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Developer Deep Dive—ESO's Class Identity Refresh

  • kriegwar13
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    kriegwar13 wrote: »
    Skyrim and Oblivion were beloved because of the freedom they offered by mixing spells, weapons, and skill lines however players imagined. ESO was originally built on that same foundation. Most of us still want that open-ended creativity and identity customization to remain central to the game.

    Skyrim and Oblivion were single-player games. And ESO at launch totally had Classes, and they were really strict on “DK=tank, Templar=heals, Sorc=DPS, NB=PvP”

    The major problem with the “just get rid of Classes lol” idea is that this is still an MMO, even if a lot of people prefer to stick to the single-player aspects. As we see with Subclassing currently, it destroyed balance in the endgame while giving the people who stick to overland the freedom they wanted.

    Classes is the way that they’re able to balance in competitive arenas like endgame PvE or PvP. Saying “let’s just get rid of that!” is basically telling these playerbases that they are unwanted, and that is not appropriate. Every base will need to compromise to be able to coexist, and “Class structure, but still the freedom to do any role with any Class” is the compromise here.

    We should all be interested in keeping as many players in ESO as possible, even if we don’t personally engage in that playstyle. After what happened to New World, we can’t even guarantee that Microsoft won’t decide to pull out at any moment and put all of this development into AI, so the best thing we can do is to ensure that the population is as healthy as possible so ESO is still profitable to the MS execs. And part of that will mean “change [X] would make things better for me and my playstyle, but it would be horrible for this other playstyle I don’t engage in, so it’s better not to do that and try a compromise solution instead.”

    I totally agree with a lot of what you said.

    ESO is definitely an MMO first and foremost, and balance is extremely important for endgame PvE/PvP communities. The goal isn’t to push those players away or undermine the competitive structure that keeps the game alive and healthy. We need all playstyles to coexist if our beloved ESO is going to continue thriving long-term.

    My main point is more about broadening build identity, not removing roles or abandoning class structure entirely.

    Even if things were made more flexible, the holy trinity would absolutely stay intact — tanks tank, healers heal, DPS burn bosses. Nothing changes there. But making the concept of “class” more generalized (examples: holy/warrior archetypes, spellcasters, assassins, or hybrids) could open creative doors without destroying balance.

    Example:

    A “Templar style” build could be a paladin-like divine warrior who tanks or heals
    A vampire could still be viable as a tank with sword & shield + heavy armor

    Want to become a DK identity driven class? Then seek out the Greybeards, learn Yol-Toor-Shul and unlock unique shouts and draconic abilities through a mastery questline.

    How about seeking out nocturnal to become a master nightblade and walk to the path of shadows?

    Weapon + armor choices + skill line mastery = your class identity

    Balance would still anchor those choices, just with more room to define your own character, which is something that made Elder Scrolls special in the first place.

    I also understand that this kind of update would require major system changes, including re-evaluating a ton of outdated sets and playstyles. But that’s also why it’s exciting. ESO could continue evolving rather than feeling like every patch just shifts numbers around on the same few meta builds (especially the laser beam meta RN).

    Not everyone will agree with this direction, and that’s totally understandable. No single idea will fit every player. Maybe even current devs or Microsoft or ZOS entirely. But discussing possibilities for a more flexible and creative future is still valuable feedback. We all want ESO to keep growing in a way that brings more players in, not less.
    Edited by kriegwar13 on December 3, 2025 5:35PM
  • Maythor
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    It's a lovely idea that we'll come to some utopia of balance and class identity, but history and experience in this game shows that is unlikely to ever occur.
    Edited by Maythor on December 3, 2025 4:31PM
  • Lagzee
    Lagzee
    Soul Shriven
    Aliniel wrote: »
    ZOS shows once again they have no idea how to make and maintain an MMO game.

    Blizzard rebelances ALL 13 classes regularly. At least once per expansion which is every 2-3 years. They also rebalance them in lesser extent between patches which is app. every half a year.

    We have been stuck with this broken mess you call subclassing for over half a year without any meaningful balances, and now you're telling us you are going to go one-by-one OVER THE NEXT FEW YEARS?!

    And let's not forget there's zero trust in ZOS abilities to balance things at this point.

    What you've just announced is: "We're killing the game. You can all go play something else."

    where do you get "over the next few years" from? I mean i know zos takes forever to do anything, but i didnt see a time frame. please tell me they didnt actually say a few years.
  • tomofhyrule
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    Lagzee wrote: »
    Aliniel wrote: »
    ZOS shows once again they have no idea how to make and maintain an MMO game.

    Blizzard rebelances ALL 13 classes regularly. At least once per expansion which is every 2-3 years. They also rebalance them in lesser extent between patches which is app. every half a year.

    We have been stuck with this broken mess you call subclassing for over half a year without any meaningful balances, and now you're telling us you are going to go one-by-one OVER THE NEXT FEW YEARS?!

    And let's not forget there's zero trust in ZOS abilities to balance things at this point.

    What you've just announced is: "We're killing the game. You can all go play something else."

    where do you get "over the next few years" from? I mean i know zos takes forever to do anything, but i didnt see a time frame. please tell me they didnt actually say a few years.

    They didn’t say any timeframe. We can only guess.

    My thought is two years. If we consider that they’ll do one class per update (and Crown Crates added each update will still demand quarterly updates, regardless of what season length is going on), and assuming the DK change is first starting in U49 in March 2026, that would complete it all with U55 around August 2027. And this assumes that nothing will delay them.

    I’m still apprehensive. Having to wait until like 2028 at the earliest for a new 8th Class to be added is not a happy feeling. I can completely imagine that new zones/quests/etc. could be added in the mean time, but adding new combat factors like skill lines or a whole new Class seem unlikely if they’re going to focus on essentially revamping the existing ones.
  • StihlReign
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    These changes are for PvE, balance no longer takes PvP into account, correct?
    "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
  • LalMirchi
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    Raising a cautious hand optimistically in approval.

    There are many moving parts and some will surely encounter rocky paths, perhaps this another attempt at the abandoned code rework?
  • diamondo
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    Reading some of these comments reminds me that From a PvP perspective subclassing has ruined the game.

    Prior to subclassing each class had strengths and weaknesses now people build around being an absolutely filthy ganker with the survivability of a top class healer. No stealth required.

    Most PvP players will know what I’m talking about here players stood in their rune of focus, cleanses working 100% up time. Waiting for in cap strike and merciless resolve to pop that is their rotation and it works

    You throw in null arca- please nerf and your double dead.

    The point is subclassing has allowed PvP players to be good in all scenarios where as balance meant before if your a super ganker your naturally going to be easy to kill if your healer your dps is going to be non existent and then there were middle of the road builds with a balance between both.

