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.
The last thing this game needs, is more complicated conditional requirements that will only prove to frustrate players.
And wow would that already fail the ‘cool’ test, instead of giving our new Classes a name, we’re stuck injecting whatever our base is? “Yeah I’m a Dragonknight Ranger” what???
Now I’ve gotta tell my friends, “hey man, I know we’re using the same skill lines, but you chose the wrong class, you need to go re-learn all of your motifs, go farm Skill Points again, and grab all of your Lorebooks and Portals.”
Most won’t.
They will just quit and who can blame them?
There should be no distinction between a Nightblade Ranger or a Warden Ranger.
The distinction, is that you’ve chosen the three skills lines that would comprise the class out of hundreds if not thousands of options.
Also; you’re asking for relevance? “while likely eliminating the pain points of class combination XYZ” what are the pain points if not balance?
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.
The last thing this game needs, is more complicated conditional requirements that will only prove to frustrate players.
And wow would that already fail the ‘cool’ test, instead of giving our new Classes a name, we’re stuck injecting whatever our base is? “Yeah I’m a Dragonknight Ranger” what???
Now I’ve gotta tell my friends, “hey man, I know we’re using the same skill lines, but you chose the wrong class, you need to go re-learn all of your motifs, go farm Skill Points again, and grab all of your Lorebooks and Portals.”
Most won’t.
They will just quit and who can blame them?
There should be no distinction between a Nightblade Ranger or a Warden Ranger.
The distinction, is that you’ve chosen the three skills lines that would comprise the class out of hundreds if not thousands of options.
Also; you’re asking for relevance? “while likely eliminating the pain points of class combination XYZ” what are the pain points if not balance?
One solution already slowly being implemented is account wide achievements pain points such as sub terrain assault bow proc combos in PvP. Why shouldn’t there be a distinction between like you said a nb ranger versus a warden ranger? They are essentially 2 different classes. Sure they may use all the same skills. By your logic just remove classes from game and just players pick 3 of the 21 class skill lines which bring us right back to everyone picking xyz because meta. We already have some class restricted skills in game thanx to scribing and class mastery as well as class sets even if class sets are underwhelming. There isn’t really any point arguing. You say it’s complicated while I say it’s pretty straightforward you want the bonus power from whip you start with a dk.
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.
The last thing this game needs, is more complicated conditional requirements that will only prove to frustrate players.
And wow would that already fail the ‘cool’ test, instead of giving our new Classes a name, we’re stuck injecting whatever our base is? “Yeah I’m a Dragonknight Ranger” what???
Now I’ve gotta tell my friends, “hey man, I know we’re using the same skill lines, but you chose the wrong class, you need to go re-learn all of your motifs, go farm Skill Points again, and grab all of your Lorebooks and Portals.”
Most won’t.
They will just quit and who can blame them?
There should be no distinction between a Nightblade Ranger or a Warden Ranger.
The distinction, is that you’ve chosen the three skills lines that would comprise the class out of hundreds if not thousands of options.
Also; you’re asking for relevance? “while likely eliminating the pain points of class combination XYZ” what are the pain points if not balance?
One solution already slowly being implemented is account wide achievements pain points such as sub terrain assault bow proc combos in PvP. Why shouldn’t there be a distinction between like you said a nb ranger versus a warden ranger? They are essentially 2 different classes. Sure they may use all the same skills. By your logic just remove classes from game and just players pick 3 of the 21 class skill lines which bring us right back to everyone picking xyz because meta. We already have some class restricted skills in game thanx to scribing and class mastery as well as class sets even if class sets are underwhelming. There isn’t really any point arguing. You say it’s complicated while I say it’s pretty straightforward you want the bonus power from whip you start with a dk.
You say people will just pick whatever the 3 best skill lines are, but fail to take into account the objective of this rework.
There will be no “best skill lines.”
Our current best skill lines are being chopped apart and thrown all over the place. Look at Ardent Flame. That was a top pick on Live. When this update rolls out players have two choices instead of one or three.
