Developer Deep Dive—ESO's Class Identity Refresh

  • joshisanonymous
    joshisanonymous
    ✭✭✭✭✭
    The simplest approach hinted at in this was just moving around passives/abilities so that each skill line doesn't have a focused role. The reason subclassing is more powerful is because you can stack 3 DPS lines or 3 tank lines or 3 healing lines. If skill lines weren't individually so focused on roles, subclassing would just be an option rather than a requirement. I'd be very happy to see you guys go this direction.

    What I'd be less happy about is "modernizing" the look of abilities. Please, for the love of God, do not turn every class into the insane disco that is the arcanist. We're already way too inundated with VFX; we don't need things to look even flashier. Sometimes less is more.
    Fedrals: PC / NA / EP / NB

  • Mik195
    Mik195
    ✭✭✭✭✭
    Is this going to be another "play your way" for wardens that actually means "play your way in pvp because everything we give you only has value tbere?"
  • Finedaible
    Finedaible
    ✭✭✭✭✭
    ✭✭
    "[...] As part of our efforts to address longstanding player feedback and improve the overall look, feel, and balance of combat, we are working on a long-term project to revitalize ESO’s classes."

    How long is "long-term"? Every single rework or redesign took literally years and were rarely finished (hybridization of alchemy and provisioning reworks). The prospect that I will have to wait years for possible improvements to my main class or - more likely - devastating nerfs is not at all enticing.

    Additionally, where do class sets fit in with this rework? That is the core feature of the Infinite Archive.
  • BretonMage
    BretonMage
    ✭✭✭✭✭
    ✭✭
    metheglyn wrote: »
    Syldras wrote: »
    "Sorcerers call upon Daedric pacts and dark magic as the source of their power."

    What's with the pacts all the time? Arcanists have a pact with old Hermy Mora, Sorcerers have pacts with everyone else? Conjuring always meant forcing a daedric being into your service. We even had some funny lore books about that...
    https://en.uesp.net/wiki/Online:I_was_Summoned_by_a_Mortal
    No pacts needed.

    Also I'm quite sure there are players who want to play a sorcerer (or have been doing so for years) who don't want an "evil" focus being forced onto their character. I don't mind, but I see some people would not like that, especially if it becomes overly obvious in terms of design and effects.

    I was surprised to read that sorcerer description, since I play my sorcerer without using the daedra pets. I guess she's not a real sorcerer! But it does say it's all subject to change and further refinement, so maybe that's not the final description.

    I recently dropped my pets, and have been enjoying being just a storm sorcerer (with a side of Fatecarver). As elemental magic, and especially lightning magic, has been a mainstay of sorcerers for a long time, I was surprised there was no mention of storm sorcery in the description. And "dark magic"?? Anyone here still using dark magic?
  • Thalmar
    Thalmar
    ✭✭✭
    Even thou I appreciate the acceptance of the mistake and the effect and harm subclassing made to the gameplay, I am still sceptic. The people who plays the game actively know the best. In this "identity" of the classes and "hybridization" period, I do believe devs need to interact with players more, not only with some streamers who thinks they think what is best for the game or some random guild leaders for the sake of bumping player count.

    I also do believe instead getting into a process which will take at least 6 to 12 months, rollback subclassing would be less painful and more constructive. I have no problem of compansating people who spend time on the skill lines as I did not play and be part of it since subclassing introduced. Focusing on class balance without subclassing will save players' valuable time.

    I anyways will consider to come back and try one more time my favourite game of all times and check how the process on class identity and balancing progressing in the next couple of months.

    Edited a word for clarification.
    Edited by Thalmar on December 5, 2025 10:02AM
  • Destai
    Destai
    ✭✭✭✭✭
    ✭✭✭✭
    Thanks for recognizing there's issues.
    As it stands, subclassing is objectively stronger than “pure” classing by a large margin for several reasons. This is mostly caused by the vast differences in individual skill line designs. ESO was not built from launch with subclassing in mind, and the system highlighted issues with the current class skill line design that were not previously a factor but are untenable going forward.

    Yes, this was called out in the early days of PTS and yet subclassing went live as-is. At best, it needed another year to bake. The work being done now and slated for the future, should have been before subclassing went live. I'd rather you guys release nothing than release fractious content like subclassing.
    To support the overall health of the game and class system, we need to respond and adapt to how the game has changed based on how players are using the subclassing feature. With this in-game data and player feedback, and available development resources in place, we have a clearer picture of the scope of changes that need to be made.

    What do you mean by "available development resources"? Did you hear hire more people or get better tech?

    Regardless, you've always had the player feedback. The problem's been acting on it in a reasonable timeframe. If something's up for testing in PTS, the expectation is that it's either fixed in PTS or pulled from release. If you guys find that more things have to be pulled, then you better know where to improve next time. Whatever changes you guys make, I hope you're truly prepared to pump the brakes if there's blowback on PTS. People are sick of providing feedback and nothing changing because of it.
    One overarching pattern you’ll see as we move toward improving this experience is reorganizing class skill lines, adding in more benefits for sticking with the core skill lines of your class, and decentralizing role-specific power so that a single skill line won’t have every tool you need to achieve your goals.

