
Playing the game for over a decade I’ve often questioned what ESO would look like if you could use any skills with any setup. Over the last few years we’ve received Scribing and Subclassing and we are closer to that reality than ever, and so a question came to mind…
What is a Class?
When I see the above image, and read the descriptions of each named Class, you can see how each of their Skill Lines combine to create the overall themes matching their name.
My interpretation of this, is that a Class is a product of three skill lines mixed together.
Running off of that interpretation, how is it that we have only seven named classes yet hundreds of combinations?
If Sorcerers are described as strategists that make Daedric Pacts and use Dark Magic, what would be a Sorcerer that uses neither?
- As master strategists, Sorcerers call upon Daedric pacts and dark magic as the source of their power.
Would it be safe to say that you are no longer a Sorcerer if you abandon your description for something else entirely, and what makes your new Class any less worthy of support at the level we are seeing with these new Reworks?
Erickson9610 wrote: »I'd describe Werewolf functionally as a Class. After all, you don't get to use any abilities other than your Werewolf abilities while transformed, and the Werewolf abilities have a very solid theme and style of play.
Yeah, it's not something you pick at character creation, but you effectively replace your current Class with Werewolf when you transform, and you can't argue that Werewolf lacks a source of power (Hircine himself grants you Lycanthropy in the quest literally titled "Hircine's Gift") and a power fantasy (look at the tooltips of the skills for phrases like "Transform into a beast", "Pounce on an enemy with primal fury", "Roar with bloodlust", and "Shred enemies in front of you with your tainted claws" to get an idea of what the power fantasy is)
Erickson9610 wrote: »I'd describe Werewolf functionally as a Class. After all, you don't get to use any abilities other than your Werewolf abilities while transformed, and the Werewolf abilities have a very solid theme and style of play.
Yeah, it's not something you pick at character creation, but you effectively replace your current Class with Werewolf when you transform, and you can't argue that Werewolf lacks a source of power (Hircine himself grants you Lycanthropy in the quest literally titled "Hircine's Gift") and a power fantasy (look at the tooltips of the skills for phrases like "Transform into a beast", "Pounce on an enemy with primal fury", "Roar with bloodlust", and "Shred enemies in front of you with your tainted claws" to get an idea of what the power fantasy is)
Right, so your interpretation of a class would be what your character’s abilities consist of, and in the case of a werewolf, it’s appearance too.
/script JumpToHouse("@Hateful_Huske")
tomofhyrule wrote: »In this game, a Class is a balance handle.
Yes, to anyone who comes from the mainline games, it seems restrictive. But ESO is a different genre than the mainline games, and as such different mechanics are needed.
Since ESO involves competitive multiplayer content like PvP and endgame PvE, it needs to care about balance a lot more than the mainline single-player games. Nobody cares if your Skyrim Stealth Archer makes going through old barrows trivial, or if your Oblivion 100% Chameleon suit can make clearing dungeons out a breeze, or if you can stack potions in Morrowind enough that one attack does enough damage to crash the game. It’s your world, go for it.
But ESO is not one person’s world. It’s shared. And as such, it needs to have some restrictions to keep some semblance of balance. As to how good that balance has been so far… that’s questionable. But nobody can deny that throwing away most of those rules like they did last summer didn’t completely destroy that balancing handle and set players against each other.
I think that the D&D Class system (where you can only get the most powerful abilities of your Class by staying with it, but multiclassing gives you many more options) would have been a better design for Subclassing than what ESO went for, because then it gives the choice of either hard focusing the power and identity of one Class, versus the flexibility and versatility of having multiple. Either way, it is a tradeoff. The current system is really “do you want all the power with none of the drawbacks, or do you want to deliberately kneecap yourself?” An RPG should be about choices after all, and “I want it all” should not be a choice you can make.