I’m saying we should have three choices, not two… nor one. I don’t want my only choices with Dragonknight when Subclassing from it to be Draconic Power or Earthen Heart.
BardokRedSnow wrote: »I probably should reiterate as I always have to… this is for pvp.
And also, @BardokRedSnow idk why you keep saying in multiple threads, “we PvPers” as if you have more experience in PvP than who you’re talking to. You realize we play different platforms right? I primarily play PvP. This is a bad change FOR PvP. It was less bad when it was just PvE.
BardokRedSnow wrote: ».BardokRedSnow wrote: »I probably should reiterate as I always have to… this is for pvp.
And also, @BardokRedSnow idk why you keep saying in multiple threads, “we PvPers” as if you have more experience in PvP than who you’re talking to. You realize we play different platforms right? I primarily play PvP. This is a bad change FOR PvP. It was less bad when it was just PvE.
I stated that my opinion is for pvp because most here on the forums address my responses based on viewpoints coming from pve. Pretty simple really.
If you take it differently idk what to tell you.
BardokRedSnow wrote: ».BardokRedSnow wrote: »I probably should reiterate as I always have to… this is for pvp.
And also, @BardokRedSnow idk why you keep saying in multiple threads, “we PvPers” as if you have more experience in PvP than who you’re talking to. You realize we play different platforms right? I primarily play PvP. This is a bad change FOR PvP. It was less bad when it was just PvE.
I stated that my opinion is for pvp because most here on the forums address my responses based on viewpoints coming from pve. Pretty simple really.
If you take it differently idk what to tell you.
I have no problem with you bro, but it’s now the second thread you’ve told me you’re coming from a PvP angle and so I felt it necessary to tell you that PvP is always on my mind when suggesting anything. I play PvE to get to PvP, or for fancy titles that fit the themes of my characters.
We agree on like 99% of things, this just isn’t one of them, and that’s fine. But you see how someone with my values would feel about something like this, right?
Nobody asked for Starter Classes to get ran over.
Why are we asking for Player Classes to be?
BardokRedSnow wrote: »TLDR Im in favor of almost anything that will help rid this game of homogenization. I shouldnt be able to just transfer three sorc skill lines on my DK and be a fully kitted Sorc, much less three damage skill lines from three classes, slap on some protective jewelry and be better than all three classes at what they do.
The base requirement is absolutely necessary imo, regardless of whatever inconvenience it brings. Its a small cost to pay for balance, and it still leaves subclassing a valid option in smaller ways depending on your build, as it should be. Or at least it will when every class has this base requirement.
BardokRedSnow wrote: »TLDR Im in favor of almost anything that will help rid this game of homogenization. I shouldnt be able to just transfer three sorc skill lines on my DK and be a fully kitted Sorc, much less three damage skill lines from three classes, slap on some protective jewelry and be better than all three classes at what they do.
The base requirement is absolutely necessary imo, regardless of whatever inconvenience it brings. Its a small cost to pay for balance, and it still leaves subclassing a valid option in smaller ways depending on your build, as it should be. Or at least it will when every class has this base requirement.
There will be no damage skill lines when this rework is done, Starter Class requirements are nothing short of punishment post-rework.
My community and I are not going to stick around and be punished for being creative.
Lets engage in a thought exercise. This is an oversimplification, but hopefully it will make things clearer:
Lets assign each skill line a numerical value denoting its approximate power level, in this case assuming a dps build. We will use Sorcerer, Warden, and DK.
Daedric Summoning = 2
Storm Calling = 2
Dark Magic = 1
Animal Companions = 3
Green Balance = 0
Winter's Embrace = 2
Draconic Power = 2
Earthen Heart = 2
Ardent Flame on a DK = 3
Ardent Flame on anyone else = 2
DK with all base skill lines = 7
DK that wants to keep all of it's skill lines other than ardent flame, because they want Storm Calling = 6
Same DK that instead drops Earthen Heart = 7
Sorc that drops Dark Magic for Ardent Flame = 6
Warden with Animal Companions, Daedric Summoning, and Ardent Flame = 7
DK with Animal Companions, Daedric Summoning, and Ardent Flame = 8
Elementalist Build on a Sorcerer with Winter's Embrace, Storm Calling, and Ardent Flame = 6
Elementalist Build on a DK with Winter's Embrace, Storm Calling, and Ardent Flame = 7
Do you see the pattern yet? This type of ability is a bad thing from both ends.
