tomofhyrule wrote: »I definitely think one of the things that allowed Subclassing to be obscenely overpowered was the strict delineation of lines based on role. Because of that, players can easily just dump their support lines to pick up more damage lines and get 3x as strong with no real tradeoff. And since damage is king in this game, that just empowers a single meta and everything else being left miles behind.
After all, look at the most meta lines: Herald of the Tome (Arcanist, strictly delineated DPS line). Assassination (Nightblade, strictly delineated DPS line).
I believe that, as an RPG, we should be making reasonable choices that aren't just "I want all the benefits and none of the weaknesses." A super damage build should come with the sturdiness of wet toilet paper, and no tank or healer would be able to keep your 1HP self alive if you trade everything for more damage.
I prefer the basegame lines which were thematic withing themselves and did not strictly adhere to a role. I really liked the skills which had role-based morphs like DK's Ash Cloud, which could become the ground DoT Eruption or the ground HoT Cinder Storm.
But really, I want to see choices. By all means, Subclassing should allow players to try to adopt new skills to cover their Class's inherent weakness... but there should be an actual cost for doing so.
Clearly defined skill line roles could be the limiting factor for subclassing. When you can only switch a tank line for another tank line, there is no doubling down on dps lines.
Shuffling skills and passives so you basically need all skill lines to be effective would make subclassing useless. Just removing subclassing would have the same effect with less effort.