colossalvoids wrote: »karthrag_inak wrote: »
Now, with subclassing and scribing, ESO feels more like a classic Elder Scrolls game than ever before.
For me the same additions made the game less of an elder scrolls and more into generic fantasy game at that.
karthrag_inak wrote: »colossalvoids wrote: »karthrag_inak wrote: »
Now, with subclassing and scribing, ESO feels more like a classic Elder Scrolls game than ever before.
For me the same additions made the game less of an elder scrolls and more into generic fantasy game at that.
Name one please - name a single generic fantasy mmo that focuses on skills and not classes. That has, after all, always been the Elder Scrolls approach- focus on skills not classes, and if there were others (and surely there must be many for them to rate as 'generic ') khajiit would l9ve to check them out.
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- Did your ability to play and/or complete certain types of game content improve after the launch of Update 46?
- If so, prior to the launch of Update 46, what was your character build?
- What did you change to your character build when Update 46 launched that allowed you to play or complete content that you had trouble with before?
- What game content was it?
colossalvoids wrote: »karthrag_inak wrote: »Name one please - name a single generic fantasy mmo that focuses on skills and not classes. That has, after all, always been the Elder Scrolls approach- focus on skills not classes, and if there were others (and surely there must be many for them to rate as 'generic ') khajiit would l9ve to check them out.
I'm a TES player, not an MMO one. Tes had classes from the very start, true that those are more of a guiding line rather than set in stone profession but I'd argue that most players definitely roleplayed one archetype each play through which is more akin to have a class, your warrior nords, khajiit magical assassins, dunmeri mages etc.
Now we have meridia devoted templar-assassins who worship HM at the same time most of the time I see another player. It has nothing to do with having separate skills - it's abilities designed for a specific archetype.
Hi All! We are looking to understand how Update 46 and the launch of Subclassing, and more recently making Scribing a part of the base game, may have changed the play experience and character build for you and the content you engage in.Any and all feedback is helpful for us to relay back to the Combat Team. That way, they have anecdotal experience to add to their existing data. Thanks in advance to all constructive feedback!
- Did your ability to play and/or complete certain types of game content improve after the launch of Update 46?
- If so, prior to the launch of Update 46, what was your character build?
- What did you change to your character build when Update 46 launched that allowed you to play or complete content that you had trouble with before?
- What game content was it?
(This is strictly to get feedback on your play experience between Update 45 and Update 46. We are not factoring Update 47 PTS feedback in this since it is not available to everyone at the moment).
1.) My ability to complete content did increase.
2.) My prior build was a Solo PvE magicka non-pet sorcerer. I kept my build identity and much of my equipment the same, I only changed my slotted skills.
3.) I began to use Herald of the Tome so that I may deal high AoE damage (as well as utilizing the passives and other tooltips). I also use Shadow on occasion for quests and thieving.
4.) Some different types of PvE content:
Solo– Infinite Archive, Maelstrom Arena.
Overland– World Bosses (especially in zones where players are not active enough to rely on for help).
Group Content– Dungeons (especially normal dungeons to farm leads and equipment, again especially at times when it is not reliable to gather players to farm specific items).
I am curious to check out PvP with multi/subclassing, however I'm taking a break from ESO currently.
If you'd like more information or specifics, feel free to @ me.
Third post… but something that would help me with subclassing would be if I could reasonably (not 20 dollars for one skill) make any class’ effects match any other class using a skill style pack. DK’s whip but lightning instead of fire, solar barrage but black, etc. I know it’d be a lot of work and it wouldn’t resolve some core problems with subclassing, but at least thematically and roleplay-wise it’d look better.
Wanted to add that subclassing often for me isnt just about maximizing the role but alot of times is genuinely just getting access to types of skills base classes dont have
Executes for Warden, Necro, DK
Teleports/Dash for non-NBs, Arcanists, Sorcs
Additional 20 second dots for Necros
Crit Buffs for classes that have less of them
tomofhyrule wrote: »Wanted to add that subclassing often for me isnt just about maximizing the role but alot of times is genuinely just getting access to types of skills base classes dont have
Executes for Warden, Necro, DK
Teleports/Dash for non-NBs, Arcanists, Sorcs
Additional 20 second dots for Necros
Crit Buffs for classes that have less of them
See, this is my main argument for being on the whole "pureclass is the focused role and Subclassed is the jack-of-all-trades" argument. Each Class is missing important features, so players should have to make choices in their build to say "I play DK but I really want an execute, so I will take a subclass to have access to a skill that I don't natively have," but that should come with some penalty for expanding your capabilities beyond 'dropping a skill line you weren't using in the first place.'
One thing I kinda don't want to see is everything to just end up being recolors of the same thing. I don't think the answer is "let's just change every class to an [X]-themed Arcanist." I like that different Classes play differently, but I do think that buffs for underused things (and yes, nerfs to OP things) are called for.