If you love subclassing, it restricts the possible viable combinations, and makes it necessary for certain classes to keep one specific skill line out of their three. The problem exemplified with the DK that wanted to use Earthen Heart, Draconic Power, and Storm Calling. They kept 2 out of 3 of their skill lines, but lost the ability to be at peak power, because too much relies on Ardent Flame (but only as a DK).
If you hate subclassing, this encourages the worst parts of it. Exemplified by the DK with Animal Companions, Daedric Summoning, and Ardent Flame using their whip to add a 14% damage buff to their pet build, while possibly not touching any other skills in the line. Does that strike you as "class identity"? Nor is it a "meaningful tradeoff". The only thing that has any meaning if you drop it is Ardent Flame (or more specifically, Whip).
Don't even get me started on the Whip + Fatecarver builds.
BardokRedSnow wrote: »Lets engage in a thought exercise. This is an oversimplification, but hopefully it will make things clearer:
Lets assign each skill line a numerical value denoting its approximate power level, in this case assuming a dps build. We will use Sorcerer, Warden, and DK.
Daedric Summoning = 2
Storm Calling = 2
Dark Magic = 1
Animal Companions = 3
Green Balance = 0
Winter's Embrace = 2
Draconic Power = 2
Earthen Heart = 2
Ardent Flame on a DK = 3
Ardent Flame on anyone else = 2
DK with all base skill lines = 7
DK that wants to keep all of it's skill lines other than ardent flame, because they want Storm Calling = 6
Same DK that instead drops Earthen Heart = 7
Sorc that drops Dark Magic for Ardent Flame = 6
Warden with Animal Companions, Daedric Summoning, and Ardent Flame = 7
DK with Animal Companions, Daedric Summoning, and Ardent Flame = 8
Elementalist Build on a Sorcerer with Winter's Embrace, Storm Calling, and Ardent Flame = 6
Elementalist Build on a DK with Winter's Embrace, Storm Calling, and Ardent Flame = 7
Do you see the pattern yet? This type of ability is a bad thing from both ends.
If you love subclassing, it restricts the possible viable combinations, and makes it necessary for certain classes to keep one specific skill line out of their three. The problem exemplified with the DK that wanted to use Earthen Heart, Draconic Power, and Storm Calling. They kept 2 out of 3 of their skill lines, but lost the ability to be at peak power, because too much relies on Ardent Flame (but only as a DK).
If you hate subclassing, this encourages the worst parts of it. Exemplified by the DK with Animal Companions, Daedric Summoning, and Ardent Flame using their whip to add a 14% damage buff to their pet build, while possibly not touching any other skills in the line. Does that strike you as "class identity"? Nor is it a "meaningful tradeoff". The only thing that has any meaning if you drop it is Ardent Flame (or more specifically, Whip).
Don't even get me started on the Whip + Fatecarver builds.
None of this changes the fact that if all classes have this restriction to power then subclassing will be weaker than it is now. Which is a good thing since the power gap between subclassing and pure classing is drastic. Your power level numbers are arbitrary and dont accurately represent the reality in practical ways, especially since the skill lines are also having their skills mixed up so you dont get everything you need from one skill line.
BardokRedSnow wrote: »Lets engage in a thought exercise. This is an oversimplification, but hopefully it will make things clearer:
Lets assign each skill line a numerical value denoting its approximate power level, in this case assuming a dps build. We will use Sorcerer, Warden, and DK.