    This is wrong on so many levels. There's a finite number of buffs in the game. There's a finite number of skills and skill lines. If Assassination is not the be-all-end-all for critical hits and ganking, then IMO, it's failed at being an assassination skill line.

    I would expect that damage skill lines would have a major and minor buff associated with them, and two damage types, with one overlapping with another class. Look at Storm Calling - it's both shock and physical. That overlaps with Aedric Spear which does physical damage. Similarly, Dawn's Wrath and Ardent Flame both specialize in flame. Creating overlaps like that entices people to subclass.

    For pure classing, there should just be a capstone passive that applies to the skill line skills only.

    Each class should have a role-specific skill line with the necessary tools for that role. For example, compare Arcanists against Nightblades as tanks. Arcanists have arguably the strongest tank line, while Nightblades do not. This ties into the points you guys made about class identity - how should each class approach each role? How many different kinds of tanking are there? Research other games if you need ideas. I would just think that a Nightblade tank is a living shadow that has damage pass through it. Nightblade healer is a blood mage.
    Our aim isn’t necessarily to nerf, though. While in some instances nerfs may be necessary, we’ll be using values and specific effects to create more powerful or punchy abilities and passives, but with greater nuances that prevent subclassing from completely dominating the meta.

    There shouldn't much nerfing, if any at all. Bring other skills and classes into parity with the top performing ones.
    In the interest of fostering communication, transparency, and building trust, we want to keep you informed as these updates progress. With this in mind, we are in the early stages of the process, and the class information outlined above is still subject to change and further refinement as we work through addressing each class.

    There's more to building trust than keeping us informed. Honoring our wishes is the single biggest area where trust needs to be built. Like I've said before, if all of PTS and Reddit are screaming at you, then that's usually the sign a change shouldn't go-live.

    Also, seeing actual developer debate on the PTS will go a long way in building trust. And if a developer loses a debate, then the change shouldn't go-live. We really are at a point as a community where if you can't defend a change, then you have no business releasing it. Just look at the skepticism and cynicism here already. Please, go slow. Be prepared to be wrong and change.

    Here's some more ways you could rebuild trust:
    1. Pull out or postpone a change that's poorly received on PTS.
    2. Have actual developer engagement on PTS.
    3. Revert changes that no one asked for. U48 animation changes, environmental changes, PermaGlow, Jabs, etc. No one asked for them.
    4. Tie changes back to specific feedback threads.
    5. Answer the hard questions. Don't just disappear when SkinnyCheeks wins the argument.
    6. Discuss mistakes. I'll trust you guys once you publicly admit U35 was a mistake.

    I would strongly encourage you to draft the ideas with us even before PTS.
    The current order is subject to change based on ongoing needs:
    1. Dragonknight
    2. Warden
    3. Sorcerer
    4. Templar
    5. Nightblade
    6. Necromancer
    7. Arcanist

    How on earth is Necromancer not the top candidate for a change? It's the one I see complained about the most. Them and sorcerers. Here's what the order should be IMO:
    1. Necromancer.
    2. Sorcerer.
    3. Dragonknight.
    4. Warden.
    5. Nightblade.
    6. Templar.
    7. Arcanist.
    Edited by Destai on December 2, 2025 9:00PM
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    BretonMage wrote: »
    metheglyn wrote: »
    Syldras wrote: »
    "Sorcerers call upon Daedric pacts and dark magic as the source of their power."

    What's with the pacts all the time? Arcanists have a pact with old Hermy Mora, Sorcerers have pacts with everyone else? Conjuring always meant forcing a daedric being into your service. We even had some funny lore books about that...
    https://en.uesp.net/wiki/Online:I_was_Summoned_by_a_Mortal
    No pacts needed.

    Also I'm quite sure there are players who want to play a sorcerer (or have been doing so for years) who don't want an "evil" focus being forced onto their character. I don't mind, but I see some people would not like that, especially if it becomes overly obvious in terms of design and effects.

    I was surprised to read that sorcerer description, since I play my sorcerer without using the daedra pets. I guess she's not a real sorcerer! But it does say it's all subject to change and further refinement, so maybe that's not the final description.

    I recently dropped my pets, and have been enjoying being just a storm sorcerer (with a side of Fatecarver). As elemental magic, and especially lightning magic, has been a mainstay of sorcerers for a long time, I was surprised there was no mention of storm sorcery in the description. And "dark magic"?? Anyone here still using dark magic?

