Since 100% subclassing won't ever get removed from the game, what is the fantastical logic behind: a system that requires double the Skill Points and triple the XP to Master (if you count from starting brand new) should make you less powerful than what you "get by default"?
Call me blind but I can't see the logic, for the love of Mara.
Wild guess: their data said that a majority of players really hated subclassing.
It could've been really good if there were guardrails against degeneracy. It didn't need to also swap out passives. It didn't need to allow for tri-classing. What a wasted chance.
Subclassing was not asked for, spellcrafting was. Class mastery is just a cover for finally fixing stale outdated classes.
That isn't true. This has been asked for over the years because people felt the spirit of Elder Scrolls was to mix and match whatever skills you want to on your characters. Some have argued it hasn't gone far enough in that regards.
I'm happy for the pure class buffs as someone who has a mix of subclassed and pure classes. The subclassed characters can optimize for their roles better than my pure classes since they can pick all the best passives, whereas my pure classes have less useful passives as a whole for their roles. I hope this brings them up to par a bit more.
What is this about? If your set your subscription to say yearly will it revert to 30 day then timing out?As for subscriptions, since EU subscriptions renew as a (way more expensive) 30 days subscription in malicious compliance with EU consumer protection laws, I'm certainly not the only one who immediately cancels after subscribing, so any protest-cancelling will be lost in the noise.
Wild guess: their data said that a majority of players really hated subclassing.
It could've been really good if there were guardrails against degeneracy. It didn't need to also swap out passives. It didn't need to allow for tri-classing. What a wasted chance.
The main thing I disliked was seeing warden charm EVERYWHERE.
Third page of this thread, and I still can't see how ZoS are "destroying" subclassing.
The only thing I have learned is that the majority of people hate subclassing. Except for the majority that don't.
Wait...
Third page of this thread, and I still can't see how ZoS are "destroying" subclassing.
The only thing I have learned is that the majority of people hate subclassing. Except for the majority that don't.
Wait...
One thing is certain: the vast majority of players are using subclassing. And they are benefiting from its advantages. And these poor players are only doing this because they’re forced to play the meta. Of couse it's pathetic to do awesome dps with easy cheesy beam build. Its a disgrace to get trifectas and other achievements that way. That’s why everyone hates it, right? We all hate huge dps numbers anyway. Don't we? First of all we healers and tanks. We prefer low dps which makes supporting much more exciting and interesting in vet dungeons and in trials.
Insane dps level has destroyed the game after all. Thats why everyone hates subclassing and is looking forward to update 50. Everything will be better with update 50..
Wait...
The only thing I have learned after third page of this thread is that something's not right here...
Subclassing was not asked for, spellcrafting was. Class mastery is just a cover for finally fixing stale outdated classes.
That isn't true. This has been asked for over the years because people felt the spirit of Elder Scrolls was to mix and match whatever skills you want to on your characters. Some have argued it hasn't gone far enough in that regards.
I'm happy for the pure class buffs as someone who has a mix of subclassed and pure classes. The subclassed characters can optimize for their roles better than my pure classes since they can pick all the best passives, whereas my pure classes have less useful passives as a whole for their roles. I hope this brings them up to par a bit more.
We asked for class change tokens, subclassing was the compromise.
Third page of this thread, and I still can't see how ZoS are "destroying" subclassing.
The only thing I have learned is that the majority of people hate subclassing. Except for the majority that don't.
Wait...
One thing is certain: the vast majority of players are using subclassing. And they are benefiting from its advantages. And these poor players are only doing this because they’re forced to play the meta. Of couse it's pathetic to do awesome dps with easy cheesy beam build. Its a disgrace to get trifectas and other achievements that way. That’s why everyone hates it, right? We all hate huge dps numbers anyway. Don't we? First of all we healers and tanks. We prefer low dps which makes supporting much more exciting and interesting in vet dungeons and in trials.
Insane dps level has destroyed the game after all. Thats why everyone hates subclassing and is looking forward to update 50. Everything will be better with update 50..
Wait...
The only thing I have learned after third page of this thread is that something's not right here...
CatalinaWineMixer2 wrote: »Third page of this thread, and I still can't see how ZoS are "destroying" subclassing.
