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It’s Time. Drop the Class System.

  • DestroyerPewnack
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    Casul wrote: »
    Hello. I am here to rip your head off. If you can kindly get comfortable in this guillotine...

    *Casts Shadowy Disguise*

    You'd better be casting that skill as a Nightblade, otherwise I'm going to lose it! :)
    Edited by DestroyerPewnack on March 30, 2026 6:20PM
  • DMuehlhausen
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    This one wishes you nothing but peace and blessing even though not agreeing with dropping class system base. Too many games with universal build systems turn stale and boring (to me) with that style. Understanding this is the single player style of Elder Scrolls canon, in a MMO, I believe the original devs had it right at launch.

    That's the problem though even with a "class" system here it's become stale and boring. Name me the last time you did a dungeon where at least 2 people weren't dpsing with fatecarver..every dungeon, every trial, every random person I see essentially out in the world is running the same build or like 90% of the same build. There is no flavor anymore to the game. They have made everything feel the same. They have almost taken away the triad as well outside of trials. You can beat almost every single dungeon with 4 dps if you want.
  • Blood_again
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    In a perspective where the game goes towards, getting rid of the class idea would be logical.
    However, there are still lots of technical questions devs have to solve. Some of them:
    1. Creating a character. A simple "chose 3 skill lines of 21 to start" won't work that easily for a new player. It is overwhelming and breaks the starter experience. Prioritizing some branches over others or grouping them turns to a templating, that is a light form of... ta-daaa... class system.
    2. Further separating the class skill lines from others would be an outdated construct. No question about the crafting lines, sure. Weapon and armor lines are ok. Guild lines... mmm... fine, but no, not fine. The guild, world, and pvp skill lines are obtainable and have an inner connection each. By the idea, the only difference between them and class lines is that class ones are obtainable by having a class. See what we come into? Why can we have only 3 of these lines, but all the others can be active simultaneously? The whole skill line system would require consequential rework because we have lots of "class system" legacy structures there.
    3. Opening the skill lines require further rework too. Todays class lines would have been obtainable in some way. I like how it is done for weapon lines. It also can be done in WW/Vamp style, like an NPC who offers, "Do you want to master an animal magic?" Lots of work and lots of legacy here too. If you leave it as is, you'll have a ghost of the class system over you even if you declare that it is removed. :smile:

    Emotionally, I won't love a pure no-class system. That would be a different game.
    Call me a conservative old man, but I like my alts, who have their own classes, quentas, and personalities. I created them to play different styles and roles. Today I rarely login to them due to subclassing, and I miss them.
    Class rework with some revamping of the class identity could fix it a bit, I believe.
  • Rohamad_Ali
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    randconfig wrote: »
    This one wishes you nothing but peace and blessing even though not agreeing with dropping class system base. Too many games with universal build systems turn stale and boring (to me) with that style. Understanding this is the single player style of Elder Scrolls canon, in a MMO, I believe the original devs had it right at launch.

    I agree with this one.

    The only thing I think would be acceptable is the ability to change your class via respec. Class restrictions must remain though otherwise the game will become stale with everyone more or less running the same setup.

    Agreed 100%
  • randconfig
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    Hello. I am here to rip your head off. If you can kindly get comfortable in this guillotine...

    That seems more like a chopping action, not a ripping action...
  • AllenaNightWood
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    Nope
  • SilverBride
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    Please leave my classes alone.
    PCNA
  • Casul
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    randconfig wrote: »
    This one wishes you nothing but peace and blessing even though not agreeing with dropping class system base. Too many games with universal build systems turn stale and boring (to me) with that style. Understanding this is the single player style of Elder Scrolls canon, in a MMO, I believe the original devs had it right at launch.

    I agree with this one.

    The only thing I think would be acceptable is the ability to change your class via respec. Class restrictions must remain though otherwise the game will become stale with everyone more or less running the same setup.

    Agreed 100%

    I could compromise with this. My main complaint is subclassing is almost there but not quite. I want the freedoms to change whenever I want. I know others like alts and I don’t want to take that away from them, but I play my account not my character, just different strokes I guess.
    PvP needs more love.
  • M0ntie
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    Hard NO from me. Get over it. Embrace sub-classing. ZoS have already spent way too much time on people without enough investment in the game to level multiple classes.
    Not having classes would make the game blander.
    Also, most players have made the investment in levelling characters of multiple classes. Is ZoS going to pay them all back for their time and crowns investment in levelling all these characters?
  • Blood_again
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    M0ntie wrote: »
    Also, most players have made the investment in levelling characters of multiple classes. Is ZoS going to pay them all back for their time and crowns investment in levelling all these characters?