My definition of a class is similar to yours. Originally what drew me to eso as a mmo, despite being a huge Elder Scrolls fan, was the freedom it gave for character builds compared to other more restrictive mmos. Even in beta testing, while I enjoyed the skill lines' system, I questioned why everything was open to be picked and chosen except for the designated class lines. It did not help that even early on npcs had dozens of classes more than even player characters have today. The Elder Scrolls as a franchise has often had more open ended interpretations of classes and a lot more options for players.
My dissatisfaction with the eso class system has grown over time for various additional reasons. Warden as a class feels very shoehorned, and I often have warden characters gravitating to one of the diverging themes (ice mage, druid, ranger/animal handler) while feeling like one of the three do not fit. I have characters like my bosmer spinner, who I made in 2015 as a sorc, but from both logistically in terms of the waste of everything to remake a character you've had for years for no other reasons than a class change and also because the sorcerer thematic also fits her somewhat as a spinner, was left feeling lacking her true identity before subclassing existed. I also noticed a trend that standalone skill lines added to the game like psijic felt far easier to add into the game and balance into the existing skill ecosystem than a full new class (because let's be honest, every dlc class has had balance issues compared to the original four on launch and in the years that followed after).
I do often wonder what could be if the class skill lines became more like building blocks than as they currently are. Could we start getting archetypes that are highly requested by many but difficult if not impossible in the current landscape of classes (bard, monk, hydromancer, artificer, etc) or ones that could exist in the current class landscape but even with sublcassing feel lacking synergy to function in a rewarding manner in combat currently (battlemage, elementalist, etc)?
My friend and I recently talked about classes in eso and history. The original class system was even more restricting than it is now. Near launch, as they reminded me, dks were largely considered the only tanks, same for templars with healer, etc. There were people who enjoyed nightblade and templar tanks, or people who enjoyed sorc healers who played what they loved and talked about wishing it could be better until ZOS eventually supported them and a more open vision of classes and roles. I kinda hope something similar happens with class lines.
My vision for eso and classes is to add more thematic lines and focus on building how they interact in combination with one another, perhaps even taking role into account. Ideally the original classes of eso would still exist in the system, but those of us who did not have a class we desired fully represented would have that as well. If you go back to the link for npc classes in eso, you will notice how they have overlap of skills and themes but mix and match them in a way similar to how some of us would have preferred to see subclassing implemented, have skills that players have never had access to that are interesting and could be made player skills, and show that a type of system like that could be made for players too possibly. I know this idea is radical and not everyone might like it, but as I've gone into in great detail above, I've never loved the class system in eso, and how much or little I tolerated it has varied over the years. In how I would prefer it, nothing would be lost and much would be gained.
The class overhauls are already happening and have needed to happen for a while. I just want to see it thought through in a way that opens up doors and makes the game feel more true to the Elder Scrolls franchise. It may be difficult but I think in the long run, similar to the original opening up the classes in terms of roles, it would feel more rewarding.
As you can tell, I've thought about this a lot over the years, especially in the past year since subclassing opened up the floodgates but was implemented in a way that was frustrating to see. I've posted bits and pieces in the forums but mostly shared my thoughts with my friends who also play. Your question and this thread feels like a good place to talk about it, though, so thank you for that.
tomofhyrule wrote: »I really want more Classes. Especially in a post-Subclassing world, more Classes essentially means more skill lines for any of your characters. I’ve currently got two character backstories that I’m dying to use - one would fit really well with an Artificer Class, and the other is completely stealing Necro from my current one, so I’d race/name swap the current one and give that character to another Class. That’s another part of letting them write their own stories is that as he developed, he made less and less sense with that Class, so I’d love to remake him with something more fitting. As to what… I might like the orginally-planned Battlemage, or something like an Ansei or something stam-focused. I could even see swapping some of my characters around if it was good enough now that a few others are defining themselves. It’s all fun to see what clicks.
But most of all, I love the creativity of writing characters within a framework and seeing how they develop. My Arcanist was one of those who just clicked once I was making him - he was originally just an ancillary character in his brother’s (my Warden) story, but them the Arcanist Class released and he basically wrote himself in. There’s nothing more satisfying than seeing your characters take shape.
