You can always just join the masses while you wait for your chosen class to be done. Not much else to be said or done at this point.
I do understand it's pretty hard to just switch and Dragonknight is personally one of my least favorite classes to play but thinking of giving it another go at least for PVP. Might also give werewolf another go as well.
Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
CameraBeardThePirate wrote: »Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
They very much implied that changes will be to the non-reworked classes, not nerfs to the reworked classes.
"...we are discussing some interim options for the classes still awaiting their full refresh to improve your player experience in the meantime."
Which is what should happen. No reason to apply blanket nerfs to the reworked classes if the goal is to bring classes up to the same level. Add some simple numbers tweaks to the old classes to make them competitive while they wait for their reworks. Tweak a few targeted things with DK or WW if needed but something like removing passives while in PvP would just be needlessly clunky.
CameraBeardThePirate wrote: »Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
They very much implied that changes will be to the non-reworked classes, not nerfs to the reworked classes.
"...we are discussing some interim options for the classes still awaiting their full refresh to improve your player experience in the meantime."
Which is what should happen. No reason to apply blanket nerfs to the reworked classes if the goal is to bring classes up to the same level. Add some simple numbers tweaks to the old classes to make them competitive while they wait for their reworks. Tweak a few targeted things with DK or WW if needed but something like removing passives while in PvP would just be needlessly clunky.
Part of the reason why there are class masteries to begin with was so they could bridge the gap between the reworked and unworked classes. This is just my opinion, but I don't believe something that has been reworked into being strong (In this case DK and WW) should receive extra passives that makes them even more stronger than originally intended. It causes more edge cases that need to be tweaked or balanced around that can ultimately do more harm than good. See the countless nerfs pure classes got to deal with the edge cases subclassing brought.
If class masteries were disabled for both in PvP, then I do believe it would be easier for them to make adjustments to the other class masteries, because all they would have to do is balance them around the base strength of those 2 classes (Yes, I know WW isn't a class. It's easier to list them as such.). It would prevent the need from doing massive blanket nerfs to the core skills for them, and prevent giving god awful power to every other class.
Class Mastery is a new way for you to further hone your builds while also being rewarded for your steadfast dedication to your class.
With Class Mastery, you will feel more empowered than ever to hone your focus and specialize in your class’s original suite of abilities.
If you’re a fan of playing “pure” classes, the new Class Mastery system rewards your dedication with powerful new boons.
Nothing in there has to do with Classes being reworked or not. It has everything to do with rewarding playing WITHOUT Subclassing.You need to have reached max level for each of your class’s three skill lines and NOT be using Subclassing to make use of the new abilities.
They're so low so Magicka builds can also play WW. It was largely impossible to play one if you were a Mag-based character because of how high the Stam costs were. It's also why the Skills can base off Weapon or Spell Damage now, with Weapon being a bit higher but the difference not being so high that playing a Mag WW gimps you.Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
For werewolf in pvp I don’t think masteries is the big problem except sorc is strong, it’s more the resource cost. All their skills cost 1000 or less except the heal, which is 4000 at base. When I played werewolf in the past you had to heavy attack weave between burst. I mean they have a passive built for it that gives them huge stamina regains on heavies. Their skills do not match every other skill cost in the game currently by a long shot. Hopefully they change this.
Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
tomofhyrule wrote: »CameraBeardThePirate wrote: »Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
They very much implied that changes will be to the non-reworked classes, not nerfs to the reworked classes.
"...we are discussing some interim options for the classes still awaiting their full refresh to improve your player experience in the meantime."
Which is what should happen. No reason to apply blanket nerfs to the reworked classes if the goal is to bring classes up to the same level. Add some simple numbers tweaks to the old classes to make them competitive while they wait for their reworks. Tweak a few targeted things with DK or WW if needed but something like removing passives while in PvP would just be needlessly clunky.
Part of the reason why there are class masteries to begin with was so they could bridge the gap between the reworked and unworked classes. This is just my opinion, but I don't believe something that has been reworked into being strong (In this case DK and WW) should receive extra passives that makes them even more stronger than originally intended. It causes more edge cases that need to be tweaked or balanced around that can ultimately do more harm than good. See the countless nerfs pure classes got to deal with the edge cases subclassing brought.
