
Not just going into thematic concerns, but there is also logistics one. Nightblade has been my favorite class for 11 years and it's not even close. While the power fantasy of nightblade may sound nice on paper, in pve, much of it is not currently possible. When you're doing dungeon and trial hardmodes and trifectas, most bosses are immune to crowd control and stealth doesn't really matter. In prior years, nigthblade has had issue with having great burst when most pve group content wants reliable/sustained dps. Logistically, how does one answer that fantasy? Allow bosses to be crowd controlled again? Redo a decade of pve content to make stealth, crowd control, and mobility less niche and more rewarding? Part of the criticism of subclassing I and many others said was that it doesn't feel rewarding or fun at higher levels of play, how does that get answered where the class identity slide also has similar problems for certain classes and their listed power fantasy, especially for those who mostly or only play one class in group related stuff.
What does class identity mean to us?
For us, class identity is what makes a class unique and different from other classes. This covers everything from a part of who they are, what they can do, how they look, what they excel at, and what they don’t excel at. When we look at class identity, we use two core pillars to support the experience: source of power and power fantasy.

What do we mean by “source of power”?
When we talk about the “source of power” for a class, we are referring to what the lore-relevant origin of a class’s power is and what might differentiate them from a “normal” citizen of Tamriel. Questions such as these come up: “What caused this person to become a Dragonknight/Arcanist/Sorcerer?” “What are their motivations?” “Where do they get their power from?” The answers to these questions help inform the way their abilities are developed as an extension of their source of power.
What do we mean by “power fantasy”?
Power fantasy takes the source of the power a step further and influences how a character receives and is then able to use it (e.g., area of effect, damage over time, direct damage, etc.). By taking their source of power and putting it into a delivery mechanism, we aim to create the sensation of what it would feel like to be that class.
Different power sources shape distinct playstyles. For example, Nightblades rely on cunning and shadow to stay elusive in battle, striking while the moment is right, while Templars draw on divine energy for more zealous and direct combat.
These differences help set ESO's classes apart from one another in terms of their identity. It’s why some classes have specific power delivery mechanisms that others do not, thus contributing to a more distinct playstyle and establishing a stronger class identity mix.
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.
This is the official discussion thread for, "Developer Deep Dive—ESO's Class Identity Refresh"
"Read a deep dive letter from ZeniMax Online Studio’s Combat Team as they share their core philosophies, goals, and planning surrounding the future of ESO’s classes."
twisttop138 wrote: »Can we talk for a second about "holistic approach". I'm unsure what's meant by that, I'm a little older, maybe I'm not getting the lingo, but what I read is this. "We're getting nowhere using science, so we're going for Karen at the herb store. She says these crystals work wonders.
@twisttop138
"Holistic" is not lingo for what you're stereotyping, rather it simply means looking at something as a whole rather than focusing on limited aspects. It is in fact used in scientific communities such as anthropology and psychology, to name a few.
Put very simply, a holistic approach looks at the entire puzzle, whereas more focused approaches look at just a piece of the puzzle.
twisttop138 wrote: »Interesting post. They really back themselves into a corner with the subclassing roll out. I think many in the community don't have faith that can pull something like this off without huge issues and constant complaints of not listening to players on the pts.
Reading through that, my fear is that this will be used as an excuse for not getting new content. Spanning multiple updates, and mentions they will be rolled out next to ongoing support for the game gives me hope but it would be nice if Zos to let us know that this will not be taking the place of content in 2026.
This will not replace content. There are other teams working on content. So the update noted here is in addition to 2026 content.
Not just going into thematic concerns, but there is also logistics one. Nightblade has been my favorite class for 11 years and it's not even close. While the power fantasy of nightblade may sound nice on paper, in pve, much of it is not currently possible. When you're doing dungeon and trial hardmodes and trifectas, most bosses are immune to crowd control and stealth doesn't really matter. In prior years, nigthblade has had issue with having great burst when most pve group content wants reliable/sustained dps. Logistically, how does one answer that fantasy? Allow bosses to be crowd controlled again? Redo a decade of pve content to make stealth, crowd control, and mobility less niche and more rewarding? Part of the criticism of subclassing I and many others said was that it doesn't feel rewarding or fun at higher levels of play, how does that get answered where the class identity slide also has similar problems for certain classes and their listed power fantasy, especially for those who mostly or only play one class in group related stuff.
I mean, they could make a trial where there is a room or barrier that's only crossible if you cloak through. Then the player has to do a mechanic to unlock the rest of the room for their party.
SaffronCitrusflower wrote: »
This is the official discussion thread for, "Developer Deep Dive—ESO's Class Identity Refresh"
"Read a deep dive letter from ZeniMax Online Studio’s Combat Team as they share their core philosophies, goals, and planning surrounding the future of ESO’s classes."
I'm not understanding this at all. ZOS rolls out subclassing as a main feature and selling point, now the benefits of subclassing are going to be taken away?
Besides that, ESO doesn't have classes anymore. We have skill lines.
This is the official discussion thread for, "Developer Deep Dive—ESO's Class Identity Refresh"
"Read a deep dive letter from ZeniMax Online Studio’s Combat Team as they share their core philosophies, goals, and planning surrounding the future of ESO’s classes."
Not just going into thematic concerns, but there is also logistics one. Nightblade has been my favorite class for 11 years and it's not even close. While the power fantasy of nightblade may sound nice on paper, in pve, much of it is not currently possible. When you're doing dungeon and trial hardmodes and trifectas, most bosses are immune to crowd control and stealth doesn't really matter. In prior years, nigthblade has had issue with having great burst when most pve group content wants reliable/sustained dps. Logistically, how does one answer that fantasy? Allow bosses to be crowd controlled again? Redo a decade of pve content to make stealth, crowd control, and mobility less niche and more rewarding? Part of the criticism of subclassing I and many others said was that it doesn't feel rewarding or fun at higher levels of play, how does that get answered where the class identity slide also has similar problems for certain classes and their listed power fantasy, especially for those who mostly or only play one class in group related stuff.
I mean, they could make a trial where there is a room or barrier that's only crossible if you cloak through. Then the player has to do a mechanic to unlock the rest of the room for their party.
Mathius_Mordred wrote: »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.