    I always find the argument "ZoS, pay me back for those old times when I enjoyed playing your game" a bit overkill :smiley:
  • Gunthar
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    I'm thankful for the subclass system because it showed how bad some of the abilities of my class (Sorceress) are. I hope that there will be some good improvements to it with the rework so that it is no longer necessary to subclass.
    Edited by Gunthar on March 31, 2026 11:49AM
  • Sugram22
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    i have had similar idea for long time, no class but role, u chose roles instead of class, u have basic necessary skills for ur role u chose in char creation, to do ur role if u gear up rest skills spells are available for all like typical elder scrolls games, but u wont be able to be OP, like both DPS and and tank or healer, u just have slight advantages for solo PVE

    https://forums.elderscrollsonline.com/en/discussion/690457/idea-for-game-improvement-what-makes-it-better-for-players/p1?new=1
  • Sugram22
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    This one wishes you nothing but peace and blessing even though not agreeing with dropping class system base. Too many games with universal build systems turn stale and boring (to me) with that style. Understanding this is the single player style of Elder Scrolls canon, in a MMO, I believe the original devs had it right at launch.
    randconfig wrote: »
    This one wishes you nothing but peace and blessing even though not agreeing with dropping class system base. Too many games with universal build systems turn stale and boring (to me) with that style. Understanding this is the single player style of Elder Scrolls canon, in a MMO, I believe the original devs had it right at launch.

    I agree with this one.

    The only thing I think would be acceptable is the ability to change your class via respec. Class restrictions must remain though otherwise the game will become stale with everyone more or less running the same setup.

    this is already pretty boring/repetitive, no matter what class i make new char same stuff and not enough spells and skill to chose from, like where is ice shard, spell that throws a ice shard at person or spell similar to dragon breath u shoot from ur hand and same type of ice and lightning spell? it should have many fun spells and stick to elders scrolls roots, like have different magic skills, alteration restoration and destruction and so on and on

    if u chose role instead of class u have a lot more choices and freedom, but still more should be added, even more morphes for skills to, 1 skill having 2 morphes gets boring, and its part of base game cause that's how it should have been sins launch

    if u want to become templar u got to a temple and join it like a guild and learn the ways of the templar, if u want to become DH u go to a dragon worshiping tribe to learn the ways of DK
    Rungar wrote: »
    This one wishes you nothing but peace and blessing even though not agreeing with dropping class system base. Too many games with universal build systems turn stale and boring (to me) with that style. Understanding this is the single player style of Elder Scrolls canon, in a MMO, I believe the original devs had it right at launch.

    naa they had it wrong. Each skill line should of been its own thing like oblivion or even skyrim. They almost had it with subclassing but they forgot the most important step:

    a damage type and role based specialization system to replace cp.

    had they done that rather than the class refresh they would of had the freedom of the subclass system but also the identity of the specialization system since each damage type would be represented. This would of been very important to balance pvp but they chickened out and went back to what they know i guess (which never worked). Too bad.
    like what said, like they had in single players game, alteration restoration and so on and on, and all having a lot of spells, not just handfull

    but it works better with classless system
    Pcgamer wrote: »
    With all due respect OP, if they changed the current class system then this game would no longer be ESO. As is with all the changes we've had already and those changes that are yet to come, eso is starting to feel like a different game.

    I'd rather be able to race change for free. I subscribe to eso so i don't expsct a free game but race changes would feel right being free as that would make build creation easier. Just my opinion afcourse.

    It would also be cool if we could pay to chage our class...not expecting that to be free. I know my partner would love to change his main character's class cos he's just returned a few months ago and he wishes his main was a different class.

    Have a great day/evening OP
    with that change it would be true elders scrolls game, i played sins early on and was disappointed by lack of freedom i had in example skyrim, it can be done in mmo to and should be done when the freedom is this franchises core
    tauriel01 wrote: »
    I'm sure if ZOS COULD get rid of classes and stam/mag differentiation, they would have years ago. Almost certainly it's all hard baked into the code. That was obvious when they tried to change the jewelry enchants for max magic dam and max physical damage. they couldn't make just one rune for both, so they had to keep two and added a little bit of sustain. It's all hard baked into the code, they would have to rewrite 25million + Lines of code to get rid of all that entirely. So don't expect any of that to change. Too bad for those who want to get rid of it, little comfort to those who wish there was more to distinguish playing stam or mag or even different classes.
    its not about code but cost, they want to spend as little as possible and at the same time profit as much as possible to get ppl addicted to one thing or the other so u wouldn't notices how repetitive combat is, most company's use psychological tricks to keep u interested instead of giving u quality, to make up either their shortcoming or greed
    Classes are there to force players to make a decision that comes with advantages and drawbacks. That worked fine until subclassing. If anything, I'd rather scrap subclassing and go back to pure classes. Even better, get rid of hybridization, too.
    with role system it would be same but more freedom more skills and spells to chose from
    but to add to that game needs not just more skills and spells and morphes but also weapon skills and spells, like 1example 2h tree has more to chose from, many more styles
    This one wishes you nothing but peace and blessing even though not agreeing with dropping class system base. Too many games with universal build systems turn stale and boring (to me) with that style. Understanding this is the single player style of Elder Scrolls canon, in a MMO, I believe the original devs had it right at launch.

