tomofhyrule wrote: »There are a lot of people who dislike the implementation of Subclassing who would be fine with it if it were released as a balanced product. But, like most things in ESO, it was shoved out in the most destructive way and specifically designed to pit playerbases against each other.
Subclassing is great for people who want to build their characters in a specific way or who want to be in godmode. Subclassing is terrible for people who want there to be any diversity in endgame or who want to bring their specifically-designed character into endgame.
There was a whole thread on PTS offerring solutions to how Subclassing could be done (or even a more free version that doesn't have the restrictions on keep one class line/can't take more than one from the same parent) that also doesn't destroy the balance in endgame. But of course, none of that feedback was taken. As a result, you end up with the "I love subclassing" and "I love balance" sides of the argument and they are opposed, since ESO evidently doesn't consider that Subclassing and balance are compatible concepts. And no amount of players blindly praising it is going to bring around the people who dislike it.
Most Subclassed builds are reaching near that pre-Subclassing threshold of damage, if someone wants to make a crazy parse monster because they enjoy the inclusion net that creates, that’s not forced, that’s an active decision.
People do not force others into builds.
There is nobody holding you hostage.
…I promise. 😁
You've still got this backwards. High-end content requires a co-ordinated group. Everyone in the group expects the others to do their jobs.
There is no "Well, Bob says he wants to bring a DD that does 33% of the damage of the rest of you. That cool?"
If you have that, great BUT 99.9% do not. It does not work that way.
Most Subclassed builds are reaching near that pre-Subclassing threshold of damage, if someone wants to make a crazy parse monster because they enjoy the inclusion net that creates, that’s not forced, that’s an active decision.
People do not force others into builds.
There is nobody holding you hostage.
…I promise. 😁
You've still got this backwards. High-end content requires a co-ordinated group. Everyone in the group expects the others to do their jobs.
There is no "Well, Bob says he wants to bring a DD that does 33% of the damage of the rest of you. That cool?"
If you have that, great BUT 99.9% do not. It does not work that way.
I love when Bob brings 33% of the damage as the rest of my team, because I know they are actively protecting the group, or providing necessary buffs like Major Expedition in encounters like Xalvakka.
You don’t sacrifice something, without gaining another.
Most Subclassed builds are reaching near that pre-Subclassing threshold of damage, if someone wants to make a crazy parse monster because they enjoy the inclusion net that creates, that’s not forced, that’s an active decision.
People do not force others into builds.
There is nobody holding you hostage.
…I promise. 😁
You've still got this backwards. High-end content requires a co-ordinated group. Everyone in the group expects the others to do their jobs.
There is no "Well, Bob says he wants to bring a DD that does 33% of the damage of the rest of you. That cool?"
If you have that, great BUT 99.9% do not. It does not work that way.
I love when Bob brings 33% of the damage as the rest of my team, because I know they are actively protecting the group, or providing necessary buffs like Major Expedition in encounters like Xalvakka.
You don’t sacrifice something, without gaining another.
If you need Major Exp on Xalvakka then you have bigger problems aside from ignoring the salient point.
Do you understand the vast vast vast vast vast majority of high-end raid groups will tell Bob to go away?
BardokRedSnow wrote: »tomofhyrule wrote: »There are a lot of people who dislike the implementation of Subclassing who would be fine with it if it were released as a balanced product. But, like most things in ESO, it was shoved out in the most destructive way and specifically designed to pit playerbases against each other.
Subclassing is great for people who want to build their characters in a specific way or who want to be in godmode. Subclassing is terrible for people who want there to be any diversity in endgame or who want to bring their specifically-designed character into endgame.
There was a whole thread on PTS offerring solutions to how Subclassing could be done (or even a more free version that doesn't have the restrictions on keep one class line/can't take more than one from the same parent) that also doesn't destroy the balance in endgame. But of course, none of that feedback was taken. As a result, you end up with the "I love subclassing" and "I love balance" sides of the argument and they are opposed, since ESO evidently doesn't consider that Subclassing and balance are compatible concepts. And no amount of players blindly praising it is going to bring around the people who dislike it.