    For real!!! I'm shocked that the sorc description was so out of touch to how people use sorcs. Most people are using for lightning mages or conjurers as far as dps go.
    Edited by spartaxoxo on December 2, 2025 5:57PM
  • AntonShan
    AntonShan
    ✭✭✭✭
    This is a major, comprehensive initiative that will span several updates
    Well then, see you in next several updates. If ESO still exists by then
  • Tandor
    Tandor
    ✭✭✭✭✭
    ✭✭✭✭✭
    I strongly caution you to not do this rebalance piecemeal--sit on it if you have to, but get every class at once. Much complaining about balance changes is due to people thinking "their" class is being treated differently--not getting buffed while another class was or getting nerfed when another class was not. And further, spreading this out runs the risk that the effort will simply be abandoned before it's complete.

    Might the answer to this be to introduce it piecemeal on the PTS (but actually listen to and respond to the feedback there) over a number of test cycles until all the classes are finalised when the whole thing can then be put on Live?
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    Nervous but excited! I’m not sure we’ve ever had such good communication? Even if there’s a few unanswered questions— hopefully will get answered Thursday. My only concerns— beyond the obvious “hope classes don’t get messed up”— are:
    1 - will “where their power comes from” be a requirement in how we play or does this just affect design descriptions? What I mean by this is like… arcanist is obviously Hermaeus Mora but the other classes aren’t so obvious. As such, people have effectively made (actual) subclasses like treating sorcerer as a lightning destruction mage instead of a conjurer or DK as a fire destruction mage instead of a Tscaesci warrior etc. etc. I don’t think it’d affect me either way but it could be a cause of upset from some amount of people if they’re taken away from their current concept of their character.

    2 - more importantly, what do you mean by viable? “Can physically do any content”? if that’s the case, I think everything is viable technically. “Brings something to the table that’ll let people convince group leads to let them be their favorite class in HM/tri progs?” that’d be ideal, but then how would that interact with DK’s “gets stronger as the battle goes on”? I know newer fights have gotten longer but at the same time older fights are at an all-time high of shortness. There will be groups doing older content the way they’re intended, for sure, but is the plan to have every class be only good at specific circumstances or have every class have a place in every group (aside from scorepushing)? If it’s the former, then that sucks for people who only main 1 class… but it does reinstate the way I like to theorycraft so I can’t really complain. If it’s the latter, you could lean hard into support DPS like how magDK is/was “zenkosh”, giving a spot to a DK main regardless of how strong arcanist is. Same concept could potentially help us supports. Luckily my favorite tanks are top tank classes already so maybe the skill reshuffling will be what helps me out as a mostly pure class tank.

    Regardless, I’m excited to see where this goes.

    Replies to other people below the spoiler (just because otherwise this would take up a whole page at this rate):
    spartaxoxo wrote: »
    It's going to take almost 2 years to figure out balance?????? Or will patches be more frequently under the new cadence?????? Are you going to release them when they're ready instead of 1 real patch per quarter???

    I don't think the stated vision of Dragonknights really fits with how I've seen the players enjoy Dragonknight. Like I'm pretty sure that a lot of pick Dragonknights because they view them as sturdy and I don't particularly imagine them as a class that has to balance resources a lot. But, maybe I'm wrong as it's not my most played class (I don't play it a lot). But, when I see it recommended to others, I've heard a lot of it being a good class for sustain instead.

    Doing one class at a time does spell concern for length, especially because it’d probably take multiple patches to get one class in a “good” spot… then that spot might not be good anymore compared to the next class that gets altered.

    DKs historically have bad sustain. ZOS mentions it in several patch notes where they nerf DK sustain. I find “bad sustain” as a mechanic really… unideal… probably why I hate DK. It’s good in the way of “you can spam igneous shield for a small amount of stamina” but nightblade has a much better “spam for sustain” skill.

    Well if you hadn't introduced subclassing in the first place, something I don't believe anyone asked for in great numbers) you wouldn't have to do all this now.

    A simple solution would be to boost DPS/Healing/Tanking of all Pure classes (ie classes that use only their original skill lines) by 10-15%. Simply add a new passive that can only be active if all original skill lines are present:

    Pure Passive

    Adds 15% to all damage
    Adds 15% to all healing
    Adds 15% to all resists and boosts health by 10%

    Job done.

    Wouldn’t work. For DPS, damage is everything, so that would work. Healers…. there’s such a thing as overhealing and too much overhealing is lost benefit. Even if that means knocking off a HoT or two, I doubt 15% more healing would offset the loss of utility skills. Tanks… that’d do even less than the healing done. Resists are easy to come by and more health can actually be really bad (hello oblivion damage). The tank subclassing problem all comes down to utility skills… aka… what brings the most damage to the DPS. Everything, including supports, are about group damage.
    Syldras wrote: »
    Great there's communication. Still reading, but I've already come across two points I'd like to comment on:

    "We want each class to feel cohesive and true to its power fantasy with abilities, animations, and audio effects that reinforce its core identity. This means refreshing and modernizing abilities, so they look and feel as impactful as those of more recently introduced classes like the Arcanist."