    That's the problem though even with a "class" system here it's become stale and boring. Name me the last time you did a dungeon where at least 2 people weren't dpsing with fatecarver..every dungeon, every trial, every random person I see essentially out in the world is running the same build or like 90% of the same build. There is no flavor anymore to the game. They have made everything feel the same. They have almost taken away the triad as well outside of trials. You can beat almost every single dungeon with 4 dps if you want.
    totally agree, boring and repetitive
    Edited by Sugram22 on April 4, 2026 4:04PM
  • Nemesis7884
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    Class refresh could have been the chance to drop classes and purely move to skill lines but we went the other route.
    I do t mind as classes are only guiding templates since subclassing allows for a lot of flexibility...

    I do however think it is time for a new class (dwemer engineer/artificier pleeease) or new skill line
  • Sugram22
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    Classes are there to force players to make a decision that comes with advantages and drawbacks. That worked fine until subclassing. If anything, I'd rather scrap subclassing and go back to pure classes. Even better, get rid of hybridization, too.


    this can be done with role system to, instead u have role system, u have basic necessary skills for ur role u chose in char creation, to do ur role if u gear up rest skills spells are available for all like typical elder scrolls games, but u wont be able to be OP, like both DPS and and tank or healer, u just have slight advantages for solo PVE

    role sys would mean DK wont be a class but tribe thing where u visit a tribe and learn the ways of DK, so new guild like groups will be added, i just explained how the role sys would work

    it does same job as class sys

    xFocused wrote: »
    Trier_Sero wrote: »
    Remove subclassing guys. It's still not too late.
    It's honestly a shame to see how the subclassing update drove away as many players as it did. I've lost a lot of friends and acquaintances from the update and I can't really blame them. Class identity was such a big part of this game and by the time they get done releasing all these new class re-works it'll be too late
    this subclass is lazy job, it gives skill tree from existing class, it should be new skill tree not from existing class, that's how subclasses are in other games and reason i call it lazy job, 2 lazy to create new skills for subclass

    neverwinter knights 1 and 2 are good examples of subclass
    Edited by Sugram22 on April 12, 2026 5:18PM
  • Jammy420
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    I am actually a fan of classes. So I mean....

    The only thing I would change, is the fact that we cant change class. That is a misstep imo.
  • cmetzger93
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    I wish we could select more than one skill line from another class when subclassing. I don't understand why they had these restrictions around it in the first place.
  • Sugram22
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    cmetzger93 wrote: »
    I wish we could select more than one skill line from another class when subclassing. I don't understand why they had these restrictions around it in the first place.

    subclass should work like it adds extra stuff not replace stuff, like with current sys u half to sacrifice ur classes skill tree to get subclass, so u always have 3 skill trees, like u have 3 so when u get 2 subclasses u should have 5 total not 3, also subclass should be new skills not give u skill tree from existing class, example sorc should have elementalist subclass that focuses on elemental damage, u chose from 3 skill trees, fire ice lightning dark magic, oblivion damage + 1 summon, u summon a Deadrick prince and curses (dot and debufs), another subclass summoner that purely focuses on summoning

    that's why i call it lazy job, easy way out to cut corners
    Edited by Sugram22 on April 13, 2026 6:22PM
  • Mission
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    Trier_Sero wrote: »
    Remove subclassing guys. It's still not too late.

    Naw, give us even more freedom. let us pick whatever skills we want. Nothing will ever truly be balanced anyway. there will always be something that is overpowered. I just say let it all loose
    Edited by Mission on April 13, 2026 7:46PM
  • Anumaril
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    Brave of you to make this, so I'll drop my comment in agreement. Classnesness is seen more and more in MMOs, rather like action combat back in the early 2010s, so it's likely to become the industry norm. Might as well embrace it wholeheartedly and be ahead of the curve (or in this case, probably juuuuuust ahead of it), especially given its long-standing role in the Elder Scrolls as a franchise.

    Soft "classes" are absolutely possible, so the foundations of what we've got in no way need to be thrown away. E.g., certain skills can still be tied to a Sorcerer class or Necromancer class or Dragonknight class, etc, with game mechanics still dependent around having more skills of a certain class or running a pure classes, etc.

