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Developer Deep Dive—ESO's Class Identity Refresh

  • Arthtur
    Arthtur
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    Well...
    Let's start with positive stuff.

    Communication is a lot better.
    Im rather satisfied with this Deep Dive. Its a lot better that the combat one.
    This is something that has to be done. It should have happened before subclassing tho.

    Now...
    While it's good to see something being done, you dont have great track record of finishing big reworks or updating added features.
    Hybridisation is not finished. Scribing already feels forgotten just as IA. Companions, ToT, Hybridisation of alchemy, food rework... while it's impossible to keep working on everything forever, it seems like you abandon everything without polishing it and add new shiny thing hoping it will keep players interested.
    Like, where is 3rd class set? Why there was only 1 new grimoire? Yeah...

    Anyway i hope you will actually listen to players this time and it will not end like previous big changes.
    Also i hope it wont end up like U35, where you forced long DoTs on everyone on top of hybridisation. Forcing everyone into long DoTs or short ones, it's the same. Only 1 side will be happy, not both. So i hope you will give players options instead of forcing everyone into one.

    For more things i would need to see patch notes. Right now im just questioning how are you gonna "decentralize role-specific power so that a single skill line won’t have every tool you need to achieve your goals" while making Ardent Flame pure DPS skill line. I mean for what will you put Inhale if not for the Chains? I dont even want to think about other options...

    Just please, post changes earlier so we have more time to give feedback.
    PC/EU @Arthtur

    Toxic Tank for the win :x
  • Tornaad
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    Please make a Stealthy bow build viable for all content. That would be awesome
  • luc76985
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    I'm just going to keep playing the game and put my blinders on.
    And not play with anyone else.
  • Romilly
    Romilly
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    Please consider allowing class change tokens! Obviously one could re-roll an alt, but I'd like my "main" to remain my main (for achievements, crafting, motif knowledge, books etc) but to be able to change their base class!

    Subclassing has made my life as a Nightblade healer much easier to get trials slots, and I worry that class flavor will start to pigeon hole us all again.

    I do like class identity of course, just would like to be able to permanently change it (eg if I wanted to tank, and needed to be DK base).
  • Ashryn
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    As a person who long ago chose my Warden class because it utilized the power of animals, I sure hope that they will still be a focus. I like the idea of Nature's seasons, but please keep the animals! Update them; don't make them dependent on Vvardenfell; and give us other animals then just a bear for our ultimate!
  • SolarRune
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    From a DD perspective i get it, but for supports what is discussed is a real shame - tanks and healers have enjoyed much more viable build variety since the sub-classing changes - I hope this isn't lost in this process and we end up back with 1DK tank, 1Necro Tank, 1Warden healer and 1NB healer again - given the massive lack of build diversity in tank and healer roles for many years longer than DDs, it would be a massive step backwards.(unless other ways to create better build diversity were part of work)
  • Kickimanjaro
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    Happy to see the (continued) increased communication and relieved to see that many concerns are being heard and addressed, thanks.
  • Freelancer_ESO
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    I think it will be interesting to see how it goes and to hear more from the livestream.

    One thing I would note is that part of class identity to players may be how it used to play so reworking it may not necessarily help.

    Look at how some people are still not happy about the chance got Templar's Jabs.
  • Last'One
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    Before I read anything about the promises ZoS is making, I have one question:
    Will any non-Arcanist class be able to reach the same cleave DPS as beam? If the answer is no, then the rest doesn’t really matter.


    5qzohhyv6em8.gif



    Edited by Last'One on December 2, 2025 10:32PM
  • ceruulean
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    Emeratis wrote: »
    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.

    Edited by ceruulean on December 2, 2025 10:28PM
  • Destai
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    I found more I want to break apart. I feel like we're getting a lot of words, but not a lot's actually being said TBH.
    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.

    The infographic you guys have, while nice, should be articulating this point. At the end of the day, I want to hear from the developers what each class should excel at, and what it shouldn't. Broken down per role. Without that articulated, I will continue to have no faith in the combat team. Because it feels like you guys put all your energy into these lofty statements and design principles and other fluff, and it doesn't translate to something concrete and deliverable.

    I would expect to see a matrix where each class has a rating for each role. Mocking up in Excel:

    schybm6c0lk8.png

    Something like that, albeit prettied up. That's my opinion of current state, but I think it behooves the team to provide one for the end goal of each class. When this endeavor is done, what's that final state going to look like. If you can't articulate that level of detail, then I'm sorry, I do not think this will be successful. I understand that it will be time consuming to do so, but without properly setting goals and expectations with ample specifics, the community and developers will continue to face tension.
    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.