    This is what needs to be balanced alongside restoration of pure class builds them competitive.
  • robpr
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    A sidenote - new Avalanche passive sounds like a replacement of Battle Roar since new Inhale is supposed to restore resources. A mixed bag feeling here, I get it that it probably needs to be done but its the last crumb of uniqueness DK has.
  • Kallykat
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    Okay, here's my initial two (or ten) cents after reading the article and most of this board:

    Role-Based Skill Lines
    I hope the line about "decentralizing role-specific power so that a single skill line won’t have every tool you need to achieve your goals" will be clarified in Thursday's ESO Live. I first read it as giving all classes a clear tank skill line, damage skill line, and healer skill line. I like this as it is easy to understand and make use of for players like me who have a simple understanding of combat. (I wouldn't even mind a tank/dps/healer icon being adding next to each skill line as a visual for players.) However, after reading the whole article and some of the posts here, it seems that other people are expecting the changes to go in the opposite direction. Please clarify!

    Class Identity
    To be honest, I have never felt there was a strong class identity in this game with regards to mechanics. Visuals and themes, yes; mechanics, no. Maybe that's just me as mechanics is not something that particularly interests me. (I appreciate being able to play the overland story content with any whacky combination of skills I choose and hope that doesn't change. I don't want to be required to do a bunch of math to continue questing.)

    I think, from what I read, that the plan is to make the unique class mechanics more obvious and create a more powerful synergy between tank/dps/healer skill lines for a given class. That sounds like a good idea to me. I'm just not sure what the unique mechanics are for each class.

    I saw someone suggest adding class-based quests to the game. I love this idea, provided these quests are still open-ended enough or provide choices for players who like to roleplay their characters with various personal lore. I think a class-based quest would be a fun and immersive way to explain a class's features and vibe (power fantasy and source of power?) to players, especially new players.

    Source of Power / Power Fantasy
    I think the character creation graphic looks nice, but the text needs some reworking. After reading the article, how I understood "source of power" and "power fantasy" doesn't align with the descriptions on the graphic.
    • I understood "source of power" to be more related to roleplay/theme/aesthetics. "...[W]e are referring to what the lore-relevant origin of a class’s power is... 'What caused this person to become a Dragonknight/Arcanist/Sorcerer?' 'What are their motivations?' 'Where do they get their power from?'"
    • I understood "power fantasy" to be more about the actual gameplay mechanics. "[It] influences how a character receives and is then able to use [power] (e.g., area of effect, damage over time, direct damage, etc.). By taking their source of power and putting it into a delivery mechanism...Different power sources shape distinct playstyles."
    Thus, I would expect the top description for each class to focus on the theme and the bottom descriptions to focus on the general mechanics specific to each class. The current descriptions seem mixed in this regard. Also, some of the top descriptions leave out important aspects of the class's theme, while some of the bottom descriptions are far too vague. Overall, as someone who has a fairly shallow understanding of combat, this graphic still leaves me confused.

    Specific Classes
    Based on the graphic, here are some of my class-specific concerns and suggestions:
    • Arcanist: I agree with those who mentioned that there shouldn't be anything about having a pact with HM, just something about their power coming from Apocrypha. The fantasy could mention portals and beam, as those seem to me to define the class.
    • Necromancers: Nothing in the description bothers me, but it could use some specific examples of stand-out skills. A lot of people seem to think this class should be a higher priority, but I don't have an opinion on it. The theme and mechanics seem pretty straightforward to me.
    • Templars: The graphic mentions creating sanctuaries. I think you could lean into this and make different sanctuaries/auras a more defining feature of this class.
    • Dragonknights: Maybe do more in the top to explain how dragon/fire and earth powers are connected. The bottom mentions battlefield control and building power over time. I've not noticed those things when I play my DKs, so ramp them up if these are the mechanics that define the class.
    • Wardens: To be honest, this class has always felt like a strange mismatch theme-wise. If you're going to try to use "the seasons" to connect everything, you need to work in all the seasons a lot harder, including autumn. (Either that, or do what should have been done from the start and move ice skills to a separate class.) The fantasy description is too vague. "Adaptability" doesn't really seem like a clear mechanic or playstyle. Also, mention the animal line somewhere.
    • Sorcerer: Like others, I also wasn't expecting such a focus on Daedric pacts here. I think of lightning/storm magic when I think of this class, and that isn't mentioned at all. Is their lightning magic meant to come from Daedric pacts as well? The mechanic that stands out here is mobility. (Sorc pets, like Warden ones, could use many more skill style options.)
    • Nightblades: Their theme and mechanics are pretty clear. One of the best things about them to me is their ability to turn invisible, so I guess that could be mentioned specifically.

    Long-Term Project
    I don't mind this being a long-term project as long as it is done well, although I'm a little sad that it looks like we won't be getting a new class for a while now. I'm happy that class overhauls will happen one at a time. I have characters of every class, and changing them all at once would be overwhelming. Hopefully, giving the devs the ability to focus on one class at a time will also lead to better results. All that being said, it would be nice to have a better idea of what "long-term" actually means. I know there's probably not a timeline that's set in stone, but are we talking all classes over the course of 2026 or one class overhaul per year?

    Also, please give us more character slots to play with all the new possibilities from scribing and subclassing.

    Thanks for your continued efforts to improve the game, ZOS!
  • Shinks96
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    It would be nice if the Nightblade's "siphoning strikes" ability, as an example of "simmering frenzy" could be turned off!
  • Ph1p
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    Kallykat wrote: »
    Role-Based Skill Lines
    I hope the line about "decentralizing role-specific power so that a single skill line won’t have every tool you need to achieve your goals" will be clarified in Thursday's ESO Live. I first read it as giving all classes a clear tank skill line, damage skill line, and healer skill line. I like this as it is easy to understand and make use of for players like me who have a simple understanding of combat. (I wouldn't even mind a tank/dps/healer icon being adding next to each skill line as a visual for players.) However, after reading the whole article and some of the posts here, it seems that other people are expecting the changes to go in the opposite direction. Please clarify!

    To me, it's the exact opposite of how you're interpreting it. Distinct skill lines per role - while convenient - are one of the main reasons for excessive power creep with subclassing. If you stick to a pure Arcanist, you have a DD, a healer, and a tank skill line with their respective passives. But now your DD can swap out the healer and tank focused lines to stack more DPS passives and access more damage skills.

    So it makes a ton of sense to spread role-specific skills and passive across skill lines, grouping them by theme for example rather than role.
  • SneaK
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    just fix hybridization and how healing scales thx
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • tomofhyrule
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    Ph1p wrote: »
    Kallykat wrote: »
    Role-Based Skill Lines
    I hope the line about "decentralizing role-specific power so that a single skill line won’t have every tool you need to achieve your goals" will be clarified in Thursday's ESO Live. I first read it as giving all classes a clear tank skill line, damage skill line, and healer skill line. I like this as it is easy to understand and make use of for players like me who have a simple understanding of combat. (I wouldn't even mind a tank/dps/healer icon being adding next to each skill line as a visual for players.) However, after reading the whole article and some of the posts here, it seems that other people are expecting the changes to go in the opposite direction. Please clarify!

    To me, it's the exact opposite of how you're interpreting it. Distinct skill lines per role - while convenient - are one of the main reasons for excessive power creep with subclassing. If you stick to a pure Arcanist, you have a DD, a healer, and a tank skill line with their respective passives. But now your DD can swap out the healer and tank focused lines to stack more DPS passives and access more damage skills.

