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Developer Deep Dive—ESO's Class Identity Refresh

  • Vaqual
    Vaqual
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    kriegwar13 wrote: »
    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) 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.

    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.

    Replacing the global meta with one meta per class will just reset the game the pre-subclassing level of diversity. And even then the differences per class were marginal. There will be no progress if they offer a few big, high commitment bonuses to each class. Many smaller synergies will open up more ways of keeping certain abilities and gear options viable, tweakable and relevant.
    Your idea isn't going completely against that, but the scaling of the bonuses would be pivotal to the resulting build diversity. Because I play my NB neither in medium, nor as a stealth- or dual wield-character. Why would I accept your power fantasy over mine? Your idea doesn't go far enough in my eyes and it is missing a real compromise.
  • johnicus
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    Wouldnt it be nice if we could just set a charactor and play instead of having to re-work all of our sets and skills every......dang......patch......
  • ShutUpitsRed
    ShutUpitsRed
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    Shouldn't hybridization be finished first?
  • StihlReign
    StihlReign
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    Shouldn't hybridization be finished first?

    Let's be honest. Subclassing's release ruined the game and now they're attempting to fix it.

    This looks and sounds like the devs didn't have a plan to balance subclassing from the beginning, from the concept phase. If they did, subclassing should've been released with some mechanisms to detune the massive power increase and we wouldn't be waiting months, or what now appears to be a couple of years, for some semblance of balance.

    They're rebuilding the game. First Vengeance by removing the devs responsibility to balance PvP by addressing combat and set bloat. And now the class system that's been destroyed and undermined due to lack of foresight and, or an incredible amount of hubris. This exercise is a PvE skill rebalancing that shouldn't really matter for most, because out of balance skills/sets/abilities don't really matter in PvE until Vet and Vet HM content. For many it will probably feel like - more dev changes to my class like every other patch. Balance is typically an issue prompted by PvP.

    Approaching this as a 2 year plan fits perfectly within the PvE ecosystem; however PvP, due to its nature, will suffer until the project ends or GH is shuttered. Since PvP balance is no longer a concern in GH because GH problems are due to ability complexity, I'd be shocked if any of this effort takes any PvP related feedback into consideration.

    ...probably would've all been better off with another 3 CP slots and adding lightning/fire wizard to scribing vs releasing subclassing in this way, but the devs seem to have shifted to a Live Test environment for almost everything this year.
    "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
  • Ysbriel
    Ysbriel
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    Well my two cents is actually a big Thank you to the Zenimax development team for providing us the freedom of building our own class as previous elder scrolls games allowed, by adding subclassing. I feel bad you guys had to spend more time and resources to please a group of people who couldn't handle that freedom, players felt uncomfortable about what skills other players choose to use from the vast lineup of skills available in game, representing the diversity of magic and skills in the game. I'm not trying to be negative or bashful, but as a returning player backtracking on the changes and the feedback provided by the community that is what i can interpret from all that i have read. You guys did a great job moving character development away from being boxed in and hopefully these new changes are not a penalty for subclassing. Thank you for that,and honestly keep up the good work and effort you guys have invested in this game, regardless of the ever confusing, flip flopping, community feedback you receive. I trust you guys will make it work and im looking forward to new content for 2026 in the year our Lord Vivec.
  • Rungar
    Rungar
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    while not inherently bad this seems like a way for zos to quietly change all the classes abilities to less resource intensive versions
    StihlReign wrote: »
    Shouldn't hybridization be finished first?

    Let's be honest. Subclassing's release ruined the game and now they're attempting to fix it.

    This looks and sounds like the devs didn't have a plan to balance subclassing from the beginning, from the concept phase. If they did, subclassing should've been released with some mechanisms to detune the massive power increase and we wouldn't be waiting months, or what now appears to be a couple of years, for some semblance of balance.

    They're rebuilding the game. First Vengeance by removing the devs responsibility to balance PvP by addressing combat and set bloat. And now the class system that's been destroyed and undermined due to lack of foresight and, or an incredible amount of hubris. This exercise is a PvE skill rebalancing that shouldn't really matter for most, because out of balance skills/sets/abilities don't really matter in PvE until Vet and Vet HM content. For many it will probably feel like - more dev changes to my class like every other patch. Balance is typically an issue prompted by PvP.

