: »
    OgrimTitan wrote: »
    FabresFour wrote: »
    The latest expansion (Update 46) of The Elder Scrolls Online presents a striking contrast between mechanical boldness and narrative inconsistency. On one hand, there are notable advancements that refresh the player experience and point toward a promising future; on the other, structural and creative decisions leave gaps that are hard to ignore—especially for those who have followed the saga with long-term investment.

    The new multiclass system is, without a doubt, the standout feature. It’s a bold, intelligent, and extremely well-implemented addition. By allowing the combination of previously compartmentalized classes and skills, the game not only exponentially expands the range of strategic and creative possibilities for players but also recontextualizes the journey of characters considered “complete.” This rediscovery of potential gives the content longevity and renews the sense of progression in an MMORPG that has already accumulated a decade of existence. The system is robust, intuitive, and above all, organic—a natural evolution that respects the game's foundations while reinventing them. It’s worth noting that the multiclass system doesn’t just enable more powerful builds; it also broadens roleplaying opportunities, favoring players who craft complex characters with hybrid styles and internal logic. It is, therefore, both a mechanical and narrative tool, positively impacting multiple fronts of the player experience.

    Another highlight of the expansion is the side quests, which surprise by how they intertwine with the main narrative. Unlike previous expansions, where these parallel activities often felt like isolated microcosms, here there is a clear effort toward thematic integration. The constant presence of the Stirk Fellowship—a central society in the storyline—in these missions adds coherence to the world and reinforces the player’s sense of belonging to the unfolding dramatic context. These connections, subtle yet effective, make the universe feel denser and more narratively cohesive, lending weight even to seemingly minor tasks. The direct involvement with this faction, including storylines that explore ethics, loyalty, and sacrifice, deepens immersion and amplifies the emotional impact of the journey.

    One factor worthy of praise is the new dialogue system, which introduces varied roleplay options with more noticeable nuances. This evolution is more than welcome—it’s a necessity in a game that places such high value on emotional and narrative investment. The choices provided not only diversify responses and interactions but also suggest potential for future narrative branching—even if still modest in this first half. It’s a feature that demonstrates design maturity and opens up an exciting horizon, provided it receives the narrative support it deserves in the future. The system has the potential to transform how we relate to the world and its characters, and its expansion could represent a qualitative leap comparable to what the multiclass system has already brought to gameplay.

    However, not all bets in this expansion reach the same level of excellence. The new map is visually impressive, with enchanting coastal landscapes and polished environments, but it falls short in terms of density and interactivity. The vastness of the areas—especially the coastal regions—emphasizes a sense of emptiness, with few points of interest, sparse vegetation, and little topographical variety to encourage exploration. There is beauty, but it lacks life. The result is a world that feels beautiful but hollow, like a large-scale painting with insufficient detail.

    This content limitation directly affects the expansion’s structure. With only five main quests and three delves, the idea of releasing “half” an expansion feels, in practice, like an incomplete delivery. The expectation was for a solid, standalone first act capable of holding its own while setting the stage for what’s to come. Instead, what we get is more of an extended introduction—a promise in limbo. The main storyline is fragmented, with a hesitant rhythm and limited scope, undermining the emotional impact of key moments.

    The most glaring example of this frustration is the return of Darien Gautier. The comeback of such a beloved character, whose absence has fueled countless theories since 2018, had the potential to be one of the franchise’s great moments. And in part, it is—at least for the expectations it carries. However, the execution disappoints. Darien’s dialogues are shallow and disconnected from his past trajectory, ignoring emotional ties that had been carefully built. The absence of any mention of the protagonist—for whom Darien was willing to sacrifice himself—is especially glaring. The character returns, but without the symbolic weight his story demands. It’s a narrative erasure that weakens not only his presence but the entire emotional arc built over the years.

    This fragility is mirrored in the construction of the emerging antagonist, Wormblood. Despite a striking visual and threatening presence, he serves more as a harbinger than a real threat. His role appears to be that of paving the way for Mannimarco, the true archvillain looming ahead. Even so, intermediary characters can—and should—be rich in conflict and motivation. Previous arcs have shown this is possible (see Muulanmir or Lady Belain), and the decision to treat Wormblood merely as a narrative transition represents a lost dramatic opportunity.

    Nonetheless, not everything falters in worldbuilding. The new trial is brilliantly designed. Rich in atmosphere, creative in its encounters, it once again proves the competence of the team responsible for instanced content. The public dungeon also maintains a high standard, offering a good variety of enemies, engaging exploration, and satisfying rewards.

    Conclusion:

    The expansion is both promising and uneven. Its mechanical innovations—especially the multiclass system and more sophisticated dialogue—are clear signs that the game still has breath and room to grow. The integration of the Stirk Fellowship into side quests reinforces narrative unity and shows attention to detail. However, the open-world content is limited, the initial narrative delivery is frustratingly shallow, and the emotional stakes involving legacy characters are poorly handled.