    So it makes a ton of sense to spread role-specific skills and passive across skill lines, grouping them by theme for example rather than role.

    In addition to the above, I really like the concept of skills like DK Cinder Storm/Eruption or NB Path or Plar Ritual where a single skill has different morphs for different roles. That definitely makes both versions a lot more interesting as opposed to what we have now, where in a lot of cases we have “the objectively better morph” and “the morph nobody uses”

    It would be cool to go further along those lines.

    ESO is an RPG at heart, so this idea of “I don’t want to make choices” or “I want all the benefits and none of the drawbacks” really plays against that. We should be making choices as we go.
  • Tommy_The_Gun
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    enthusiastic hurray....

    I am sorry... I am just tired of the vicious cycle of nerfs & buffs fuelled by who was killed by this or that in PvP or what group dislikes x class more & just happens to be the most numerous one or screams the loudest....

    ...cuz it seem to me like this is going to be it.... again.... but maybe I am wrong idk...
    Edited by Tommy_The_Gun on December 3, 2025 9:40PM
  • heaven13
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    Ph1p wrote: »
    Kallykat wrote: »
    Role-Based Skill Lines
    I hope the line about "decentralizing role-specific power so that a single skill line won’t have every tool you need to achieve your goals" will be clarified in Thursday's ESO Live. I first read it as giving all classes a clear tank skill line, damage skill line, and healer skill line. I like this as it is easy to understand and make use of for players like me who have a simple understanding of combat. (I wouldn't even mind a tank/dps/healer icon being adding next to each skill line as a visual for players.) However, after reading the whole article and some of the posts here, it seems that other people are expecting the changes to go in the opposite direction. Please clarify!

    To me, it's the exact opposite of how you're interpreting it. Distinct skill lines per role - while convenient - are one of the main reasons for excessive power creep with subclassing. If you stick to a pure Arcanist, you have a DD, a healer, and a tank skill line with their respective passives. But now your DD can swap out the healer and tank focused lines to stack more DPS passives and access more damage skills.

    So it makes a ton of sense to spread role-specific skills and passive across skill lines, grouping them by theme for example rather than role.

    In addition to the above, I really like the concept of skills like DK Cinder Storm/Eruption or NB Path or Plar Ritual where a single skill has different morphs for different roles. That definitely makes both versions a lot more interesting as opposed to what we have now, where in a lot of cases we have “the objectively better morph” and “the morph nobody uses”

    It would be cool to go further along those lines.

    ESO is an RPG at heart, so this idea of “I don’t want to make choices” or “I want all the benefits and none of the drawbacks” really plays against that. We should be making choices as we go.

    Exactly. This has been one of the hugest drawbacks of subclassing to me. I have some classes (my main in particular) who stays pure class. She is a templar and always will be a templar. But I have some characters, and then some ideas for characters, who would subclass but, most combinations just aren't really worth taking, even if thematically they seem cool. While I know that overland difficulty doesn't require an optimal class, I still like to feel strong enough to stand on my own.

    My templar, even as a pure class, can still solo DLC WBs. She can do IA through multiple arcs, can duo and (probably solo even though I haven't tried in awhile) Bastion Nymics, etc. She's certainly not pushing max dps, and I've not gone back into vet dungeons or done any trials since returning to the game, but I wouldn't feel like an absolute horrible person taking her to more casual runs that aren't progging trifectas or score pushing.

    My hope is that skill lines become balanced enough that most combinations are viable in vet content. Again, not necessarily optimal but not where it is now when it's either forsaking identity in the name of your desired role or, conversely, giving up your ability to perform at a decent level just so you can make a cool themed build. These things should not be opposing factors and, IF they get the balance right where most combos of skill lines perform within a couple percent of the meta, it'd be pretty darn amazing.
    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • Kallykat
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    Ph1p wrote: »
    Kallykat wrote: »
    Role-Based Skill Lines
    I hope the line about "decentralizing role-specific power so that a single skill line won’t have every tool you need to achieve your goals" will be clarified in Thursday's ESO Live. I first read it as giving all classes a clear tank skill line, damage skill line, and healer skill line. I like this as it is easy to understand and make use of for players like me who have a simple understanding of combat. (I wouldn't even mind a tank/dps/healer icon being adding next to each skill line as a visual for players.) However, after reading the whole article and some of the posts here, it seems that other people are expecting the changes to go in the opposite direction. Please clarify!

    To me, it's the exact opposite of how you're interpreting it. Distinct skill lines per role - while convenient - are one of the main reasons for excessive power creep with subclassing. If you stick to a pure Arcanist, you have a DD, a healer, and a tank skill line with their respective passives. But now your DD can swap out the healer and tank focused lines to stack more DPS passives and access more damage skills.

    So it makes a ton of sense to spread role-specific skills and passive across skill lines, grouping them by theme for example rather than role.

    I understand your point about the problem role-specific skill lines creates--that it makes subclassing potentially far more powerful than pure class builds. My understanding is that ZOS would counter this with some additional synergy between skill lines of the same class (maybe something to do with crux in the arcanist lines or stealth in the nightblade lines, for example). These would be boosts added to pure class builds that aren't currently in the game.

    To be honest, I don't personally create builds based on optimal combat potential, so my choices regarding subclassing vs pure class are based on other factors. I like the idea of role-specific skill lines because it's simple, but I could also see theme-specific skill lines working. Certain classes already have these more clearly than others. As examples, I would point out wardens and sorcerers as opposed to necromancers or templars.

    Whatever direction they go with this, I just want them to be clear and consistent across all classes. As things stand currently, it is very confusing for someone like me (who doesn't have a deep understanding of combat mechanics and doesn't enjoy spending lots of time mathing out optimal builds) to have a basic sense of what each skill line brings to the table. All classes should have skill lines that vary by role (tank/dd/healer), or that vary by theme (pets/ice/plants, for example), or that vary by some other factor (playstyle, maybe?), but how they vary should be the same across all classes.

    My overall point in the initial comment was really more about the fact that there seems to be some confusion around ZOS's goal of "decentralizing role-specific power so that a single skill line won’t have every tool you need to achieve your goals". You obviously think it would be better for them to move away from three separate role-specific skill lines within each class, but is that how you interpret what they are saying and planning based on the article? To me, it doesn't sound like they are. Again, I hope ZOS will clarify this on Thursday.
  • Morimizo
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    By setting in stone "Class Identity", I believe this will limit a player's agency in developing (or, in my case, maintaining) their characters. For example, as some have already pointed out, Sorcerer is most effective based on Lightning/Conjuration, not Daedric Pacts and Dark Magic. And there's more at stake than just eliminating entire skill lines (is Storm Calling going to be gone??!?); there will be a fundamental shift in moral affinity as well. Anyone wishing to choose (or continue as) a Sorcerer after this update will probably think that the character is evil (even though they are still mostly going to be working for the good side in most quests), and will feel they have to choose Templar if that aspect is paramount to them. Class change tokens incoming-lol?