    Likewise, if ZOS want to keep tying future zone content to new classes, they can still do that, just instead of a "class" per se it would be unlocking a class' spell catalogue.
  • QB1
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    I would love to move away from classes. I think players should be able to choose any skill from any skill line for complete character freedom. However you don’t get all passives, if you take 1 active skill from a skill line you only get 1 passive from it. 2 active skills from a skill line is 2 passives, and so on
  • Sugram22
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    QB1 wrote: »
    I would love to move away from classes. I think players should be able to choose any skill from any skill line for complete character freedom. However you don’t get all passives, if you take 1 active skill from a skill line you only get 1 passive from it. 2 active skills from a skill line is 2 passives, and so on

    thats how this would work:
    u have role system, u have basic necessary skills for ur role u chose in char creation, to do ur role if u gear up rest skills spells are available for all like typical elder scrolls games, but u wont be able to be OP, like both DPS and and tank or healer, u just have slight advantages for solo PVE

    role sys would mean DK wont be a class but tribe thing where u visit a tribe and learn the ways of DK, so new guild like groups will be added

    passives are tied to roles, like role specific skills/spells, DK u get from tribe but there are a lot more skills and spells and u pick and chose, even D skills/spells

    or scrap all existing classes, meaning for example DK will be totally gone, and all skills are pick and chose, only role related skills are with u from the start, but that's more cost and work
    Edited by Sugram22 on April 14, 2026 2:58PM
  • MincMincMinc
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    The game is already classless basically with subclassing, we will have to see how the pureclass bonuses go over. It all depends how bloated they are numbers wise. I think people are getting blindside starstruck by them.....but forget that having 1-2 bad entire skill lines can put you back. For instance stamsorc's almost universally dropped dark magic and daedric summoning because they offered next to nothing. Meanwhile subclassing animal and assassination basically trippled your output.

    Subclassing basically makes the game class-less except with REALLY terrible QOL requiring you to spend days hurdling around just to slightly change your build.
    • Want to play your 10 year stamsorc character storm+animal+assassin but now you wanna try storm+animal+winter.....well gotta level and grind my warden......then swap over all my gear.
    • Want a different class mastery because some are god tier like warden charm vs the sorc one that only does a little bit of extra damage......then grind and swap characters

    Basically with this half baked system we get the worst of both worlds. We are restricted and have all the QoL hurdles.....but we are going to be inevitably forced to subclass some patches.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple potion mats or gold would be better than rewards for the worthy inventory bloat
  • Vulkunne
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    I think it's time we keep the class system. It's very Elder Scrollish. Very lore friendly, reminds me of Oblivion kind of.

    ZOS, please keep the class system.
    Edited by Vulkunne on April 14, 2026 3:26PM
    Today Victory is mine. Long live the Empire.
  • Sugram22
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    Vulkunne wrote: »
    I think it's time we keep the class system. It's very Elder Scrollish. Very lore friendly, reminds me of Oblivion kind of.

    ZOS, please keep the class system.

    actually no its not lore friendly, cause in other ES games classes were illusion, way to give u few starting spells/skills and proof is the ability to make custom class and name it in this games (more freedom, u picked and chose what u wanted, not punch of skills as package with ur "class"), i usually made my own class, so Strick class is not lore friendly, if u have role sys u get specific skills for ur role, example if u chose tank, u get defense passives and 1 attack skill and taunt, equal to one skill tree (skills good enough to fulfill ur role), classes have 3 skill trees
    Edited by Sugram22 on April 15, 2026 2:56PM
  • KingArthasMenethil
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    I don't see classes being removed. They've been far more useful for ESO then any other TES game since it actually puts effort into the magic and abilities. If this was the usual TES game then like 99% of all abilities and spells would be deleted.
    EU 2000+ CP
    Characters
    Gaius Sulla 50 Cyrodiil DragonKnight.
    Livia Sulla 50 Cyrodiil Nightblade.
    Divayth-Fyr 50 Dunmer Sorcerer.
    Ragnar Shatter-Shield 50 Nord Dragonknight.
    Selvia Sulla 50 Cyrodiil Templar.
    Attrebus Mede 50 Cyrodiil Warden.
    Zirath Urivith 50 Dunmer Dragonknight.
    Dame Edwinna Gelas 50 Breton Dragonknight.
    Agrippina Tharn 50 Cyrodiil Necromancer.
    Bedal Dren 50 Dunmer Dragonknight.
  • Sotha_Sil
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    randconfig wrote: »
    The only thing I think would be acceptable is the ability to change your class via respec. Class restrictions must remain though otherwise the game will become stale with everyone more or less running the same setup.

    Oh yes, please ! Can we finally get a class change token or even better add it in respec please?
    Edited by Sotha_Sil on April 15, 2026 9:04AM
    Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
  • Sugram22
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    some think popped to my head, imagine some1 combining grave lord and Deadrick summoning, imagine what a nightmare it would be to fight against some1 like that when pet sorc was already annoying, new combine 2pet trees lol

    if its necro they can add wardens animal companion to, to make it worse lol
    Edited by Sugram22 on April 15, 2026 3:35PM
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