    Approaching this as a 2 year plan fits perfectly within the PvE ecosystem; however PvP, due to its nature, will suffer until the project ends or GH is shuttered. Since PvP balance is no longer a concern in GH because GH problems are due to ability complexity, I'd be shocked if any of this effort takes any PvP related feedback into consideration.

    ...probably would've all been better off with another 3 CP slots and adding lightning/fire wizard to scribing vs releasing subclassing in this way, but the devs seem to have shifted to a Live Test environment for almost everything this year.

    umm this is just a clever way to take away all the abilities and re-add them vengence style.. without actually saying your doing that.. because that wouldnt fly. It will just happen magically as each class is re-identified. Expect classes and abilities to be simplified which is not intherently a bad thing but they would of been better off changing the combat system entirely. The games true nemisis.
  • tomfant
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    I don't see how a stepwise balancing effort streched out over several game updates won't create new imbalance. Classes that received the treatment will be on a different level, which the opposite of balance. At least for the duration of this balancing campaign.

    Also, balancing is fine tuning work. What we seem to get here is turning everything upside down. I doubt that the combat team already knows exactly what to do with the last class in the list. So, how can they establish balance of DK as the first to get the treatment vs Necro that might get reworked in 2 years from now? So, expect balancing only after all classes got the base rework.
  • tomofhyrule
    tomofhyrule
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    That was a very nice Q&A stream. Pretty high level for obvious reasons, but a lot of things were good to hear.

    I did especially like hearing that the team is intending to move away from cookie-cutter or “spreadsheet” balancing in favor of something more nuanced.

    I will say that, as a DK main, I’m starting to get a bit excited. I loved seeing the unique skills and looks and sounds of Arcanist, and them continually talking about how beefy the new DK feels makes my Orc Tank heart very happy. I’m interested to see when these drop.

    But again, my big concern is with the timing and how much the team can do at once. It’s clear that this massive rework won’t interfere with new zones or quests or dungeons or trials or anything being added, but it could interfere with combat-related new features like additions to Scribing (e.g. new Grimoires, especially for things like werewolf or Undaunted), or new active skill lines, all the way up to new Classes. They kept talking about how excited the players were with the release of Arcanist - well, that was now over two years ago and it’d be great to have that excitement again, especially now that Subclassing means we can use those skills on an existing character and don’t need to start a new character if we don’t want to (but I totally do). I’d really hate if this rework means “only non-combat related features for the next few years.”
  • Erickson9610
    Erickson9610
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    I appreciated the segment about Werewolf during the stream! It's a relief to know that Werewolf is on the roadmap and is currently in the early stages of those discussions.

    https://www.twitch.tv/bethesda/clip/EncouragingAnnoyingHamburgerTF2John-QdPtpbFzV650MUTG
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Last'One
    Last'One
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    That was a very nice Q&A stream. "....

    LOL?! "A very nice Q&A stream"? Okay. If you liked it, fine.

    But then they delivered this:
    1. Time for the complete Class Identity Refresh = Nothing. They don’t know.
    2. Why are they making these changes? Because the game’s balance is a mess? I agree. But if they don’t know when they will deliver the full Class Identity Refresh, what happens in the meantime? Are we going to play the game in this state? Yes.
    So, at the end of the day, the only thing we know for sure is this: We have to play the game in this horrible state until… nobody knows!

    Please tell me how this is a “very nice Q&A stream”!?! Because they said, “We’re working on this…”? LOL!?

    Elder Scrolls Online? A delightful blend of tragedy and comedy. Hilarious! Terrifying!
    As Sheogorath, say: "If it makes you laugh and cry at the same time… PERFECT! Do it again!"
  • majulook
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    The bad part about today's ESO Live is how long this is going to take. I will be surprised if they get them all done in 2 years.
    Si vis pacem, para bellum
  • Last'One
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    majulook wrote: »
    The bad part about today's ESO Live is how long this is going to take. I will be surprised if they get them all done in 2 years.

    They’ve been working on Dragonknight for the last 5 months, and it’s not even done yet. So we can assume 6 months per class.

    By my calculations:
    6 classes × 6 months each = 36 months — that’s 3 years at best!

    And what’s supposed to happen in the meantime!?