The only thing I have learned is that the majority of people hate subclassing. Except for the majority that don't.
Wait...
One thing is certain: the vast majority of players are using subclassing. And they are benefiting from its advantages. And these poor players are only doing this because they’re forced to play the meta. Of couse it's pathetic to do awesome dps with easy cheesy beam build. Its a disgrace to get trifectas and other achievements that way. That’s why everyone hates it, right? We all hate huge dps numbers anyway. Don't we? First of all we healers and tanks. We prefer low dps which makes supporting much more exciting and interesting in vet dungeons and in trials.
Insane dps level has destroyed the game after all. Thats why everyone hates subclassing and is looking forward to update 50. Everything will be better with update 50..
Wait...
The only thing I have learned after third page of this thread is that something's not right here...
No one in their right mind can run a Pure Class character, they are that inferior. Even with the upcoming Class Passives, they are inferior. Im not talking about the new broken mythic either, that is another ball game and its only exacerbating the already out of control combat.
shadyjane62 wrote: »Sub classing isn't being destroyed. Their overpowering advantage over pure classes like me, a Templar, is being evened out.
My well of sympathy for sub classers is empty after a year of not even being close to competitive.
Wild guess: their data said that a majority of players really hated subclassing.
It could've been really good if there were guardrails against degeneracy. It didn't need to also swap out passives. It didn't need to allow for tri-classing. What a wasted chance.
The main thing I disliked was seeing warden charm EVERYWHERE.
CatalinaWineMixer2 wrote: »Third page of this thread, and I still can't see how ZoS are "destroying" subclassing.
The only thing I have learned is that the majority of people hate subclassing. Except for the majority that don't.
Wait...
One thing is certain: the vast majority of players are using subclassing. And they are benefiting from its advantages. And these poor players are only doing this because they’re forced to play the meta. Of couse it's pathetic to do awesome dps with easy cheesy beam build. Its a disgrace to get trifectas and other achievements that way. That’s why everyone hates it, right? We all hate huge dps numbers anyway. Don't we? First of all we healers and tanks. We prefer low dps which makes supporting much more exciting and interesting in vet dungeons and in trials.
Insane dps level has destroyed the game after all. Thats why everyone hates subclassing and is looking forward to update 50. Everything will be better with update 50..
Wait...
The only thing I have learned after third page of this thread is that something's not right here...
No one in their right mind can run a Pure Class character, they are that inferior. Even with the upcoming Class Passives, they are inferior. Im not talking about the new broken mythic either, that is another ball game and its only exacerbating the already out of control combat.
This is an assumption I would not make post Update 50.
Pure classes now gain powerful passive synergies specifically designed to amplify their native mechanics, such as DK fire escalation or Warden status-control and sustain warfare. This creates multiplicative scaling across offense, defense, sustain, and ultimate generation simultaneously. Subclassing still provides flexibility and niche combinations, but it sacrifices these mastery bonuses and often produces fragmented ecosystems with weaker long-fight coherence. That is the intent as I understand it
At least for your templar class this is not going to happen, I'm sorry. You should read pts forums. Templar pure class will be far from competitive with update 50.
"Play how you want" and all dps in the trial must look the same as an arcanist variant.... So boring.
Fot healer and tanks subclassing is working a little better but overall a bad design choiche made to sell the DLC.Forcing any group comp is wrong - by giving each class a unique buff you are swinging things entirely the other way and we end up with leads tring to cover all classes for the buffs, and as a player you get turned away because you're the wrong class..
I believe you are conflating player behavior with developer intent. The devs do not enforce any particular group comp or dps class/subclass requirement. A better argument would be: why can I only do this much dps on my spec but another class/subclass combo with the same gear can do 20% more with a way easier rotation? Unfortunately I don't believe that is something we will ever get an answer on. Plus I imagine it is incredibly difficult to actually achieve that balance at this point in the game's life.
5% difference is not a huge deal, 20% is massive. I don't know the actual discrepancies we're dealing with here so I'm just using that as an example.
BXR_Lonestar wrote: »"Play how you want" and all dps in the trial must look the same as an arcanist variant.... So boring.
