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Proposal to essentially solve the power difference between subclassing and pure classing

BattleAxe
BattleAxe
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@ZOS_Kevin

A simple solution here and one that could add a lot to every class. Class capstone essentially a passive for base class and it’s power fluctuates based off how many class lines of base are used.

Example considering dks current rework

Dragonknight Capstone:
Dragon’s Might

For every dragonknight skill line gain 1000 penetration, 1% crit chance, 1% crit dmg, 100 weapon/spell dmg, 2% dmg reduction, and 2% reduced block cost. Embracing one’s affinity with the essence of a dragon grants one the power to eat worlds.

Added the last little bit of text for a flavor text for a class capstone example.

The suggested buffs of this passive may seem a bit high but a capstone should be a very powerful class capstone passive to make the choice to subclass that much harder to decide. Also base class will become even more important for making a subclassed build. Alternatively could lock capstone to staying pure class however multiply the above ideas by 3 to account for having all three skill lines as my idea allowing it usable by subclassed increases its power based on number of kept skill lines.
Edited by BattleAxe on January 24, 2026 7:11PM
  • BattleAxe
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    Without knowing how other classes are going to be reworked can’t truly brainstorm an idea for a capstone yet for each class but with changes to dragonknight and based on some things a dragonknight still needs I thought of adding those into a capstone which a capstone should kind of be a bit inflated as compared to just a regular passive and it’s also tied to number of class skill lines in use so max power only achievable if keeping all 3 dk skill lines
  • AcadianPaladin
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    My hope is that after giving us subclassing (which I like and have embraced) to help mitigate the restrictions of classes, the devs don't overdo and punish us for using it. I suppose I would be all right with a very simple potential solution that does not overdo it. . . like: A simple +5% passive boost to weapon and spell damage if you keep two of your primary skills, and boosts to 10% if you keep all three. Very simple, would work for all classes and can be easily tweaked if necessary by bumping the percent up or down a bit if/as necessary.
    PC NA(no Steam), PvE, mostly solo
  • BattleAxe
    BattleAxe
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    Kinda a smaller version of my idea the intent of my proposal and having it be loaded compared to other passives like my example it allows even subclass to use it but at a lesser level where you’ll get access to class capstone but it’s value only reaches peak if you use more of base class lines so incentivizing using 2 base class 1 subclassed line for a decent capstone.
    Edited by BattleAxe on January 24, 2026 8:53PM
  • MashmalloMan
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    I don't think they need anything crazy for a long term solution. Overall, DK has been successfully designed, just some overall number tweaking and it's in a good spot.

    For the short term, I think a very simple buff based on having 2 or 3 lines could easily be applied flat to all characters to keep them a bit more competitive before their reworks come along.
    • With 1 line = no bonus.
    • With 2 lines = +5% damage done, +5% healing received and shield strength, -5% cost reduction, and +8% monster damage done.
    • With 3 lines = +10% damage done, +10% healing received and shield strength, -10% cost reduction, and +16% monster damage done.

    This is considered short term because it's a blanket buff that they don't need to spend costly developement resources on, so it's more likely to be implemented as they don't want to waste time on anything that will become redundant with the reworks. They also don't need worry about how this individually effects x, y, z class and balance as a whole. It's entirely temporary.
    Edited by MashmalloMan on January 25, 2026 12:59AM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Personofsecrets
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    My idea for getting rid of the power discrepancy between the two playstyles is to get rid of pure classing.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • BattleAxe
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    I don't think they need anything crazy for a long term solution. Overall, DK has been successfully designed, just some overall number tweaking and it's in a good spot.

    For the short term, I think a very simple buff based on having 2 or 3 lines could easily be applied flat to all characters to keep them a bit more competitive before their reworks come along.
    • With 1 line = no bonus.
    • With 2 lines = +5% damage done, +5% healing received and shield strength, -5% cost reduction, and +8% monster damage done.
    • With 3 lines = +10% damage done, +10% healing received and shield strength, -10% cost reduction, and +16% monster damage done.