    I hope this doesn't mean more explosions and flashy effects?!

    "Arcanists wield a form of runic magic so complex it requires a pact with Hermaeus Mora."

    This clearly contradicts established lore. We have two more detailed sources that state that a pact is clearly not needed:
    https://en.uesp.net/wiki/Lore:Loremaster's_Archive_-_The_Arcanists
    https://en.uesp.net/wiki/Lore:What's_an_Arcanist?

    I hope it means more impactful feeling versions of skills we already have (aka, using subtle screen shake or small adjustments or noises to make impacts feel impactful). While it’s fun to sit and use matching animations with friends, it is weird that multiple classes have the same exact animation with different effects. Also… the 2d rocks in Hurricane has always bothered me. So much.

    On one hand, I appreciate the attempt to give the class some depth by giving them lore. On the other hand, I feel like it’s ZOS telling me about my character which is a bit… uncomfortable? Arcanist to me was always “a pact with Hermaeus Mora” but I hope like… sorcerer doesn’t become “summoning creatures from Coldharbour due to your time there”… my non-Vestige Maormer would Not appreciate that.
    Will you redesign content so that these different playsyles have meaning outside pvp?
    "For example, Nightblades rely on cunning and shadow to stay elusive in battle, striking while the moment is right,"
    Which PvE boss can I have this power fantasy on? So many things don't work on bosses, including stealth and CC, not to mention the less obvious things like how some playstyles synergize with the way content is designed and others just make things harder with no benefit. I wouldn't mind if there was more variety where some playstyles are better in some places than others, but currently big cleave is king and the faster you do damage the more mechanics you can skip and fights get not just easier but exponentially easier. so 10% less than optimal damage can make a fight 25% longer and 25% less can make a fihht twice as long and half the damage can make a fight 4 or 5 times longer (obviously the scaling is different in different fights, but it is a general trend in trial and dungeon and even WB design).
    This means some play styles are better than others even if they parse the same or are numerically balanced.

    There was 1 patch like a year or so ago where using cloak in PvE actually did something due to interaction with another skill. ZOS could bring that back, it was cool. Invisibility does kind of work in PvE in that enemies will stand there confused instead of hitting you… could work as a way to buff nb tank by letting them avoid attacks (but missing a heavy attack would still enrage bosses that enrage on unblocked heavies). I’m surprised ZOS said nightblade is ranged though, I thought they were single target melee despite having 2 iconic ranged skills. And yeah, I hope ZOS doesn’t do this balancing in a chamber and instead keeps in mind combat design. A pure single target class isn’t gonna outdo an AoE class in… a lot of content. Even if the bosses are mostly single target… beam’s probably better than spin2win in trash… and pulsar? I can’t imagine pulsar outcompeting the other 2.
    spartaxoxo wrote: »
    Faulgor wrote: »
    Awesome! Communication has certainly stepped up a tier recently, and it's very much appreciated.

    Class identity always felt like a weak spot for ESO. After the shaky launch, players drove the change to have every class be viable for every role, which inevitably led to substantial homogenization. I'm thrilled we are finally seeing a commitment to make every class offer a unique playstyle.

    While I'm not 100% sold on the current power fantasy descriptions (e.g., IMO, TES Sorcerer should have remained heavily armored Conjurors), I'm very much looking forward to this development!

    Yeah. I'm hoping that the conjuration aspects of the sorc don't fall by the wayside.

    I’d be surprised. People want no pet sorc but it’s still very conjuration heavy with the crystals and daggers and all that.
    Just remove subclassing. We still can't even finish the quest. It broke class identity, it broke the game. This is all you need to do. Now you're going the Destiny 2 route (iykyk about artifact weapon buffs) by basically forcing people to play a certain class per patch if you're going to dedicate a patch to once class rework at a time.

    To be fair, people were complaining about class identity before subclassing too. Every class does play a little differently to me but they don’t all have flat out mechanical differences (like the crux minigame or ye olde overload bar) and thus to other people play the same.
    Syldras wrote: »
    "Sorcerers call upon Daedric pacts and dark magic as the source of their power."

    What's with the pacts all the time? Arcanists have a pact with old Hermy Mora, Sorcerers have pacts with everyone else? Conjuring always meant forcing a daedric being into your service. We even had some funny lore books about that...
    https://en.uesp.net/wiki/Online:I_was_Summoned_by_a_Mortal
    No pacts needed.

    Also I'm quite sure there are players who want to play a sorcerer (or have been doing so for years) who don't want an "evil" focus being forced onto their character. I don't mind, but I see some people would not like that, especially if it becomes overly obvious in terms of design and effects.

    I mean, if you’re summoning a daedra isn’t the daedra in a pact with you?
    I have only one question.
    Why wasn't this done BEFORE subclassing was introduced?

    We did change game directors, might have something to do with it.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 4/8 Tris
    • Dungeons: 32/32 HMs - 25/26 Tris
    • All Veterans completed!

