brandsnipe wrote: »I would nerf the damage and healing done by subclassed lines, either by a flat % or a % added for each line that is subclassed. For example a warden running restoring light and assassination would see an 16% reduction (8% per line) in damage and healing done, one line subclassed would be 8% reduction. 16% sounds tough but with how easy mending, vitality, and berserk buffs are obtained, the % reduction can be easily negated. Subclassing would still be strong.
Oblivion_Protocol wrote: »The point of subclassing was to add strength to characters. If they become categorically weaker for doing it, that would kill the whole thing altogether.
The best way to balance subclassing from a gameplay standpoint would be to allow players to only take two skills and passives from each subclassed line. That way, people have options without losing power or getting literally everything they’d need to become nearly unkillable.
BXR_Lonestar wrote: »Nah, the best way to balance subclassing is to allow players to use ABILITIES from different skill lines, but not the passives. Its apparent that all the power from subclassing comes more from stacking various passives from different skill lines together, so the way you draw back that power is to allow you to use skills, but not passives.
The devs can then change all of the group buff sourcing from active abilities to activate from the passives, and then you will still have a reason to play various classes.
This is really how they should have done subclassing, but instead, the dev team that created it thought they could just allow players to swap skill lines and passives in and out without consequence. And because the CURRENT dev team is scared to touch subclassing as it is, IMO, the games going to be in a downward spiral, where each pure-class update is going to need to be more broken than the last to entice people away from subclassing and away from the latest broken pure-class.
I don't think we need more broken stuff in this game. We need to fix what is broken. You can't do that without taking a hard look at subclassing IMO.
Oblivion_Protocol wrote: »BXR_Lonestar wrote: »Nah, the best way to balance subclassing is to allow players to use ABILITIES from different skill lines, but not the passives. Its apparent that all the power from subclassing comes more from stacking various passives from different skill lines together, so the way you draw back that power is to allow you to use skills, but not passives.
The devs can then change all of the group buff sourcing from active abilities to activate from the passives, and then you will still have a reason to play various classes.
This is really how they should have done subclassing, but instead, the dev team that created it thought they could just allow players to swap skill lines and passives in and out without consequence. And because the CURRENT dev team is scared to touch subclassing as it is, IMO, the games going to be in a downward spiral, where each pure-class update is going to need to be more broken than the last to entice people away from subclassing and away from the latest broken pure-class.
I don't think we need more broken stuff in this game. We need to fix what is broken. You can't do that without taking a hard look at subclassing IMO.
If that were how subclassing worked, it would mean players would give up eight passives just to take abilities from other lines and nothing else, leaving them woefully underpowered. That’s not balance, that’s just a nerf.