    C’mon… are you serious, ZOS?!?!
    Is this really what we deserve from you!?
    Is this the best experience you want to give us?!

    Are we all supposed to play Arcanist for the next 3 years?! No… I really, really don’t think I’ll do that.
    Elder Scrolls Online? A delightful blend of tragedy and comedy. Hilarious! Terrifying!
    As Sheogorath, say: "If it makes you laugh and cry at the same time… PERFECT! Do it again!"
  • VixxVexx
    VixxVexx
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    By the time they start doing the last class,the first one will be outdated again.
  • Elvenheart
    Elvenheart
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    VixxVexx wrote: »
    By the time they start doing the last class,the first one will be outdated again.

    Just like road construction. 🚧 🦺 🏗️
  • Radiate77
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    Keep in mind, they also said in the stream that they could take breaks between classes.
  • BardokRedSnow
    BardokRedSnow
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    I felt neglected for a long time as a DK main so this will be exciting. I dont need to be better than all the classes, I just wanna excel at what DK is supposed to better than other classes. These suggestions were exactly what I said in those surveys so Im mostly, and cautiously optimistic when it comes to that. Improved visuals, big, working in more wd for DK, very big for the tank and spank playstyle. Biggest of all is DK not needing to subclass for wardens wings and getting a speed buff on it, that skill was dead for so long and I miss it being useful, even if it wont be as op as it was in the past lol.

    The real question will be if all of these changes will make the balancing act better or worse but if people want these to be good changes, slow and steady really is the only option.

    If I could suggest one thing only, going off a video that showed some of the changes yall are thinking of already in other languages, it would be to not overdo it with the strength of healing in DK skills to make healer viable on it, not every class needs to be viable at every little thing, giving us more healing potential is only gonna make the healing problem in PvP way worse, then youll have to correct this later by nerfing DK, again, or overbuffing other classes.

    I dont think most DK are dying to play a more viable healer, having coag as a really good burst heal, and being tanky plus extra weapon damage is enough, and the added wd buildup overtime is already gonna increase dk heals anyway. Good enough as is.

    I know those changes arent final, just food for thought. Healing potential is the main thing for all classes yall need to avoid buffing.
    Edited by BardokRedSnow on December 4, 2025 9:34PM
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • BardokRedSnow
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    Something else to consider that people have been saying for years, if yall are having trouble coming up with ideas that wont kill balance for both pve and pvp, there's nothing wrong with making more future changes say pve or pvp specific things. I saw that you defined length of time for fossilize effects as npc vs non npc for instance. Yall should do that more often. Maybe even make a toggle of descriptions for sets and skills to show how they work separate from the two, because it seems with every major change yall make, either pvp suffers or pve does.

    And in some cases both lol.
    Edited by BardokRedSnow on December 4, 2025 9:41PM
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Marto
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    I also think that was a good Q&A stream

    I'm particularly very glad that ZOS is taking that more proactive approach and reworking classes. There's been too many cheap bandaid fixes, specially with subclassing.

    I was pretty positive about subclassing at first, but right now I really would prefer for it to be rolled back. If ZOS thinks they can fix it by working on the classes themselves... well, good luck. Regardless of whether it works to improve subclassing or not, the classes are long overdue a thorough look.

    I'm fine with the class refreshes being prioritized by how dated they look and feel. Dragonknight skills really do look terrible. Not to mention they present a really bad first impression to any new players.
    Edited by Marto on December 4, 2025 9:47PM
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • Radiate77
    Radiate77
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    https://youtu.be/B786lPU0nlA?si=oY46WpVVVFiFl1_9

    I got the green light to post this, thank you to our German friends for sharing their findings!

    Keep in mind, none of these changes are set in stone, but this helps illustrate the types of reworks that we can expect at least mechanically.
  • Faltasë
    Faltasë
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    How will doing this one at a time address the lack of power from each pure class? Will pure classes get specific pure class buffs? if they stay with 2/3 lines or 3/3 lines will they get buffs that bring them up to a meta subclassed build?

    Cuz i dont think tweaking just the classes here is going to fix the core issue.

    XBOX 2015-2019
    PC-NA 2019-2022, 2025-present

    ESO still needs a better combat dev team. They're bad at their jobs.