      View my builds!
  • allochthons
    allochthons
    ✭✭✭✭✭
    Destai, I know you know waaaay more about this game than I do. This is only meant as a "I bet you were posting so fast you forgot that..."
    Destai wrote: »
    AFAIK, only Arcanists have a class taunt. And they have more shields than any other class. So that's the gap you guys need to bridge.
    Templar's Focused Charge is now a hard taunt. As is (although not a class) werewolf Deafening Roar, if used as a heavy attack. Then soft taunt on DK's Fiery Grip.
    She/They
    PS5/NA (CP2900+)
  • Marto
    Marto
    ✭✭✭✭✭
    A lot of people are weirded out by Dragonknight being on the top of the list, but I don't think there's necessarily a wrong order to do these in. ZOS decided to start with the "easiest" one first, so they can give us a better idea of what these reworks will look like.

    Dragonknight has a clear identity. They are tanky with high armor and mitigation. They are focused on DoTs, with no execute and few burst options. They prefer to have enemies come to them. They have few long-range options. And their recovery of resources is active rather than passive.

    If ZOS started with Necromancer, we (players and developers, internally or between each other) would waste months arguing about whether they should be a "reaper" or "harvester" class with short duration pets, or a more traditional "pet" class with long durations. We would argue for months about how many buffs it should or shouldn't have.

    We would argue for months about what debuffs they should get to fit into the fantasy of high-risk-high-reward illegal magic (I vote Necromancers should get some damage boosts that afflict them Minor Vulnerability, but that's besides the point)

    We would argue for months about how much burst is too much burst. Let's not forget that Necromancer was OP for years. That happened for a reason. If ZOS is not careful it might happen again.

    I think it's wiser to start with the "easy" ones, the ones that have obvious problems and solutions, and then move on to the more complex issues like Necromancer, Nightblade healing, or the utter mess that is Sorcerer and Dark Magic.
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • CAB_Life
    CAB_Life
    Class Representative
    The humility and openness of this post marks a refreshing turn from the ivory-towered lectures of the past development hierarchy. That alone bodes well for ESO’s future.
  • Syldras
    Syldras
    ✭✭✭✭✭
    ✭✭✭✭✭
    Soarora wrote: »
    I mean, if you’re summoning a daedra isn’t the daedra in a pact with you?

    Nah, it's just yoinking them out of Oblivion against their will. Basically mind control, but the Tamrielians find it okay because it's evil daedric beings.

    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • Vaqual
    Vaqual
    ✭✭✭✭✭
    Quoting the article:
    "This means refreshing and modernizing abilities, so they look and feel as impactful as those of more recently introduced classes like the Arcanist."

    Please don't make it look like fireworks. And do not hide weapons in the semi-generic base class animations. They are good the way they are.
    I think Arcanist is not exactly the right reference going forward, I find it quite poor when it comes to ability design. Strong, yes. Fun, no. Pretty, no.
  • Nepenthe
    Nepenthe
    ✭✭✭
    I am not looking forward to the old 'alphabet soup' organization of skills between lines.

    >One overarching pattern you’ll see as we move toward improving this experience is reorganizing class skill lines, adding in more benefits for sticking with the core skill lines of your class, and decentralizing role-specific power so that a single skill line won’t have every tool you need to achieve your goals.

    This is going to murder skill line / skill readability for players and was something that was intensely frustrating for me before this reorganization started a few years ago. Jumbling the skills and passives between the skill lines again is going to be awful, especially for newer players. The game is already an overwhelming incomprehensible behemoth. Don't make it any harder on new people to get into it. People shouldn't have to spend hours on youtube to figure out how to play the game.

    Additionally, PLEASE make Sorcerers viable without the horrible pets. The models and textures are from 2014 (or they feel like it) and they clutter common town spaces. The winged twilight is the worst offender. At least the clannfear (not that I've seen anyone using it in actual years) and the scamp don't flap around distractingly even at rest. I used to be able to enjoy playing sorcerer completely ignoring the pets. Now they are so much stronger than pet-less sorcerers that I've stopped playing the class altogether.

    It wouldn't be so bad if they got a skill-style treatment like what happened with the warden bear's alternate texture and we could pick different daedra to be summoned as a cosmetic which is disabled in PvP spaces to preserve the readability of enemy capabilities. Imagine the sales you'd get of these cosmetics! Please! I'm begging you, these daedra pets are an eyesore.
  • Quethrosar
    Quethrosar
    ✭✭✭✭
    i think it should be simpler, boost single class abilities when not subclassed, but keep sub classing as is.
    a true weaving sorc parse 150k, a subclass weaving sorc, assassin, templar parse 150k. don't make sub classing be a must have.

    ha builds should parse lower than weaving, but not much less. 130k for example.




  • Tandor
    Tandor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Quethrosar wrote: »
    i think it should be simpler, boost single class abilities when not subclassed, but keep sub classing as is.

