the % buffs only apply if your base class is Dragonknight.
YandereGirlfriend wrote: »"As a base Dragonknight" (or really any class) is definitely NOT the way forward.
Since it does nothing to actually incentivize pure-classing. If a skill line is good and it has that stipulation then you simply roll your main over to that class and use the same skill lines. So easy to circumvent.
The infinitely better method would be to have abilities power-up as you add more of the same class skill lines to them. That automatically implies base-classing as the class because you otherwise cannot stack 2 or 3 of the same class lines together. It also creates actual exclusions to simply copypasta'ing the meta choices, which is the true goal and outcome that we want.
YandereGirlfriend wrote: »"As a base Dragonknight" (or really any class) is definitely NOT the way forward.
Since it does nothing to actually incentivize pure-classing. If a skill line is good and it has that stipulation then you simply roll your main over to that class and use the same skill lines. So easy to circumvent.
The infinitely better method would be to have abilities power-up as you add more of the same class skill lines to them. That automatically implies base-classing as the class because you otherwise cannot stack 2 or 3 of the same class lines together. It also creates actual exclusions to simply copypasta'ing the meta choices, which is the true goal and outcome that we want.
It would create a much wider variety in builds when you think about it. A dk necro arc would not function the same as a necro dk arc. So in a sense it could be a good thing and make base class choice another important decision when theory crafting
Thumbless_Bot wrote: »I see two potential impacts here.
1. You can't use another class' scribed affix (i think) class skill like charm.
2. You can't get this buff if you normally run two lines from another class, like two necro lines. I run two warden lines so I guess I am out of luck.
This doesnt seem like that big of a deal to me but maybe I am missing something.
Thumbless_Bot wrote: »I see two potential impacts here.
1. You can't use another class' scribed affix (i think) class skill like charm.
2. You can't get this buff if you normally run two lines from another class, like two necro lines. I run two warden lines so I guess I am out of luck.
This doesnt seem like that big of a deal to me but maybe I am missing something.
How is it a big deal? Idk? Maybe for the other 99% of possible Class combinations that do not parse higher than current DK pre-patch?
They all just get squeezed down further to prop up one more option?
You don’t build diversity by pushing out other options.
BardokRedSnow wrote: »I dont understand the problem tbh, I enjoyed subclassing also even though I hated it at first, but I've always said I wanted mastery of dragon knight to feel as such. How can you feel specialized as a DK if someone else can just load up your two skill lines, and throw on something else like animal companion and be on equal footing or better.
MashmalloMan wrote: »BardokRedSnow wrote: »I dont understand the problem tbh, I enjoyed subclassing also even though I hated it at first, but I've always said I wanted mastery of dragon knight to feel as such. How can you feel specialized as a DK if someone else can just load up your two skill lines, and throw on something else like animal companion and be on equal footing or better.
You can't "load up two skill lines" with subclassing since it's reserved to base classes so it seems you're specifically talking about players who create an alt to utilize base class features, that then subclass out their 3rd or 2nd line. In your scenario, how exactly does this whip exclusive bonus solve your goal?
The base DK requirement bonus only applies to Ardent Flame. Earthen Heart and Draconic Power do not have an equivilant. If a player uses Ardent Flame, then subclasses the other two out, they still have access to what you consider "mastery" despite not even using 66% of what makes a "Dragonknight".
Imagine for a second that subclassing launched with ESO in 2014 and the 7 base classes we know today were simply found in the Skill Guide system. ZOS took a Flame, Dragon, and Earth line, tossed them together, and called it "Dragonknight". Now if you removed 2/3 of it, would you still call that a Dragonknight? With this perspective, I wouldn't, it becomes something else.
This same concept is basically what players do now with subclassing, take Daedric Summoning, Grave Lord, and Animal Companions, you have some type of summoner/zoo build. With 21 lines, there is many potential "RP" combinations to suit the class fantasies people care about. This will only increase with time as more classes, skill styles, and customization options appear with the games life cycle.