    Auri-El is the one true God.
  • Alaztor91
    Alaztor91
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    From this:
    p5x6dij0m0de.png

    To this:
    lxibi83i0gvo.png


    I have no idea why it took ZOS roughly 6 months to figure this out, especially when players were pointing it out day 1 of the U46 PTS. Still, happy to see that apparently ''Class Identity'' is no longer going to be just a meme.

    Hoping that they actually commit and don't do a 180° with this one, since it hyped me(more than the last few Chapters/Season tbh) enough to actually reinstall the game lol.
  • manukartofanu
    manukartofanu
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    Сan you clarify—did I hear correctly that they explained we can’t just go and balance the classes and multiclassing, because it’s also a long process, and you can’t simply change the numbers, you also have to communicate with visual specialists?
  • StihlReign
    StihlReign
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    This was soo revealing. They're discussing the arcanist as if it's the greatest thing in ESO when the majority of current concerns are how over-tuned and outrageous it is for the Arcanist to be so over-tuned AND how subclassing has compounded the power gap and ruined the end-game experience across multiple classes.

    They built subclassing, didn't see the power gap in advance, didn't accept pre-release feedback, and they're months into working on the dragon-knight rebuild/every class refresh/rebalance that will take 3 years? This is the response to subclassing's power imbalance?

    Congratulations DKs. ;)

    The class rework explanation was nice to have. The constant reference to the Arcanist's obnoxious visuals was disturbing. The 15m AOE for the DK appears to be too large, restoring Stamina from DK heavy attacks sounds a bit over the top, and stuns that cannot be blocked or dodged never feel like good gameplay mechanics. The reference from the dev that he's been in gaming for 25+ years (didn't see any of this coming, and released this madness that will take 3 years to fix balance) is disturbing.
    "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
  • Marto
    Marto
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    Сan you clarify—did I hear correctly that they explained we can’t just go and balance the classes and multiclassing, because it’s also a long process, and you can’t simply change the numbers, you also have to communicate with visual specialists?

    If you want to change the duration, delay, or speed of any channeled, cast time or projectile skill, you have to work on the animation to match the new duration. Which is likely done by a different team.

    But don't read their words so literally. What they mean is that changes to combat can sometimes result in changes having to be done in other areas. Animation, audio, code, server, etc. This is just a normal part of game development.
    Edited by Marto on December 5, 2025 12:11AM
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • BardokRedSnow
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    StihlReign wrote: »
    This was soo revealing. They're discussing the arcanist as if it's the greatest thing in ESO when the majority of current concerns are how over-tuned and outrageous it is for the Arcanist to be so over-tuned AND how subclassing has compounded the power gap and ruined the end-game experience across multiple classes.

    They built subclassing, didn't see the power gap in advance, didn't accept pre-release feedback, and they're months into working on the dragon-knight rebuild/every class refresh/rebalance that will take 3 years? This is the response to subclassing's power imbalance?

    Congratulations DKs. ;)

    The class rework explanation was nice to have. The constant reference to the Arcanist's obnoxious visuals was disturbing. The 15m AOE for the DK appears to be too large, restoring Stamina from DK heavy attacks sounds a bit over the top, and stuns that cannot be blocked or dodged never feel like good gameplay mechanics. The reference from the dev that he's been in gaming for 25+ years (didn't see any of this coming, and released this madness that will take 3 years to fix balance) is disturbing.

    I can only comment from a pvp perspective but I don't feel like arcanists are overtuned, not anymore anyway. At launch yea but thats to be expected, its the new class, always overtuned.

    If they're aiming to update classes to the arcanists standards as it is now vs when it first came out, itll hopefully be fine, because as much as I love being op on the DK, it never lasts lol zos always listens to the outcry and nerfs us.

    I would love to have DK in a permanently decent spot that doesn't make everyone beg for a nerf.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Emeratis
    Emeratis
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    StihlReign wrote: »
    The 15m AOE for the DK appears to be too large, restoring Stamina from DK heavy attacks sounds a bit over the top, and stuns that cannot be blocked or dodged never feel like good gameplay mechanics.