For once I agree with you, the implementation of subclassing was and is my entire issue with it, and personally the lack of any incentive to pure class.
If you need Major Exp on Xalvakka then you have bigger problems aside from ignoring the salient point.
There’s no denying that in encounters where you need to move, and fast, like the Sload or Assembly General execute, being able to get there quick helps people set up their rotation much faster, and protects people who are distracted for half a second.
How could I, there isn’t a “vast vast” majority of high-end raid groups to begin with.
Year after year, groups have cannibalized themselves. Making the content less fun, and less approachable. Only now am I beginning to see people enjoying raids again, and that’s entirely due to the fact that the right people are running the show.
Hope everyone’s having a great day, just wanted to say thanks to the team for this incredible system.
Also, nobody is blindly praising a system, and with Subclassing, you can see the flaws from a mile away ... Solely that the system could have been iterative, instead of rammed into the game like it has been.
BardokRedSnow wrote: »tomofhyrule wrote: »There are a lot of people who dislike the implementation of Subclassing who would be fine with it if it were released as a balanced product. But, like most things in ESO, it was shoved out in the most destructive way and specifically designed to pit playerbases against each other.
Subclassing is great for people who want to build their characters in a specific way or who want to be in godmode. Subclassing is terrible for people who want there to be any diversity in endgame or who want to bring their specifically-designed character into endgame.
There was a whole thread on PTS offerring solutions to how Subclassing could be done (or even a more free version that doesn't have the restrictions on keep one class line/can't take more than one from the same parent) that also doesn't destroy the balance in endgame. But of course, none of that feedback was taken. As a result, you end up with the "I love subclassing" and "I love balance" sides of the argument and they are opposed, since ESO evidently doesn't consider that Subclassing and balance are compatible concepts. And no amount of players blindly praising it is going to bring around the people who dislike it.
For once I agree with you, the implementation of subclassing was and is my entire issue with it, and personally the lack of any incentive to pure class.
I agree with like 50% of what he wrote.
Systems aren’t tearing the community apart, the community is. The same 2-3 people have been on a war path against Subclassing since it’s introduction and have been repeatedly making thread after thread asking for it’s removal, eventually it was bound to pick up steam with those who are upset, but can’t point to why.
Also, nobody is blindly praising a system, and with Subclassing, you can see the flaws from a mile away.
It sucks that you’re stuck with one of your base class skill lines, that you can’t have two from the same class if it isn’t your starting one, that you’re stuck having to use an Armorer or Respec Shrine every time you want to swap skill lines, and it’s annoying that each skill arbitrarily costs 2 skill points.
All of that said, these cons are not enough to outweigh the pros of this system.
Idk, maybe I agree with 10%…
Solely that the system could have been iterative, instead of rammed into the game like it has been.
If your experiences with Subclassing in PvE have been negative, and you haven’t been in charge of them, take charge, and make the community you want to see.
twisttop138 wrote: »The point about if it should be rolled back or not is moot. It's brought division and caused us to lose people as much as it's maybe people who want to make thematically cool builds happy. It's helped bring people into mid tier raiding, what I think is the largest tier but it has also helped us to lose veterans who's game knowledge and raid experience including raid leading is a detrimental loss. These are the facts. There's no going back now, we play the hand we're dealt. We can make hate threads or glaze threads but it becomes what do we do about it. How do we fix it so many people are happy.
twisttop138 wrote: »The point about if it should be rolled back or not is moot. It's brought division and caused us to lose people as much as it's maybe people who want to make thematically cool builds happy. It's helped bring people into mid tier raiding, what I think is the largest tier but it has also helped us to lose veterans who's game knowledge and raid experience including raid leading is a detrimental loss. These are the facts. There's no going back now, we play the hand we're dealt. We can make hate threads or glaze threads but it becomes what do we do about it. How do we fix it so many people are happy.
twisttop138 wrote: »The point about if it should be rolled back or not is moot. It's brought division and caused us to lose people as much as it's maybe people who want to make thematically cool builds happy. It's helped bring people into mid tier raiding, what I think is the largest tier but it has also helped us to lose veterans who's game knowledge and raid experience including raid leading is a detrimental loss. These are the facts. There's no going back now, we play the hand we're dealt. We can make hate threads or glaze threads but it becomes what do we do about it. How do we fix it so many people are happy.