Daedric Summoning = 2
Storm Calling = 2
Dark Magic = 1
Animal Companions = 3
Green Balance = 0
Winter's Embrace = 2
Draconic Power = 2
Earthen Heart = 2
Ardent Flame on a DK = 3
Ardent Flame on anyone else = 2
DK with all base skill lines = 7
DK that wants to keep all of it's skill lines other than ardent flame, because they want Storm Calling = 6
Same DK that instead drops Earthen Heart = 7
Sorc that drops Dark Magic for Ardent Flame = 6
Warden with Animal Companions, Daedric Summoning, and Ardent Flame = 7
DK with Animal Companions, Daedric Summoning, and Ardent Flame = 8
Elementalist Build on a Sorcerer with Winter's Embrace, Storm Calling, and Ardent Flame = 6
Elementalist Build on a DK with Winter's Embrace, Storm Calling, and Ardent Flame = 7
Do you see the pattern yet? This type of ability is a bad thing from both ends.
If you love subclassing, it restricts the possible viable combinations, and makes it necessary for certain classes to keep one specific skill line out of their three. The problem exemplified with the DK that wanted to use Earthen Heart, Draconic Power, and Storm Calling. They kept 2 out of 3 of their skill lines, but lost the ability to be at peak power, because too much relies on Ardent Flame (but only as a DK).
If you hate subclassing, this encourages the worst parts of it. Exemplified by the DK with Animal Companions, Daedric Summoning, and Ardent Flame using their whip to add a 14% damage buff to their pet build, while possibly not touching any other skills in the line. Does that strike you as "class identity"? Nor is it a "meaningful tradeoff". The only thing that has any meaning if you drop it is Ardent Flame (or more specifically, Whip).
Don't even get me started on the Whip + Fatecarver builds.
None of this changes the fact that if all classes have this restriction to power then subclassing will be weaker than it is now. Which is a good thing since the power gap between subclassing and pure classing is drastic. Your power level numbers are arbitrary and dont accurately represent the reality in practical ways, especially since the skill lines are also having their skills mixed up so you dont get everything you need from one skill line.
YandereGirlfriend wrote: »BardokRedSnow wrote: »Lets engage in a thought exercise. This is an oversimplification, but hopefully it will make things clearer:
Lets assign each skill line a numerical value denoting its approximate power level, in this case assuming a dps build. We will use Sorcerer, Warden, and DK.
Daedric Summoning = 2
Storm Calling = 2
Dark Magic = 1
Animal Companions = 3
Green Balance = 0
Winter's Embrace = 2
Draconic Power = 2
Earthen Heart = 2
Ardent Flame on a DK = 3
Ardent Flame on anyone else = 2
DK with all base skill lines = 7
DK that wants to keep all of it's skill lines other than ardent flame, because they want Storm Calling = 6
Same DK that instead drops Earthen Heart = 7
Sorc that drops Dark Magic for Ardent Flame = 6
Warden with Animal Companions, Daedric Summoning, and Ardent Flame = 7
DK with Animal Companions, Daedric Summoning, and Ardent Flame = 8
Elementalist Build on a Sorcerer with Winter's Embrace, Storm Calling, and Ardent Flame = 6
Elementalist Build on a DK with Winter's Embrace, Storm Calling, and Ardent Flame = 7
Do you see the pattern yet? This type of ability is a bad thing from both ends.
If you love subclassing, it restricts the possible viable combinations, and makes it necessary for certain classes to keep one specific skill line out of their three. The problem exemplified with the DK that wanted to use Earthen Heart, Draconic Power, and Storm Calling. They kept 2 out of 3 of their skill lines, but lost the ability to be at peak power, because too much relies on Ardent Flame (but only as a DK).
If you hate subclassing, this encourages the worst parts of it. Exemplified by the DK with Animal Companions, Daedric Summoning, and Ardent Flame using their whip to add a 14% damage buff to their pet build, while possibly not touching any other skills in the line. Does that strike you as "class identity"? Nor is it a "meaningful tradeoff". The only thing that has any meaning if you drop it is Ardent Flame (or more specifically, Whip).
Don't even get me started on the Whip + Fatecarver builds.
None of this changes the fact that if all classes have this restriction to power then subclassing will be weaker than it is now. Which is a good thing since the power gap between subclassing and pure classing is drastic. Your power level numbers are arbitrary and dont accurately represent the reality in practical ways, especially since the skill lines are also having their skills mixed up so you dont get everything you need from one skill line.
