Hey,
I just had an idea to improve Class Identity while actively using Subclassing instead of (indirectly) trying to nerf it like with the new DK (which provides buffs for not using other skill lines)
Concept
> The Idea: Class X doesn't simply copy Class Y's skills, but rather learns them through the lense of their own understanding.
> Example: DK doesn't get access to the classic Arcanist beam (that one is reserved ONLY for the Arcanist) but develops its own fiery version of it that deals flame damage and is more red / orange than green.
Advantages
> Class Identity problem is fixed without the use of nerfing / improving something
> Skill variety greatly increases due to every skill having its own version for every class. I know that, technically, the beam (for example) stays the beam, but just changing the name and damage type for different classes (in addition to some minor adjustments if necessary) could make a huge difference for the gameplay.
> The amount of work one would have to invest shouldn't be nearly as great as reworking all classes. As I've said: In order to improve class identity, just changing the name, damage type and optics (even if it's only a colour change) should be more than enough.
> Instead of the boring "subclassing quest", you could create own spots (or even quests?) for each individual class. Example: You are playing Nightblade and want to adapt a Warden ability, so you travel to the secret "Ice Nature's Heart", where the shrine of Wardens bestows some of their wisdom upon you.
> If you want to have an optically clean character in combat, you mostly must not use other classes skill lines. There (hopefully) won't be any drastic dps differences between solo- and subclassing after the class reworks anymore, but the problem remains the same: If I don't care about damage and rather want to use a necro ability because I find skeletons cooler, I cannot do so without breaking with my templar design. I would need holy skeletons with golden eyes which don't exist.
(> How cool would it be to have actual factions within ones class? Imagine the Ice- and Stealth-Sorcerers, the Grave- and Sunlight/Flame-Templars, etc.)
> ...
Disadvantages
> The amount of work to create class-specific abilities would increase exponentially with every new class. (But honestly, I think this wouldn't become problematic until ESO hit like 20 classes or so, which shouldn't happen within the next 10 years).
> ...
What do you think of this idea? I'm new to the forum and couldn't find anyone that posted the same idea as I had, but I'm also not deep enough into this whole topic to say for sure that something like that hadn't been discussed already, considering the simplicity of the idea.
*and btw, English isn't my mother tongue, so please excuse minor mistakes xd