I don’t believe it is fair to assume that Subclassing is the primary reason players have left. This has been one of the lightest content years, maybe THE lightest year we’ve had.
Also; you know how we get down baaby!
Subclassing for life, yo.
I like subclassing. I've mastered all the classes and have changed my build multiple times trying different things to see what I like. You don't have to chase the meta folks.
It sucks that you’re stuck with one of your base class skill lines, that you can’t have two from the same class if it isn’t your starting one, that you’re stuck having to use an Armorer or Respec Shrine every time you want to swap skill lines, and it’s annoying that each skill arbitrarily costs 2 skill points.
It sucks that you’re stuck with one of your base class skill lines, that you can’t have two from the same class if it isn’t your starting one, that you’re stuck having to use an Armorer or Respec Shrine every time you want to swap skill lines, and it’s annoying that each skill arbitrarily costs 2 skill points.
I’m curious.
Other than the above “problems” I have with the system, what would everyone like to see different?
How would you guys improve this system?
tomofhyrule wrote: »It sucks that you’re stuck with one of your base class skill lines, that you can’t have two from the same class if it isn’t your starting one, that you’re stuck having to use an Armorer or Respec Shrine every time you want to swap skill lines, and it’s annoying that each skill arbitrarily costs 2 skill points.
I’m curious.
Other than the above “problems” I have with the system, what would everyone like to see different?
How would you guys improve this system?
See, I think that if they did any of the suggestions below, then they should totally remove the annoyances above. Subclassing is currently in a half-[snip] state where it’s too restrictive for players who like the freedom, but too open for players who care about competitive balance.
But there are several things that could have been done that would make Subclassing less problematic for people who are into endgame content:All of these suggestions (and more) are given and have been presented in every thread since the original PTS feedback thread. Compromise solutions like these would really make players feel less like we are in competition with each other and more like we all care about the betterment of the game for all of us.
- Balance the lines before dropping Subclassing. Most of the DLC classes are extremely delineated by role, while the basegames are more mixed by role and more delineated by theme. Ensuring that you don’t end up with things like all DPS passives in the same line would make choosing lines more of a personal choice rather than a everything-or-nothing “choice” like we have now.
- Add bonuses/penalties for lines. Subclassing works most similarly to multiclassing in games like D&D. In those cases, a character who chooses to multiclass for any reason, e.g. because their base class has a weakness that they want to cover for, will then sacrifice being able to access their most powerful spells and abilities in exchange for being able to access a wider range of abilities. These could include
- Buffing tooltips by X% based on the number of parent/same class lines
- Nerfing tooltips by X% based on the number of parent/same class lines
- Allowing only X steps of the passives to be bought based on the number of parent/same class lines
- Allow Subclassing only in overland and normal content. Subclassing is great for players who want to customize their characters to be more in line with what they want, but overland is not really a huge problem. Even for harder overland content like the WSolstice WBs, nobody will mind (outside of events) when someone comes in with their 300k DPS build to smoke it. But in leaderboarded content like vets or PvP, having one build which is grossly more powerful than anything else naturally coerces people into that hyperspecific build, and players who are unwilling or unable to are pushed out.