    Lots to unpack here. Let's start with sorcerer. You guys are historically Oblivion-bent on making Sorcerers a pet class. What if we just disagree? What if we say that sorcerers should be more than a pet class, what then? What if there's demand for Sorcerers to also be storm mages or dark mages? Are you going to do what's asked of you, or stick with your vision despite constant complaints? Because honestly, these "source of power ideas" you have don't always translate well to fun gameplay.

    Lorewise, Daedra aren't just beasts, they're energy that can be used as tools. You can take the "creatia" as its called and make a weapon or whatever out of it. That needs to better translate to gameplay mechanics. If I don't want to have a giant flappy bird hurting my eyes, but I like the purple joy of the class otherwise, I want that accommodated.
    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.

    Ok, how? How will each class feel different? Revisiting the sorcerer. Are you guys working towards a place where I can play a storm mage and not care at all about Daedric summoning?

    Again, give us a breakdown for how each class will feel. Tell me what each class's schtick will be. Arcanists have one - crux. Necro's have one - corpses. What about the others? Will Wardens have like an active lore they're pulling from? Like a Tale? Will DKs have a flame meter they have to keep up? How will those class mechanics coexist with others?
    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.

    Overall, the language used here is too vague and too technical. Delivery mechanisms - like what are you talking about? I'm assuming that means specific mechanics like Crux or something.

    Again, in gameplay terms, what does this all mean? This is why I've discouraged this whole "guiding principles" flavored framework you guys use. It doesn't tell me anything concrete. Will nightblades rely on evasion? Will Sorcerers get Oblivion resistance? Concrete stuff.

    My big concern is this level of language doesn't translate well to status updates and roadmaps. I'll give you guys this - this article was the closest you've ever come to an actual deep dive. But it' still too high-level for me to walk away feeling confident in the direction.

    Let's take your 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.

    As new work comes in and this endeavor, I would expect to line items below each of these goals for that work. So, if you're overhauling DK, tell me the X number of things you're doing and how long that will take.
    Edited by Destai on December 9, 2025 3:19PM
  • SaffronCitrusflower
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    ZOS_Kevin wrote: »
    8chr8f47bgar.jpg
    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?

    Functionally speaking ESO doesn't have classes anymore. We have skill lines.



    Edited by SaffronCitrusflower on December 2, 2025 10:49PM
  • twisttop138
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    Malyore 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.

    Yeah I know, I was making a joke. We were ripping this article in discord and I thought it was a funny thing to add. I do appreciate your explanation though. It's a good way to look at it.
  • twisttop138
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    ZOS_Kevin 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.

    Thank you Kevin. I appreciate your candid response. All issues aside, I see this new communication and transparency as something that will do nothing but help long term. Your guys willingness to do it even knowing it would create backlash earned some respect.
  • Estin
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    I'm pretty interested in this to be quite honest. I just hope it turns out well.

    Doing one class at a time a bit disappointing, but only due to the time it would take to get to classes that need work. It's honestly surprising that DK is the first pick over something like warden or NB. Anyways, it's better to focus on one class at a time imo. It makes sure enough attention is put into something instead of trying to do everything at once to the point where its unfinished and unbalanced. Everybody migrating to pure DK if it suddenly becomes meta is only a short term issue, and is really nothing new to what we've been experiencing for the the past few years where everyone migrates to 1 class/skill setup because it's the easiest/strongest to play. As the other classes get worked on, more options will start opening up. It's a small price to pay IF it means that identity and balance starts to come back.

    My biggest concerns though are how they would be reworked. IMO, I prefer how the base classes have everything spread out rather than conforming them to a Damage/Tank/Heal setup like the DLC classes. It forces you to use your class skills to make you feel like that class instead of only using 1 skill line of your class and filling the rest up with weapon and guild skills. It's less of an issue in PvP, but it's very much a problem in PvE. It also should make subclassing easier to balance so you don't just pick 3 damage skill lines and call it a day. I also hope that animation and sound design isn't too severe. I'm sorry, but new jabs and flurry are terrible looking compared to the old animation, and I wouldn't want a similar issue to happen with other beloved skills. For sound, Arcanist abilities do sound great, but also so do DK abilities. I hope there won't be any unnecessary audio changes to unique sounding skills. More generic sounding skills should be the ones changed, such as most of nightblades outside assassination.
  • silky_soft
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    Has to be all done at once. One by one is insane.
    This recent update has made me sad. Sad for the game. Sad for the community. Sad to pay whatever it is now. I want the previous eso back.
  • Emeratis
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    ceruulean wrote: »
    Emeratis wrote: »
    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.