Personofsecrets wrote: »It's a miserable little pile of secrets
I do agree with this. It absolutely can be done, and I feel that a lot of the consternation about Subclassing could have been prevented had the balance (Refresh?) happened before the floodgates were opened.tomofhyrule wrote: »In this game, a Class is a balance handle.
Yes, to anyone who comes from the mainline games, it seems restrictive. But ESO is a different genre than the mainline games, and as such different mechanics are needed.
Since ESO involves competitive multiplayer content like PvP and endgame PvE, it needs to care about balance a lot more than the mainline single-player games. Nobody cares if your Skyrim Stealth Archer makes going through old barrows trivial, or if your Oblivion 100% Chameleon suit can make clearing dungeons out a breeze, or if you can stack potions in Morrowind enough that one attack does enough damage to crash the game. It’s your world, go for it.
But ESO is not one person’s world. It’s shared. And as such, it needs to have some restrictions to keep some semblance of balance. As to how good that balance has been so far… that’s questionable. But nobody can deny that throwing away most of those rules like they did last summer didn’t completely destroy that balancing handle and set players against each other.
I think that the D&D Class system (where you can only get the most powerful abilities of your Class by staying with it, but multiclassing gives you many more options) would have been a better design for Subclassing than what ESO went for, because then it gives the choice of either hard focusing the power and identity of one Class, versus the flexibility and versatility of having multiple. Either way, it is a tradeoff. The current system is really “do you want all the power with none of the drawbacks, or do you want to deliberately kneecap yourself?” An RPG should be about choices after all, and “I want it all” should not be a choice you can make.
I understand your criticism and I have thought of that and other counterpoints to opening up the class system for way too many hours. I do want to point out a few inherent assumptions though that go against my intent.
A balanced multiplayer game and a lot of freedom do not have to be conflicting ideals. I play other multiplayer games with pve and pvp elements that have thousands of moving parts of skills, items, and character customization that works relatively well. It can be done.
I would say that theme and form are still extremely important to me even if I don’t choose to Subclass. I do like the theme of a Class as a whole and I prefer trying to keep my characters’ abilities consistent across their lines.I think another thing to note is that for those of us who feel limited by the classes, we see the skill lines thematically first and functionally secondary. As it stands and as you pointed out, in terms of a multiplayer game, the skill lines are tied to how they function in terms of tank, healer, dps, pvp, pve, etc. I think this is the heart of the tension of the class and subclassing system for players of different views. You and I both do harder content and are aware that as you go up the ladder in content difficulty, the choices you make become far more limited. Aesthetic and flavor give way to the bare minimum requirements to complete the content. Those bare minimums are often generous enough to allow choices, but how I ideally prefer to play and build based on thematic just doesn't exist past a point currently. Skill styles can somewhat doctor this problem, but we have very few skill styles and I suspect we won't see a ramp up in skill style releases until after the visual overhaul of classes portion is done.
Yes, thank you. I don’t think that most people are wholly against Subclassing as much as they’re against the way it was implemented. I know I could care less about what other people do in the world themselves, but once what they do starts to affect me (i.e. I start being told that I am not allowed to bring my main to content or I need to build him into some unthematic abomination so I can throw out an extra buff for an extra 2 DPS), that’s when I start to take issue. And the clumsy rollout of Subclassing where all feedback was ignored with a “but why would anyone ever want to pick the base three lines when you could pick other lines?” combined with the devs saying “we’re not nerfing pure classes!” (which they absolutely did) and then coming back six months later with “well, Subclassing is way more powerful than pure classes, oopsie!” was… unwelcome, to say the least.I appreciate this talk even if we don't completely agree. The back and forth also helps hone ideas and put them out there for ZOS to take or leave what they find helpful. I think no matter how we feel about the class system, we all want a better game where players are happy. I truly believe these kinds of discussions help us get there and bridge divides in our game and community.
tomofhyrule wrote: »I do agree with this. It absolutely can be done, and I feel that a lot of the consternation about Subclassing could have been prevented had the balance (Refresh?) happened before the floodgates were opened.