Given the glacial pace of the re-works, though, this massively shafts a class like Necro, that is both superbad and also at the very end of the process. So not only do they get to stay bad for longest but also every other class will get some "as a base X" bone tossed to them way beforehand, leaving Necro base as the most worthless base class by a huge margin.
Obviously, Dragonknights mind this less because they just got a power infusion and are now suddenly getting even more buffed by the "as a base X" format. And Dragonknight meta subclassers love it the most because they just got giga-buffed for no actual trade-off outside of the fairly trivial (for an end-game player) re-basing of their build to a different main character.
I like incentivizing keeping class lines but "as a base X" seems just about the worst possible way to implement it.
YandereGirlfriend wrote: »BardokRedSnow wrote: »Lets engage in a thought exercise. This is an oversimplification, but hopefully it will make things clearer:
Lets assign each skill line a numerical value denoting its approximate power level, in this case assuming a dps build. We will use Sorcerer, Warden, and DK.
Daedric Summoning = 2
Storm Calling = 2
Dark Magic = 1
Animal Companions = 3
Green Balance = 0
Winter's Embrace = 2
Draconic Power = 2
Earthen Heart = 2
Ardent Flame on a DK = 3
Ardent Flame on anyone else = 2
DK with all base skill lines = 7
DK that wants to keep all of it's skill lines other than ardent flame, because they want Storm Calling = 6
Same DK that instead drops Earthen Heart = 7
Sorc that drops Dark Magic for Ardent Flame = 6
Warden with Animal Companions, Daedric Summoning, and Ardent Flame = 7
DK with Animal Companions, Daedric Summoning, and Ardent Flame = 8
Elementalist Build on a Sorcerer with Winter's Embrace, Storm Calling, and Ardent Flame = 6
Elementalist Build on a DK with Winter's Embrace, Storm Calling, and Ardent Flame = 7
Do you see the pattern yet? This type of ability is a bad thing from both ends.
If you love subclassing, it restricts the possible viable combinations, and makes it necessary for certain classes to keep one specific skill line out of their three. The problem exemplified with the DK that wanted to use Earthen Heart, Draconic Power, and Storm Calling. They kept 2 out of 3 of their skill lines, but lost the ability to be at peak power, because too much relies on Ardent Flame (but only as a DK).
If you hate subclassing, this encourages the worst parts of it. Exemplified by the DK with Animal Companions, Daedric Summoning, and Ardent Flame using their whip to add a 14% damage buff to their pet build, while possibly not touching any other skills in the line. Does that strike you as "class identity"? Nor is it a "meaningful tradeoff". The only thing that has any meaning if you drop it is Ardent Flame (or more specifically, Whip).
Don't even get me started on the Whip + Fatecarver builds.
None of this changes the fact that if all classes have this restriction to power then subclassing will be weaker than it is now. Which is a good thing since the power gap between subclassing and pure classing is drastic. Your power level numbers are arbitrary and dont accurately represent the reality in practical ways, especially since the skill lines are also having their skills mixed up so you dont get everything you need from one skill line.
Given the glacial pace of the re-works, though, this massively shafts a class like Necro, that is both superbad and also at the very end of the process. So not only do they get to stay bad for longest but also every other class will get some "as a base X" bone tossed to them way beforehand, leaving Necro base as the most worthless base class by a huge margin.
Obviously, Dragonknights mind this less because they just got a power infusion and are now suddenly getting even more buffed by the "as a base X" format. And Dragonknight meta subclassers love it the most because they just got giga-buffed for no actual trade-off outside of the fairly trivial (for an end-game player) re-basing of their build to a different main character.
I like incentivizing keeping class lines but "as a base X" seems just about the worst possible way to implement it.
Part of reason for the slow change is each class right now is getting a more in depth overhaul there are not enough devs to do every class at once. Plus if every class was able to be done at once not every class would get a fair test to their individual changes. Also the devs have stated a class may be moved up if necessary. That’s not to say they will stick with one class per pts they might do 2 at a time if those classes don’t need as much work.
