ItsNotLiving wrote: »It’s been a year, more and more players are just quitting the game. Every joke of ZoS just doubling down has been said. It’s not fun, it’s not immersive, it’s not what a majority of of players like, I just don’t understand why not walk it back. Same as hybridization.
In this case it's mainly about PVE. Demanding everyone plays the beam-build of the month from <fansite> is an easy way for novice raid leaders to increase their PUG's chance of success. In PVP you can't do much when your teammates aren't up to scratch, and it only really matters in BGs anyway.I believe the only players subclassing troubles are the PvP players. In an MMORPG, PvP should be a side hustle ,not the focus of development.
tomofhyrule wrote: »I love the number of people who claim "there is no evidence that Subclassing made people leave the game!" while also stressing "Subclassing brought so many people back and the majority of people love it." You do realize that there's no evidence in that direction either, right?
Subclassing is here and it's not going anywhere, whether people want it here or not. "Please remove it!" is a stupid request and will never be taken seriously. But on the other hand, let's not pretend that "lol just don't use it!" is a valid argument either.
Tales of Tribute was not a popular addition, but it's easy to ignore. If you don't like it, you really don't have to engage with it at all. But that is simply no avoiding Subclassing - if you don't personally want to engage with it, you can't go into a PvP or PvE zone where no other people are using it. And with the balance the way it is, not using it places you at a severe disadvantage. It's the idea of showing up to a math exam without a calculator while everyone else has a computer giving them the answers - who do you think has a better chance of winning there?
"but but but lol you don't have to deal with other people!" It's an MMO. Full stop. Even if you don't personally play it as one. It is an MMO. You will be playing with or against other people.
No business is ever going to give us the direct data. But let's just look at some timelines to see if we can glean any information from things:Just looking at how things have gone, this does not scream "Subclassing was a wonderful thing that brought so many people to the game!" It really reads a lot closer to "Oh [snip], we need to UNO reverse this fast."
- April 2025: Subclassing is announced and shown off on the Test server
- April 2025: The PTS feedback thread about Subclassing is all about how it is completely unbalanced and many interactions (e.g. pet limits) are overlooked.
- May 2025: ZOS releases their developer deep dive, telling players that it is intended that Subclassing have trade-offs and be on a similar power level to non-Subclassed builds. Players who have tested on PTS immediately counter that those claims are unequivocally false based on PTS data.
- June 2025: Subclassing releases
- July 2025: We get an entire forum thread asking about how Subclassing (and basegame Scribing) have affected our playstyle. The questions asked are written to be incredibly leading, as if it only wants to hear that the results were positive, and yet the thread's general feelings are mixed between people who absolutely love it and those who detest it. Balance is continually noted as a major problem.
- September 2025: ESO asks players to fill out surveys about the Classes, notably stressing how they are seen in the absence of Subclassing.
- December 2025: ZOS admits that Subclassing is objectively stronger than not "by a large margin for several reasons," and announces plans to put all other combat features on hold for two years while refreshing each Class one by one.
- January 2026: The DK update is revealed, also saying the goal of all of the reworks is to make each line have skills for all roles, thereby reducing the ability to stack all skills/passives for one single role.
- March 2025: We get the information about Class Mastery as a way to incentivize purclass builds.
In a perfect world, the balance and refreshes would have been done before Subclassing so that Subclassing actually had pros and cons along the way (imagine that, needing to make choices in an RPG instead of getting all the benefits with none of the drawbacks). I'd even have then removed the petty restrictions Subclassing does have that are meaningless to a levelled character (double skill costs, low XP gain, and unnecessary restrictions on needing to keep a base line or not being able to take two lines of one class).
But the balance had to have been there first.
As it stands, the poor balance (which coerced people into Subclassing even if they didn't want to because they needed to stay competitive) really soured people on it in the first place.
spartaxoxo wrote: »Subclassing is a balance problem not a system problem.
Major_Mangle wrote: »The least ZOS could do is to rename it to multiclassing, because it´s by no means "subclassing" by traditional standards.
In this case it's mainly about PVE. Demanding everyone plays the beam-build of the month from <fansite> is an easy way for novice raid leaders to increase their PUG's chance of success. In PVP you can't do much when your teammates aren't up to scratch, and it only really matters in BGs anyway.I believe the only players subclassing troubles are the PvP players. In an MMORPG, PvP should be a side hustle ,not the focus of development.
