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Should ZOS try to balance Subclassing even if it ruins non-meta builds?

moderatelyfatman
moderatelyfatman
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So we know that once the subclassing genie is out of the bottle there will be no going back.
I think most people who have subclassing have noticed how much more powerful the builds are.
The question is this: Endgame PvE damage was already broken with older content such as vCR+3 getting knocked over in under 3 minutes prior to patch 46. How much of a benefit will it be to the general playerbase if endgamers are stopped from nuking vCR+3 in under 2 minutes if it also means the casual player majority wakeup and lose 30% of their dps overnight because of a massive nerf?
Edited by moderatelyfatman on June 30, 2025 10:01AM

Should ZOS try to balance Subclassing even if it ruins non-meta builds? 110 votes

Yes
30%
joshisanonymousWalkingBombHatchetHaroGaelethonMartoBlackbird_VSundarahFr3akinricanJierdanitErhascolossalvoidsUrvothtwisttop138sarahthesBarto92moo_2021MISTFORMBZZZDogvahkiinNoticeMeArkayBasPVaqual 34 votes
No
63%
GilvothGadamlub14_ESOopajNemesis7884ApoAlaiaAlexiummagnusthorekDarrettEldartarSheridanDagoth_RacSilverBrideAcapella75kargen27RomoMathius_MordredDestaiADarkloreFischblutGiantFruitFly 70 votes
Maybe
5%
Yusufwolfie1.0.spartaxoxoFlameweaver1951EmeratisFolksySpade 6 votes
  • Gadamlub14_ESO
    Gadamlub14_ESO
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    No
    i dont play with subclassing. But the last sentence of your post is always the result when Zos attempts to balance things of this nature.
  • ApoAlaia
    ApoAlaia
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    No
    No.

    What really well coordinated groups with ample experience with mechanics can achieve in a private trial instance has no bearing whatsoever on my enjoyment of the game.

    I never check leaderboards that realistically I am never going to feature in for what others are doing either.
  • Treeshka
    Treeshka
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    Maybe they need to try a different approach this time. Instead of nerfing players they can try to buff the content. But i doubt that raid clearing percentages have gone up strongly with subclassing.
  • Asikoo
    Asikoo
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    Yes
    Yes, ZoS should absolutely aim to balance subclassing, but not at the cost of killing non-meta builds. The goal of balance should never be to force everyone into the same mold, but to ensure that all playstyles, including off-meta ones, remain viable.

    Here’s why balanced subclassing matters:
    • Fairness & Group Viability: If subclass options (like Arcanist builds or Sorcerer pets) are wildly different in performance, players will be pushed into meta builds for trials and dungeons. That kills class diversity and player choice.
    • Preserving Diversity: True balance means you can play what you like and still be effective, even if you're not playing the top parse build. Meta should be preferred, not required.
    • Avoiding Power Gaps: When subclass options are unbalanced, it doesn’t just ruin non-meta builds, it actually ruins the meta too, because it locks players into a narrow window of viable choices.
    • Sustainable Game Design: Over-buffing one subclass forces reactive nerfs or buffs elsewhere, creating an unstable cycle. Proactive balance across all subclasses keeps the meta healthy without constant overcorrection.

    That said, “balance” doesn't mean “everything must be identical.”
    Different subclasses should still have unique strengths:
    • One might excel in burst AoE.
    • Another could bring better utility or sustain.
    • A third might be easier to play but have a lower ceiling.

    The key is keeping their overall performance close enough (within ~5–10%) so no one is left behind. That way, non-meta builds aren’t ruined, they’re respected as valid alternatives.

    edit:
    But in reality, true balance will never exist. ZoS has never been able to achieve real balance between all classes, and with subclasses now added, that challenge has only become harder. We won't get better balance; we’ll end up with an even more unbalanced game.

    This isn’t just my opinion, or something I’m hoping for, this is what ZoS has consistently shown through their actions. Patch after patch, they’ve proven that they are simply incapable of maintaining fair, consistent balance across the board.
    So no, I don’t believe subclassing will help. If anything, it will make the existing issues worse.