    I disagree that most players want another major retooling of already existing classes; isn't it more ES appropriate to continue down the path of customization? Why not divorce elemental magic from the classes so that there is yet another choice for a player to make? There's already been a drive to add custom colors via skill styles, why not flesh out these selections to accommodate this new choice? ZOS speaks of "Power Fantasy", but even if I can tolerate this condescending dev term for all the players wanting to be the only Superman or Wolverine or whoever had a weird creature bite them and now they're all awesome and stuff (we all start with the same toolkits and define ourselves by our grinding efforts in an MMO typically), it is tough sledding to be a full-on Frost Mage or Flame-wielding Warrior, unless choosing a specific class; and even then, there are morphs and basic skills missing to complete them.

    And it sounds to me like ZOS is just to going to constrain the players even further with this series of updates, possibly as atonement for the wide open customization and alleged chaos of Subclassing and Scribing. And whatever hope there was for a new class (or even a single Class/Weapon/other skill line) is at best delayed for 21 months, and more likely not going to happen at all. To quote the famous phrase, "Hope deferred makes the heart sick."

    And so does building a character that one enjoys very much, to only have it nerfed into Oblivion (yet again) or irrecoverably changed into something unrecognizable from what was originally intended. And the usual, "Adapt and Overcome" might be quite a bit more difficult now with more narrow-focused classes.
  • mattaeus01b16_ESO
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    To make class identity viable, nerf sub classing... Or power up pure classes (whatever)
    Sub classing being not worth it is like telling a new player "NEVER SUB CLASS, ITS NOT WORTH IT"

    For those people that are just joining, its a LONG trek to get everything class to level 50. And then longer to level up sub classing skills.

    I know, I know... Wait for a double exp week. Eat a scroll or potion. Spend a million gold on Writs and you are golden.

    Which brings me to "Why are we Power Level noobs!!"

    You put a system in where leveling becomes the new grind. And for some people, it was done in a day. Of course most of us had the resources and or gold to do this. New players do not (unless buying off the web or they have friends in the game). Then you nerf Sub Classing almost into the ground, along with banner and a few other used spell crafted spells. Then tell new players to, Im sorry, what? Ignore systems that we have put into the game because non of it matters?

    I think I went off the rails here...

    Just leave it! Walk away. It is what it is. Stop nerfing stuff.

    Leave the sweaties to do what they do.
    Leave the new players to try to figure out this game without running and screaming.

    Player 1 "You all suck, dont you know how to play this game?"
    Player 2 "Huh?"
    Player 1 "just run passed everything!"
    Player 3 "We could just kill them on the way"
    Player 4 "Why am I 89% of total DPS, one of the only ones that Qued as DPS, and yet in a group with 3 other DPS that cant seem to kill the basic mobs in a normal dungeon, and being told I suck?"
    Player 1 "Whatever, GFL"
    Player 1 has left the group...
    Player 1 "You all suck, dont you know how to play this game?"
    Player 2 "Huh?"
    Player 1 "just run passed everything!"
    Player 3 "We could just kill them on the way"
    Player 4 "Why am I 89% of total DPS, one of the only ones that Qued as DPS, and yet in a group with 3 other DPS that cant seem to kill the basic mobs in a normal dungeon, and being told I suck?"
    Player 1 "Whatever, GFL"
    Player 1 has left the group...
  • kriegwar13
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    Kallykat wrote: »
    Okay, here's my initial two (or ten) cents after reading the article and most of this board:

    Role-Based Skill Lines
    I hope the line about "decentralizing role-specific power so that a single skill line won’t have every tool you need to achieve your goals" will be clarified in Thursday's ESO Live. I first read it as giving all classes a clear tank skill line, damage skill line, and healer skill line. I like this as it is easy to understand and make use of for players like me who have a simple understanding of combat. (I wouldn't even mind a tank/dps/healer icon being adding next to each skill line as a visual for players.) However, after reading the whole article and some of the posts here, it seems that other people are expecting the changes to go in the opposite direction. Please clarify!

    Class Identity
    To be honest, I have never felt there was a strong class identity in this game with regards to mechanics. Visuals and themes, yes; mechanics, no. Maybe that's just me as mechanics is not something that particularly interests me. (I appreciate being able to play the overland story content with any whacky combination of skills I choose and hope that doesn't change. I don't want to be required to do a bunch of math to continue questing.)

    I think, from what I read, that the plan is to make the unique class mechanics more obvious and create a more powerful synergy between tank/dps/healer skill lines for a given class. That sounds like a good idea to me. I'm just not sure what the unique mechanics are for each class.

    I saw someone suggest adding class-based quests to the game. I love this idea, provided these quests are still open-ended enough or provide choices for players who like to roleplay their characters with various personal lore. I think a class-based quest would be a fun and immersive way to explain a class's features and vibe (power fantasy and source of power?) to players, especially new players.

    Source of Power / Power Fantasy
    I think the character creation graphic looks nice, but the text needs some reworking. After reading the article, how I understood "source of power" and "power fantasy" doesn't align with the descriptions on the graphic.
    • I understood "source of power" to be more related to roleplay/theme/aesthetics. "...[W]e are referring to what the lore-relevant origin of a class’s power is... 'What caused this person to become a Dragonknight/Arcanist/Sorcerer?' 'What are their motivations?' 'Where do they get their power from?'"
    • I understood "power fantasy" to be more about the actual gameplay mechanics. "[It] influences how a character receives and is then able to use [power] (e.g., area of effect, damage over time, direct damage, etc.). By taking their source of power and putting it into a delivery mechanism...Different power sources shape distinct playstyles."
    Thus, I would expect the top description for each class to focus on the theme and the bottom descriptions to focus on the general mechanics specific to each class. The current descriptions seem mixed in this regard. Also, some of the top descriptions leave out important aspects of the class's theme, while some of the bottom descriptions are far too vague. Overall, as someone who has a fairly shallow understanding of combat, this graphic still leaves me confused.

    Specific Classes
    Based on the graphic, here are some of my class-specific concerns and suggestions:
    • Arcanist: I agree with those who mentioned that there shouldn't be anything about having a pact with HM, just something about their power coming from Apocrypha. The fantasy could mention portals and beam, as those seem to me to define the class.
    • Necromancers: Nothing in the description bothers me, but it could use some specific examples of stand-out skills. A lot of people seem to think this class should be a higher priority, but I don't have an opinion on it. The theme and mechanics seem pretty straightforward to me.
    • Templars: The graphic mentions creating sanctuaries. I think you could lean into this and make different sanctuaries/auras a more defining feature of this class.
    • Dragonknights: Maybe do more in the top to explain how dragon/fire and earth powers are connected. The bottom mentions battlefield control and building power over time. I've not noticed those things when I play my DKs, so ramp them up if these are the mechanics that define the class.
    • Wardens: To be honest, this class has always felt like a strange mismatch theme-wise. If you're going to try to use "the seasons" to connect everything, you need to work in all the seasons a lot harder, including autumn. (Either that, or do what should have been done from the start and move ice skills to a separate class.) The fantasy description is too vague. "Adaptability" doesn't really seem like a clear mechanic or playstyle. Also, mention the animal line somewhere.
    • Sorcerer: Like others, I also wasn't expecting such a focus on Daedric pacts here. I think of lightning/storm magic when I think of this class, and that isn't mentioned at all. Is their lightning magic meant to come from Daedric pacts as well? The mechanic that stands out here is mobility. (Sorc pets, like Warden ones, could use many more skill style options.)
    • Nightblades: Their theme and mechanics are pretty clear. One of the best things about them to me is their ability to turn invisible, so I guess that could be mentioned specifically.