I do want to address the “but I couldn’t get into hard content before and now I can” idea here: yes, any build can do standard vets… which means that a pureclass build can as well without the need to crutch on Fatecarver or Oakensoul. One of the big issues that is currently seen with people who mostly got into vet content because of the Oakensorc build is the fact that they tend to a) resist any other builds, even non-Oakensoul heavy attack builds that are just as easy to play but do more damage, because they are convinced that only Oakensoul will allow them to do content, and b) have learned bad habits due to the survivability and self-healing of the build, and then take unnecessary risks or fail mechanics that require positioning due to the bad habits they learned from the start.- Seriously work on balance. Stop playing with Vengeance for a cycle and look at the balance. Listen to PTS. Look at the parses. Interact with the community.
The PTS is blank right now, and it will be until U49 goes up in mid-January-ish. The team should absolutely put up a patch with combat stuff and iteratively improve it, while interacting with the veteran players who we see do know the game as well as (or better than, in some cases) the devs and have their finger on the pulse of the community. That would really help try to get combat into some semblance of balance before we get the next round of shiny new things.
Finally, let’s also stop assuming that “I love Subclassing” and “I hate Subclassing” are the be-all-and-end-all. There are actually multiple (overlapping) playerbases and each has a different general view:And of course, these all overlap and intermix. Some sweaty people (including me) feel pride in being able to get their trifectas with an off-meta build because we have deep RP and lore for our characters, so we want to see them do well as their lore entails… but with the massive power differential, we are now left with the choice to stop playing the content we want because out characters can’t measure up, or to adulterate our lovingly-crafted characters just to match up. That’s the solution I went with - I pay 1500 gold every week to swap out skills on my main just for my prog, which I no longer find fun because I like my character the way he’s supposed to be, and then I Armory him right back so I can do overland as a pure DK.
- The casuals who don’t care about how powerful they are, they really care just what fun skills their character can use. They tend to enjoy Subclassing since they get more skills they can use.
- The soloists who like to optimize to do high-level content solo, like WBs, arenas, and soloing dungeons. They tend to enjoy Subclassing since they can build super powerful and don’t much care about what skills are thematically correct.
- The casual group players who like their characters the way they are. They tend to be anti-Subclassing since they don’t feel like they need to change, but they are now left behind in terms of ability because Subclassing de facto left pure builds at a power deficit.
- The sweaty group players who don’t care which of the tools they have in their toolbox, just they want the most effective for the job. Like group 2, they prefer to slot the most powerful things and don’t care if it makes sense or not.
- The casual PvPers, who drop in from time to time and stick with what they know. Like group 3, they now are getting smoked left and right because the builds others use are leaving them no chance.
- The sweaty PvPers, like group 4 except PvP.
tomofhyrule wrote: »…Some sweaty people (including me) feel pride in being able to get their trifectas with an off-meta build because we have deep RP and lore for our characters, so we want to see them do well as their lore entails… but with the massive power differential, we are now left with the choice to stop playing the content we want because out characters can’t measure up, or to adulterate our lovingly-crafted characters just to match up. That’s the solution I went with - I pay 1500 gold every week to swap out skills on my main just for my prog, which I no longer find fun because I like my character the way he’s supposed to be, and then I Armory him right back so I can do overland as a pure DK.
tomofhyrule wrote: »…Some sweaty people (including me) feel pride in being able to get their trifectas with an off-meta build because we have deep RP and lore for our characters, so we want to see them do well as their lore entails… but with the massive power differential, we are now left with the choice to stop playing the content we want because out characters can’t measure up, or to adulterate our lovingly-crafted characters just to match up. That’s the solution I went with - I pay 1500 gold every week to swap out skills on my main just for my prog, which I no longer find fun because I like my character the way he’s supposed to be, and then I Armory him right back so I can do overland as a pure DK.
Is your DK not hitting 100k in content?
90k is enough to clear any and all content. If your group doesn’t trust you enough to pull your own weight doing what you love, why are you playing with those people?
Monte_Cristo wrote: »I like my elemental mage that combines DK's flame, Ward's frost and Sorc's shock magic.
Is your DK not hitting 100k in content?
90k is enough to clear any and all content. If your group doesn’t trust you enough to pull your own weight doing what you love, why are you playing with those people?