    Edited by Asikoo on June 30, 2025 9:14AM
  • Danikat
    Danikat
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    I think most hardcore players will never think balance is good enough, no matter what ZOS does, whereas most casual players don't care that much about the precise details because they understand they don't need the best possible DPS for the stuff they're doing.

    Meanwhile theory-crafters who create their own 'off-meta' builds for hardcore activities will adapt to whatever they balance is, because that's their whole thing.

    Balance changes will never make everyone happy, especially at first because some people just don't like change and will be annoyed by any change which affects them. ZOS should aim to balance the game around what they know works, and how they want classes, skills etc. to function (which hopefully includes retaining class identity) and players will adapt.
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • BretonMage
    BretonMage
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    The very purpose of balancing is to bring the meta and the non-meta closer together. What you're describing is a flat nerf, which is not what proper balancing should be.
  • Rungar
    Rungar
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    at this point zos should see that nerfing beam isnt the right answer. The right answer is making other classes less reliant on weaving for good dps. beam is popular because you dont have to weave but can still achieve good results. If other classes could do this they would be more popular as well.

    this was all explained many years ago long before arcanists and velothi mage amulets existed. Zos just chose poorly.
  • Koshka
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    Well, the problem is, you can't put toothpaste back in the tube. Taking power away from people is always more problematic that just not implementing a system that's so easy to exploit.
    In my opinion, they should just boost less used skill lines at this point.
  • RobZha
    RobZha
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    No
    One of the main reasons I like playing is because of the build variety there is for characters. I still think that should be the main focus here so players have plenty more options and not to create hugely overpowered builds. I'd prefer them to leave base classes alone if there's power problems and instead nerf the skills/passives of some of the skill lines but only when they're combined in certain ways. That way there's more balance and no change in variety.

    Or if nerfs are so bad, boost the combinations that aren't as good and maybe add some type of bonus for remaining a base class so those of us doing that as well aren't left behind compared to subclassed chars.
  • Argodynamics
    Argodynamics
    Soul Shriven
    Just a reminder that a game should never be balanced around top 0.1% players. You're using score pushers/speed runners to justify a change, while the overwhelming majority of the player base can't do what you're saying. But don't get me wrong, I do agree that the current power creep is stupidly high and they need to do something about it, but as others mentioned, a proper balance is not cutting everything damage or just increasing HP, and from now on, any change that reflects a considerable nerf will give a sour taste to players that play that play style.
  • Oznog666
    Oznog666
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    No
    No.

    Why should they balance it? I for myself have no problems at all if there are other players doing in PVE more damage than I do - I'm fine with my 40 to 90k dps (depending on my mood, the heat out- and inside and so on). And if it's for coordinated groups the group leader can ask or even demand what the members should use. Uncoordinated, random groups will never be perfect so again no problem. And if it's for PVP - well, IMHO they should strictly seperate PVP from PVE, maybe with limited skills or whatsoever.
    PC EU
    1 Healer, 1 Tank, 3 DD, 5 more Toons just for fun
  • Dimorphos
    Dimorphos
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    No
    Games like ESO are impossible to construct in a way that it would be perfectly balanced for everyone. Why? Because all the people are not the same. Some people like casual gaming, some like hard-core gaming, some like only PVE some only PVP.

    This is why there needs to be different difficulty levels aimed for these different groups of people. Stop nerfing sets and skills and the tools we use to play the game. I would also vote for sets to have different stats for PVE and PVP. This way if some set is too powerful in PVP but works great in PVE you don't have to take a leak on both sides but you can adjust them as needed. Too many times when a set is nerfed because people cried out how powerful it was in PVP, it ended up also be ruined for PVE too, or wise versa.

    When people who have used their time to learn and advance their skills in game kills bosses "just like that" the solution is not nerfing the sets and skills. The solution should be to introduce more challenging levels while also having lower levels for more casual players.