    Long-Term Project
    I don't mind this being a long-term project as long as it is done well, although I'm a little sad that it looks like we won't be getting a new class for a while now. I'm happy that class overhauls will happen one at a time. I have characters of every class, and changing them all at once would be overwhelming. Hopefully, giving the devs the ability to focus on one class at a time will also lead to better results. All that being said, it would be nice to have a better idea of what "long-term" actually means. I know there's probably not a timeline that's set in stone, but are we talking all classes over the course of 2026 or one class overhaul per year?

    Also, please give us more character slots to play with all the new possibilities from scribing and subclassing.

    Thanks for your continued efforts to improve the game, ZOS!

    I totally agree. I really don't care especially regarding this being a long-term project. Change is inevitable for every games especially if we would like to continue the legacy of Elder Scrolls. All i can say, I tried a lot of games, keep coming back to Elder Scrolls because of the history and such, and I hope the game will not be ruined in the future. As long as the system is implemented properly and thoughtfully, I believe it can still bring the best out of ESO in the long run.

    Source of Power / Power Fantasy
    This is exactly what I meant. where a deeper character identity can shine, giving players a reason "WHY" their character fights the way they do.

    Here are some examples on my opinion, for the sake of discussion:

    [*] Arcanist
    [*] Role: DPS
    A deal with Hermaeus Mora grants forbidden knowledge power in exchange for servitude and discovery. This improves spells to be modified by hermaeus mora's power giving an identity vs sorcerer.

    [*] Templar
    [*] Role: Can be a tank or healer.
    Join Stendarr’s cause through sacred trials, earning divine light and sanctified abilities to smite the undead or heal the faithful. This includes mastery or improving of mace type one-handed and sword and board skill line.

    [*] Dragonknight
    [*] Role:Can be tank or DPS
    Train under masters connected to dragon lore perhaps even the Greybeards: to unlock draconic shouts + mastery of two handed and dual wielding arms and battlefield dominance like Tiber Septim before you.

    [*] Necromancer
    [*] Role: DPS / new playstyle: Summon
    Seek out a master of Oblivion arts: maybe the lore is even someone connected to Mannimarco’s legacy to wield undeath as your weapon. Basically, it empowers daedric summoning and raising undead under conjuration skill line.

    [*] Warden
    [*] Role Tank, Healer
    Learn from Valenwood’s nature mystics, channeling spiritual forces and the power of the wilds through Alteration and add a primal magic skill line.

    [*] Sorcerer
    [*] Role DPS
    Embrace the mastery of energy of the destruction magic fueled heavily by lightning, frost and fire. This mastery enables "more identity" since sorcerer class are spell masters rather than a simple spellsword casting the same spell.

    [*] NightBlade
    [*] Role DPS
    By wielding daggers, and medium armor this class grants speed, and invisibility/shadow using illusion spells. Stealth is important. It empowers dual wield + bow weapons when equipped. Learn from the lore itself, the masters of shadow under nocturnal.

    These stories explain your powers, deepen immersion, and help players build their own personal lore.

    Lets be realistic: A DragonKnight warrior could be tank or damager. A Templar, which is a paladin type class can be tank or healer.

    Sorcerers cannot be a tank can use healing but not efficient as a dedicated healer. And Nightblade cannot assume role as tank it can, but it will definitely lose the benefits of a tank type class like dragonknight or templar.

    On my opinion, class identity should start with the player.
    Weapons + armor + skill line mastery define who you are that’s the heart of Elder Scrolls.

    But we still preserve the Holy Trinity:

    Tanks - sword & board, taunts, utility and mitigation tools
    Healers - keeping the group alive, resurrection abilities tied to healing skill lines
    DPS - melee glass cannons (Nightblade/Warrior) or ranged destruction (Sorcerer/Bow Assassin)

    Your identity is how you choose to fill one of those roles.

    Imagine cyrodiil battlefields where identities are visually and functionally clear.
    - Shield walls of tank up front
    - Ranged DPS and spellcasters raining destruction behind them
    - Dedicated healers supporting the push

    It would feel more like an actual faction war, not a pile of hybrid builds trying to be everything at once.

    Also the trinity of armor class balance. (It has been the meta on all games all along)
    - Magicka type attacks and spells are effective against tanks (using heavy armor)
    - Physical Damage and critical bonuses are not very effective against tanks (using medium)
    - Physical Damage and critical attacks are effective against healers and spellcasters (light armor)

    On the cyrodiil battlefield :
    - Assassins and nightblades hunts spellcasters due to their light armor
    - Tanks can lead the push by holding position tankiness to withstand critical than other roles
    - Spellcasters are there to blow up front line positions.

    I think vengeanization of PVP could definitely help in this situation. and its a good start for the balance.. It will be a battle of skills and wits unlike the battle of how much champion points you have and the equipment gear you have.

    TL;DR— Identity Through Roles + Skills + Gear

    Role → Skill Lines → Weapons/Armor → Your Identity

    Roles (Tank / Healer / DPS) stay mandatory and balanced for group content

    Players build their class identity through:
    - The skill lines they choose to master
    - The weapons they use (determines active ability access)
    - The armor they wear (determines passives and survivability)

    You still fill the role your group needs but how you fill that role becomes your personal playstyle, lore, and character fantasy.

    I’m not sure if this idea will ever reach the devs, or if a major overhaul like this is even being considered given the current engine and combat system. I understand this is a "huge idea" and maybe not going to materialize anytime soon. But if it ever does happen, quality and careful execution would make the wait worthwhile.

    Cheers for the future of the game and the future of tamriel.
  • shaggydog3b14a_ESO
    Instead of changing the core classes, I would prefer that you change subclassing. I'm not a huge fan of subclassing as it is implemented, but I would not advocate for it being removed. The biggest challenge for me is that subclassing requires that I know all the other classes to be able to use it effectively. I also get the impression that there are a small number of subclass builds that work. I worry that end game groups may require subclassing. I just don't have the time to learn all the classes. Subclassing should not be a requirement for vet content.

    The core classes should remain mostly the same, but have the usual incremental tweaks over time as new content/gear is added. I think you need to draw a hard line here to preserve the game. Subclassing broke the class identity, let's change subclassing. don't break/significantly change the core classes just to make subclassing work. I feel like a soft/hard reset of subclassing is required.