If class masteries were disabled for both in PvP, then I do believe it would be easier for them to make adjustments to the other class masteries, because all they would have to do is balance them around the base strength of those 2 classes (Yes, I know WW isn't a class. It's easier to list them as such.). It would prevent the need from doing massive blanket nerfs to the core skills for them, and prevent giving god awful power to every other class.
I hear people repeating this all the time.
ZOS has not claimed that as a reason for Class Mastery at all. That's why DK gets it.
See their article: https://www.elderscrollsonline.com/en-us/news/post/69859
They very specifically sayClass Mastery is a new way for you to further hone your builds while also being rewarded for your steadfast dedication to your class.With Class Mastery, you will feel more empowered than ever to hone your focus and specialize in your class’s original suite of abilities.If you’re a fan of playing “pure” classes, the new Class Mastery system rewards your dedication with powerful new boons.Nothing in there has to do with Classes being reworked or not. It has everything to do with rewarding playing WITHOUT Subclassing.You need to have reached max level for each of your class’s three skill lines and NOT be using Subclassing to make use of the new abilities.

tomofhyrule wrote: »CameraBeardThePirate wrote: »Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
They very much implied that changes will be to the non-reworked classes, not nerfs to the reworked classes.
"...we are discussing some interim options for the classes still awaiting their full refresh to improve your player experience in the meantime."
Which is what should happen. No reason to apply blanket nerfs to the reworked classes if the goal is to bring classes up to the same level. Add some simple numbers tweaks to the old classes to make them competitive while they wait for their reworks. Tweak a few targeted things with DK or WW if needed but something like removing passives while in PvP would just be needlessly clunky.
Part of the reason why there are class masteries to begin with was so they could bridge the gap between the reworked and unworked classes. This is just my opinion, but I don't believe something that has been reworked into being strong (In this case DK and WW) should receive extra passives that makes them even more stronger than originally intended. It causes more edge cases that need to be tweaked or balanced around that can ultimately do more harm than good. See the countless nerfs pure classes got to deal with the edge cases subclassing brought.
If class masteries were disabled for both in PvP, then I do believe it would be easier for them to make adjustments to the other class masteries, because all they would have to do is balance them around the base strength of those 2 classes (Yes, I know WW isn't a class. It's easier to list them as such.). It would prevent the need from doing massive blanket nerfs to the core skills for them, and prevent giving god awful power to every other class.
I hear people repeating this all the time.
ZOS has not claimed that as a reason for Class Mastery at all. That's why DK gets it.
See their article: https://www.elderscrollsonline.com/en-us/news/post/69859
They very specifically sayClass Mastery is a new way for you to further hone your builds while also being rewarded for your steadfast dedication to your class.With Class Mastery, you will feel more empowered than ever to hone your focus and specialize in your class’s original suite of abilities.If you’re a fan of playing “pure” classes, the new Class Mastery system rewards your dedication with powerful new boons.Nothing in there has to do with Classes being reworked or not. It has everything to do with rewarding playing WITHOUT Subclassing.You need to have reached max level for each of your class’s three skill lines and NOT be using Subclassing to make use of the new abilities.
You keep hearing people say it because it's exactly what they have listed in the goals when the showcased it. "Stop gap measure between class reworks" and "Will be adjusted as we go through reworks". Yes, it was primarily for bridging subclassing and pure classing, but that was not and is not the only goal of it. Wheeler even said in the february stream that "It's to address a couple of problems where it's the power gap between the people who are pure class and subclassing, but also to try and help address the my class isn't getting hit until x period of time, therefore why would I still play my class?". It cannot be any more clearer than that.
tomofhyrule wrote: »tomofhyrule wrote: »CameraBeardThePirate wrote: »Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
They very much implied that changes will be to the non-reworked classes, not nerfs to the reworked classes.
"...we are discussing some interim options for the classes still awaiting their full refresh to improve your player experience in the meantime."
Which is what should happen. No reason to apply blanket nerfs to the reworked classes if the goal is to bring classes up to the same level. Add some simple numbers tweaks to the old classes to make them competitive while they wait for their reworks. Tweak a few targeted things with DK or WW if needed but something like removing passives while in PvP would just be needlessly clunky.
