YandereGirlfriend wrote: »I think that there are two broad classes of players:
A. Those who vibe strongly with one or more of the current classes
B. Those who do not
Category A are the strong anti-subclassers and for fairly obvious reasons. They already get what they want from the game based upon the existing classes. They have a power fantasy that is currently both canonized and embodied.
Category B are the subclassers. Those left-out of the current offerings for classes. They vibe with no class 100%. They have other ideas for classes, either rooted in previous TES titles, other fantasy universes or simply their own homebrew concept that they think is neat for whatever perfectly valid reason.
It is good that Masteries are becoming a thing for the Category A folks. But it is a retrograde take to invalidate the preferences of the Category B folks simply because one might enjoy their pure class. It is fine if pure-classing is slightly stronger than subclassing but it should never feel like a self-nerf to make use of subclassing.
SandandStars wrote: »They shake things up and introduce overpowered/broken stuff (be it a new set, new mythic, class refresh, etc.) because they've decided this is a better way to attract players and keep people interested in the game. Maybe they're right.
I stopped playing about 3 years ago, because DK was overperforming in PVP to the point where 1/2 the players were DKs running undeath with Master's Dual Wield and Vatesheran staff. I could do okay against most of them, but combat (I'm a PVP'r) just got boring as everyone did the same, overpowered meta thing.
Came back to PVP a little a couple months ago to see how things had changed, and wouldn't you know it... DK just got a refresh that gives them significant advantages over other classes. This time it's whip-fest.
Yawn.
TX12001rwb17_ESO wrote: »Because Subclassing is a mistake but it is too late to remove it and Class Masteries will help fix that by making pure builds just as powerful.
Necrotech_Master wrote: »the reason they are adding class passives in the first place is to balance pureclass builds with subclassed builds
subclassed builds are generally stronger because you can basically stack 3 tank, 3 healer, or 3 DPS skill lines for more efficacy
the pureclass builds are weaker as most classes are designed around the 1 tank, 1 heal, 1 dps skill lines, so if your dps on a pure class, if you were trying to min/max you would effectively be weaker than doing a subclass
the class refreshes they are doing are to basically also help pureclass builds, by basically mixing up the tank/heal/dps skills amongst the lines instead of heavy focusing in each line, and then the class masteries on top of that are to also help alleviate the difference in power with subclassing
as for all the zos balancing, some of that definitely leaves a lot to be desired due to the fact that almost everything they put out initially ranges from borderline to egregiously OP
Necrotech_Master wrote: »the reason they are adding class passives in the first place is to balance pureclass builds with subclassed builds
subclassed builds are generally stronger because you can basically stack 3 tank, 3 healer, or 3 DPS skill lines for more efficacy
the pureclass builds are weaker as most classes are designed around the 1 tank, 1 heal, 1 dps skill lines, so if your dps on a pure class, if you were trying to min/max you would effectively be weaker than doing a subclass
the class refreshes they are doing are to basically also help pureclass builds, by basically mixing up the tank/heal/dps skills amongst the lines instead of heavy focusing in each line, and then the class masteries on top of that are to also help alleviate the difference in power with subclassing
as for all the zos balancing, some of that definitely leaves a lot to be desired due to the fact that almost everything they put out initially ranges from borderline to egregiously OP
as i heard new DK is top dog in PVE dungeons and trials, and less then before in PVP
Renato90085 wrote: »No,You only 12 slot can put skill,so subclass is a “free give up terrible line and take all over power thing”system and you can’t say shadow skill have 2more sec work time or every shadow give you 3%max health is better than 12%crit dmg or 4k pen passive for dps
Because you just lost useless skill and terrible passive to swap better one
Renato90085 wrote: »No,You only 12 slot can put skill,so subclass is a “free give up terrible line and take all over power thing”system and you can’t say shadow skill have 2more sec work time or every shadow give you 3%max health is better than 12%crit dmg or 4k pen passive for dps
Because you just lost useless skill and terrible passive to swap better one
this is where u lost the plot cause of this:
Increases your Weapon and Spell Critical ratings by 438 for each Assassination ability slotted.
u would be right if the passive would work without this (for each Assassination ability slotted), in other words u would be right if they wouldn't rely on class skills being slotted just locket like this:
Increases your Weapon and Spell Critical ratings by 2629.
cause u can have 2 assassinate skills on ur bar, but as pure build u can have 4 or even 5, so huge power difference, and huge loss for subclass sins the crit damage relies on slotted class skills





