The release of subclassing had me cautiously optimistic because I enjoy theorycrafting builds in other RPGs like tabletop DnD and Final Fantasy Tactics. The problem is that the way ESO implemented it feels [snip] and uninspiring.
In actual tabletop DnD play, multiclassing is what they call the feature similar to ESO's subclassing. It was rarely the optimal way to deal the most damage, aside from a few infamous builds that are exceptions rather than the norm. Multiclassing is mainly a tradeoff to grab something your class archetype does not usually get. For example, a rogue might take one level of wizard for utility spells. A sorcerer might take one level of fighter for access to armor and shields. In both cases, they delay their core progression. The rogue loses sneak attack power to become more flexible. The sorcerer delays stronger spells to become sturdier.
IMO this is the ideal way to implement multiclassing or subclassing. It should provide meaningful tradeoffs. That is harder to pull off in a video game, so kudos to ESO for "attempting" (in quotations because is it really an attempt or just a way to add "content" easily) it. but unfortunately, (1) there is no meaningful tradeoff in the current system and (2) skill balancing sucks so having access to all class skills leaves weaker class lines in the dust. There is no opportunity cost outside personal preference or RP. You simply grab the strongest DPS combination and you are done. Your class no longer feels like a class an archetypes stop existing. There is no incentive to commit to identity or theme. Only raw numbers matter.
There needs to be a real tradeoff so that multiclassing becomes a sidegrade and not a free upgrade but how do you even do it in a game where there are barely any mechanics to fights? In PVE, there is no need to be mobile or to have utility. You dont need bulkiness since heals can bring you from 1 to 100 in 1 click. You dont even have to manage resources these days. Meanwhile in PVP, subclassing has birthed some of the most toxic and uninteractive builds ever created.
It is also not enough to say that players can simply refuse to multiclass if they want to stay pure. That only pushes class fantasy players into feeling punished because they know they are intentionally gimping themselves in a multiplayer environment. Even if all content is technically doable, it still creates a bad taste when the game does not reward commitment to your archetype.
Subclassing has killed the game for me. It feels like they just needed to add something new for the expansion and went with the easiest idea possible. Class fantasy is gone.
[edited for bashing]
Edited by ZOS_Icy on November 25, 2025 2:19PM previously
@HaruKamui but I outgrew my weeb phase (probably)
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