Part of the reason why there are class masteries to begin with was so they could bridge the gap between the reworked and unworked classes. This is just my opinion, but I don't believe something that has been reworked into being strong (In this case DK and WW) should receive extra passives that makes them even more stronger than originally intended. It causes more edge cases that need to be tweaked or balanced around that can ultimately do more harm than good. See the countless nerfs pure classes got to deal with the edge cases subclassing brought.
If class masteries were disabled for both in PvP, then I do believe it would be easier for them to make adjustments to the other class masteries, because all they would have to do is balance them around the base strength of those 2 classes (Yes, I know WW isn't a class. It's easier to list them as such.). It would prevent the need from doing massive blanket nerfs to the core skills for them, and prevent giving god awful power to every other class.
I hear people repeating this all the time.
ZOS has not claimed that as a reason for Class Mastery at all. That's why DK gets it.
See their article: https://www.elderscrollsonline.com/en-us/news/post/69859
They very specifically sayClass Mastery is a new way for you to further hone your builds while also being rewarded for your steadfast dedication to your class.With Class Mastery, you will feel more empowered than ever to hone your focus and specialize in your class’s original suite of abilities.If you’re a fan of playing “pure” classes, the new Class Mastery system rewards your dedication with powerful new boons.Nothing in there has to do with Classes being reworked or not. It has everything to do with rewarding playing WITHOUT Subclassing.You need to have reached max level for each of your class’s three skill lines and NOT be using Subclassing to make use of the new abilities.
You keep hearing people say it because it's exactly what they have listed in the goals when the showcased it. "Stop gap measure between class reworks" and "Will be adjusted as we go through reworks". Yes, it was primarily for bridging subclassing and pure classing, but that was not and is not the only goal of it. Wheeler even said in the february stream that "It's to address a couple of problems where it's the power gap between the people who are pure class and subclassing, but also to try and help address the my class isn't getting hit until x period of time, therefore why would I still play my class?". It cannot be any more clearer than that.
So... it was meant to do both, primarily to balance between pure and subclassing?
Ok, so then why are you campaigning for them to be removed from DK? Correct me if I'm wrong, but Subclassing still exists, right? So DK having masteries is still relevant to address that first point, right?
They did say they'd adjust them over time. And they have - notice how different they are now from what they were during that stream. And they said Warden's were designed to be simple so they could be changed.
But you still have not addressed the fact that they also claimed that Masteries were designed to balance between pure and subclassing, and therefore it is appropriate for classes which have had the rework to still have them.
tomofhyrule wrote: »tomofhyrule wrote: »CameraBeardThePirate wrote: »Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
They very much implied that changes will be to the non-reworked classes, not nerfs to the reworked classes.
"...we are discussing some interim options for the classes still awaiting their full refresh to improve your player experience in the meantime."
Which is what should happen. No reason to apply blanket nerfs to the reworked classes if the goal is to bring classes up to the same level. Add some simple numbers tweaks to the old classes to make them competitive while they wait for their reworks. Tweak a few targeted things with DK or WW if needed but something like removing passives while in PvP would just be needlessly clunky.
Part of the reason why there are class masteries to begin with was so they could bridge the gap between the reworked and unworked classes. This is just my opinion, but I don't believe something that has been reworked into being strong (In this case DK and WW) should receive extra passives that makes them even more stronger than originally intended. It causes more edge cases that need to be tweaked or balanced around that can ultimately do more harm than good. See the countless nerfs pure classes got to deal with the edge cases subclassing brought.
If class masteries were disabled for both in PvP, then I do believe it would be easier for them to make adjustments to the other class masteries, because all they would have to do is balance them around the base strength of those 2 classes (Yes, I know WW isn't a class. It's easier to list them as such.). It would prevent the need from doing massive blanket nerfs to the core skills for them, and prevent giving god awful power to every other class.
I hear people repeating this all the time.
ZOS has not claimed that as a reason for Class Mastery at all. That's why DK gets it.