In this case it's mainly about PVE. Demanding everyone plays the beam-build of the month from <fansite> is an easy way for novice raid leaders to increase their PUG's chance of success. In PVP you can't do much when your teammates aren't up to scratch, and it only really matters in BGs anyway.I believe the only players subclassing troubles are the PvP players. In an MMORPG, PvP should be a side hustle ,not the focus of development.
Why would anyone play that way? Sounds more like homework then entertainment.
In this case it's mainly about PVE. Demanding everyone plays the beam-build of the month from <fansite> is an easy way for novice raid leaders to increase their PUG's chance of success. In PVP you can't do much when your teammates aren't up to scratch, and it only really matters in BGs anyway.I believe the only players subclassing troubles are the PvP players. In an MMORPG, PvP should be a side hustle ,not the focus of development.
Why would anyone play that way? Sounds more like homework then entertainment.
Same as any team sport. If you want the title, you have to be a team player.
Team implies that everyone is on the same page, though. If you don't want to do XYZ but the others are convinced that everyone needs to, you may be in the wrong team. Complaining that XYZ took the fun out of the game is one option...
Seraphayel wrote: »Subclassing honestly is a great feature. It was ill-conceived when they released it without proper balancing pure classes, but Class Mastery will change that. And in that regard, it‘s just a great feature that allows a lot of fun / diverse builds.
Seraphayel wrote: »Subclassing honestly is a great feature. It was ill-conceived when they released it without proper balancing pure classes, but Class Mastery will change that. And in that regard, it‘s just a great feature that allows a lot of fun / diverse builds.
Class mastery alone won't change it. The inherent imbalance was rooted in having two different class designs.
Base game classes have mixed skill lines. DLC classes have distinct tank, heal, dps skill lines. The class refresh seeks to alter that, with all classes having mixed skill lines BUT the last class to be refreshed is Arcanist - a DLC class - and whose rework is 18 - 24 months away.
Seraphayel wrote: »Seraphayel wrote: »Subclassing honestly is a great feature. It was ill-conceived when they released it without proper balancing pure classes, but Class Mastery will change that. And in that regard, it‘s just a great feature that allows a lot of fun / diverse builds.
Class mastery alone won't change it. The inherent imbalance was rooted in having two different class designs.
Base game classes have mixed skill lines. DLC classes have distinct tank, heal, dps skill lines. The class refresh seeks to alter that, with all classes having mixed skill lines BUT the last class to be refreshed is Arcanist - a DLC class - and whose rework is 18 - 24 months away.
Class Mastery is exactly changing that with the upcoming patch. Some classes will be stronger in a pure build, some will be stronger in a mixed subclassed build. That means win win for everyone.
In this case it's mainly about PVE. Demanding everyone plays the beam-build of the month from <fansite> is an easy way for novice raid leaders to increase their PUG's chance of success. In PVP you can't do much when your teammates aren't up to scratch, and it only really matters in BGs anyway.
Seraphayel wrote: »Seraphayel wrote: »Subclassing honestly is a great feature. It was ill-conceived when they released it without proper balancing pure classes, but Class Mastery will change that. And in that regard, it‘s just a great feature that allows a lot of fun / diverse builds.
Class mastery alone won't change it. The inherent imbalance was rooted in having two different class designs.
Base game classes have mixed skill lines. DLC classes have distinct tank, heal, dps skill lines. The class refresh seeks to alter that, with all classes having mixed skill lines BUT the last class to be refreshed is Arcanist - a DLC class - and whose rework is 18 - 24 months away.
Class Mastery is exactly changing that with the upcoming patch. Some classes will be stronger in a pure build, some will be stronger in a mixed subclassed build. That means win win for everyone.
DK is the only class that has been reworked thus far. Non-reworked classes still lag far behind sub-classed builds, even with the class masteries, which for most are lacklustre.
Seraphayel wrote: »Seraphayel wrote: »Seraphayel wrote: »Subclassing honestly is a great feature. It was ill-conceived when they released it without proper balancing pure classes, but Class Mastery will change that. And in that regard, it‘s just a great feature that allows a lot of fun / diverse builds.
Class mastery alone won't change it. The inherent imbalance was rooted in having two different class designs.