    This is considered short term because it's a blanket buff that they don't need to spend costly developement resources on, so it's more likely to be implemented as they don't want to waste time on anything that will become redundant with the reworks. They also don't need worry about how this individually effects x, y, z class and balance as a whole. It's entirely temporary.

    A blanket buff sounds nice however not every class is or likely will be on equal levels in terms of certain stats pen, crit chance, and crit dmg. Now likely some classes like dk has seen will get some crit dmg in class passives however tht leaves pen out and dks have been sorely lacking pen outside of having to use light armor. A class capstone specific to each base class can be loaded with stats to fill wut the class is missing overall and also a capstone being tied to base class and allowing subclassing by diluting capstone power allows for more theory crafting in the sense now base class choice becomes an important factor in regards to building out a subclassed character. This will create substantial build diversity as my suggested class capstone again makes base class choice very relevant.

    A simple solution as you suggested is a blanket solution and again not every class will benefit the same from a blanket solution.

    An alternative solution to a capstone type passive is a rework of subclassing post class refresh where you keep all your skill lines and u can pick one additional class and essentially build a skill line by choosing one class ultimate 5 active skills and 4 passives from that class allowing freedom to the player to fill in gaps within their own build as they see fit.

    Last alternate solution is for the dev team to finally pull the trigger on spell crafting fully where you can essentially build an ultimate 5 active skills and 4 passives. They can even instead of creating a whole new system build onto scribing with this idea. Obviously animations wise adding onto scribing with this makes more sense.
  • Vaqual
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    I think the approach they are pursuing with the emphasis on interconnected synergies is way fairer and much more interesting. Especially because it allows the user to decide how much they want to lean into a certain class aspect.
    If they continue on this course pureclassing and subclassing will both become more interesting.
  • rnklippel
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    I think the issue with solutions that buff passives based on the number of skill lines from a given class, or that create dependencies between different skill lines, is that this can end up making subclassing too weak and not really worth it.

    My idea would be to spread out the buffs instead of stacking them all in a single passive. For example, instead of one passive in a skill line giving +300 weapon/spell damage, you could split it into three passives across different skill lines, each giving +100. That way, even if three different classes offer this weapon/spell damage buff, players wouldn’t be able to stack them for a total of +900. It would still cap at +300, just like a pure class setup.

    The same logic could apply to crit chance, crit damage, penetration, or any other stat. Since not all classes provide the same buffs, players would still have meaningful choices when picking skill lines based on preferred playstyle, but subclasses wouldn’t end up disproportionately stronger than pure classes.
  • wilsonwjesse
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    honestly I prefer this to all the limiting buffs like 5% to fire or 7% to AoE. What if I want to play DK and lean into D-Swing? Makes no sense now. Just buff the numbers and remove the restrictive damage type buffs.
  • BattleAxe
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    rnklippel wrote: »
    I think the issue with solutions that buff passives based on the number of skill lines from a given class, or that create dependencies between different skill lines, is that this can end up making subclassing too weak and not really worth it.

    My idea would be to spread out the buffs instead of stacking them all in a single passive. For example, instead of one passive in a skill line giving +300 weapon/spell damage, you could split it into three passives across different skill lines, each giving +100. That way, even if three different classes offer this weapon/spell damage buff, players wouldn’t be able to stack them for a total of +900. It would still cap at +300, just like a pure class setup.

    The same logic could apply to crit chance, crit damage, penetration, or any other stat. Since not all classes provide the same buffs, players would still have meaningful choices when picking skill lines based on preferred playstyle, but subclasses wouldn’t end up disproportionately stronger than pure classes.

    The proposal I made is tied specifically to the base class itself and only increase off number of base class lines.


    My example I gave:

    For every dragonknight skill line gain 1000 penetration, 1% crit chance, 1% crit dmg, 100 weapon/spell dmg, 2% dmg reduction, and 2% reduced block cost. Embracing one’s affinity with the essence of a dragon grants one the power to eat worlds.

    Meaning with one dragonknight skill line you’ll get the values above for a second dragonknight line double the above and staying purely dragonknight means the above is 3 times the above values.