    Your suggestion, while well intentioned, does not solve the problem we're trying to express (because I've seen other nightblades expressing similar concerns to mine).The first problem that one trial out of the hundreds of old and new future dungeons and trials does not make a class feel desirable or useful. The second is this puts the power fantasy of nightblade as a niche gimmick compared to other classes getting their power fantasy even in that own theoretical trial fullfilled much more naturally. The third is it directly contributes to the frustration at higher levels of play of feeling limited or forced into certain things versus given the choice to play what we love, which has been an ongoing problem for a long time as I and a few others have mentioned a few times in feedback threads.

    I don't think the other classes' power fantasies are fully accurate either from talking to friends who are mains or my own experience on those classes (though I admit I'm more casual on some of the classes than others so I'm going to let others speak on that), I just think that nightblade was the easiest to speak on to point out these concerns because it also echoes problems that nightblades have had in pve in prior patches.

    I also don't think there are simple solutions to some of the class adjustments needed going forward, but from the article it seems they are already aware of that. I just really want to see all classes get something that feels enjoyable and rewarding at all levels and types of play (pve, pvp, dungeons and trials, overland, etc).
    Edited by Emeratis on December 2, 2025 11:11PM
  • Dino-Jr
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    This is awesome! All I ask is that you keep the "responsiveness" and quickness of animations/mobility #1 in everything that you do for every single class. Don't add piles of cooldowns and channels. Keep the combat flow and snappiness of animations at the front of everything you do.

    This next thing might seem random but I think it needs to be said. The Arcanist beam is not a good example of what you should be trying to achieve in terms of mechanics and gameplay to establish class identity. Its fine for a one off but not something to spread to other classes, if you do the game will be made worse. The Arcanists non-beam kit is great flows well and feels unique to the class but do not Ctrl C paste the beam style ability it works for what it is but lets leave it where it is.

    I will also add that none of the work you put into classes, how they feel to play, what their animations look like, what their power fantasy is...none of that matters if we cant physically see it ourselves during gameplay. It is absolutely critical that you add more aggressive graphics settings to hide "other player special effects, abilities, pets & companions". Doesn't make sense to put all this effort into establishing class identity only to have the player character barely visible during gameplay because of how absurdly cluttered other player combat effects have become.
    Edited by Dino-Jr on December 2, 2025 11:20PM
  • Estin
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    ZOS_Kevin wrote: »
    8chr8f47bgar.jpg
    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.

    Subclassing was never a main feature or selling point of any piece of content, unlike something like scribing or arcanist. It was a free feature tacked onto the U46 patch, and why it was insane to push it out it in the state that it was in instead of delaying it.

    ESO not having classes anymore was directly caused by that wild decision and is something that needs to be reverted, something that I hope this correctly accomplishes.
  • Lagzee
    Lagzee
    Soul Shriven
    ZOS_Kevin wrote: »
    8chr8f47bgar.jpg
    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 know this will never happen but ill say it anyway. You should revert subclassing and even hybridization. This class refresh sounds great but its not going to solve the issue that is driving people away. I dont see how you can have class identity and subclassing the way that it is. I just dont see it.

    All most players wanted was new classes and new systems, scribing, new weapons, skill lines, etc. No one asked for subclassing. Its a balance nightmare and it was the nail in the coffin of class identity, a death that began with hybridization.

    But since im 1000% sure youll insist on keeping it, you really have to spread tanking/dps/healing skills/passives between all 3 skill lines of a class. And it seems like that may be the direction you're heading. But you cant have class identity when subclassing is always going to be way stronger. Like as long as someone has the ability to stack 3 skill lines that are mostly damage focused, for example, it will always out perform a base class with a dps/tank/heal skill line.

    I also feel like you really need to make a class synergize well between the skill lines. Something like an arcanist with gaining crux from one skill line, but getting buffs from having crux in another skill line. Or a DK getting ult gen in one skill line, but getting resources for spending ult in another skill line. For example. More class specific passives would help with this,
    passives/skills that reward you for having 3 skill lines of a class. instead of just flat damage increases like assassination.