See their article: https://www.elderscrollsonline.com/en-us/news/post/69859
They very specifically sayClass Mastery is a new way for you to further hone your builds while also being rewarded for your steadfast dedication to your class.With Class Mastery, you will feel more empowered than ever to hone your focus and specialize in your class’s original suite of abilities.If you’re a fan of playing “pure” classes, the new Class Mastery system rewards your dedication with powerful new boons.Nothing in there has to do with Classes being reworked or not. It has everything to do with rewarding playing WITHOUT Subclassing.You need to have reached max level for each of your class’s three skill lines and NOT be using Subclassing to make use of the new abilities.
You keep hearing people say it because it's exactly what they have listed in the goals when the showcased it. "Stop gap measure between class reworks" and "Will be adjusted as we go through reworks". Yes, it was primarily for bridging subclassing and pure classing, but that was not and is not the only goal of it. Wheeler even said in the february stream that "It's to address a couple of problems where it's the power gap between the people who are pure class and subclassing, but also to try and help address the my class isn't getting hit until x period of time, therefore why would I still play my class?". It cannot be any more clearer than that.
So... it was meant to do both, primarily to balance between pure and subclassing?
Ok, so then why are you campaigning for them to be removed from DK? Correct me if I'm wrong, but Subclassing still exists, right? So DK having masteries is still relevant to address that first point, right?
They did say they'd adjust them over time. And they have - notice how different they are now from what they were during that stream. And they said Warden's were designed to be simple so they could be changed.
But you still have not addressed the fact that they also claimed that Masteries were designed to balance between pure and subclassing, and therefore it is appropriate for classes which have had the rework to still have them.
ItsNotLiving wrote: »Throw warden, necro, templar, arcanist, and nightblade right in the dumpster and let all the ego duelers or cmx parsers play DK and Sorc on an empty server indefinitely.



I'm now taking them not mentioning warden at all as a sign that they were in fact already behind on the refresh... and as bad as it sounds, I could see that playing a part in the decision to move forward with layoffs.warden should have been mostly ready before layoffs hit, it was just 1.5 months before planned release, it should have been late stage of testing and final adjustments. pushing in for at least half a year ahead means they very likely did almost nothing esp considering how they ignored all the questions about a warden. I am starting to have hard times finding excuses for ZoS
tomofhyrule wrote: »tomofhyrule wrote: »CameraBeardThePirate wrote: »Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
They very much implied that changes will be to the non-reworked classes, not nerfs to the reworked classes.
"...we are discussing some interim options for the classes still awaiting their full refresh to improve your player experience in the meantime."
Which is what should happen. No reason to apply blanket nerfs to the reworked classes if the goal is to bring classes up to the same level. Add some simple numbers tweaks to the old classes to make them competitive while they wait for their reworks. Tweak a few targeted things with DK or WW if needed but something like removing passives while in PvP would just be needlessly clunky.
Part of the reason why there are class masteries to begin with was so they could bridge the gap between the reworked and unworked classes. This is just my opinion, but I don't believe something that has been reworked into being strong (In this case DK and WW) should receive extra passives that makes them even more stronger than originally intended. It causes more edge cases that need to be tweaked or balanced around that can ultimately do more harm than good. See the countless nerfs pure classes got to deal with the edge cases subclassing brought.
If class masteries were disabled for both in PvP, then I do believe it would be easier for them to make adjustments to the other class masteries, because all they would have to do is balance them around the base strength of those 2 classes (Yes, I know WW isn't a class. It's easier to list them as such.). It would prevent the need from doing massive blanket nerfs to the core skills for them, and prevent giving god awful power to every other class.
I hear people repeating this all the time.
ZOS has not claimed that as a reason for Class Mastery at all. That's why DK gets it.
See their article: https://www.elderscrollsonline.com/en-us/news/post/69859
They very specifically sayClass Mastery is a new way for you to further hone your builds while also being rewarded for your steadfast dedication to your class.With Class Mastery, you will feel more empowered than ever to hone your focus and specialize in your class’s original suite of abilities.If you’re a fan of playing “pure” classes, the new Class Mastery system rewards your dedication with powerful new boons.Nothing in there has to do with Classes being reworked or not. It has everything to do with rewarding playing WITHOUT Subclassing.You need to have reached max level for each of your class’s three skill lines and NOT be using Subclassing to make use of the new abilities.