BardokRedSnow wrote: »Lets engage in a thought exercise. This is an oversimplification, but hopefully it will make things clearer:
Lets assign each skill line a numerical value denoting its approximate power level, in this case assuming a dps build. We will use Sorcerer, Warden, and DK.
Daedric Summoning = 2
Storm Calling = 2
Dark Magic = 1
Animal Companions = 3
Green Balance = 0
Winter's Embrace = 2
Draconic Power = 2
Earthen Heart = 2
Ardent Flame on a DK = 3
Ardent Flame on anyone else = 2
DK with all base skill lines = 7
DK that wants to keep all of it's skill lines other than ardent flame, because they want Storm Calling = 6
Same DK that instead drops Earthen Heart = 7
Sorc that drops Dark Magic for Ardent Flame = 6
Warden with Animal Companions, Daedric Summoning, and Ardent Flame = 7
DK with Animal Companions, Daedric Summoning, and Ardent Flame = 8
Elementalist Build on a Sorcerer with Winter's Embrace, Storm Calling, and Ardent Flame = 6
Elementalist Build on a DK with Winter's Embrace, Storm Calling, and Ardent Flame = 7
Do you see the pattern yet? This type of ability is a bad thing from both ends.
If you love subclassing, it restricts the possible viable combinations, and makes it necessary for certain classes to keep one specific skill line out of their three. The problem exemplified with the DK that wanted to use Earthen Heart, Draconic Power, and Storm Calling. They kept 2 out of 3 of their skill lines, but lost the ability to be at peak power, because too much relies on Ardent Flame (but only as a DK).
If you hate subclassing, this encourages the worst parts of it. Exemplified by the DK with Animal Companions, Daedric Summoning, and Ardent Flame using their whip to add a 14% damage buff to their pet build, while possibly not touching any other skills in the line. Does that strike you as "class identity"? Nor is it a "meaningful tradeoff". The only thing that has any meaning if you drop it is Ardent Flame (or more specifically, Whip).
Don't even get me started on the Whip + Fatecarver builds.
None of this changes the fact that if all classes have this restriction to power then subclassing will be weaker than it is now. Which is a good thing since the power gap between subclassing and pure classing is drastic. Your power level numbers are arbitrary and dont accurately represent the reality in practical ways, especially since the skill lines are also having their skills mixed up so you dont get everything you need from one skill line.
This is why its a thought exercise. One which you have proven wildly successful, as it revealed the flaw in your argument.
Your opinion is based on the idea of everything being as it is now, rather than how it will be at the end of the rebalance. Zos have very clearly stated that they are planning on hitting all class lines as part of the rebalance. If, in the above example, all class lines = 2 (which is the intent of the rebalance), then subclassing is not inherently better than pureclassing. In this situation all possible combinations = 6, regardless of subclassing or pureclassing. Unless you are of the opinion that subclassing should be inferior to pureclassing, in which case we are directly at odds, then you would have nothing to complain about if zos balanced all skill lines equally.
If I just picked this game up last year, I'd be worried that my new favorite game was already considered stale and dying, so I'd be very happy to see the devs investing like this.If you just picked up this game last year
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.
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.
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.
The last thing this game needs, is more complicated conditional requirements that will only prove to frustrate players.
BardokRedSnow wrote: »Needing to be the base class to use said class skills fully isnt overcomplicated, its been the default for the game since beta lol, its subclassing that's the outlier. This is a return to normalcy and some semblance of balance.
Negativity is all anyone talks about, and when you have a few people repeatedly shouting “Subclassing is bad” and a studio capitulating to them, it’s not surprising to see even more people slide into a negative opinion on it.
They should just roll it back now, instead of gradually over time, as the people who play for the creativity that ESO allows will have already moved on.
Seeing ZOS allow people to spread hysteria on my favorite system is honestly the most infuriating thing I’ve ever seen in regards to a gaming studio.
BardokRedSnow wrote: »I draw the line tho at talks of the community being “allowed” to complain about what they dislike.