What we got though was essentially a method to say “anyone who chooses to run anything other than these specific lines is playing wrong.”
I’m not against Subclassing per se, but I am against the idea that some people present that it’s somehow wrong to prefer using the three lines of the same parent Class. I don’t think that they’re completely antithetical to the Elder Scrolls universe as they are, and even Classes like Warden that most people call out as specifically being a muddled mess are ones that I have no problem with because I do see the use cases.
It also does come down to freedom in creativity as well. I’m the type of person who likes being creative with some boundaries to springboard off of, but something too open paralyzes me with indecision. It’s why if I’m playing The Sims or something, I’ll start with a prebuilt house and decorate up from there, but I can’t deal with a completely from-scratch.
tomofhyrule wrote: »The one place that I do feel that Subclassing could be massively contentious though is PvP. One of the big things to consider in a PvP scenario is how to counterplay, but Subclassing means it’s much harder to see what others’ capabilities are and therefore try to intelligently counterplay them. However, I’m not a big PvPer, so I can’t really comment on how much seeing a Warden suddenly go invisible or streak away will affect PvP in general.
tomofhyrule wrote: »I would say that theme and form are still extremely important to me even if I don’t choose to Subclass. I do like the theme of a Class as a whole and I prefer trying to keep my characters’ abilities consistent across their lines.
But the major issue was with the DLC Classes specifically tying a line’s theme to a set role, which - once the floodgates were opened without safeguards - allowed people to stack lines specifically based on function with no regard to theme beyond “do big deeps” (or the support equivalent thereof). That I dislike greatly. And the fact that that was so ungodly much stronger than any thematic build, even one that was capable previously, made it so unfun.
Trials in general have been miserable lately since HMs and above are balanced specifically around the idea that all supports must source every buff in the game and all DPS must be at crit cap with the beam of massive cleave. But Dungeons are normally not as strict since there are only 1/3 as many people, so it can’t be assumed that they have every buff going in. As such, there is more freedom to go in with a build you enjoy and still be able to complete high level content. My dungeon prog does allow me to stay pureDK even though that’s not the hyperoptimized build, but that hasn’t stopped us from getting our trifectas, and it allows me to have more fun since I can recognize my character as a person and not a sweatbot.
tomofhyrule wrote: »Yes, thank you. I don’t think that most people are wholly against Subclassing as much as they’re against the way it was implemented. I know I could care less about what other people do in the world themselves, but once what they do starts to affect me (i.e. I start being told that I am not allowed to bring my main to content or I need to build him into some unthematic abomination so I can throw out an extra buff for an extra 2 DPS), that’s when I start to take issue. And the clumsy rollout of Subclassing where all feedback was ignored with a “but why would anyone ever want to pick the base three lines when you could pick other lines?” combined with the devs saying “we’re not nerfing pure classes!” (which they absolutely did) and then coming back six months later with “well, Subclassing is way more powerful than pure classes, oopsie!” was… unwelcome, to say the least.
I’m sad that this Refresh is going to go until the end of 2027, since that suggests that we’re not likely to see a new Class/a new set of three Skill Lines until 2028 at the earliest. That means it’ll have been 5 years since Arcanist, when the ESO has dropped a new Class every three years on average (3 from launch to Warden, 2 to Necro, 4 to Arc). I desperately need two more Classes, and the longer I have to wait, the more I end up coming up with orphaned character backstories that only need a Class to fit them.
spartaxoxo wrote: »For me, a class is a ZOS made thematic setup that consists of three skill lines that are intended to work together to enable a type of power fantasy. Werewolf is a special hybrid of a class and an ult.
Builds are player created setups used to interact with the game world.