You keep hearing people say it because it's exactly what they have listed in the goals when the showcased it. "Stop gap measure between class reworks" and "Will be adjusted as we go through reworks". Yes, it was primarily for bridging subclassing and pure classing, but that was not and is not the only goal of it. Wheeler even said in the february stream that "It's to address a couple of problems where it's the power gap between the people who are pure class and subclassing, but also to try and help address the my class isn't getting hit until x period of time, therefore why would I still play my class?". It cannot be any more clearer than that.
So... it was meant to do both, primarily to balance between pure and subclassing?
Ok, so then why are you campaigning for them to be removed from DK? Correct me if I'm wrong, but Subclassing still exists, right? So DK having masteries is still relevant to address that first point, right?
They did say they'd adjust them over time. And they have - notice how different they are now from what they were during that stream. And they said Warden's were designed to be simple so they could be changed.
But you still have not addressed the fact that they also claimed that Masteries were designed to balance between pure and subclassing, and therefore it is appropriate for classes which have had the rework to still have them.
I understand masteries are a good band aid fix for other classes to bridge the gap between pure class and subclass builds until they get their reworks.tomofhyrule wrote: »tomofhyrule wrote: »CameraBeardThePirate wrote: »Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
They very much implied that changes will be to the non-reworked classes, not nerfs to the reworked classes.
"...we are discussing some interim options for the classes still awaiting their full refresh to improve your player experience in the meantime."
Which is what should happen. No reason to apply blanket nerfs to the reworked classes if the goal is to bring classes up to the same level. Add some simple numbers tweaks to the old classes to make them competitive while they wait for their reworks. Tweak a few targeted things with DK or WW if needed but something like removing passives while in PvP would just be needlessly clunky.
Part of the reason why there are class masteries to begin with was so they could bridge the gap between the reworked and unworked classes. This is just my opinion, but I don't believe something that has been reworked into being strong (In this case DK and WW) should receive extra passives that makes them even more stronger than originally intended. It causes more edge cases that need to be tweaked or balanced around that can ultimately do more harm than good. See the countless nerfs pure classes got to deal with the edge cases subclassing brought.
If class masteries were disabled for both in PvP, then I do believe it would be easier for them to make adjustments to the other class masteries, because all they would have to do is balance them around the base strength of those 2 classes (Yes, I know WW isn't a class. It's easier to list them as such.). It would prevent the need from doing massive blanket nerfs to the core skills for them, and prevent giving god awful power to every other class.
I hear people repeating this all the time.
ZOS has not claimed that as a reason for Class Mastery at all. That's why DK gets it.
See their article: https://www.elderscrollsonline.com/en-us/news/post/69859
They very specifically sayClass Mastery is a new way for you to further hone your builds while also being rewarded for your steadfast dedication to your class.With Class Mastery, you will feel more empowered than ever to hone your focus and specialize in your class’s original suite of abilities.If you’re a fan of playing “pure” classes, the new Class Mastery system rewards your dedication with powerful new boons.Nothing in there has to do with Classes being reworked or not. It has everything to do with rewarding playing WITHOUT Subclassing.You need to have reached max level for each of your class’s three skill lines and NOT be using Subclassing to make use of the new abilities.
You keep hearing people say it because it's exactly what they have listed in the goals when the showcased it. "Stop gap measure between class reworks" and "Will be adjusted as we go through reworks". Yes, it was primarily for bridging subclassing and pure classing, but that was not and is not the only goal of it. Wheeler even said in the february stream that "It's to address a couple of problems where it's the power gap between the people who are pure class and subclassing, but also to try and help address the my class isn't getting hit until x period of time, therefore why would I still play my class?". It cannot be any more clearer than that.
So... it was meant to do both, primarily to balance between pure and subclassing?
Ok, so then why are you campaigning for them to be removed from DK? Correct me if I'm wrong, but Subclassing still exists, right? So DK having masteries is still relevant to address that first point, right?
They did say they'd adjust them over time. And they have - notice how different they are now from what they were during that stream. And they said Warden's were designed to be simple so they could be changed.
But you still have not addressed the fact that they also claimed that Masteries were designed to balance between pure and subclassing, and therefore it is appropriate for classes which have had the rework to still have them.