Now think about why ZOS is even doing the class refreshes. The majority of complaints are that subclassing has eclipsed pureclassing. It was no longer competitive to play the class you fell in love with 10+ years ago, many felt forced to adapt regardless of if they agreed or not because this is an MMO, majority of content is played with others and we don't want to drag others down even if we're fine with being "suboptimal".
Under that context, subclassing vs pureclassing, how does this whip bonus amplify and promote a Dragonknight to stick with their Earthen Heart and Draconic Power skill lines, in addition to Ardent Flame? The answer is, it doesn't. It solves nothing. So it's a failure on their main contextual objective.
My main point is, majority of us are actually on the same page, subclassing can be fun, but we don't want it to be the only competitive option. I don't need subclassing to be nerfed directly by some arbitrary "if you use x lines, you get -x debuff", and I also don't need the reverse that says "if you play DK, you get +x" on whip. The proper way to amplify pureclassing while not directly nerfing subclassing has always been to make comboing the 3 skill lines together, advantagous. To this effect, they kinda failed because they almost purely relied on the whole kit being flame/dot based, instead of actually building in combos.
For example, I was expecting Avalanche to be a class wide passive that rewarded the player for using different skills across the class. Eg. it could stack higher and harder, but now Whip gives a stack, Dragonfire gives a stack, etc. Instead, they only gave 1 skill a way to gain stacks, and it's from the line the passive originates in. The Burn passive is the closest they got to "comboing", and then they just quit there. Frankly I think it's a brilliant archetype for how passives should be. Give a base minimum bonus that is then amplified by the amount of DK skills slotted. If Draconic and Earthen had this too, it would of been chefs kiss.
Instead; they slapped a massive, obscenely powerful bonus on whip last second as a bandaid to keep them relevant in a patch where they ultimately kinda failed, and somehow are getting praise for it. This is just as dumb as the Warden's staff passive on Winter's Revenge giving +30% damage when it doesn't even specifiy Ice Staff defeating its intended purpose. Back bar a Flame Staff, win/win. Main class DK, subclass out Draconic/Earthen, win/win.
All this said, it's not a big deal because they already said the whip bonus is inflated in the short term to help them perform better while other classes are reworked, I just hope this isn't the type of road they go down because there is more intuitive ways to promote pureclassing than locking out entire base skill effects.
The "as a base DK" mechanic will make a lot more sense when all the classes are finished. If done properly, it'll efficiently take care of nearly every busted subclass combo.
Warframe does this with their version of subclassing, which seems to me a lot more balanced than that of ESO, despite Warframe being a power fantasy PvE horde shooter. The most powerful subclass skills are only allowed to be full strength on their original class, but most of these are well balanced so that the nerfed subclass version still sees significant play.
Say they do "as a base class" for getting full damage on spec bow and shalks. Since you have to choose one or the other, it becomes impossible for this combo to one shot in PvP. Make the unblockable stun on jav "as a base Templar" and that eliminates a few more one shot headaches. Now nobody combines Warden/Blade/Plar unless it's personally fun for them.
They should do this with certain passives too, especially Assassination.
This I would not support because it makes a subclassing DK suddenly a better DK than pure classing again.
I support what ever gives the base class more identity, pure classes more power and ultimately more options.
But you make it sound like as base class DK, I could still subclass, but also benefit from my baseclass bonus?
This I would not support because it makes a subclassing DK suddenly a better DK than pure classing again.
I support what ever gives the base class more identity, pure classes more power and ultimately more options.
But you make it sound like as base class DK, I could still subclass, but also benefit from my baseclass bonus?
This I would not support because it makes a subclassing DK suddenly a better DK than pure classing again.
Yes and no. What it means is a DK base using whip will use it better than say a NB base with dk subclass. What I’m trying to point out is if they apply this to at least 1 skill in every class skill line we go from class combination abc being a thing to now subclass abc does not work the same as subclass bca or cab. I’d even like to seem them apply this in a way where u can alter a dk skill based on what ur base class is for example on searing claw if base class is x alters the damage type of the skill. This would increase build diversity exponentially while also making base class choice an important decision when theory crafting a build.
I support what ever gives the base class more identity, pure classes more power and ultimately more options.