    Here's how I would like subclassing to work:
    - getting a skill line should be a significant effort, with a consequence. If I want to subclass my templar into dragonknight earthern heart, I should have to go to a dragonknight teacher, complete a series of quests and challenges to prove I'm worthy of doing this.
    - I should have to give something up in order to subclass. This should be semi-permanent; i.e.. reversing it would require significant effort.
    - Perhaps if I select a new subclass skill line, I pick a subclass skill line from my existing set to sacrifice. As I advance in my new subclass skill line, the sacrifice skill line loses a corresponding amount of xp/levels.
    - This sacrifice/training switch persists across armoury swaps, but only for subclassing. i.e. I should always be able to swap back to and between pure templar builds.
    - It should not be possible to switch freely between different subclass progressions. A character should have only one subclass available in the armoury, and the state of that subclass should be the same when you swap in or out of it.
    - progression of a skill line in a subclass should be unique for that character. If I train earthern heart on my templar, I can't log onto my nightblade and instantly have earthern heart fully trained. If I want earthern heart on my nightblade, I need to quest/train/sacrifice my nightblade.

    Other thoughts/possibilities to bring subclasses in line with core classes:
    - have some sort of diluting effect where some subclass combinations lower the overall power of skills, and/or skill lines. Have some diminishing returns, or hard/soft caps on mechanics apply in the case of subclassing.
    - If there are particular subclass combinations that are becoming too dominant, or powerful, those combinations need to be limited.

    Thanks for listening.
  • Yudo
    Yudo
    ✭✭✭✭
    Sorc should not be pushed into a summoner fantasy with pacts, if that is how I understood that...
  • Skorro
    Skorro
    ✭✭✭✭✭
    kriegwar13 wrote: »
    Kallykat wrote: »
    Okay, here's my initial two (or ten) cents after reading the article and most of this board:

    Role-Based Skill Lines
    I hope the line about "decentralizing role-specific power so that a single skill line won’t have every tool you need to achieve your goals" will be clarified in Thursday's ESO Live. I first read it as giving all classes a clear tank skill line, damage skill line, and healer skill line. I like this as it is easy to understand and make use of for players like me who have a simple understanding of combat. (I wouldn't even mind a tank/dps/healer icon being adding next to each skill line as a visual for players.) However, after reading the whole article and some of the posts here, it seems that other people are expecting the changes to go in the opposite direction. Please clarify!

    Class Identity
    To be honest, I have never felt there was a strong class identity in this game with regards to mechanics. Visuals and themes, yes; mechanics, no. Maybe that's just me as mechanics is not something that particularly interests me. (I appreciate being able to play the overland story content with any whacky combination of skills I choose and hope that doesn't change. I don't want to be required to do a bunch of math to continue questing.)

    I think, from what I read, that the plan is to make the unique class mechanics more obvious and create a more powerful synergy between tank/dps/healer skill lines for a given class. That sounds like a good idea to me. I'm just not sure what the unique mechanics are for each class.

    I saw someone suggest adding class-based quests to the game. I love this idea, provided these quests are still open-ended enough or provide choices for players who like to roleplay their characters with various personal lore. I think a class-based quest would be a fun and immersive way to explain a class's features and vibe (power fantasy and source of power?) to players, especially new players.

    Source of Power / Power Fantasy
    I think the character creation graphic looks nice, but the text needs some reworking. After reading the article, how I understood "source of power" and "power fantasy" doesn't align with the descriptions on the graphic.
    • I understood "source of power" to be more related to roleplay/theme/aesthetics. "...[W]e are referring to what the lore-relevant origin of a class’s power is... 'What caused this person to become a Dragonknight/Arcanist/Sorcerer?' 'What are their motivations?' 'Where do they get their power from?'"
    • I understood "power fantasy" to be more about the actual gameplay mechanics. "[It] influences how a character receives and is then able to use [power] (e.g., area of effect, damage over time, direct damage, etc.). By taking their source of power and putting it into a delivery mechanism...Different power sources shape distinct playstyles."
    Thus, I would expect the top description for each class to focus on the theme and the bottom descriptions to focus on the general mechanics specific to each class. The current descriptions seem mixed in this regard. Also, some of the top descriptions leave out important aspects of the class's theme, while some of the bottom descriptions are far too vague. Overall, as someone who has a fairly shallow understanding of combat, this graphic still leaves me confused.

    Specific Classes
    Based on the graphic, here are some of my class-specific concerns and suggestions:
    • Arcanist: I agree with those who mentioned that there shouldn't be anything about having a pact with HM, just something about their power coming from Apocrypha. The fantasy could mention portals and beam, as those seem to me to define the class.
    • Necromancers: Nothing in the description bothers me, but it could use some specific examples of stand-out skills. A lot of people seem to think this class should be a higher priority, but I don't have an opinion on it. The theme and mechanics seem pretty straightforward to me.
    • Templars: The graphic mentions creating sanctuaries. I think you could lean into this and make different sanctuaries/auras a more defining feature of this class.
    • Dragonknights: Maybe do more in the top to explain how dragon/fire and earth powers are connected. The bottom mentions battlefield control and building power over time. I've not noticed those things when I play my DKs, so ramp them up if these are the mechanics that define the class.
    • Wardens: To be honest, this class has always felt like a strange mismatch theme-wise. If you're going to try to use "the seasons" to connect everything, you need to work in all the seasons a lot harder, including autumn. (Either that, or do what should have been done from the start and move ice skills to a separate class.) The fantasy description is too vague. "Adaptability" doesn't really seem like a clear mechanic or playstyle. Also, mention the animal line somewhere.
    • Sorcerer: Like others, I also wasn't expecting such a focus on Daedric pacts here. I think of lightning/storm magic when I think of this class, and that isn't mentioned at all. Is their lightning magic meant to come from Daedric pacts as well? The mechanic that stands out here is mobility. (Sorc pets, like Warden ones, could use many more skill style options.)
    • Nightblades: Their theme and mechanics are pretty clear. One of the best things about them to me is their ability to turn invisible, so I guess that could be mentioned specifically.

    Long-Term Project
    I don't mind this being a long-term project as long as it is done well, although I'm a little sad that it looks like we won't be getting a new class for a while now. I'm happy that class overhauls will happen one at a time. I have characters of every class, and changing them all at once would be overwhelming. Hopefully, giving the devs the ability to focus on one class at a time will also lead to better results. All that being said, it would be nice to have a better idea of what "long-term" actually means. I know there's probably not a timeline that's set in stone, but are we talking all classes over the course of 2026 or one class overhaul per year?

    Also, please give us more character slots to play with all the new possibilities from scribing and subclassing.

    Thanks for your continued efforts to improve the game, ZOS!

    I totally agree. I really don't care especially regarding this being a long-term project. Change is inevitable for every games especially if we would like to continue the legacy of Elder Scrolls. All i can say, I tried a lot of games, keep coming back to Elder Scrolls because of the history and such, and I hope the game will not be ruined in the future. As long as the system is implemented properly and thoughtfully, I believe it can still bring the best out of ESO in the long run.

    Source of Power / Power Fantasy
    This is exactly what I meant. where a deeper character identity can shine, giving players a reason "WHY" their character fights the way they do.

    Here are some examples on my opinion, for the sake of discussion:

    [*] Arcanist
    [*] Role: DPS
    A deal with Hermaeus Mora grants forbidden knowledge power in exchange for servitude and discovery. This improves spells to be modified by hermaeus mora's power giving an identity vs sorcerer.