    I agree.
  • lostineternity
    lostineternity
    ✭✭✭✭
    "For us, class identity is what makes a class unique and different from other classes."

    And later

    "refreshing and modernizing abilities, so they look and feel ... like the Arcanist."

    Is this a joke or am I the only one who sees a contradiction?
  • React
    React
    ✭✭✭✭✭
    ✭✭✭✭✭
    Destai wrote: »
    1. Pull out or postpone a change that's poorly received on PTS.
    2. Have actual developer engagement on PTS.
    3. Revert changes that no one asked for. U48 animation changes, environmental changes, PermaGlow, Jabs, etc. No one asked for them.
    4. Tie changes back to specific feedback threads.
    5. Answer the hard questions. Don't just disappear when SkinnyCheeks wins the argument.
    6. Discuss mistakes. I'll trust you guys once you publicly admit U35 was a mistake.

    This whole post from @Destai is great, but specifically this part. So many crucial core aspects of a healthy development cycle that the team has always failed on, laid out simply and plainly.

    Pull or postpone a chance that's poorly received - The team needs to be able to admit when they're wrong, and go back to the drawing board. It seriously blows my mind that I cannot remember a single time where I've seen a change get reverted accompanied by a "we were wrong, we're sorry".

    Have actual developer engagement on the PTS + tie changes back to specific feedback threads - Take a look at how jagex handles their community engagement process. They interact heavily with their community during testing phases, they make posts and update those posts in regards to feedback, and why they're making certain changes. It goes a long way to wards building trust with your community when there is an actual dialogue, not just a flat update post saying "here is why we're doing this" followed by zero further engagement.

    U48 animation changes/jabs/permaglow - Seriously, like you NEED to fix these things. It is actually beyond insane that the U48 animation changes are nearly universally poorly received with probably 90%+ of players begging you to revert them. Walk it back, admit you were wrong. You will instantly gain a huge amount of respect from the community. This is particularly important because these changes heavily impact combat, which is a front you cannot afford to lose more ground on.

    And please give back the old jabs. Nobody likes the new ones, nobody asked for them.
    Edited by React on December 2, 2025 6:34PM
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    "For us, class identity is what makes a class unique and different from other classes."

    And later

    "refreshing and modernizing abilities, so they look and feel ... like the Arcanist."

    Is this a joke or am I the only one who sees a contradiction?

    I don’t think they mean literally make them look like arcanists. When arcanist came out, the animation quality was jarringly better than the other classes. Now that people are used to arcanist, we’re seeing the animations as “just arcanist animations” and not noticing all the details that arcanist has… that other classes don’t. Iirc all arcanist animations are only for arcanist meanwhile you have, for example, DKs and nightblades having the same exact animations (and the animations don’t even make much sense… like how are you summoning a fire ball by throwing your arms out to the side?).
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 4/8 Tris
    • Dungeons: 32/32 HMs - 25/26 Tris
    • All Veterans completed!

      View my builds!
  • Destai
    Destai
    ✭✭✭✭✭
    ✭✭✭✭
    Destai, I know you know waaaay more about this game than I do. This is only meant as a "I bet you were posting so fast you forgot that..."
    Destai wrote: »
    AFAIK, only Arcanists have a class taunt. And they have more shields than any other class. So that's the gap you guys need to bridge.
    Templar's Focused Charge is now a hard taunt. As is (although not a class) werewolf Deafening Roar, if used as a heavy attack. Then soft taunt on DK's Fiery Grip.

    Oh man, you give me too much credit. My brain's still rebooting from having a cold, so I appreciate the clarifications. The point I was trying to make is that the Arcanist tank kit is leagues above the others. They have so many juicy shields that I don't really see in other classes.
  • Finedaible
    Finedaible
    ✭✭✭✭✭
    ✭✭
    If there are 4 major ESO updates per year and one class gets reworked with each one, that means Nightblade and necromancer won't be reworked until sometime in 2027.
  • DenverRalphy
    DenverRalphy
    ✭✭✭✭✭
    ✭✭✭✭
    I like the idea, but worry about the reality. Yes, the article does make plain that it's a Long Term plan. But I can't help but consider that realistically, one class at a time could result in one class each year. So we're looking at up to 7 years here.

    If ever there were to be an opportunity to finally demonstrate some Necro love.. bumping them towards the top of the priority list would be it.
    Edited by DenverRalphy on December 2, 2025 6:47PM
  • Morvan
    Morvan
    ✭✭✭✭✭
    Really great news, I'm looking forward for these changes, you guys pinpointed all the main feedback there, I'm glad the developers understand the issues and are going to the right direction, offering tools for all skill lines no matter what your role is.

