I see the biggest problem in the increased damage that can now be dealt in heavy armor. The solution is to add a -10% damage debuff per piece.
I see the biggest problem in the increased damage that can now be dealt in heavy armor. The solution is to add a -10% damage debuff per piece.
Sure, you can deal enough damage in heavy armor, but that’s not the issue. Even someone with 40k resistances and 35k HP can still die to a double plar+cro combo, or nb+den+plar, if they don’t block at the right time. (btw these builds just use 1 piece heavy trainee)
The real issue right now is the high crit chance (mainly due to the Assassination skill line and Cro's passive), the high crit damage, and the lack of ways to increase crit resistance (without too many drawbacks)
For me Subclassing has made me realize that build theorycrafting is now like fingerpainting where most of the options are just different colors of making a mess! See, there's still an optimal way of fingerpainting the "meta" way where you draw a Red Bow and Arrow (Grim Focus) or you grab the blue paints and draw your funny beetles (Deep Fissure), but every other option is just mixing up all these colors. What do you get when the kindergarten class is done fingerpainting? Well the colors all mix together and end up with a mushy dull amalgam of color where the bright hues no longer exist.
The choices I make with regards to class skills make no difference unless they're outlier overpowered ones. I'm not feeling like selling my soul, so I have removed Grim Focus, Deep Fissure and Streak from my characters. I was always a fan of Two-handed Skills anyways. What does this mean? It means Subclassing has turned me off of Class Skills as a whole and if I can utilize Scribing or Sets to "sub in" some important buffs for PVP viability thats what I will do. Players who refuse to lose in PVP will not lose to you, and players who were going to lose to you in PVP were going to lose to Uppercut-spam no matter what build you were on. The power gap with slotting Assassination or Animal Companion Skill Lines and not is so high that everything feels meaningless and trivial. Fast track the entire meta into staleness with this one easy trick!
I see the biggest problem in the increased damage that can now be dealt in heavy armor. The solution is to add a -10% damage debuff per piece.
Sure, you can deal enough damage in heavy armor, but that’s not the issue. Even someone with 40k resistances and 35k HP can still die to a double plar+cro combo, or nb+den+plar, if they don’t block at the right time. (btw these builds just use 1 piece heavy trainee)
The real issue right now is the high crit chance (mainly due to the Assassination skill line and Cro's passive), the high crit damage, and the lack of ways to increase crit resistance (without too many drawbacks)
you're just describing the damage. The real problem is when someone in heavy armor deals that damage. The damage itself hasn't increased much. Yes, the weapon's power and critical strike have increased. But when it's done by someone in medium-light armor, it makes sense. However, when it's done by someone in heavy armor, it's a different story.
Major_Mangle wrote: »I see the biggest problem in the increased damage that can now be dealt in heavy armor. The solution is to add a -10% damage debuff per piece.
Sure, you can deal enough damage in heavy armor, but that’s not the issue. Even someone with 40k resistances and 35k HP can still die to a double plar+cro combo, or nb+den+plar, if they don’t block at the right time. (btw these builds just use 1 piece heavy trainee)
The real issue right now is the high crit chance (mainly due to the Assassination skill line and Cro's passive), the high crit damage, and the lack of ways to increase crit resistance (without too many drawbacks)
you're just describing the damage. The real problem is when someone in heavy armor deals that damage. The damage itself hasn't increased much. Yes, the weapon's power and critical strike have increased. But when it's done by someone in medium-light armor, it makes sense. However, when it's done by someone in heavy armor, it's a different story.
Except all those people you think are wearing heavy armor isn´t using heavy armor. We´re not in 2016-2017 Blackrose meta. Heavy armor hasn´t been the "to-go" in PvP for many many years.
Agree. Passive mitigation, blocking with Shields, and Rallying Cry (crit resistance so high) make players unkillable now on top of Subclassing in %MAX Hp heals if desired. The only way to really defeat a player in PVP only ever was Burst in ESO from the beginning and everyone runs around with 35kHP~. PVP where nobody wants to die and will not die? We got that and ESO gives it generously.Major_Mangle wrote: »I see the biggest problem in the increased damage that can now be dealt in heavy armor. The solution is to add a -10% damage debuff per piece.
Sure, you can deal enough damage in heavy armor, but that’s not the issue. Even someone with 40k resistances and 35k HP can still die to a double plar+cro combo, or nb+den+plar, if they don’t block at the right time. (btw these builds just use 1 piece heavy trainee)
The real issue right now is the high crit chance (mainly due to the Assassination skill line and Cro's passive), the high crit damage, and the lack of ways to increase crit resistance (without too many drawbacks)
you're just describing the damage. The real problem is when someone in heavy armor deals that damage. The damage itself hasn't increased much. Yes, the weapon's power and critical strike have increased. But when it's done by someone in medium-light armor, it makes sense. However, when it's done by someone in heavy armor, it's a different story.