CameraBeardThePirate wrote: »I understand masteries are a good band aid fix for other classes to bridge the gap between pure class and subclass builds until they get their reworks.tomofhyrule wrote: »tomofhyrule wrote: »CameraBeardThePirate wrote: »Kevin mentioned in the reddit thread that there are changes coming that will ease the pressure off the WW and DK meta, so at least that is something to look forward to. They can start by disabling class masteries for both in PvP, but some of their tooltips need to be adjusted too. I also hope more is also done with the class masteries for the other classes. The biggest problem with the old timeline was the reworked classes being miles ahead of the unworked classes, but seeing them address this issue with the new timeline is one of the only positive things that can be taken away from this recent news.
They very much implied that changes will be to the non-reworked classes, not nerfs to the reworked classes.
"...we are discussing some interim options for the classes still awaiting their full refresh to improve your player experience in the meantime."
Which is what should happen. No reason to apply blanket nerfs to the reworked classes if the goal is to bring classes up to the same level. Add some simple numbers tweaks to the old classes to make them competitive while they wait for their reworks. Tweak a few targeted things with DK or WW if needed but something like removing passives while in PvP would just be needlessly clunky.
Part of the reason why there are class masteries to begin with was so they could bridge the gap between the reworked and unworked classes. This is just my opinion, but I don't believe something that has been reworked into being strong (In this case DK and WW) should receive extra passives that makes them even more stronger than originally intended. It causes more edge cases that need to be tweaked or balanced around that can ultimately do more harm than good. See the countless nerfs pure classes got to deal with the edge cases subclassing brought.
If class masteries were disabled for both in PvP, then I do believe it would be easier for them to make adjustments to the other class masteries, because all they would have to do is balance them around the base strength of those 2 classes (Yes, I know WW isn't a class. It's easier to list them as such.). It would prevent the need from doing massive blanket nerfs to the core skills for them, and prevent giving god awful power to every other class.
I hear people repeating this all the time.
ZOS has not claimed that as a reason for Class Mastery at all. That's why DK gets it.
See their article: https://www.elderscrollsonline.com/en-us/news/post/69859
They very specifically sayClass Mastery is a new way for you to further hone your builds while also being rewarded for your steadfast dedication to your class.With Class Mastery, you will feel more empowered than ever to hone your focus and specialize in your class’s original suite of abilities.If you’re a fan of playing “pure” classes, the new Class Mastery system rewards your dedication with powerful new boons.Nothing in there has to do with Classes being reworked or not. It has everything to do with rewarding playing WITHOUT Subclassing.You need to have reached max level for each of your class’s three skill lines and NOT be using Subclassing to make use of the new abilities.
You keep hearing people say it because it's exactly what they have listed in the goals when the showcased it. "Stop gap measure between class reworks" and "Will be adjusted as we go through reworks". Yes, it was primarily for bridging subclassing and pure classing, but that was not and is not the only goal of it. Wheeler even said in the february stream that "It's to address a couple of problems where it's the power gap between the people who are pure class and subclassing, but also to try and help address the my class isn't getting hit until x period of time, therefore why would I still play my class?". It cannot be any more clearer than that.
So... it was meant to do both, primarily to balance between pure and subclassing?
Ok, so then why are you campaigning for them to be removed from DK? Correct me if I'm wrong, but Subclassing still exists, right? So DK having masteries is still relevant to address that first point, right?
They did say they'd adjust them over time. And they have - notice how different they are now from what they were during that stream. And they said Warden's were designed to be simple so they could be changed.
But you still have not addressed the fact that they also claimed that Masteries were designed to balance between pure and subclassing, and therefore it is appropriate for classes which have had the rework to still have them.
Except that was never the intended purpose of class masteries. It wasn't to bridge the gap until they got reworked, it was made to be a permanent addition in order to give a downside to subclassing.
Class masteries were introduced because subclassing was introduced without a downside, causing the meta to converge on Tome/X/Assassin builds in PvE and Animal/Assassin/Storm builds in PvP.
Subclassing shouldn't have been introduced without a downside. You need to have some sort of sacrifice. In other games like DnD, if you multiclass you sacrifice your ability to reach higher level class features in any one class.
Subclassing is still great for very niche builds (see specific ballgroup builds in PvP, support setups in PvE, etc). That's how it should be.