    [*] Templar
    [*] Role: Can be a tank or healer.
    Join Stendarr’s cause through sacred trials, earning divine light and sanctified abilities to smite the undead or heal the faithful. This includes mastery or improving of mace type one-handed and sword and board skill line.

    [*] Dragonknight
    [*] Role:Can be tank or DPS
    Train under masters connected to dragon lore perhaps even the Greybeards: to unlock draconic shouts + mastery of two handed and dual wielding arms and battlefield dominance like Tiber Septim before you.

    [*] Necromancer
    [*] Role: DPS / new playstyle: Summon
    Seek out a master of Oblivion arts: maybe the lore is even someone connected to Mannimarco’s legacy to wield undeath as your weapon. Basically, it empowers daedric summoning and raising undead under conjuration skill line.

    [*] Warden
    [*] Role Tank, Healer
    Learn from Valenwood’s nature mystics, channeling spiritual forces and the power of the wilds through Alteration and add a primal magic skill line.

    [*] Sorcerer
    [*] Role DPS
    Embrace the mastery of energy of the destruction magic fueled heavily by lightning, frost and fire. This mastery enables "more identity" since sorcerer class are spell masters rather than a simple spellsword casting the same spell.

    [*] NightBlade
    [*] Role DPS
    By wielding daggers, and medium armor this class grants speed, and invisibility/shadow using illusion spells. Stealth is important. It empowers dual wield + bow weapons when equipped. Learn from the lore itself, the masters of shadow under nocturnal.

    These stories explain your powers, deepen immersion, and help players build their own personal lore.

    Lets be realistic: A DragonKnight warrior could be tank or damager. A Templar, which is a paladin type class can be tank or healer.

    Sorcerers cannot be a tank can use healing but not efficient as a dedicated healer. And Nightblade cannot assume role as tank it can, but it will definitely lose the benefits of a tank type class like dragonknight or templar.

    On my opinion, class identity should start with the player.
    Weapons + armor + skill line mastery define who you are that’s the heart of Elder Scrolls.

    But we still preserve the Holy Trinity:

    Tanks - sword & board, taunts, utility and mitigation tools
    Healers - keeping the group alive, resurrection abilities tied to healing skill lines
    DPS - melee glass cannons (Nightblade/Warrior) or ranged destruction (Sorcerer/Bow Assassin)

    Your identity is how you choose to fill one of those roles.

    Imagine cyrodiil battlefields where identities are visually and functionally clear.
    - Shield walls of tank up front
    - Ranged DPS and spellcasters raining destruction behind them
    - Dedicated healers supporting the push

    It would feel more like an actual faction war, not a pile of hybrid builds trying to be everything at once.

    Also the trinity of armor class balance. (It has been the meta on all games all along)
    - Magicka type attacks and spells are effective against tanks (using heavy armor)
    - Physical Damage and critical bonuses are not very effective against tanks (using medium)
    - Physical Damage and critical attacks are effective against healers and spellcasters (light armor)

    On the cyrodiil battlefield :
    - Assassins and nightblades hunts spellcasters due to their light armor
    - Tanks can lead the push by holding position tankiness to withstand critical than other roles
    - Spellcasters are there to blow up front line positions.

    I think vengeanization of PVP could definitely help in this situation. and its a good start for the balance.. It will be a battle of skills and wits unlike the battle of how much champion points you have and the equipment gear you have.

    TL;DR— Identity Through Roles + Skills + Gear

    Role → Skill Lines → Weapons/Armor → Your Identity

    Roles (Tank / Healer / DPS) stay mandatory and balanced for group content

    Players build their class identity through:
    - The skill lines they choose to master
    - The weapons they use (determines active ability access)
    - The armor they wear (determines passives and survivability)

    You still fill the role your group needs but how you fill that role becomes your personal playstyle, lore, and character fantasy.

    I’m not sure if this idea will ever reach the devs, or if a major overhaul like this is even being considered given the current engine and combat system. I understand this is a "huge idea" and maybe not going to materialize anytime soon. But if it ever does happen, quality and careful execution would make the wait worthwhile.

    Cheers for the future of the game and the future of tamriel.

    Personally I would really hate if the classes could only do certain roles part of your post 😅

    Just some examples:
    - As a templar, why shouldn't I be able to dd? Paladins in fantasy are not just huge golden knights (off the top of my head, think Xenk from the newish DnD movie).
    - Why shouldn't sorc heal or tank, magical shields and magical elements and beasties that heal your friends seem perfect?
    - Wardens should be allowed to DD and send the zoo after you to eat your face off or going full Poison Ivy on the BBEG.
  • Nser
    Nser
    ✭✭✭
    Current System

    Players can pick two class skill lines from any class, creating strong subclass builds but weakening class identity and causing imbalance.


    ---

    Suggestions Changes


    1. Skill Line Categories

    Keep Damage / Tank / Healing roles, but each class should have a primary focus that defines its identity.

    2. Cross-Class Skill Line Trade-Off

    Players may take a skill line from another class only by replacing the same category in their own class.
    Example: A Warden taking Nightblade’s Assassination (damage) must replace their Warden Animal Companion (damage) line.

    3. Pure Class Buff


    If a player uses no subclass lines and sticks with 100% pure class, they should receive a significant buff (e.g., ~30%).
    This ensures pure class builds stay competitive and rewards players who want to maintain original class identity.

    Why This Works

    Trade-offs stop some builds from becoming overpowered.

    Pure class bonus keeps original class identity strong and viable.

    The system becomes flexible, fair, and prevents power-creep from mixed builds.
    Edited by Nser on December 4, 2025 6:54PM
  • liliub17_ESO
    liliub17_ESO
    ✭✭✭✭
    Part of the "problem" that I see is the devs don't seem to truly understand how the skills work/don't work together as a whole. There's spots of synergy here and there, almost by accident, but changes seem to be made capriciously without thought to actual gameplay. All the catch phrases tossed out just now about "fantasy power" and "source of power" are great from a role play viewpoint (and I am an avid role player), but in this context they really don't mean a lot for gameplay since, again, changes seem to be capricious and based on the "fantasy power" dream instead of mechanics.

    Example - Sorcerers: In ESO, a sorc is either a lightening quasi-elementalist -or- a mage who dabbles in daedric magics. The fantasy trope is of a wizard/sorcerer summoning a familiar, and this seems to be what ESO devs were going for.The so-called "pets" take up half a skillbar for very little gain. There is no "pact" made for their accompanying you, they are summoned. There are, however, a couple of skills in the Mages Guild line which line up well with sorcerer skills - Meteor for elemental and Entropy for "dark" magic.

    Likewise Wardens don't have pets - except for the Ultimate bear - necromancers don't have pets. Both have very temporary summons.

    A warden may use Winter/cold magic - which last time I checked, was ONE of the seasons and elemental.

    The various Guild/non-class lines all hold skills which thematically fit within the classes.