    EDIT: I have waited a long time for ESO to implement a dungeon+ system to the game as it is in many other known mmo. Newer DLC dungeons offer a nice trifecta challenges but most of the dungeons can be run naked on vet difficulty eyes closed without problems. There could be +difficulty levels just like it is in Infinite Archive, a high score list and better loot for those who manage to clear them. There are many ways to enhance the difficulty of a dungeon and set up new challenges like a time schedule or more and harder trash monsters or changing environmental disadvantage etc.
    Edited by Dimorphos on June 30, 2025 11:04AM
  • FeedbackOnly
    FeedbackOnly
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    No
    Sorry top 1 percent! We are having fun 😄. Arcanist dps needs a nerf though
    Edited by FeedbackOnly on June 30, 2025 11:00AM
  • danielarvynn1
    danielarvynn1
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    No
    No, is my answer. As much as I am in agreement to what you're saying about hard content be ridiculed by the amount of damage specific groups do, balance should not revolve around these groups. When games focus their balance on the 1% of the whole population, it ruins it to everyone who just enjoys the same builds but on a casual level.

    I figured the meta out at the beginning of PTS and I'm sure that most players did to, and it was only a matter of time when most players will take advantage of it. Some players might use the same setup of Assassination, Dawn's Wrath and Herald of the Tome for their DPS set up, and I use the same setup as well but don't use the beam spammable because I live and breathe as NIghtblade main ever since I started playing the game. I only use Dawn's Wrath and HotT as supplementary for my NIghtblade skills.

    I've also made some off meta builds for all my characters (DPS and healing builds), and I like to think outside the box, and not do the same thing as everyone else.

    At the end of the day, it's still up to the player that plays the game, and how one understands mechanics.
    Edited by danielarvynn1 on June 30, 2025 11:21AM
  • CalamityCat
    CalamityCat
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    No
    Non-meta and pure class builds should never be nerfed while subclass builds are balanced. Can't call it balancing if the result is crippling the pure builds and ensuring they can't compete with the subclass ones.

    At this point I think we need either a way to boost the effectiveness of pure classes only, or ensure subclass restrictions only effect subclass builds. But that would require devs caring about the pure and non-meta builds, which doesn't seem to be the case :D

    At the outset, common sense should have suggested that the game needs many more real genuine build choices, not fewer. It just looks like all we have is a time wasting grind re-training skills and re-building with subclass builds. Ending up with yet another limited choice of meta builds. Only this time they make no thematic sense and look like a dog's dinner.
  • Sheridan
    Sheridan
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    No
    Yeah, I am that ordinary player who constantly wake up to see the effect of my abilities reduced, bonuses removed, gear changed and my little joys and ideas of a build ruined for the reasons I have no idea about, and then I read in a patch notes that it was done because some uknown players somewhere somehow were able to cheese the game and "accumulate too high crit chance", or because "you already have too many buffs from other players in certain group setups" (which I don't), or "we didn't intend for this skill to combine with that set effect producing too much damage" (which I didn't) etc. It was already frustrating enough before, but now with subclassing I guess all class skills will eventually end just being cut in half, so when combined with a certain other half from other class it would give a resemblance of the old power level.

    What I love the most is how many of developer explanations in the patch notes for Update 46 were reduced to a simple "now that sub-classing is here", as if that line along should explain everything. We removed your heal for having no pets, now that sub-classing is here. Eh, thanks, what am I supposed to do?..
    Edited by Sheridan on June 30, 2025 2:43PM
  • Desiato
    Desiato
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    Of course they will continue to balance the game.

    This is nothing new. Power creep has happened in ESO from the start. Normal base game dungeons used to be tougher than vet base game dungeons of today. vMA and vDSA used to be challenging. vMOL HM was super challenging when it was introduced. Arguably the most challenging. I didn't clear it back in the day, so I don't know, but that's a view that's out there.

    I miss the original difficulty vet overland content before the first difficulty nerf shortly after launch. I miss the original Craglorn which was completely gutted. And the original NPC difficulty in Imperial City.

    I could go on and on and on.

    I don't think balance is in a bad place. Everyone knew subclassing was going to result in a major increase in power across the board. It happened and this is the new reality. It's not going to be reined in.

    ZOS probably sees this as a feature because it opens older trials up to a more casual audience. vDSR in 2025 is now vMOL in the 2020s.