Fot healer and tanks subclassing is working a little better but overall a bad design choiche made to sell the DLC.Forcing any group comp is wrong - by giving each class a unique buff you are swinging things entirely the other way and we end up with leads tring to cover all classes for the buffs, and as a player you get turned away because you're the wrong class..
I believe you are conflating player behavior with developer intent. The devs do not enforce any particular group comp or dps class/subclass requirement. A better argument would be: why can I only do this much dps on my spec but another class/subclass combo with the same gear can do 20% more with a way easier rotation? Unfortunately I don't believe that is something we will ever get an answer on. Plus I imagine it is incredibly difficult to actually achieve that balance at this point in the game's life.
5% difference is not a huge deal, 20% is massive. I don't know the actual discrepancies we're dealing with here so I'm just using that as an example.
The answer to your question in bold is that not EVERY class was intended to play EVERY role equally. Where a class may struggle in terms of DPS output, that class SHOULD make a better healer or tank. That has pretty much been the case until subclassing came along.
DK's struggled to keep up in terms of DPS, and were bottom-tier as healers, but they were the gold standard for tanking.
Plar's were better than DK's in terms of DPS output, but were mid tanks, but made excellent healers.
Wardens were iffy on DPS, but made excellent healers and DPS.
IMO, this is how a game SHOULD be. Some classes should perform certain roles better than others. This is what gives the game variety, and gives you incentive to play different classes.
Since 100% subclassing won't ever get removed from the game, what is the fantastical logic behind: a system that requires double the Skill Points and triple the XP to Master (if you count from starting brand new) should make you less powerful than what you "get by default"?
Call me blind but I can't see the logic, for the love of Mara.
TX12001rwb17_ESO wrote: »Well pure classes should be stronger than Sub Classes
Remember that saying, I fear not the man who has practiced 1000 different kicks, I fear the man who practiced the same kick 1000 times, in this instance swap "Kicks" for "Classes" a Master should be deadlier than a Jack of all trades because if you subclass that is the path you choose, to not be a master of anything.
I'd agree if, as often suggested, we would get rid of classes from the get go and we could choose at character creation any skill line we want, skipping the requirement of first leveling each class and then releveling even slower. With the amount of effort put in, no thanks, right now subclassing should be more powerful. But sure, I agree with you if we get rid of the thousand requirements and let it be free. (The concept of class would remain, but it would be up to you if to pursue it from the start or not) - this way it would make sense, not as it is now.
EDIT: we often hear "2 Bars MUST perform better than 1 Bar because more effort MUST be rewarded!" - why shouldn't this be the case with the additional effort put into subclassing? - Remove the additional effort and I'd agree. Not otherwise.
Subclassing was not asked for, spellcrafting was. Class mastery is just a cover for finally fixing stale outdated classes.
That isn't true. This has been asked for over the years because people felt the spirit of Elder Scrolls was to mix and match whatever skills you want to on your characters. Some have argued it hasn't gone far enough in that regards.
I'm happy for the pure class buffs as someone who has a mix of subclassed and pure classes. The subclassed characters can optimize for their roles better than my pure classes since they can pick all the best passives, whereas my pure classes have less useful passives as a whole for their roles. I hope this brings them up to par a bit more.
We asked for class change tokens, subclassing was the compromise.
EDIT: we often hear "2 Bars MUST perform better than 1 Bar because more effort MUST be rewarded!" - why shouldn't this be the case with the additional effort put into subclassing? - Remove the additional effort and I'd agree. Not otherwise.
i dont think subclassing was a mistake, it just wasnt finished.
i dont think subclassing was a mistake, it just wasnt finished.
Yep, nothing wrong with subclassing itself, problem is imbalanced class skills
hybridization is the main thing that should be reverted - it removed trade offs that used to make builds distinct. Separate damage, max stat and crit.
People generally dislike a specific synergy possible with Subclassing in PvP, and another specific synergy in PvE… not the system itself.
It’s like amputating your arm for a papercut.
I’ve seen this before in a game that used to host over 100,000 concurrent active players each expansion that is now sitting at what… dropping below like 10,000 people?
Let’s do what they did./s
Imagine being a Destiny and ESO fan. 🥲