Base game classes have mixed skill lines. DLC classes have distinct tank, heal, dps skill lines. The class refresh seeks to alter that, with all classes having mixed skill lines BUT the last class to be refreshed is Arcanist - a DLC class - and whose rework is 18 - 24 months away.
Class Mastery is exactly changing that with the upcoming patch. Some classes will be stronger in a pure build, some will be stronger in a mixed subclassed build. That means win win for everyone.
DK is the only class that has been reworked thus far. Non-reworked classes still lag far behind sub-classed builds, even with the class masteries, which for most are lacklustre.
This simply isn’t true anymore with the upcoming update where class masteries will benefit several pure-class-builds.
Seraphayel wrote: »Seraphayel wrote: »Seraphayel wrote: »Subclassing honestly is a great feature. It was ill-conceived when they released it without proper balancing pure classes, but Class Mastery will change that. And in that regard, it‘s just a great feature that allows a lot of fun / diverse builds.
Class mastery alone won't change it. The inherent imbalance was rooted in having two different class designs.
Base game classes have mixed skill lines. DLC classes have distinct tank, heal, dps skill lines. The class refresh seeks to alter that, with all classes having mixed skill lines BUT the last class to be refreshed is Arcanist - a DLC class - and whose rework is 18 - 24 months away.
Class Mastery is exactly changing that with the upcoming patch. Some classes will be stronger in a pure build, some will be stronger in a mixed subclassed build. That means win win for everyone.
DK is the only class that has been reworked thus far. Non-reworked classes still lag far behind sub-classed builds, even with the class masteries, which for most are lacklustre.
This simply isn’t true anymore with the upcoming update where class masteries will benefit several pure-class-builds.
The class masteries boost pure-classes from where they are now, but outside of one or two niche builds total pure-classes still lag far behind sub-classed builds. The current tranche of class masteries are not good enough.
Seraphayel wrote: »Seraphayel wrote: »Seraphayel wrote: »Subclassing honestly is a great feature. It was ill-conceived when they released it without proper balancing pure classes, but Class Mastery will change that. And in that regard, it‘s just a great feature that allows a lot of fun / diverse builds.
Class mastery alone won't change it. The inherent imbalance was rooted in having two different class designs.
Base game classes have mixed skill lines. DLC classes have distinct tank, heal, dps skill lines. The class refresh seeks to alter that, with all classes having mixed skill lines BUT the last class to be refreshed is Arcanist - a DLC class - and whose rework is 18 - 24 months away.
Class Mastery is exactly changing that with the upcoming patch. Some classes will be stronger in a pure build, some will be stronger in a mixed subclassed build. That means win win for everyone.
DK is the only class that has been reworked thus far. Non-reworked classes still lag far behind sub-classed builds, even with the class masteries, which for most are lacklustre.
This simply isn’t true anymore with the upcoming update where class masteries will benefit several pure-class-builds.
The class masteries boost pure-classes from where they are now, but outside of one or two niche builds total pure-classes still lag far behind sub-classed builds. The current tranche of class masteries are not good enough.
My brother plays templar and joked that for him to give up subclassing in a PvP context, Templar would have to have a 5 effect auto cleanse over a timed interval as a mastery. I told him "that ain't happening" and we both laughed about it because we know that without something that powerful, it's a skip because we can use subclassing to build in a way that allows that to happen without the masteries or limitation of Templar's subpar skill toolkit.
Seraphayel wrote: »My brother plays templar and joked that for him to give up subclassing in a PvP context, Templar would have to have a 5 effect auto cleanse over a timed interval as a mastery. I told him "that ain't happening" and we both laughed about it because we know that without something that powerful, it's a skip because we can use subclassing to build in a way that allows that to happen without the masteries or limitation of Templar's subpar skill toolkit.
Templar is getting some of the best class masteries (for PvP), so I don't get this either. Class masteries might not be perfect yet, but they are a great step towards striking a balance between pure classes and subclassing.
What?Seraphayel wrote: »My brother plays templar and joked that for him to give up subclassing in a PvP context, Templar would have to have a 5 effect auto cleanse over a timed interval as a mastery. I told him "that ain't happening" and we both laughed about it because we know that without something that powerful, it's a skip because we can use subclassing to build in a way that allows that to happen without the masteries or limitation of Templar's subpar skill toolkit.