    Somewhat off topic but it's frustrating to me that dk gets to keep an unblockable/undodgeable stun when nightblade had a skill which was similar removed in 3.2.5 and turned into a heal that worked nothing like the previous skill. It's always been perplexing to me that Agony and morphs got removed but Petrify was deemed acceptable and okay, especially when breaking free of Petrify was always buggy. While I'm not asking for Agony back, it would be nice to have a damage morph of Offering again since npcs still have access to the old Agony and the visuals on that skill were very satisfying (I don't even care if it doesn't have a stun and is just a dot I just miss it). I do agree with you that some mechanics just don't feel fun or fair or healthy, even if they try to balance them and I'd prefer they steer away from those.

    As for the other updates and news on things, I'd rather lurk a bit longer before putting my thoughts together.
  • mattaeus01b16_ESO
    mattaeus01b16_ESO
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    I think you need to keep in mind that the Gatekeepers are ruining the show.

    IF you put in the work, you need to be rewarded. No reward = No incentive

    ZoS knows this... They do it with every update! LITERALLY. You need to keep the mouse wheel rolling or the little critters with run off in other directions.

    I see people complain that "well, I don't like it there for it shouldn't be a thing"
    Or "I don't want to have to subclass to be able to finish content"
    Or... and the best "Its not fair that people are better then me, so you need to make my game play style better because I refuse to put in the work


    THEY NEVER MADE THE CONTENT HARDER!
    If you are unable to clear content with your setup/build and blame it on sub-classing... Then you are doing it WRONG.

    Watch a video... read skills... use gear sets from cripes sake!!

    The only place where SUB-CLASSING really matters in in PVP.
    And in this case, I say DUMP IT.
    Get rid of it.
    TOSS IT INTO THE WIND.

    PvP needs to have a level playing field. Or you end up with one side always dominating the other side. And this will drive people away.
    And I know... Someone out there is screaming "BUT WHAT ABOUT MY FUN!". If you feel the need to cheese yourself out so you can mow over welps, then may I suggest a single player game with a hand full of cheap-codes, so you can dominate virtually.
    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...
  • Ratzkifal
    Ratzkifal
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    I think you need to keep in mind that the Gatekeepers are ruining the show.

    IF you put in the work, you need to be rewarded. No reward = No incentive

    ZoS knows this... They do it with every update! LITERALLY. You need to keep the mouse wheel rolling or the little critters with run off in other directions.

    I see people complain that "well, I don't like it there for it shouldn't be a thing"
    Or "I don't want to have to subclass to be able to finish content"
    Or... and the best "Its not fair that people are better then me, so you need to make my game play style better because I refuse to put in the work


    THEY NEVER MADE THE CONTENT HARDER!
    If you are unable to clear content with your setup/build and blame it on sub-classing... Then you are doing it WRONG.

    Watch a video... read skills... use gear sets from cripes sake!!

    The only place where SUB-CLASSING really matters in in PVP.
    And in this case, I say DUMP IT.
    Get rid of it.
    TOSS IT INTO THE WIND.

    PvP needs to have a level playing field. Or you end up with one side always dominating the other side. And this will drive people away.
    And I know... Someone out there is screaming "BUT WHAT ABOUT MY FUN!". If you feel the need to cheese yourself out so you can mow over welps, then may I suggest a single player game with a hand full of cheap-codes, so you can dominate virtually.

    While I agree with half of your post, specifically the part referring to PvP, I think it's pretty naive to think that the same doesn't also apply to PvE. Why would any raid group invite you if you are not pulling your weight? You think content didn't get harder? Well, what do you think nerfs do to your ability to complete content? If ZOS' only response to imbalances they caused from adding things like subclassing or the new CP system is by nerfing, then it directly affects your ability to complete content. You can adapt, but if ZOS only nerfs and never buffs, it isn't actually the "gatekeepers" fault but the fault of the requirements to complete that content.

    Especially when you consider ZOS' allergic reaction to raid groups finding creative ways to make boss fights easier, like using Mistform in Rockgrove for tanking, then you absolutely can say that they made content harder. No amount of reading skills, watching videos and using gear sets will change the fact that they nerfed skills specifically because they felt that PvE content was being completed too easily - and that despite the vast majority of players still being unable to complete that content.
    This Bosmer was tortured to death. There is nothing left to be done.
  • Finedaible
    Finedaible
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    Having watched the stream, I think something isn't right over at the studio. Like, there must be something fundamentally wrong with it. Maybe they are criminally understaffed? This is abnormally slow to enact change and QoL. There's not a single rework in the history of ESO that I can recall ever being properly completed though. Dragging this massive rework over 2-3+ years doesn't look feasible frankly. Do they then design new hardmode content around what the class is, or what it is going to be? What if a change massively hinders or over buffs a class for several major updates? By the time they finally get to the later classes, the whole balance ecosystem will have drastically changed.