    Meaning someone who chooses the base class of dragonknight and subclasses out the other 2 skill lines will get the above value only and nothing more. Without knowing more of how the class reworks will fall for other classes hard to propose a capstonepassive idea until seeing how each class changes. This idea simply gives more value dependent on the base class chosen versus just cherry picking skill lines with the juiciest passives for a given role. The other idea behind my proposed capstone is fill in the gaps a pure class may be missing in their kit so the capstone is tailored towards equalizing the pure classes apart from subclassing while allowing subclass to take a small part in the capstone benefits to keep it relevant.
  • AdmiralDigby
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    BattleAxe wrote: »
    @ZOS_Kevin

    A simple solution here and one that could add a lot to every class. Class capstone essentially a passive for base class and it’s power fluctuates based off how many class lines of base are used.

    Example considering dks current rework

    Dragonknight Capstone:
    Dragon’s Might

    For every dragonknight skill line gain 1000 penetration, 1% crit chance, 1% crit dmg, 100 weapon/spell dmg, 2% dmg reduction, and 2% reduced block cost. Embracing one’s affinity with the essence of a dragon grants one the power to eat worlds.

    Added the last little bit of text for a flavor text for a class capstone example.

    The suggested buffs of this passive may seem a bit high but a capstone should be a very powerful class capstone passive to make the choice to subclass that much harder to decide. Also base class will become even more important for making a subclassed build. Alternatively could lock capstone to staying pure class however multiply the above ideas by 3 to account for having all three skill lines as my idea allowing it usable by subclassed increases its power based on number of kept skill lines.

    This solution has been thrown at the Devs many times. It seems like they are not going to take it. Even though I agree it's the simpliest of the solutions as I'm skeptical they can balance subclassing even after all the class reworks.
  • BattleAxe
    BattleAxe
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    BattleAxe wrote: »
    @ZOS_Kevin

    A simple solution here and one that could add a lot to every class. Class capstone essentially a passive for base class and it’s power fluctuates based off how many class lines of base are used.

    Example considering dks current rework

    Dragonknight Capstone:
    Dragon’s Might

    For every dragonknight skill line gain 1000 penetration, 1% crit chance, 1% crit dmg, 100 weapon/spell dmg, 2% dmg reduction, and 2% reduced block cost. Embracing one’s affinity with the essence of a dragon grants one the power to eat worlds.

    Added the last little bit of text for a flavor text for a class capstone example.

    The suggested buffs of this passive may seem a bit high but a capstone should be a very powerful class capstone passive to make the choice to subclass that much harder to decide. Also base class will become even more important for making a subclassed build. Alternatively could lock capstone to staying pure class however multiply the above ideas by 3 to account for having all three skill lines as my idea allowing it usable by subclassed increases its power based on number of kept skill lines.

    This solution has been thrown at the Devs many times. It seems like they are not going to take it. Even though I agree it's the simpliest of the solutions as I'm skeptical they can balance subclassing even after all the class reworks.

    No harm in pushing something like this again devs seem more open to feedback and suggestions so perhaps between now and by end of class reworks can push for class capstones to balance the field between pure and sub class
    Edited by BattleAxe on January 25, 2026 5:14PM
  • BardokRedSnow
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    To be fair if they do what they're doing now to DK to all classes, that is mixing up the skills in the skill lines so everything you'd need for damage, defense and or healing is not in one skill line, as well as increasing the power of certain skills the more dk skills you have in total, is basically this idea already.

    Its as some have said just a matter of finding a sweet spot for the numbers and overall tweaking.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • BattleAxe
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    To be fair if they do what they're doing now to DK to all classes, that is mixing up the skills in the skill lines so everything you'd need for damage, defense and or healing is not in one skill line, as well as increasing the power of certain skills the more dk skills you have in total, is basically this idea already.

    Its as some have said just a matter of finding a sweet spot for the numbers and overall tweaking.