    They say they're planning more difficult overland content, so I'm guessing this is when we'll see the next major combat adjustment.

    I used to let it stress me out, but not since returning after quitting the first time. This is just ESO.

    I understand where you're coming from. I was on the fence about quitting until the day before u46. I knew what was about to happen and was extremely apprehensive. If I chose to stay, I knew I just had to swallow it and put that behind me or I'd be miserable. Life goes on.

    At least they took the opportunity to nerf banner and azureblight or else it would be truly ridiculous.

    Edited by Desiato on June 30, 2025 4:43PM
    spending a year dead for tax reasons
  • sarahthes
    sarahthes
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    Yes
    Desiato wrote: »
    Of course they will continue to balance the game.

    This is nothing new. Power creep has happened in ESO from the start. Normal base game dungeons used to be tougher than vet base game dungeons of today. vMA and vDSA used to be challenging. vMOL HM was super challenging when it was introduced. Arguably the most challenging. I didn't clear it back in the day, so I don't know, but that's a view that's out there.

    I miss the original difficulty vet overland content before the first difficulty nerf shortly after launch. I miss the original Craglorn which was completely gutted. And the original NPC difficulty in Imperial City.

    I could go on and on and on.

    I don't think balance is in a bad place. Everyone knew subclassing was going to result in a major increase in power across the board. It happened and this is the new reality. It's not going to be reined in.

    ZOS probably sees this as a feature because it opens older trials up to a more casual audience. vDSR in 2025 is now vMOL in the 2020s.

    They say they're planning more difficult overland content, so I'm guessing this is when we'll see the next major combat adjustment.

    I used to let it stress me out, but not since returning after quitting the first time. This is just ESO.

    I understand where you're coming from. I was on the fence about quitting until the day before u46. I knew what was about to happen and was extremely apprehensive. If I chose to stay, I knew I just had to swallow it and put that behind me or I'd be miserable. Life goes on.

    At least they took the opportunity to nerf banner and azureblight or else it would be truly ridiculous.

    I'll be honest I think if they buffed azureblight it would put a bandaid on the current issues of beam outperforming every other build in content. As long as beam itself doesn't proc the set.
  • SilverBride
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    No
    I don't care what they do to subclassing as long as my non-subclassed characters aren't damaged in the process.
    PCNA
  • BasP
    BasP
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    Yes
    I think ZOS should always try to balance the game, which includes subclassing. I also reckon that targeted nerfs aimed at overperforming skill lines wouldn't have to ruin off-meta builds, since those builds most likely don't use them anyways. If anything, better balancing could make more things equal and reduce the significant gap between meta, off-meta and maybe even pure builds.
  • Cardhwion
    Cardhwion
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    No
    Instead of nerfing stuff, (beam), they should look into bringing other skills up to that level, so there is more diversity in the meta. Otherwise the gameplay of the majority should not suffer, just because the top 1% feels things are too easy.
    "Why did I follow him...? I don't know. Why do things happen as they do in dreams? All I know is that, when he beckoned... I had to follow him. From that moment, we traveled together, East. Always... into the East."
  • Destai
    Destai
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    No
    Buff, don’t nerf.

    This is the most fun I have had in years. I think Blackwood with OP Frostbite + Unstable Wall was the last I just enjoyed farming mobs. I wanna sign on every night just to experiment. Diminishing that joy will make me leave.
  • JemadarofCaerSalis
    JemadarofCaerSalis
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    No
    I voted no, but of course they should try to balance things when things are too out of balance.

    HOWEVER, I do not think that should just be done with a huge nerf. Maybe buff the counter to whatever is out of control or figure out some other way to balance out things.
  • Vaqual
    Vaqual
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    Yes
    I think the main issue with their balancing often is that they insist on violating their balancing framework by introducing exceptions. If a build is easy to pull off, can maintain good uptimes on buffs and dps with ease, has easy resource management and good defenses/support, it should do lower damage than a build that has deficits on one or multiple of those aspects. Allowing low complexity fatecarver builds in the same league as e.g. a DoT heavy build with slow ramp up, for single target DPS, for the sake of "accessibility", is always going to sabotage balancing on a wider scale.
    The same goes for all the CC rules and RoA simply violating those or supercharged mythics getting wilder with every release.

