MashmalloMan wrote: »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.
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.
@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.
AdmiralDigby 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.
BardokRedSnow wrote: »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.
…The goal was to make pure classes viable, not to just remove subclassing while pretending it’s still there.
…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.