
Class Masteries are meant for people with pure class. That‘s it.
Because ZOS doesn't understand that what made subclassing popular was that fact that it allowed flexibility -- something that class masteries cannot replicate. Let's be honest, on most of the bottom classes (esp. in PvP) most of the skills are either unslottable or they do too little to justify slotting them.
Some classes don't even have a reliable way to get major prophecy on both bars using 1 slottable skill, missing proper access to buffs on demand, etc.
Subclassing gives us the option to remove a skill line and fix those issues, since ZOS isn't interested in actually doing so for every class or buffing the generic sources of these buffs. Maybe they will in some future that may never come, but no one cares about a maybe -- we care about the now and what is definite.
What that means is that the mastery system actually works against the players on the classes with lacking skill lines and ultimately offers nothing.
Templar is one of the better examples in PvP. You can get masteries, but they offer little to nothing that templar didn't already have enough of, and in an actual combat situation make little difference except when running in a group. Certainly not as much difference as subclassing.
Templar healer: actually lacks enough healing -- crazy statement, but reality. Compared to warden, templar healer is inferior in every way and has been for a long time. It doesn't help that restoration staff is a lackluster skill line outside of its ult, and that beyond sticky HoT stacking none of the skills are used by the majority of players wielding one. If it didn't give increased magicka back, I wonder how many would even slot it?
There is no universe where I would take two masteries over warden subclass, which gives me more skills to slot, minor toughness, and more major mending uptime in addition to Tree Ult (which I consider better than templar's healing ult). Oh and there's Lotus Blossom to alleviate the crit issue templars have
Subclassing alleviates the issue the class has with skills that simply aren't slottable and missing buffs. If you want to currently use the masteries -- which are the excuse for not buffing up skill lines immediately on classes that are behind in either PvP or PvE -- then you have to give that up and actually lose out more in reality than you could potentailly gain.
Now ZOS is also nerfing templar by changing minor prophecy to a resistance buff. This esentially makes the skill line not worth slotting at all in PvP or solo contexts unless ZOS immediately adjusts the skill line to compensate for it. Templar's "Dawn Wrath" skill line has already been nerfed to the point that it's mainly a tank line in my eyes than a damage one, and with the changes to the passive, there's no reason for me to bother with the skill line.
TLDR: So let's recap
1. ZOS releases subclassing
2. Subclassing alleviates problems with classes like templar that have issues in PvP (though I also don't run a pure templar in PvE when I am solo). I can get on-demand buffs that the class is missing that can result in a victory or defeat.
3. For whatever reason, ZOS decides to buff "pure classes" but forgot that not all pure classes are equal and some literally have unslottable skills because they offer no real utility or value, even vs. scribed ones.
4. The restriction is applied and the classes that have issues are told to wait some time in the future for an "update" that has no real time table, has been pushed back. It essentially means that for anyone not willing to run the original terrible skill lines on a class like templar, you aren't getting buffed even though ZOS themselves acknowledges these classes all need a buff after DK
You cannot make up how bad balance is in the game, and how it's becoming worse because the dev team simply does not understand player behavior. Instead of listening to a player that wants to restrict players like the person above that has a vendetta against subclassing for some reason, let players embrace freedom. At least until you actually rework these classes.
The game is supposed to be about fun, yet in PvE I'm stuck with the same boring combinations from over 10 years ago s a pure class, and in PvP I just have to fight an uphill battle against a DK that wins by a landslide.
Exactly how this is viewed as good balance or even engaging by anyone on the development team is baffling. I don't know about anyone else, but I didn't enjoy pure classing before subclassing and would just swap classes half the time because the pure classes I use most both suck in PvP.
And I feel the compensation for pure classing is inadequate, especially on templar. It could be a different story if scribing were a better system and expanded upon, but no. That's not happening; instead what we get told is to wait for a rework years down the line.
The situation is terrible, but it does not have to be this way. It is this way because someone wants it to be. And that's the ultimate insult to anyone playing the game and disappointed with balance at any level.
Class Masteries are meant for people with pure class. That‘s it.
There are multiple stages for being a Vampire from my understanding. No matter what stage you’re at your considered a vampire.
If someone has 2 skill lines from the same class they should be considered that class, and still get 1 mastery.
Class Masteries are meant for people with pure class. That‘s it.
There are multiple stages for being a Vampire from my understanding. No matter what stage you’re at your considered a vampire.
If someone has 2 skill lines from the same class they should be considered that class, and still get 1 mastery.
Because ZOS doesn't understand that what made subclassing popular was that fact that it allowed flexibility -- something that class masteries cannot replicate. Let's be honest, on most of the bottom classes (esp. in PvP) most of the skills are either unslottable or they do too little to justify slotting them.