    To an extent yes however they do need to give a little more as dks are packing pen and crit chance which most other classes have in their toolkit
  • Drackolus
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    I disagree. I don't even think skill lines should reference or rely on class lines at all. If the lines are properly designed and balanced, they should function well with the other lines in a class implicitly, not explicitly. If ESO didn't have base classes at all, and you just picked three if the 21 class lines, picking Ardent Flame, Draconic Power, and Earthen Heart should be a natural and effective choice.
    Giving specific bonuses for sticking to a class is a band-aid for skill lines that aren't doing what they are supposed to on their own. We see that with this current rework - you can be a dps that uses mostly DK skills, but otherwise the lines are just not worth using for non-dps and non-DKs, because the kits just don't work on their own or with anything else.
    The goal was to make pure classes viable, not to just remove subclassing while pretending its still there.
    Edited by Drackolus on January 25, 2026 7:22PM
  • Radiate77
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    Drackolus wrote: »
    …The goal was to make pure classes viable, not to just remove subclassing while pretending it’s still there.

    While I agree with everything you said, it is important to note that Lava Whip requiring a DK starting class for a massive damage increase is exactly the type of thing the OP is advocating for.

    ZOS is in a spot where they either need to foster creativity, or bury it. And trying to do a mix of the both is going to make everyone unhappy.

    Making Skill Lines only function based on what class you’re playing will kill Subclassing, and that’s exactly what they are doing.
    Edited by Radiate77 on January 25, 2026 7:43PM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • BattleAxe
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    Radiate77 wrote: »
    Drackolus wrote: »
    …The goal was to make pure classes viable, not to just remove subclassing while pretending it’s still there.

    While I agree with everything you said, it is important to note that Lava Whip requiring a DK starting class for a massive damage increase is exactly the type of thing the OP is advocating for.

    ZOS is in a spot where they either need to foster creativity, or bury it. And trying to do a mix of the both is going to make everyone unhappy.

    Making Skill Lines only function based on what class you’re playing will kill Subclassing, and that’s exactly what they are doing.

    Agree in the sense that my capstone idea at base gives a specific passive that subclassed can use to a lesser effectiveness while simultaneously bolstering pure classing and adding in the factor of what base class you choose to start from for subclassing now becomes more important in theory crafting. The current iteration of subclassing isn’t subclassing as much as it’s become a build a role system. What I mean is you wanna dps you choose class skill line a, b,and c more so for what it brings to role specifically. To elaborate more on my idea behind a capstone is you wanna build a powerful pyromancer you’ll be able to use more of base class kit and not need to enagage in subclassing to get certain things your build may be missing such as recoveries crit chance/dmg and pen. While also for subclassing you can still use base class capstone at 1/3 it’s strength and build your class/role your way. For instance just for arguments sake say they fully lean into sorcs becoming a summoner class(I hope for sorcs sake they don’t go full bore on this) the sorc capstone would give a summoner class things it needs to use more of its class lines and not need to subclass to compete with current subclass builds. A game I’ve taken inspiration from for what I’m proposing is Diablo 4 where each class has a mechanic specific to the class such as diablos necromancer having this mechanic book of the dead where you can chose what your minions do or can chose to forgo minions to instead boost your characters power and not engage in summons at all if that makes sense.
  • HalfDragoness
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    It's tough to balance because in the history of Elder Scrolls 'classes' aren't a thing, so coming from other Elder Scrolls games can make the 'classes' feel wierd. However classes have been integral to ESO since launch and so exist as canon for this time period in Elder Scrolls history, also most players who've played the game for a while are used to the classes. When 'subclassing' was added it both; took ESO back to traditional Elder Scrolls games where classes are less of a thing, and removed all the class balance/restrictions but had no penalties. Now that Subclassing has been in the game for a year people are used to it and sticking to one class feels less rewarding.

    It's just so complicated because you have so many players of all ages who've known Elder Scrolls for different amount of time all demanding something different.

    Personally, while I really like the way they are knitting each classes skill lines together to make them more effective when you pureclass. When you are at the point of Subclassing it doesn't immediately feel like a meaningful choice. It may not be obvious to some players what they are loosing (other than the skill line) and which passives stop being activated when they choose to subclass. It should be really clear what players are loosing and what they are gaining.
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