    Wheeler also claimed on stream that hybridization was still being worked on when we fairly recently received developer comments in a Reddit AuA which would suggest it had been abandoned. What exactly is going on with that? Are there not deadlines with these kind of things? Are we just gonna keep hearing "trust us guys, it's coming!" for years and years indefinitely? Are we being lied to? ESO feels like it has become a Kickstarter project that never delivers despite its monstrous monetization practices.

    If they can revitalize ESO to where it becomes enjoyable again, then that will be absolutely fantastic, but will there be anyone left to care by the time they finish it? IF they finish it?... Idk man, there's already over a decade of unfulfilled promises and mistrust between Zenimax and players. I've already given up on future Elder Scrolls titles, and this year has been the most unstable year for ESO yet in my eyes. Season pass model has left a sour taste.
  • Marto
    Marto
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    Finedaible wrote: »
    Having watched the stream, I think something isn't right over at the studio. Like, there must be something fundamentally wrong with it. Maybe they are criminally understaffed? This is abnormally slow to enact change and QoL. There's not a single rework in the history of ESO that I can recall ever being properly completed though. Dragging this massive rework over 2-3+ years doesn't look feasible frankly. Do they then design new hardmode content around what the class is, or what it is going to be? What if a change massively hinders or over buffs a class for several major updates? By the time they finally get to the later classes, the whole balance ecosystem will have drastically changed.

    Wheeler also claimed on stream that hybridization was still being worked on when we fairly recently received developer comments in a Reddit AuA which would suggest it had been abandoned. What exactly is going on with that? Are there not deadlines with these kind of things? Are we just gonna keep hearing "trust us guys, it's coming!" for years and years indefinitely? Are we being lied to? ESO feels like it has become a Kickstarter project that never delivers despite its monstrous monetization practices.

    If they can revitalize ESO to where it becomes enjoyable again, then that will be absolutely fantastic, but will there be anyone left to care by the time they finish it? IF they finish it?... Idk man, there's already over a decade of unfulfilled promises and mistrust between Zenimax and players. I've already given up on future Elder Scrolls titles, and this year has been the most unstable year for ESO yet in my eyes. Season pass model has left a sour taste.

    I think a more fair way to put this is that the combat team at ZOS has been juggling way too many balls at once.

    Maybe I'm just assuming things, but I wouldn't be surprised if things like Arcanist, Scribing, and Subclassing took up a lot of development time. And in order to hit the strict deadlines for those features, they gave a much lower priority to hybridization.

    I think ZOS sticking so strictly to these self-imposed deadlines and restrictions is what's been hurting the game these past few years.

    Why does a problem discovered and acknowledged in the PTS not get fixed before launch? Becase fixing it now would require delaying launch a week. So instead it gets scheduled for later. It bet it must suck for ZOS devs to see the forums complain about an issue that might already been fixed, but can't be released until weeks later.

    Why was the plot of Legacy of the Bretons underwhelming? Because ZOS forced themselves to end each chapter with a "We win! But the true villain is still out there...", which makes the first half of the story feeling pointless and "forces" ZOS to rush the ending.

    Why did the Writhing Wall have so many bugs that were fixed in the first 2-5 days? Why not just delay the event a week? Because delaying would mean delaying the Witches Festival, which would mean delaying the Daedric War celebration, which would mean delaying New Life, which would mean delaying Whitestreaks... etc etc.

    The article and Q&A gave me a lot more hope than previous updates. I think ZOS really is starting to recognize that their rush to get things released on schedule is forcing them to release too much unfinished stuff.

    That's also why I'm ok with it being done one class at a time. We already know what it looks like when ZOS tries to tackle every skill all at once. It's understandably messy. I'd rather have the class refresh for DK finished and released, than 3 half-finished classes or 7 bandaid fixes.

    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
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