    Thank you for listening ZOS, I hope to see that all reflected on the upcoming patches, this whole read restored my hope and hype for the future!
    @MorvanClaude on PC/NA, don't try to trap me with lore subjects, it will work
  • fizzybeef
    fizzybeef
    ✭✭✭✭✭
    Just-rollback-subclassing

    save the ressources and time…
  • StihlReign
    StihlReign
    ✭✭✭✭✭
    Goals
    For this refresh of ESO’s classes, our primary goals that support the long-term vision we laid out are:
    • Strengthen the unique identities of each class, making them feel fun and rewarding, as well as thematically unique and engaging to play.
    • Improve the balance between pure classing and subclassing, so both paths have their place in the game.
    • Make each class's skill lines more varied and distinct for what they offer a role, so that each skill line holds something valuable, regardless of what you play.
    • Use both in-game data and player feedback to help inform our decisions, ensuring changes reflect player experiences and preferences.
    • Address power outliers in abilities and skill lines, and look at balance concerns as we progress through each of the classes, prioritizing mathematical and functional changes before visual and audio updates.

    They could scrap every goal if these 2 can be met, we'll be on solid ground again.
    1. Improve the balance between pure classing and subclassing, so both paths have their place in the game.
    2. Address power outliers in abilities and skill lines, and look at balance concerns as we progress through each of the classes, prioritizing mathematical and functional changes before visual and audio updates.
    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • metheglyn
    metheglyn
    ✭✭✭✭✭
    Syldras wrote: »
    metheglyn wrote: »
    I was surprised to read that sorcerer description, since I play my sorcerer without using the daedra pets. I guess she's not a real sorcerer!

    There's too much good/evil clichée stuff going on there for me, with the "typical"/clearly sorcery-related classes sorcerer - arcanist - necromancer - being labeled as "evil" (and of course on the "good" side we have the holistic hippie warden and the good aedra-worshipping temple knight). And yes, I know that these are typical rpg tropes, but things had usually been less clear in TES...

    I know the flavor texts of the abilities always had some bits about abilities being related to Aedra and Daedra, and I never liked it that they basically pre-defined our character by that so much. Then again, when did you ever look at these texts anyway? So it could just be ignored.

    But since they also write about "modernising" the visual effects now, I'm sceptical whether it will remain that easy to ignore...

    I didn't get quite the same evil/good sentiment you did; "opportunistic use of forbidden powers" doesn't equate to evil necessarily. And the necromancer description was pretty matter-of-fact with no morality stated. Templar does say "holy warrior," however, and warden is described as a protector, so those do seem more good aligned than any of the others. But mostly I didn't pick up on any definitive intended alignment in the descriptions.

    I'm hoping the modernizing the visual effects mostly means making them smoother and nicer looking, but we'll see how it all plays out.
    BretonMage wrote: »
    metheglyn wrote: »
    Syldras wrote: »
    "Sorcerers call upon Daedric pacts and dark magic as the source of their power."

    What's with the pacts all the time? Arcanists have a pact with old Hermy Mora, Sorcerers have pacts with everyone else? Conjuring always meant forcing a daedric being into your service. We even had some funny lore books about that...
    https://en.uesp.net/wiki/Online:I_was_Summoned_by_a_Mortal
    No pacts needed.

    Also I'm quite sure there are players who want to play a sorcerer (or have been doing so for years) who don't want an "evil" focus being forced onto their character. I don't mind, but I see some people would not like that, especially if it becomes overly obvious in terms of design and effects.

    I was surprised to read that sorcerer description, since I play my sorcerer without using the daedra pets. I guess she's not a real sorcerer! But it does say it's all subject to change and further refinement, so maybe that's not the final description.

    I recently dropped my pets, and have been enjoying being just a storm sorcerer (with a side of Fatecarver). As elemental magic, and especially lightning magic, has been a mainstay of sorcerers for a long time, I was surprised there was no mention of storm sorcery in the description. And "dark magic"?? Anyone here still using dark magic?

    I think I have one skill from the dark magic line slotted, but otherwise--it's storm skills and lightning staff for me with a healing set up on the backbar. I haven't subclassed my sorcerer, and doubt I will, so if they can make the sorcerer skill lines better and more interesting, I'll be glad to see it. I just hope they don't lean too heavily on the daedric pacts aspect of it.
  • Nepenthe
    Nepenthe
    ✭✭✭
    Destai wrote: »
    Yes, this was called out in the early days of PTS and yet subclassing went live as-is. At best, it needed another year to bake. The work being done now and slated for the future, should have been before subclassing went live. I'd rather you guys release nothing than release fractious content like subclassing.

    Bold for emphasis. I'd rather wait for a better product.
    Destai wrote: »
    Regardless, you've always had the player feedback. The problem's been acting on it in a reasonable timeframe. If something's up for testing in PTS, the expectation is that it's either fixed in PTS or pulled from release. If you guys find that more things have to be pulled, then you better know where to improve next time. Whatever changes you guys make, I hope you're truly prepared to pump the brakes if there's blowback on PTS. People are sick of providing feedback and nothing changing because of it.