Notice how both builds are still a Sorcerer, yet different builds, and that is an important distinction.
spartaxoxo wrote: »-Snipped for brevity-…Not because of viewing builds and classes as some difference in importance. But because I think it becomes very difficult to communicate if there are a thousand different custom names for the same or similar setups...Notice how both builds are still a Sorcerer, yet different builds, and that is an important distinction.
Personofsecrets wrote: »It's a miserable little pile of secrets
What is this reference? 😂
I saw @tmacedo make a comment along the same lines.
Personofsecrets wrote: »It's a miserable little pile of secrets
What is this reference? 😂
I saw @tmacedo make a comment along the same lines.
Its an iconic dialog in Castlevania Simphony of the Night at the beggining, when Richter confronts Dracula. It's famous due to how bad the dub is.
Erickson9610 wrote: »I'd describe Werewolf functionally as a Class. After all, you don't get to use any abilities other than your Werewolf abilities while transformed, and the Werewolf abilities have a very solid theme and style of play.
Yeah, it's not something you pick at character creation, but you effectively replace your current Class with Werewolf when you transform, and you can't argue that Werewolf lacks a source of power (Hircine himself grants you Lycanthropy in the quest literally titled "Hircine's Gift") and a power fantasy (look at the tooltips of the skills for phrases like "Transform into a beast", "Pounce on an enemy with primal fury", "Roar with bloodlust", and "Shred enemies in front of you with your tainted claws" to get an idea of what the power fantasy is)
…This is why I think subclassing destroyed class identity, as a Templar with tentacles isn't much of a Templar anymore, even if they still use holy magic...
You answered your own question. Especially in PvP you are being subjected to what everybody else is doing with their new subclassing freedom. And they are using it to stack Animal Companions, Assassination, Storm Calling and Aedric Spear. Sometimes Gravelord. At least one of those skill lines, but usually two, will be found in every current PvP build that's any good. If you aren't running this, the people that are will stomp you into the ground. In PvE the main issue comes from Arcanist simply being a lot better than all the other classes thanks to Herald of the Tome allowing them to deal big damage in a noncomplicated way, while gaining a big shield and having big AOE damage on top that makes the toughest content in the game considerably easier, but at the cost of everyone now having to be an Arcanist or using Herald of the Tome.…This is why I think subclassing destroyed class identity, as a Templar with tentacles isn't much of a Templar anymore, even if they still use holy magic...
Now my question is this, how has the identity of a Templar been destroyed in this situation?
[... ]Sure it won’t be optimal [... ]
Which is why I'm saying class identity was destroyed rather than saying "templar identity was destroyed".[...] but how many other unnamed classes share that in common?
Those will still be there, but they won't be as obnoxiously overpowered, because after the reworks the relevant passives and abilities are spread out more evenly so that every skill line offers a similar level of power as another so that the delta between pureclass and subclass builds is minimal. If you ask me personally, subclass builds can be a lot weaker than pureclass builds, but I don't think ZOS will let it come to that, so don't you worry.What about those player made classes and their viability when these reworks are done?
They'll be just fine. You still get to choose which to pick and if Ardent Flame, Draconic Might and Earthen Heart have an equal powershare, equal to that of every other class, subclass builds are not at a disadvantage. Pure dragonknight only has one +10% crit damage bonus. A subclass build can get +30% from three different classes. That more than makes up for not getting the full bonus from passives that read "for each Dragonknight ability slotted". I'm not aware of any "when using a Dragonknight" clause anywhere. Which week of PTS did they add that?At the current trajectory with skills that read “for each Dragonknight ability slotted” or “when using a Dragonknight” how are classes contrived by three separate base class skill lines going to survive in this environment?
From the ones you listed, in PvE, no they aren't. In PvP your Death Knight is quite the nasty combination and so is Druid. Elementalist can be quite nasty also depending on the skills and sets you use.Are any of the classes I’ve named in my Signature overperforming? What happens to let’s say, Druid, when Animal Companion skills require a Warden base class, Stormcalling skills function based off of how many Sorcerer skills are slotted, and Earthen Heart passives are designed to function for Dragonknights?