    Idk what the answer is, the whole thing is a balance nightmare and, after the first month or so, it just feels stale and awful. And many people feel the same way. Personally i just wish you added in another class and called it a day.

    Edited by Lagzee on December 2, 2025 11:30PM
  • Biff_Brendane
    First thing I'd like to say is "Good."

    Second is "Thank you."

    Third is "Please don't consider foisting the vengeance skills on us. If you thought the outcry against subclassing was bad, wait till the vengeance skills get more eyes on them."

    Now that we have that out of the way, any chance the dev team is looking for ideas/suggestions on class skills? I have mained a Dragon Knight since the imperial city came out. I've run him through every form of content and have played him in every role. And yes, I was occasionally running a DK healer in vet trials before subclassing came out.

    I love the tanking skills. Those are great to use, and great fun. Please don't change them.

    Healing skills are workable - much more effective than people give them credit for. They are ok.

    The DPS skills... those are fun in solo play or pvp, but maybe not so great in trials.

    ...

    The issue with DK skills in trials isn't a matter of buffing damage, the problem is combining a dot class with only melee skills.

    Running from one target to the next trying to dot everything up in a trial is just not as efficient as spraying a green beam, or spraying white beam, or channeling a lightning beam, or just spinning to win. Trials DKs were giving themselves carpal tunnel just to get a third of the damage output of arcanists, nbs, and sorcs before subclassing turned everyone into a part-time beamer.

    Even now, you still see guilds and groupfinder pugs with the irritating "No DK dds!" line in their signups.

    What I would love to see, is a suite of ranged DK dot skills, or at least ranged morph options. That would be a better way to balance trial dps than just buffing the skills - because just buffing the numbers will generate headaches with the pvp crowd who already hate fighting Dks as it is.

    Plus, I personally just like ranged dot builds, and ESO doesn't really have one that works atm.

    ...

    I remember back in the Burning Crusade, I had a fire warlock that would set ranged targets on fire with immolate, cast fear on them, and then he shot really big fireballs at them while they ran around on fire.

    The visual spectacle was awesome, and many lols were had.

    Please oh please give us some ranged fire dots and make the targets have visual flame effects while they burn!!!


  • wolfie1.0.
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    ceruulean wrote: »
    Emeratis wrote: »
    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.

    Unless they add in such a mechanic to old dungeons it would turn night blades into an annoyance for that one thing and nothing else. It would need to be something more generalized to really work.
  • zantarizb14_ESO
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    ** Concerned **

    One of the things that differentiates this game from other games is that you can complete end came content (okay, maybe not veteran trials) with any class makeup you want (even though the system seems to want to fill the tank / healer / DPS roles). You can really complete most tasks with all DPS or all heals if you have the patience. Most other games make this impossible, which is unfortunate. I hope this class rework does not result in ESO being like all other games and making content undoable without the assumed requirement of x tanks and x heals etc.

    My experience is that most tanks end up being jerks because they are in short supply and they get an ego and think they are the lord of the group (okay, they aren't all jerks... just the majority of them). This results in everybody else waiting in endless queues for the purpose of queuing up with a jerk. Sorry... I'm not shy about sharing my opinion on this.

    If this is the direction the game is heading, I'd be very disappointed. Thankfully, the game has other systems that make it fun like crafting, trading, exploring, etc. I suppose I'd survive and stick around. However, I'll get pissed off every time the current in game event requires you to queue up for dungeon or trial content....
    Edited by zantarizb14_ESO on December 2, 2025 11:39PM
  • karthrag_inak
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    Unpopular Opinion Khajiit does not care about your salt.

    The Elder Scrolls is NOT a class-based game world, and it NEVER has been - at most, classes were ALWAYS just suggestions, starting points to be exceeded as one grew in power and experience. One of the prime attractions of the Elder Scrolls IP for many folks is the lack of any focus on "Class Identity" in favor of "Player-crafted Identity". That is certainly the only reason khajiit has played ES games since 1994 when he got Arena new.

    Classes in RPGs were always cop-outs, since the 70s when Gary Gygax couldn't get past the middle earth experience, and this is why, without fail, more advanced games from the same game designers, including Gygax, did away with classes in favor of more targeted advancement.

    For the first time, with the subclassing publish, ESO has accomplished being a true Elder Scrolls experience in the actual player experience.Is this implementation balanced and fair? Of course it is not, but the solution is simple - provide penalties to performance of subclass skills - a flat -5% for all subclass skills and bonuses alone would be sufficient to nearly even out the play experience.