Some classes don't even have a reliable way to get major prophecy on both bars using 1 slottable skill, missing proper access to buffs on demand, etc.
Subclassing gives us the option to remove a skill line and fix those issues, since ZOS isn't interested in actually doing so for every class or buffing the generic sources of these buffs. Maybe they will in some future that may never come, but no one cares about a maybe -- we care about the now and what is definite.
What that means is that the mastery system actually works against the players on the classes with lacking skill lines and ultimately offers nothing.
Templar is one of the better examples in PvP. You can get masteries, but they offer little to nothing that templar didn't already have enough of, and in an actual combat situation make little difference except when running in a group. Certainly not as much difference as subclassing.
Templar healer: actually lacks enough healing -- crazy statement, but reality. Compared to warden, templar healer is inferior in every way and has been for a long time. It doesn't help that restoration staff is a lackluster skill line outside of its ult, and that beyond sticky HoT stacking none of the skills are used by the majority of players wielding one. If it didn't give increased magicka back, I wonder how many would even slot it?
There is no universe where I would take two masteries over warden subclass, which gives me more skills to slot, minor toughness, and more major mending uptime in addition to Tree Ult (which I consider better than templar's healing ult). Oh and there's Lotus Blossom to alleviate the crit issue templars have
Subclassing alleviates the issue the class has with skills that simply aren't slottable and missing buffs. If you want to currently use the masteries -- which are the excuse for not buffing up skill lines immediately on classes that are behind in either PvP or PvE -- then you have to give that up and actually lose out more in reality than you could potentailly gain.
Now ZOS is also nerfing templar by changing minor prophecy to a resistance buff. This esentially makes the skill line not worth slotting at all in PvP or solo contexts unless ZOS immediately adjusts the skill line to compensate for it. Templar's "Dawn Wrath" skill line has already been nerfed to the point that it's mainly a tank line in my eyes than a damage one, and with the changes to the passive, there's no reason for me to bother with the skill line.
TLDR: So let's recap
1. ZOS releases subclassing
2. Subclassing alleviates problems with classes like templar that have issues in PvP (though I also don't run a pure templar in PvE when I am solo). I can get on-demand buffs that the class is missing that can result in a victory or defeat.
3. For whatever reason, ZOS decides to buff "pure classes" but forgot that not all pure classes are equal and some literally have unslottable skills because they offer no real utility or value, even vs. scribed ones.
4. The restriction is applied and the classes that have issues are told to wait some time in the future for an "update" that has no real time table, has been pushed back. It essentially means that for anyone not willing to run the original terrible skill lines on a class like templar, you aren't getting buffed even though ZOS themselves acknowledges these classes all need a buff after DK
You cannot make up how bad balance is in the game, and how it's becoming worse because the dev team simply does not understand player behavior. Instead of listening to a player that wants to restrict players like the person above that has a vendetta against subclassing for some reason, let players embrace freedom. At least until you actually rework these classes.
The game is supposed to be about fun, yet in PvE I'm stuck with the same boring combinations from over 10 years ago s a pure class, and in PvP I just have to fight an uphill battle against a DK that wins by a landslide.
Exactly how this is viewed as good balance or even engaging by anyone on the development team is baffling. I don't know about anyone else, but I didn't enjoy pure classing before subclassing and would just swap classes half the time because the pure classes I use most both suck in PvP.
And I feel the compensation for pure classing is inadequate, especially on templar. It could be a different story if scribing were a better system and expanded upon, but no. That's not happening; instead what we get told is to wait for a rework years down the line.
The situation is terrible, but it does not have to be this way. It is this way because someone wants it to be. And that's the ultimate insult to anyone playing the game and disappointed with balance at any level.
Because ZOS doesn't understand that what made subclassing popular was that fact that it allowed flexibility -- something that class masteries cannot replicate. Let's be honest, on most of the bottom classes (esp. in PvP) most of the skills are either unslottable or they do too little to justify slotting them.
Some classes don't even have a reliable way to get major prophecy on both bars using 1 slottable skill, missing proper access to buffs on demand, etc.
Subclassing gives us the option to remove a skill line and fix those issues, since ZOS isn't interested in actually doing so for every class or buffing the generic sources of these buffs. Maybe they will in some future that may never come, but no one cares about a maybe -- we care about the now and what is definite.
What that means is that the mastery system actually works against the players on the classes with lacking skill lines and ultimately offers nothing.
Templar is one of the better examples in PvP. You can get masteries, but they offer little to nothing that templar didn't already have enough of, and in an actual combat situation make little difference except when running in a group. Certainly not as much difference as subclassing.