But you make it sound like as base class DK, I could still subclass, but also benefit from my baseclass bonus?
This I would not support because it makes a subclassing DK suddenly a better DK than pure classing again.
Yes and no. What it means is a DK base using whip will use it better than say a NB base with dk subclass. What I’m trying to point out is if they apply this to at least 1 skill in every class skill line we go from class combination abc being a thing to now subclass abc does not work the same as subclass bca or cab. I’d even like to seem them apply this in a way where u can alter a dk skill based on what ur base class is for example on searing claw if base class is x alters the damage type of the skill. This would increase build diversity exponentially while also making base class choice an important decision when theory crafting a build.
I think DK base using whip being better than a NB base using whip is exactly what we want for more class identity.
The nuance is, will a DK subclass whip be better than a DK pureclass whip for me personally. I would like the pureclass whip to have batter base modifiers in that case, maybe based on scaling per skill line. Or a mastery buff for using only pure class. Anyway, maybe this will balance in the long run as you say, but overall this is what we asked for. Selfish as it may sound, I don't care how much power subclassers lose and are excluded from bonuses otherwise
MashmalloMan wrote: »BardokRedSnow wrote: »I dont understand the problem tbh, I enjoyed subclassing also even though I hated it at first, but I've always said I wanted mastery of dragon knight to feel as such. How can you feel specialized as a DK if someone else can just load up your two skill lines, and throw on something else like animal companion and be on equal footing or better.
You can't "load up two skill lines" with subclassing since it's reserved to base classes so it seems you're specifically talking about players who create an alt to utilize base class features, that then subclass out their 3rd or 2nd line. In your scenario, how exactly does this whip exclusive bonus solve your goal?
I support what ever gives the base class more identity, pure classes more power and ultimately more options.
But you make it sound like as base class DK, I could still subclass, but also benefit from my baseclass bonus?
This I would not support because it makes a subclassing DK suddenly a better DK than pure classing again.
Yes and no. What it means is a DK base using whip will use it better than say a NB base with dk subclass. What I’m trying to point out is if they apply this to at least 1 skill in every class skill line we go from class combination abc being a thing to now subclass abc does not work the same as subclass bca or cab. I’d even like to seem them apply this in a way where u can alter a dk skill based on what ur base class is for example on searing claw if base class is x alters the damage type of the skill. This would increase build diversity exponentially while also making base class choice an important decision when theory crafting a build.
I think DK base using whip being better than a NB base using whip is exactly what we want for more class identity.
The nuance is, will a DK subclass whip be better than a DK pureclass whip for me personally. I would like the pureclass whip to have batter base modifiers in that case, maybe based on scaling per skill line. Or a mastery buff for using only pure class. Anyway, maybe this will balance in the long run as you say, but overall this is what we asked for. Selfish as it may sound, I don't care how much power subclassers lose and are excluded from bonuses otherwise
If they apply this to at least 1 skill from every class line we will have substantially more build diversity while likely eliminating some of the pain points of class combination xyz being the go to option
BardokRedSnow wrote: »I probably should reiterate as I always have to… this is for pvp.
I support what ever gives the base class more identity, pure classes more power and ultimately more options.
But you make it sound like as base class DK, I could still subclass, but also benefit from my baseclass bonus?
This I would not support because it makes a subclassing DK suddenly a better DK than pure classing again.
Yes and no. What it means is a DK base using whip will use it better than say a NB base with dk subclass. What I’m trying to point out is if they apply this to at least 1 skill in every class skill line we go from class combination abc being a thing to now subclass abc does not work the same as subclass bca or cab. I’d even like to seem them apply this in a way where u can alter a dk skill based on what ur base class is for example on searing claw if base class is x alters the damage type of the skill. This would increase build diversity exponentially while also making base class choice an important decision when theory crafting a build.
I think DK base using whip being better than a NB base using whip is exactly what we want for more class identity.