    I wish they would actually iterate or pull features (to be worked on and implemented in a future update), but PTS has always been "This is what's coming, get the lube because nothing's fundamentally going to change". If they listened to PTS forum feedback then subclassing would have been taken back to the drawing board to cook for longer and this class identity initiative wouldn't have needed to happen in the first place. This studio charges forward with whatever they think is best without listening to feedback, then backpedals when proposed changes go exactly how the PTS feedback told them it was going to go. They give this air of "You idiots don't know what you're talking about" but continue to step on the rake time and time again. This is how it's been for years and I'm not convinced that is going to change. This new development in communication is welcome but I'm too burnt by this studio to trust that anything else will change in a positive direction.

    Also, they don't seem to know how to keep updates in-scope for what they can deliver with quality. They're always shooting for the moon and blowing up the rocket on the launchpad.
    Destai wrote: »
    This (referencing quote "single skill line won’t have every tool you need to achieve your goals.") is wrong on so many levels. There's a finite number of buffs in the game. There's a finite number of skills and skill lines. If Assassination is not the be-all-end-all for critical hits and ganking, then IMO, it's failed at being an assassination skill line.

    I would expect that damage skill lines would have a major and minor buff associated with them, and two damage types, with one overlapping with another class. Look at Storm Calling - it's both shock and physical. That overlaps with Aedric Spear which does physical damage. Similarly, Dawn's Wrath and Ardent Flame both specialize in flame. Creating overlaps like that entices people to subclass. For pure classing, there should just be a capstone passive that applies to the skill line skills only.

    Each class should have a role specific skill line with the necessary tools for that role. AFAIK, only Arcanists have a class taunt. And they have more shields than any other class. So that's the gap you guys need to bridge.

    Bold for emphasis of agreement. Going back to the jumble of "if you want to tank on a Dragonknight, grab this skill from this line, grab these two from here, and one from here" is NOT going to be good. The development they've done organizing the skill lines into corresponding roles has been a good, healthy thing for the game. If you're going to go through all this effort to rebalance skill lines, make each role's skill line for each class distinct in identity and similar in power. For example, Green Balance is more desirable than other healing lines and that signals a problem either with Green Balance, or the other healing skill lines. Investigate why. Solicit feedback about that specific thing and actually - for once - LISTEN. Yes, you are the developers and know your vision for the game and other background systems and limitations. But that doesn't mean that our ideas and feedback are worthless. They have felt worthless to you for a decade now. Posting on the PTS forum might as well be shouting into my local forest. In light of that, I don't know why I'm going through the effort of this post but I love this game SO much.

    I do appreciate the irony of saying that our feedback feels worthless, replying to a post addressing feedback. This post about addressing class identity feels like we had to cajole a stubborn mule to not jump off a cliff. Feedback isn't addressed until the world shouts it into the studio so loud that it CANNOT be ignored. THAT is what I (and others, I imagine) mean when we say our feedback feels worthless to this studio.
    Destai wrote: »
    There's more to building trust than keeping us informed. Honoring our wishes is the single biggest area where trust needs to be built. Like I've said before, if all of PTS and Reddit are screaming at you, then that's usually the sign a change shouldn't go-live. Also, seeing actual developer debate on the PTS will go a long way in building trust.

    And if a developer loses a debate, then the change shouldn't go-live. We really are at a point as a community where if you can't defend a change, then you have no business releasing it. Just look at the skepticism and cynicism here already. Please, go slow. Be prepared to be wrong and change.

    I would strongly encourage you to draft the ideas with us even before PTS.

    I would love to see collaborative design between the developers and the community. Feeling like we, as a community, have any agency about how the game moves forward would be wonderful.

    Destai wrote: »
    How on earth is Necromancer not the top candidate for a change? It's the one I see complained about the most. Them and sorcerers. Here's what the order should be IMO:
    1. Necromancer.
    2. Sorcerer.
    3. Dragonknight.
    4. Warden.
    5. Nightblade.
    6. Templar.
    7. Arcanist.

    Quoting for emphasis. Necromancer should absolutely be at the top. At the very least, immediately after the 'baseline' they are going to establish with the Dragonknight.
  • Stamicka
    Stamicka
    ✭✭✭✭✭
    ✭✭✭
    I’m actually hoping that ZOS buffs pure classes so much that subclassing becomes a completely useless system that no one uses outside of overland and casual play. It would sort of be like a soft rollback.

    Most of the time subclassing defenders say “well you don’t HAVE to follow the meta!” I say let them keep that mentality. With that attitude they should still have fun being unique with an extremely nerfed subclassing system… not that normal and overland content need any sort of build.

    Kind of seems like everyone wins if done correctly. Subclassing will become unpopular in endgame PvE and PvP while the people who like it get to keep it. The reality is, it’s just too difficult to balance for end game environments especially since balance was rough even before subclassing. We are better off if pure classes become optimal while subclassing fades into the background as a more niche system.
    PC NA and Xbox NA
Sign In or Register to comment.