    I'd reckon that most balancing flaws are painfully obvious.
    Stacking 3 DPS lines would be much less of a problem, if there was a substantial benefit for bringing extra sustain or defensive capabilities into different types of content, but that is really a design issue and not per se a problem of subclassing. They have to set a baseline and decide where they want the content to be in terms of difficulty, without loopholes or shortcuts, because then they can really apply encounter mechanics that interact with player builds in a predictable and universal manner.

    I think IA is great example for balancing done well and poorly at the same time. As you progress you can feel that some fights favour DPS, while in some it gets much easier if you are a little beefier. The thing that will help performance the most is to learn the encounters and prioritize the right targets, which is a rather rewarding design (time-based issues aside). On the flipside, they completely invalidated the balancing on higher arcs by basically only allowing only absolutely cheesy builds like perma magma to even compete, without providing tools for others playstyles to progress. It is good that they took action against that, even if it took long, because fundamentally nothings helps to diversify gameplay and the meta more than diverse encounter checks. Having the option to cancel out entire mechanics through DPS or to ignore them by means of things like magma armor on the other side, is always the first step down a path of unrewarding gameplay with tangible consequences for player groups.

    In the end it is always easier to adjust outliers, rather then tweaking hundreds of sets and abilities up or down. Subclassing just highlights how lopsided the balance was even within pure classes to begin with, and how much of the power budget was loaded into singular abilities and passives. I have found that to be an issue for the longest time and it has always conflicted with real build diversity on the meta level.
    Edited by Vaqual on July 1, 2025 8:50AM
  • katanagirl1
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    No
    Subclassing needs to bear the burden of balancing, it can be built into the subclassing system, there have been many good suggestions here on the forums of how to do so.

    It probably won’t happen because the devs seem to not understand the very motto they use for the game - play how you want. While it’s always been true that it is not as simple as that, the meta has never been further from the norm than it is now. They just gutted the whole class system, threw ten years of development in the trash bin, and expect everyone to play along.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Wildberryjack
    Wildberryjack
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    No
    It won't be possible to balance it due to the number of combinations possible. They shouldn't even try.
    The purpose of art is washing the dust of daily life off our souls. ~Pablo Picasso
  • GloatingSwine
    GloatingSwine
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    The balance problem with subclassing is the same as the balance problem without subclassing.

    Herald of the Tome packs too much value into too few skills. All the damage is giant AoE cleave with no loss, too much value from Crux, too easy to get Crux, too easy to restore resources, provides self-healing and damage shield just for doing the things you were doing anyway, extra value from restoring resources, crit damage and pen all in one place.

    That plus the class mastery script for Arcanist doubling down on Crux just for existing.

    Until book laser is no longer the darling that must be protected at all costs, it will be the no brainer because it solves every kind of problem all by itself.
  • Tinkerhorn
    Tinkerhorn
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    Yes
    ZoS absolutely should try to balance the game to an acceptable standard but to do it with a chance of success would require high investment and visiom.
    A lot of well put together non-meta builds should perform well *enough* in a balanced game. What this is is an extreme lack of balance.
    In my opinion the cat's out the bag for balance since subclassing. Given the track record and the now enormous scale of balancing required, expecting ESO to be a balanced game is a pipe dream.
    The task is simply goliath and they've chosen to undertake it at a time that I would argue the player base has been more fragile than ever before. I do not envy the devs.
    Edited by Tinkerhorn on July 1, 2025 7:01PM
  • opaj
    opaj
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    No
    Does Subclassing need a little more balance? It sure seems that way to me.

    Should it be done at the expense of players who are just having fun and don't chase the meta? Absolutely not.
  • wolfie1.0.
    wolfie1.0.
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    Maybe
    For once, they should buff other class skills to match the meta, instead of just nerfing the meta like normal. Sometimes, power creep is acceptable and even preferable over nerfs.
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