https://youtu.be/nO-OXzn1bhk?si=25r3k_EFquzPMb42manukartofanu wrote: »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.
OK, so after reading this over a few times, I have questions and concerns.I’m struggling to understand how making every single skill line a jack of all trades with desirable traits and passives will somehow magically result in A.) an easy on boarding for any new player—if anything.
OK, so after reading this over a few times, I have questions and concerns.I’m struggling to understand how making every single skill line a jack of all trades with desirable traits and passives will somehow magically result in A.) an easy on boarding for any new player—if anything.
It's already that for the 4 base classes.
Except it's not though. DK clearly has a tanking and DPS tree, even if not explicitly labelled—their healing is all over the place though. Templar has the same, with restoring light (healing), aedric spear (now with an actual charge/taunt), and a mixed dps/ utility line. NB has shadow for tanking, assassination for dps and a clear healing line. Sorc you could say the same although storm calling is just op and best for almost everything.
Sure the four base classes are not as refined as the later three classes, but they're more in line with a three-way split than a jack of all trades approach. They were already moving in this direction as a development team, so it would make more sense to refine this rather than throwing the baby out with the bathwater and going for a complete overhaul from the ground up, which is destined to fail given their balancing track record.
Turtle_Bot wrote: »Except it's not though. DK clearly has a tanking and DPS tree, even if not explicitly labelled—their healing is all over the place though. Templar has the same, with restoring light (healing), aedric spear (now with an actual charge/taunt), and a mixed dps/ utility line. NB has shadow for tanking, assassination for dps and a clear healing line. Sorc you could say the same although storm calling is just op and best for almost everything.
Sure the four base classes are not as refined as the later three classes, but they're more in line with a three-way split than a jack of all trades approach. They were already moving in this direction as a development team, so it would make more sense to refine this rather than throwing the baby out with the bathwater and going for a complete overhaul from the ground up, which is destined to fail given their balancing track record.
Just to clarify, are you saying sorcs lines are cleanly split into the 3 roles? because I really fail to see how that is even remotely possible considering just how many key aspects for each role that each sorc line is missingIf sorcs lines were actually following the 3 roles of tank/heal/DPS, key aspects for each role would be in their respective lines, aspects such as the following:
- armor buff, taunt and tanking niche (teleport) in the tank line
- spammable, DPS named buffs and class DoTs in the DPS line
- heals and group buffs in the healer/support line
However, as we can see below, those key aspects outlined above are clearly not in their respective lines.
Storm Calling (DPS line):
- Has DPS focused aspects such as:
DPS passives, class execute, class AoE DoTs.- Has Non-DPS focused aspects such as:
Armor buff, class HoT and the class AoE CC.- Missing DPS aspects:
Class Spammable (most important DPS aspect), class ST DoTs, Class delayed burst/payoff skill.
Dark Magic (support/tank line?):
- Has Support aspects such as:
Sustain, self healing, group healing, CC abilities- Has Non-support aspects such as:
Class spammable.- Missing support/tank aspects:
Taunt, mitigation/armor buffs/passives, group buffs/debuffs.
Daedric Summoning (support/healer line?)
- Has Tank/heal aspects such as:
Group Buffs, class burst heals, mitigation buffs/effects- Has Non-Tank/heal aspects:
Class ST DoTs, class delayed burst, class DPS ultimate, class source of Major Prophecy/savagery- Missing tank/healer aspects:
Class HoT, class taunt.
OK, so after reading this over a few times, I have questions and concerns.I’m struggling to understand how making every single skill line a jack of all trades with desirable traits and passives will somehow magically result in A.) an easy on boarding for any new player—if anything.
It's already that for the 4 base classes.
Except it's not though. DK clearly has a tanking and DPS tree, even if not explicitly labelled—their healing is all over the place though. Templar has the same, with restoring light (healing), aedric spear (now with an actual charge/taunt), and a mixed dps/ utility line. NB has shadow for tanking, assassination for dps and a clear healing line. Sorc you couldn’t say the same, although storm calling is just op and best for almost everything.