    Instead, it sounds like you are going to do the usual over-think, over-tweak, over-engineer, under-plan, under-interact, under-listen routine, which is going to ruin both experiences - those who wish to stay true to their classes, and those who love the subclassing experience.

    Khajiit is not holding out any hope, to be honest. At least the player-base will be unified.
    PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
    GM of Imperial Gold Reserve trading guild (started in 2017) since 2/2022
    Come visit Karth's Glitter Box, Khajiit's home. Fully stocked guild hall done in sleek Khajiit stylings, with Grand Master Stations, Transmute, Scribing, Trial Dummies, etc. Also has 2 full bowling alleys, nightclub, and floating maze over Wrothgar.(Pariah's Pinacle)
  • heaven13
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    I appreciate the communication and will wait to see how it plays out/shows up on PTS. That said, I do have some concerns.
    1. Animation rework for skills. The updated jabs is still a contentious update and I still want my old jabs back. I'm not sure I love the idea of reworking classic skill visuals. I'm also concerned about skills that people have paid real money for to get new styles suddenly not becoming usable.
    2. As others have mentioned, I am concerned about the timing, particularly since some changes remain unfinished for much longer than should be, or never get fixed.
    3. Most importantly, I'm hoping that, instead of having a clear "DPS", "Tank", "Heal" line, like the newer classes have, lines are approached and built around theme and then the skills/morphs themselves are utilized to allow more build diversity. Right now, if you want to subclass, you take the line that matches your role, rather than what you want to build thematically. DK has fire, dragon, and earth - now imagine each of these having a combo of skills that work for any role. Imagine having some morphs inside Green Balance that damage instead of heal: thorns with a bleed for example. Combine Earthen Heart and Green Balance and get a more nature-themed type druid that is still a damage dealer. I know they mentioned that not every build will be optimal but if I'm going to subclass, I'd like to be able to do it by theme instead of role and still remain viable.

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  • Vaqual
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    A few more points, although most has been mentioned:

    Don't drag this out too much. These changes need to be announced and discussed in a timely and condensed manner. How would we be able to judge if change X is fair if only you know Y is coming down the line?
    Another month-long or year-long period of uncertainty will cost you a lot of the remaining player trust.

    The topic is also very emotionally loaded and expectations are soaring after months of inaction. If we are going to have to wait for months to receive a handful of net-zero/undesirable changes per class you can't expect a graceful response.

    I think the direction of the project is what most people want and they would probably thrilled/optimistic about it, if you hadn't eroded that trust so much in the last few years when it comes to combat and balancing. It also feels a bit like you are stalling by blowing this necessary balancing work a bit out of proportion.

    To summarize the corner stone goals from my PoV:

    1. Organize skill lines by power fantasy and give them enough power and potential to be a functional part of a variety of pure-class and mixed-class builds.

    2. Narrow down the performance spread between skill line combinations for different roles by giving offensive power to defensive lines, etc.

    3. Refined class mechanics need to be compatible, but not optimal in subclassed builds

    4. Do not attempt to overcompensate for weak balancing by injecting crazy amounts of power into single interactions (like the 10% unnamed damage on cloak + concealed in its second iteration). You should have enough wiggle room with dead passives and weak abilities to even out the playing field without pigeonholing players in and ruining existing balanced and popular builds.

    5. If you need ideas or feedback: Ask. If you are sure your idea is good and we are to dumb to get it: Explain it, justify yourself. I am just tired of wasting time and dealing with weak changes for literal years.

    6. Very personal point: Introducing more DLC-type animations that hide weapons during the cast will be my personal deal breaker. Proceed with caution when doing visual work. I don't care about better particles if my weapon flashes in and out of existance 5000 times during combat.

    To end on a positive: I appreciate subclassing and I like the added depth of build crafting outside of the meta. For me the year has been overall positive. But you need to get going with this, by now we could have already been done with it half a year later.
    Edited by Vaqual on December 2, 2025 11:58PM
  • Personofsecrets
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    I was a player who gave scathing feedback regarding how the DK has changed over the years.

    My biggest critique is how much has been stolen from them.