Except all those people you think are wearing heavy armor isn´t using heavy armor. We´re not in 2016-2017 Blackrose meta. Heavy armor hasn´t been the "to-go" in PvP for many many years.
I love what you say with regards to the "selecting of players" part especially. Whenever I see someone with an amalgam of Assassination and Animal Companion skills I just go full troll mode and use stuns/play the ranged angle/ generally make their rock carousel gameplay as annoying as possible because you know that the player is a person who doesn't care about the game's health or balance. They care more about winning today than having a functioning/playable game tomorrow. Nobody wants to play against them lol Not even their own caliber of player does because they will not attack each other/know each other by name.Even before subclassing released, I was very vocal about how it would be bad for the game and how it would reduce populations. So far my opinion hasn’t changed, in fact it’s even worse than I expected.
Subclassing led to homogenization as expected, it increased the power gap, made it harder to learn and get into PvP, and it’s nearly impossible to balance in the long term. It’s just a recipe for disaster in nearly every way. I think that subclassing lowered TTK in some cases, but a lot of people seem to slot Restoring Light and camp their rune. The TTK is as long as ever when you run into that sort of thing.
It seems like the TTK isn’t actually all that different between more experienced or properly built players, but it’s extremely low when it’s a properly built player against someone who isn’t. That’s like the worst case scenario and I don’t understand how anyone who values fairness, challenge, and competition (basically a real PvPer) can stand by a system like subclassing.
In a way subclassing is also selecting for players who like having a power advantage over others, but that will only kill the game faster. In the end, the inexperienced or more casual players will avoid fighting at all costs or they’ll simply never return to PvP. Honestly, part of the reason that Midyear Mayhem seemed so dead even in Grey Host could’ve been exactly for this reason. Players would rather sit afk or intentionally only siege empty keeps than engage in real PvP. At this point I can’t even fault them.
Not even theorycrafting with this system is very fun. You’ll just end up with a build centered around shalks, some flavor of Nightblade, or a defile DoT build.
ZOS should consider disabling subclassing in all PvP environments. It’s clearly not going well.
YandereGirlfriend wrote: »Subclassing is the best addition that they've made to the game in a long time. Everyone knows the OP lines and what needs to be done with them, starting with Assassination. But overall, the good of subclassing massively outweighs whatever short-term balance issues may or may not be present.
YandereGirlfriend wrote: »Another thing to consider, that would help in both PvE and PvP, would be reducing the Critical Hit bonus damage to +100% from +125%. That would render the meta of Critical Damage stacking much less useful in PvP as well as reign-in overall damage in PvE. +125% was always a completely arbitrary number, so replacing one arbitrary value for another is not exactly an outlandish change. As well as adding in more sources of Critical Resistance in the form of Mundus, Alchemy, etc.
Oblivion_Protocol wrote: »
That’s not how the crit cap works. It’s not a set threshold programmed into the game. 125% is what people have suggested for years because it’s the maximum amount you can reach before you start running into diminishing returns. With the new mythic and subclassing, that doesn’t matter. People are running around with 150% crit damage and hitting for every bit of it.
If you meant that critical damage shouldn’t go any higher than 100% period, then people will just spec more into w/s damage and still hit like trucks.
There aren't enough seasoned PVP players still playing the game for this to be valid.YandereGirlfriend wrote: »I would actually lay the (perceived) decline in population squarely at the feet of Vengeance.
My guild loses players every time that the format comes up because most seasoned PvP players hate it and essentially go on vacation from the entire game when it is up.
Inertia is huge in gaming and once people break the pattern of logging into Cyro in the evenings they drift off to other games and do not come back.
Subclassing is literally the only thing that I can remember that actually brought lapsed PvP players back to the game to check out the changes.
There aren't enough seasoned PVP players still playing the game for this to be valid.YandereGirlfriend wrote: »I would actually lay the (perceived) decline in population squarely at the feet of Vengeance.
My guild loses players every time that the format comes up because most seasoned PvP players hate it and essentially go on vacation from the entire game when it is up.
Inertia is huge in gaming and once people break the pattern of logging into Cyro in the evenings they drift off to other games and do not come back.
Subclassing is literally the only thing that I can remember that actually brought lapsed PvP players back to the game to check out the changes.
YandereGirlfriend wrote: »Subclassing is literally the only thing that I can remember that actually brought lapsed PvP players back to the game to check out the changes.
Been working on this post for a few days now... so bear with me here.