Templar is getting some of the best class masteries (for PvP), so I don't get this either. Class masteries might not be perfect yet, but they are a great step towards striking a balance between pure classes and subclassing.
Adding more weapon and spell damage, adding more healing, adding more block mitigation -- who cares?
At some point none of this matters in an actual PvP encounter.
What?Seraphayel wrote: »My brother plays templar and joked that for him to give up subclassing in a PvP context, Templar would have to have a 5 effect auto cleanse over a timed interval as a mastery. I told him "that ain't happening" and we both laughed about it because we know that without something that powerful, it's a skip because we can use subclassing to build in a way that allows that to happen without the masteries or limitation of Templar's subpar skill toolkit.
Templar is getting some of the best class masteries (for PvP), so I don't get this either. Class masteries might not be perfect yet, but they are a great step towards striking a balance between pure classes and subclassing.
Adding more weapon and spell damage, adding more healing, adding more block mitigation -- who cares?
At some point none of this matters in an actual PvP encounter.All these matter greatly in an actual pvp encounter. The only playstyles that will still be definitely outperforming are pvp tanks and probably some gank setups. Ofc running a pure class needs more work of thought and isnt as easy as the two really easy playstyles i mentioned but if you know what you do, most pure classes will at least be on subclass level.
Seraphayel wrote: »Seraphayel wrote: »Seraphayel wrote: »Seraphayel wrote: »Subclassing honestly is a great feature. It was ill-conceived when they released it without proper balancing pure classes, but Class Mastery will change that. And in that regard, it‘s just a great feature that allows a lot of fun / diverse builds.
Class mastery alone won't change it. The inherent imbalance was rooted in having two different class designs.
Base game classes have mixed skill lines. DLC classes have distinct tank, heal, dps skill lines. The class refresh seeks to alter that, with all classes having mixed skill lines BUT the last class to be refreshed is Arcanist - a DLC class - and whose rework is 18 - 24 months away.
Class Mastery is exactly changing that with the upcoming patch. Some classes will be stronger in a pure build, some will be stronger in a mixed subclassed build. That means win win for everyone.
DK is the only class that has been reworked thus far. Non-reworked classes still lag far behind sub-classed builds, even with the class masteries, which for most are lacklustre.
This simply isn’t true anymore with the upcoming update where class masteries will benefit several pure-class-builds.
The class masteries boost pure-classes from where they are now, but outside of one or two niche builds total pure-classes still lag far behind sub-classed builds. The current tranche of class masteries are not good enough.
But they are?
Some classes will be stronger with a pure build in U50, others will still be stronger with subclassing. "Still lag far behind" is also heavily exaggerated.
It also has been communicated several times that class masteries are subject to change so they can adjust pure builds and mixed builds constantly. I really don't see what your problem is with this approach.My brother plays templar and joked that for him to give up subclassing in a PvP context, Templar would have to have a 5 effect auto cleanse over a timed interval as a mastery. I told him "that ain't happening" and we both laughed about it because we know that without something that powerful, it's a skip because we can use subclassing to build in a way that allows that to happen without the masteries or limitation of Templar's subpar skill toolkit.
Templar is getting some of the best class masteries (for PvP), so I don't get this either. Class masteries might not be perfect yet, but they are a great step towards striking a balance between pure classes and subclassing.
Templar is getting what in PvP now?! That's hilarious. Templar's PvP problems stem from the lack of burst damage. What's getting added? Judgement? 1,500 extra damage on Templar skills halved against players (750) and further subject to Battle Spirit (325). OMG so OP!
Seraphayel wrote: »Templar is getting what in PvP now?! That's hilarious. Templar's PvP problems stem from the lack of burst damage. What's getting added? Judgement? 1,500 extra damage on Templar skills halved against players (750) and further subject to Battle Spirit (325). OMG so OP!
Sure, let‘s just completely ignore the busted defensive class masteries because Templar doesn’t get the strongest offensive ones…
As you’ve said, the difference is context.
Seraphayel wrote: »Templar is getting what in PvP now?! That's hilarious. Templar's PvP problems stem from the lack of burst damage. What's getting added? Judgement? 1,500 extra damage on Templar skills halved against players (750) and further subject to Battle Spirit (325). OMG so OP!
Sure, let‘s just completely ignore the busted defensive class masteries because Templar doesn’t get the strongest offensive ones…
As you’ve said, the difference is context.