    There is hope that the second half of the expansion will not only fill the gaps left by this first part but also reaffirm the ties that make The Elder Scrolls Online such a rich and enduring experience. There is time and potential for the story to be redeemed—and with it, the characters who deserve more than just to return: they deserve to be remembered.

    njnh5ab09zdc.png

    The new multiclass system is, without a doubt, the standout feature. It’s a bold, intelligent, and extremely well-implemented addition.
    I didn't know just slap the ability to change skill lines between classes with no clear goal in a head is "intelligent" and "well-implemented". They said themselves, that "the balance can be shaken, but we'll fix it on the way", which from corpo language translates as "this is broken completely, but for now we just don't care", and PTS data we have showed us that it is broken completely. As you said, very intelligent and well-implemented move, I agree.
    It’s worth noting that the multiclass system doesn’t just enable more powerful builds; it also broadens roleplaying opportunities, favoring players who craft complex characters with hybrid styles and internal logic.
    Yeah.. I can't wait to see hundreds of characters wielding skills from skill lines that were designed with different styles, colours, game design logic and mechanics in mind with no intention of intersecting. And from a roleplay perspective I'm sure I can come up with a reason why my knight-templar suddenly is a chosen of Apocrypha's magical tome. He just has a side-job, I guess.

    The very concept of the Arcanist class is based on the fact that anyone can become this class. It's literally a "the book chose you, regardless of who you are, where you are and what you're doing".

    You can be an 80-year-old paladin, if the book chooses you, you can use the powers of Apocrypha.

    The devs themselves have said that arcanists don't even need to be Mora cultists, as they just "use" the energies of the plane.

    sooo, not a good exemple

    Mainly because the concept of class, as in other MMORPGS, doesn't work in this franchise. Anyone can learn Akaviri arts and mix it with shadow arts. This is the concept of Elder Scrolls, and it's been the concept of this franchise for many, MANY years. So yes, from my perspective, this only enhances RP.

    And honestly: I think it's smarter to release content for the game than to always be on the verge of "it's going to break the game!!" and not release anything.

    ESO has spent many years without releasing interesting content. Scribing itself is a nerfed version of a much more interesting content, which was Spellcrafting, precisely because the community was extremely concerned about something like "balance" that, in 11 years of playing the game, I have never seen exist.

    The book choosing them is the exact reason that you cannot just become an Arcanist, you have to be very specifically chosen by a tome from Apocrypha to be an Arcanist, you cannot just learn the ability.
  • seventy_kg
    seventy_kg
    ✭✭✭
    FabresFour wrote: »
    seventy_kg wrote: »
    OP seems to be confused about what "well-implemented" means

    Simply allowing skill lines from different classes takes no effort to implement

    And the system is the furthest thing from "the most intelligent"

    It's lazy, it's easy, and it goes against class balance and meta, immersion, and the fundamental design philosophy of MMO's

    Having spell casters wield great swords and daggers is one thing, but dark magic and undead power being used by a cleric (Templar) type character is plain absurd

    I have to disagree with OP completely. Subclassing destroys class identity and will further promote meta builds and kill build diversity, especially in endgame optimized pve groups

    And the previous skill involved in eso pvp where classes play around each other's weaknesses and strengths is now completely gone. If you thought pvp was unbalanced it will only get worse from here and pvp will be even less new player friendly

    Subclassing is the final nail in the coffin for class identity and build diversity after hybridization

    Having a different opinion than yours is not the same as being confused. My order of priorities about what is important in an Elder Scrolls is just different than your order of priorities, everyone has their preferred order, and that's okay :)

    In all Elder Scrolls, we have ALWAYS had the possibility of using "light" and "shadow" magic on the same character. Meridia in Skyrim asks the player to retrieve Dawnbreaker even though he is a vampire necromancer who summons the dead.

    This is Elder Scrolls. It is the core of this franchise.

    Everyone is indeed allowed to have their own opinion, and everyone else is also allowed to judge the opinion you have

    A system that involves purely taking preexisting content and enabling it for more classes does not require creative thinking, especially when none of the skills or passives are changed, neither statistically nor mechanically. If that is well implemented to you - I can only say I don't believe you have experience with what well implemented features look like - and that's my opinion
  • shadyjane62
    shadyjane62
    ✭✭✭✭✭
    ✭✭✭
    I do not like the subclassing system and I refuse to engage in it.

    Ask yourself this question, Say I subclass into Grave lord, how many skills do I have that can even make use of the Corpse Mechanic? the answer is 2 and without the ability to wear Corpseburster one of them might as well be useless, since I can only have 1 necromancer skill line then what is the point?

    Arcanists have the same problem, If I subclass into Herald of the Tome how many non-Arcanist skills generate Crux? the answer is 0, I will only have 2 abilities that generate crux forcing me to use one of them in addition to the laser, I cannot make a scribed skill to help with that because I am not a native Arcanist.

    As a Nightblade I do not see a single reason why I would surrender any of my skill lines in exchange for another, NBs have the most number of buffs of any class, Assassination is top tier, Shadow has invisibility, Siphoning will heal me with the absorption, give me access to my weapon/spell power buffs and sustain me through siphoning strikes.

    Also red skills are cooler.

    If it were as simple as being to ignore subclassing.....
    Sadly when the nerf hammer comes, all non-subclassed builds are going to be unviable for harder content.

    I am leveling three chars to 20. I am going to twink them out and play in under 50 campaign. And I'll I will play something else when that doesn't work.

    I have been an active mmo player since the day WoW came out. Funny enough, they want me back sending offers with substantial perks.

    We'll see how ZOS treats those of us who will not subclass.
    Edited by shadyjane62 on June 9, 2025 12:57PM
Sign In or Register to comment.