    Attrition is a PvP dead end when other classes get easy escape mechanicsms and purges. Resource management of the DK has been nerfed time and time again and it confuses me why other classes get cheesy abilities that help them, but DK get's such beneficial things stolen away. Ult gen on crits was stolen and impacts DKs, Stamina regen while blocking was stolen and impacts this attrition based character, wings was stolen, impactful dots were stolen, eruption cheese was stolen, improved chains was handed out to everyone, fiery breath debuff was made less effective for tanks to use, and the only things left are staggering which sucks to due to the channel and the novelty of dragon leap. For crying out loud, corrosive and then magma shell of all things was stolen. Magma shell was stolen and in the mean time people are spamming the templar heal in battlegrounds nearly on cooldown. Was there genuninely an issue with people actually have fun in the archive with magma shell? Just another skill that was stolen so that other ways of playing could be advanced.

    Why don't DKs get something cool like a non-ultimate leap/stomp ability. I know that Rich has played Diablo barbarians. Come on. And what gives about them not having a purge? Does anyone actually give a crap if bad classes have drawbacks when good classes practically don't have drawbacks? Haven't you ever heard of something being cleansed in fire? Isn't that flavorful? Nothing consistently feels cool on DK. Trust me, boring old me has played DK only since I started playing 11 years ago.

    I realize that the note in the article is about giving a resource generation aspect to a skill, but in reality DKs are the only class that tie a huge portion of their resource generation to using their ultimate and that causes gameplay issues that other classes don't have to deal with.

    At least take the unique thing that DKs still do, stagger, and get rid of the awful channel. Other classes don't have to deal with their unique tools leading to them getting killed for just wanting to use the skill in a normal way.
    Edited by Personofsecrets on December 2, 2025 11:50PM
  • Saccopharynx
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    Interesting announcement, I'm going to wait and see what happens before really giving too much feedback. I am worried how this will be rolled out though.

    Honestly some of the classes don't even line up with what I feel like they should be. When I first started playing this game when Elsweyr came out, I picked sorcerer fresh out of a Skyrim save thinking "oh so this is the destruction magic class" and instead I got "no this is a summoning class with lightning on the side." If I wanted fire magic and lighting magic, too bad, they're on two separate classes. And if I want frost magic, too? Third class. But if I wanted a summoning fantasy, well those are split between three separate classes as well, too, (sorc necro warden). It always felt like a really strange decision to me to have classes set up like they are, and I'm coming from the "roleplay fantasy" angle here. At least with Subclassing I CAN have a destruction mage finally, but it sucks I have to pick apart three separate classes to get it.

    I feel like if ESO just gave me the option to build a unique class from the start with things that I want for my character, it would be better than the constant issue of trying to fix identity for classes when people are looking at skills over themes 90% of the time. Like, I get the Seasonal Nature aspect of the Wardens is the "theme", but gameplay-wise it always felt weird to me. Green Pact followers but with Vvardenfell bug summons? Ice magic that really doesn't feel related at all to the other two lines in actual gameplay? Idk, its a gripe.

    I'm worried how this will come out for end-game content, too, where you're expected to only play one specific thing with no wiggle room to be successful. That kills my mood hard but so far no one has a fix for that, either. This could end up as more hard meta shift nonsense again and I'm exhausted rerolling new characters for that.

    Tiny note, unpopular opinion, I also think going into 2026 we should really be getting rid of race-based passives that have any effect on gameplay. I'm tired of having to roll Khajiit or Dark Elf 99% of the time to be "minmax viable". Some people argue race doesn't actually matter but yet if that was the case every end-game meta build wouldn't tell you to lock in a dark elf or a khajiit.
    Edited by Saccopharynx on December 2, 2025 11:53PM
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  • bmnoble
    bmnoble
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    (The Dragonknight class refresh is underway

    Below we’ll cover some of the larger adjustments broken out as the refinements versus reconfigurations we mentioned above to give some insight into the design process and how it fits into our vision.

    Refinement

    Dragonknights are attrition warriors. There will be many adjustments that help reforge this experience, including unique damage over time parameters like shorter durations, higher damage per tick, and ramping effects that let them build their power over the course of a fight. Another area this is improved is with the new Avalanche passive in Earthen Heart, which allows you to slowly build up momentum with a stacking damage bonus while in combat that can be lost if you fail to keep up the pressure.)


    You do understand the point of a damage over time is it doesn't need to be reapplied constantly, allowing you to use other abilities in the meantime? shorter duration's run counter to that.
  • ArchMikem
    ArchMikem
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    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.

    Honestly you could just call it, "Specialist". There's a reason a Jack of all Trades usually isn't better than a Master of one. This should apply to Subclassing as well.
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