Sure the four base classes are not as refined as the later three classes, but they're more in line with a three-way split than a jack of all trades approach. They were already moving in this direction as a development team, so it would make more sense to refine this rather than throwing the baby out with the bathwater and going for a complete overhaul from the ground up, which is destined to fail given their balancing track record.
OK, so after reading this over a few times, I have questions and concerns.I’m struggling to understand how making every single skill line a jack of all trades with desirable traits and passives will somehow magically result in A.) an easy on boarding for any new player—if anything.
It's already that for the 4 base classes.
Except it's not though. DK clearly has a tanking and DPS tree, even if not explicitly labelled—their healing is all over the place though. Templar has the same, with restoring light (healing), aedric spear (now with an actual charge/taunt), and a mixed dps/ utility line. NB has shadow for tanking, assassination for dps and a clear healing line. Sorc you couldn’t say the same, although storm calling is just op and best for almost everything.
Sure the four base classes are not as refined as the later three classes, but they're more in line with a three-way split than a jack of all trades approach. They were already moving in this direction as a development team, so it would make more sense to refine this rather than throwing the baby out with the bathwater and going for a complete overhaul from the ground up, which is destined to fail given their balancing track record.
While I completely agree and share your concerns that balance has never really been a thing and that mixing stuff up creates more potential issues and more combos that need balancing, I do still think it's more player-friendly, especially if they want us to engage in subclassing. If I'm going to subclass, I don't want to be forced into a specific skill line because it's the dps line (or the tank one or heal one). I want more freedom to choose which skill line appeals to me based on visuals and identity, not just numbers-go-brr. IF they can do it decently well, this will be better overall. I do concede that it's a BIG IF though.
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.
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.
karthrag_inak wrote: »The suggested approach is absolutely horrifying. Khajiit says that as someone who has over 14k hours in-game (According to in-game tools) and has spent approximately $10k dollars on ESO since beta.
Nobody was complaining about "class identity" before subclassing, which introduced skill options that forced players who wished to excel to use other class skill trees, since there was no incentive to stay pure to their class when picking the best combinations of skills from different classes would work better, with no penalty.
Khajiit thinks that a good way to counter this, and in the process alleviate a huge portion of the anti-subclassing sentiment due to the current imbalance, would be to have all subclassed skills and passives be docked by 5%-10% effectiveness. If the skill or passive has a number, dock that number by 5-10% if it is not from the character's primary class.
That would yield the realistic possibility of pure-class primacy in nearly all situations (at least insofar as it is possible now - some classes definitely do need some tweaking independent of subclassing) while not invalidating subclass choices completely, it could be implemented across the board in one pts cycle, and, most significantly, it would not be predicated on reinventing the existing class system from the ground up in the nearly-obscene, unfounded hope that somehow, miraculously, all things would magically land in perfect balance with each other.
but not all sbulcass have meta power,this killed other 95% sublcass buildkarthrag_inak wrote: »The suggested approach is absolutely horrifying. Khajiit says that as someone who has over 14k hours in-game (According to in-game tools) and has spent approximately $10k dollars on ESO since beta.
Nobody was complaining about "class identity" before subclassing, which introduced skill options that forced players who wished to excel to use other class skill trees, since there was no incentive to stay pure to their class when picking the best combinations of skills from different classes would work better, with no penalty.
Khajiit thinks that a good way to counter this, and in the process alleviate a huge portion of the anti-subclassing sentiment due to the current imbalance, would be to have all subclassed skills and passives be docked by 5%-10% effectiveness. If the skill or passive has a number, dock that number by 5-10% if it is not from the character's primary class.
That would yield the realistic possibility of pure-class primacy in nearly all situations (at least insofar as it is possible now - some classes definitely do need some tweaking independent of subclassing) while not invalidating subclass choices completely, it could be implemented across the board in one pts cycle, and, most significantly, it would not be predicated on reinventing the existing class system from the ground up in the nearly-obscene, unfounded hope that somehow, miraculously, all things would magically land in perfect balance with each other.