    The point is that there are class skills which work thematically and those which don't, especially compared to this "fantasy vs source of power" SEO wording. There are skills already in the game which could be considered viable "multi-class" - subclass is just another catchphrase ill-applied. What we really need, in my opinion as a player, is a re-balance of skills to the best ability of the devs and no more tinkering with what (hopefully then) works.
  • Sarannah
    Sarannah
    ✭✭✭✭✭
    ✭✭✭✭
    Question: While refreshing classes will you also take into account ease-of-use? Like for example making the warden's netch into a permanent pet.

    Request: As you are re-doing skills and taking another look at all skills, could you please add tags to skills of what they are and what interacts with them(including for passives)? Just small tags at the top, example Dragonknight's lava whip tags would be: "Direct damage" "Flame damage" "Single target", the Dragonknight's venemous claw's tags would be: "Direct damage" "Duration" "Single target" "Poison damage". This makes skills easier to recognize for players, and easier to see what interacts with what. (Path of Exile has this system for their skills, and it makes a world of difference)
    Edited by Sarannah on December 4, 2025 2:03PM
  • kriegwar13
    kriegwar13
    ✭✭
    Personally I would really hate if the classes could only do certain roles part of your post 😅

    Just some examples:
    - As a templar, why shouldn't I be able to dd? Paladins in fantasy are not just huge golden knights (off the top of my head, think Xenk from the newish DnD movie).
    - Why shouldn't sorc heal or tank, magical shields and magical elements and beasties that heal your friends seem perfect?
    - Wardens should be allowed to DD and send the zoo after you to eat your face off or going full Poison Ivy on the BBEG.

    well, you can. its just that you will not be able to benefit a ton since there are better skill lines for damage dealing. Again, doing what you want is still the core concept of all elder scrolls game. its just you will benefit the bonuses from a specific role or class identity mastery.

    From my perspective, subclassing was introduced to do what you want to build on your character, but it kills the game since there were no "class identity" anymore. Why pick a necromancer as your first starting class if you can be a sorc or arcanist? basically there's no sense in picking any of the class at the start of the game.

    I'm actually enjoying my subclass necro-warden-vamp-tank own non-meta build since i created an identity to my build my character and still was able to play PvE content and solo public dungeons and such, of course I'm sticking to what role depending on end-game content and vet dungeons. But again it killed the class identity.

    At the end of the day, we all agree to disagree. community is split and there are many player base that will be affected with this change. The old Elder scrolls who knew how previous elder scrolls titles are meant to be played, and the PVP community aiming to have a balance to the game. Its the reality that we cannot change.
    Edited by kriegwar13 on December 4, 2025 3:15PM
  • Skorro
    Skorro
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    kriegwar13 wrote: »
    Personally I would really hate if the classes could only do certain roles part of your post 😅

    Just some examples:
    - As a templar, why shouldn't I be able to dd? Paladins in fantasy are not just huge golden knights (off the top of my head, think Xenk from the newish DnD movie).
    - Why shouldn't sorc heal or tank, magical shields and magical elements and beasties that heal your friends seem perfect?
    - Wardens should be allowed to DD and send the zoo after you to eat your face off or going full Poison Ivy on the BBEG.

    well, you can. its just that you will not be able to benefit a ton since there are better skill lines for damage dealing. Again, doing what you want is still the core concept of all elder scrolls game. its just you will benefit the bonuses from a specific role or class identity mastery.

    Fair enough, but it's also an MMO. I'm pretty casual (vet trials, some pvp, etc) and I love the freedom there is. Every class can do every role (even pre-subclassing) and unless you're properly looking to min-max or do vet DLC HM trials, they could do it pretty decently across the board.

    When I started playing I remember being kicked from dungeons because oMg yOu NoT aRgOnIaN dK tAnK.

    Trying to pigeon hole classes back into roles just feels like a step backwards for me.
  • AzuraFan
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    Sarannah wrote: »
    Question: While refreshing classes will you also take into account ease-of-use? Like for example making the warden's netch into a permanent pet.

    How would that work with the bear? The warden would have two pets out?
  • kriegwar13
    kriegwar13
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    Skorro wrote: »
    kriegwar13 wrote: »
    Personally I would really hate if the classes could only do certain roles part of your post 😅

    Just some examples:
    - As a templar, why shouldn't I be able to dd? Paladins in fantasy are not just huge golden knights (off the top of my head, think Xenk from the newish DnD movie).
    - Why shouldn't sorc heal or tank, magical shields and magical elements and beasties that heal your friends seem perfect?
    - Wardens should be allowed to DD and send the zoo after you to eat your face off or going full Poison Ivy on the BBEG.

    well, you can. its just that you will not be able to benefit a ton since there are better skill lines for damage dealing. Again, doing what you want is still the core concept of all elder scrolls game. its just you will benefit the bonuses from a specific role or class identity mastery.

    Fair enough, but it's also an MMO. I'm pretty casual (vet trials, some pvp, etc) and I love the freedom there is. Every class can do every role (even pre-subclassing) and unless you're properly looking to min-max or do vet DLC HM trials, they could do it pretty decently across the board.

    When I started playing I remember being kicked from dungeons because oMg yOu NoT aRgOnIaN dK tAnK.

    Trying to pigeon hole classes back into roles just feels like a step backwards for me.

    I agree. That is the bigger problem because of the current system. gating other players.. is not a good thing. But we all live in "you need to do what you are told" with the min-max builds.. You are just a mediocre type if you dont do this min-max build. And it kills the game. Always do what is told, what is the meta and such. It doesn't open the fact that other builds are viable.

    Another reason why is because of the "races" and some of the class passive specifics.. But you won't really notice that minimal effect unless you're a perfectionist. I believe in skill, especially in PvE. (PvP is a different beast to conquer and a massive pain-in-the-ass to balance) you just need to know the mechanics of the delve. But we can't argue with people with those kind of mindset.

    I think that is the main reason why there will be a class identity refresh. The game is so boring right now because its just repetitive meta skills or builds that are always used. No diversity. you will see a lot of laser beams spamming dungeons. no more other melee builds and such. Being ranged are always rewarded for safety without risk of dying. so why do an assassin build if you can use staves, range skills bows and laser beams.

    Again, from my previous posts and while other people's comments to that, its like a utopia. but I guess it will not really happen. we just wanted to share our insights, and could offer some difference in the future.
    Edited by kriegwar13 on December 4, 2025 3:00PM
  • spartaxoxo
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    Sarannah wrote: »
    Question: While refreshing classes will you also take into account ease-of-use? Like for example making the warden's netch into a permanent pet.

    Request: As you are re-doing skills and taking another look at all skills, could you please add tags to skills of what they are and what interacts with them(including for passives)? Just small tags at the top, example Dragonknight's lava whip tags would be: "Direct damage" "Flame damage" "Single target", the Dragonknight's venemous claw's tags would be: "Direct damage" "Duration" "Single target" "Poison damage". This makes skills easier to recognize for players, and easier to see what interacts with what. (Path of Exile has this system for their skills, and it makes a world of difference)

    1,000,000%

    Additionally, they should make it so that CP and armor sets show which skills they're boosting for you in some kind of advanced tool tip. This would make it a lot easier for people to make good builds on their own
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