The nuance is, will a DK subclass whip be better than a DK pureclass whip for me personally. I would like the pureclass whip to have batter base modifiers in that case, maybe based on scaling per skill line. Or a mastery buff for using only pure class. Anyway, maybe this will balance in the long run as you say, but overall this is what we asked for. Selfish as it may sound, I don't care how much power subclassers lose and are excluded from bonuses otherwise
If they apply this to at least 1 skill from every class line we will have substantially more build diversity while likely eliminating some of the pain points of class combination xyz being the go to option


I support what ever gives the base class more identity, pure classes more power and ultimately more options.
But you make it sound like as base class DK, I could still subclass, but also benefit from my baseclass bonus?
This I would not support because it makes a subclassing DK suddenly a better DK than pure classing again.
Yes and no. What it means is a DK base using whip will use it better than say a NB base with dk subclass. What I’m trying to point out is if they apply this to at least 1 skill in every class skill line we go from class combination abc being a thing to now subclass abc does not work the same as subclass bca or cab. I’d even like to seem them apply this in a way where u can alter a dk skill based on what ur base class is for example on searing claw if base class is x alters the damage type of the skill. This would increase build diversity exponentially while also making base class choice an important decision when theory crafting a build.
I think DK base using whip being better than a NB base using whip is exactly what we want for more class identity.
The nuance is, will a DK subclass whip be better than a DK pureclass whip for me personally. I would like the pureclass whip to have batter base modifiers in that case, maybe based on scaling per skill line. Or a mastery buff for using only pure class. Anyway, maybe this will balance in the long run as you say, but overall this is what we asked for. Selfish as it may sound, I don't care how much power subclassers lose and are excluded from bonuses otherwise
If they apply this to at least 1 skill from every class line we will have substantially more build diversity while likely eliminating some of the pain points of class combination xyz being the go to option
What is this talk about these restrictions balancing Subclassing builds?
Have you guys missed the plot entirely?
Look at Dragonknight, they spread all of their power around to all three lines… there will be no DPS lines, no Healer ones, nor Tank lines.
That alone will fix the problem of running three of the same role-specific lines. We do not need weird uncalled for restrictions to skills.
I support what ever gives the base class more identity, pure classes more power and ultimately more options.
But you make it sound like as base class DK, I could still subclass, but also benefit from my baseclass bonus?
This I would not support because it makes a subclassing DK suddenly a better DK than pure classing again.
Yes and no. What it means is a DK base using whip will use it better than say a NB base with dk subclass. What I’m trying to point out is if they apply this to at least 1 skill in every class skill line we go from class combination abc being a thing to now subclass abc does not work the same as subclass bca or cab. I’d even like to seem them apply this in a way where u can alter a dk skill based on what ur base class is for example on searing claw if base class is x alters the damage type of the skill. This would increase build diversity exponentially while also making base class choice an important decision when theory crafting a build.
I think DK base using whip being better than a NB base using whip is exactly what we want for more class identity.
The nuance is, will a DK subclass whip be better than a DK pureclass whip for me personally. I would like the pureclass whip to have batter base modifiers in that case, maybe based on scaling per skill line. Or a mastery buff for using only pure class. Anyway, maybe this will balance in the long run as you say, but overall this is what we asked for. Selfish as it may sound, I don't care how much power subclassers lose and are excluded from bonuses otherwise
If they apply this to at least 1 skill from every class line we will have substantially more build diversity while likely eliminating some of the pain points of class combination xyz being the go to option
What is this talk about these restrictions balancing Subclassing builds?
Have you guys missed the plot entirely?
Look at Dragonknight, they spread all of their power around to all three lines… there will be no DPS lines, no Healer ones, nor Tank lines.
That alone will fix the problem of running three of the same role-specific lines. We do not need weird uncalled for restrictions to skills.
Have you not read thru my other comments how what your calling restrictive isn’t necessarily as restrictive as you say. Applying a base class “restriction” to every skill line will actually create build diversity in the sense you choose dk nightblade Templar and say I choose Templar nightblade dk we will not perform the exact same if we use the same skills. If every class has something like this means your base class choice no matters and isn’t just an abitrary decision. Also where do you get my comment talking about subclassing balance. It doesn’t state that at all I’m talking build diversity and base class choice now being an important decision apart from certain sets or scribing skills.