When subclassing was first announced during the ESO Direct 2025 stream in April, ZOS emphasized something along the lines of, "We will be paying close attention to subclassing's impact on PvP and make any necessary adjustments to ensure balanced gameplay." (Paraphrased from the announcement; if anyone has the exact wording from the stream or official post, please share it below.) This was reassuring at the time, as it acknowledged the potential for meta shifts in competitive environments like Cyrodiil and Battlegrounds.
However, several months in, the silence from ZOS on this front is concerning. We've seen subclassing become base game content and even receive nerfs during the Update 47 PTS cycle, which included adjustments to balance overall gameplay. But specific updates on PvP tuning have been absent, despite growing player feedback. I'd like to highlight some key issues constructively, backed by community discussions and recent events, in hopes of sparking a productive dialogue and perhaps getting an official response on ZOS's ongoing plans for subclassing in PvP.
1. The Current PvP Meta: One of the Worst in Recent Memory?
From player reports across forums and social media, the subclassing system has contributed to a highly unbalanced meta that's frustrating for many. While it offers exciting build variety combinations have led to excessive burst damage and tanky, unkillable setups (worse that those that were out there prior to subclassing). This has shifted PvP toward a "tank-heavy" environment where players must stack defenses to survive, often at the expense of fun and diversity.
Key player complaints include:
- Excessive Power Creep and Burst Damage: Subclassing enables overpowered combinations that result in extreme burst, creating volatile fights where players are one-shot without meaningful counterplay, making sessions feel unfair and unenjoyable.
- Shift to a Tanky, Drawn-Out Meta: Many describe a move toward high-health, sustain-focused builds that prolong combats endlessly, turning dynamic PvP into sluggish, boring slogs that drain the excitement from gameplay.
- Overall Imbalance Leading to Frustration: Feedback highlights the meta as "broken" and "the worst ever," with subclassing amplifying disparities that favor repetitive, min-maxed playstyles over skill and variety, leaving players disillusioned.
- Performance Issues Sour the Experience: Server lag and bugs compound the meta's problems, turning potentially fun subclassing elements into aggravating ordeals that make PvP feel "horrible" and unrewarding.
2. Midyear Mayhem 2025: Shockingly Low Turnout
The recent MYM event in exemplified these issues, with one of the lowest participations in years. Despite added campaigns, queues were excessively long (e.g., 30-40+ minutes for Grey Host, positions in the 70s-80s), but this masked the reality: many players were AFK or running macros overnight due to a lack of actual fights. Players reported the event as "pointless" and "most disappointing," citing:
- Event Fatigue and Rewards: Overly repetitive rewards and forced participation in unenjoyable activities.
- PvP-Specific Issues: Subclassing's imbalance, combined with server performance, drove turnout down further.
- Declining Trends: Each MYM sees fewer players, but 2025 was "shockingly low," with some blaming the Vengeance campaign for splitting the community or deterring non-zerg players.
This isn't just anecdotal forum threads confirm a broader dip in PvP engagement, potentially tied to unresolved meta problems.
3. What Are ZOS's Plans for Subclassing in PvP?
ZOS, you promised to review and adjust subclassing for PvP, but we haven't heard specifics since the initial announcement and PTS nerfs (which I argue wouldn't change much of the issues PvP is dealing with at the moment). Could we get an update on your perspective? Are there targeted PvP balances in the works for Update 48, such as limits on cross-class skills, tweaks to burst damage, or just pulling subclassing for PvP all together?
* I had to have ai format my crazy thoughts so if this reads like AI... that is why. Don't roast me
YandereGirlfriend wrote: »Subclassing is literally the only thing that I can remember that actually brought lapsed PvP players back to the game to check out the changes.
Where are these lapsed PvPers though? They weren't involved in Midyear Mayhem. They weren't around before the event either cause the population was also horribly low.
In my experience it's been the opposite. Subclassing solidified decisions to never come back or caused existing players to quit. I have quite a few friends who used to play ESO and not a single one of them had any interest in returning to the game. Some of them quit soon after the launch of One Tamriel because the game became too cheesy... I can't imagine what they would think now.
Vengeance and Midyear Mayhem only ever always spike traction in PVP zones because the usual non-PVP players dip their toes in PVP to get some of those Tickets/Reward Boxes. The usual PVP suspects are presumably playing all year-round filling the mostly empty Cyrodiil Servers and Imperial City, as well as the occasional Battlegrounds when/if the queues will ever pop. If anything, its the non-PVPers which end up filling these PVP zones during events (MYM and Vengeance) and constant changes to the PVP meta always drops dedicated PVP players off. Its very bold, audacious even, to assume that a "silent majority" of dedicated PVP players quit because of a couple one-week events (Vengeance). lol