Templar healer: actually lacks enough healing -- crazy statement, but reality. Compared to warden, templar healer is inferior in every way and has been for a long time. It doesn't help that restoration staff is a lackluster skill line outside of its ult, and that beyond sticky HoT stacking none of the skills are used by the majority of players wielding one. If it didn't give increased magicka back, I wonder how many would even slot it?
There is no universe where I would take two masteries over warden subclass, which gives me more skills to slot, minor toughness, and more major mending uptime in addition to Tree Ult (which I consider better than templar's healing ult). Oh and there's Lotus Blossom to alleviate the crit issue templars have
Subclassing alleviates the issue the class has with skills that simply aren't slottable and missing buffs. If you want to currently use the masteries -- which are the excuse for not buffing up skill lines immediately on classes that are behind in either PvP or PvE -- then you have to give that up and actually lose out more in reality than you could potentailly gain.
Now ZOS is also nerfing templar by changing minor prophecy to a resistance buff. This esentially makes the skill line not worth slotting at all in PvP or solo contexts unless ZOS immediately adjusts the skill line to compensate for it. Templar's "Dawn Wrath" skill line has already been nerfed to the point that it's mainly a tank line in my eyes than a damage one, and with the changes to the passive, there's no reason for me to bother with the skill line.
TLDR: So let's recap
1. ZOS releases subclassing
2. Subclassing alleviates problems with classes like templar that have issues in PvP (though I also don't run a pure templar in PvE when I am solo). I can get on-demand buffs that the class is missing that can result in a victory or defeat.
3. For whatever reason, ZOS decides to buff "pure classes" but forgot that not all pure classes are equal and some literally have unslottable skills because they offer no real utility or value, even vs. scribed ones.
4. The restriction is applied and the classes that have issues are told to wait some time in the future for an "update" that has no real time table, has been pushed back. It essentially means that for anyone not willing to run the original terrible skill lines on a class like templar, you aren't getting buffed even though ZOS themselves acknowledges these classes all need a buff after DK
You cannot make up how bad balance is in the game, and how it's becoming worse because the dev team simply does not understand player behavior. Instead of listening to a player that wants to restrict players like the person above that has a vendetta against subclassing for some reason, let players embrace freedom. At least until you actually rework these classes.
The game is supposed to be about fun, yet in PvE I'm stuck with the same boring combinations from over 10 years ago s a pure class, and in PvP I just have to fight an uphill battle against a DK that wins by a landslide.
Exactly how this is viewed as good balance or even engaging by anyone on the development team is baffling. I don't know about anyone else, but I didn't enjoy pure classing before subclassing and would just swap classes half the time because the pure classes I use most both suck in PvP.
And I feel the compensation for pure classing is inadequate, especially on templar. It could be a different story if scribing were a better system and expanded upon, but no. That's not happening; instead what we get told is to wait for a rework years down the line.
The situation is terrible, but it does not have to be this way. It is this way because someone wants it to be. And that's the ultimate insult to anyone playing the game and disappointed with balance at any level.
CatalinaWineMixer2 wrote: »Because ZOS doesn't understand that what made subclassing popular was that fact that it allowed flexibility -- something that class masteries cannot replicate. Let's be honest, on most of the bottom classes (esp. in PvP) most of the skills are either unslottable or they do too little to justify slotting them.
Some classes don't even have a reliable way to get major prophecy on both bars using 1 slottable skill, missing proper access to buffs on demand, etc.
Subclassing gives us the option to remove a skill line and fix those issues, since ZOS isn't interested in actually doing so for every class or buffing the generic sources of these buffs. Maybe they will in some future that may never come, but no one cares about a maybe -- we care about the now and what is definite.
What that means is that the mastery system actually works against the players on the classes with lacking skill lines and ultimately offers nothing.
Templar is one of the better examples in PvP. You can get masteries, but they offer little to nothing that templar didn't already have enough of, and in an actual combat situation make little difference except when running in a group. Certainly not as much difference as subclassing.
Templar healer: actually lacks enough healing -- crazy statement, but reality. Compared to warden, templar healer is inferior in every way and has been for a long time. It doesn't help that restoration staff is a lackluster skill line outside of its ult, and that beyond sticky HoT stacking none of the skills are used by the majority of players wielding one. If it didn't give increased magicka back, I wonder how many would even slot it?
There is no universe where I would take two masteries over warden subclass, which gives me more skills to slot, minor toughness, and more major mending uptime in addition to Tree Ult (which I consider better than templar's healing ult). Oh and there's Lotus Blossom to alleviate the crit issue templars have
Subclassing alleviates the issue the class has with skills that simply aren't slottable and missing buffs. If you want to currently use the masteries -- which are the excuse for not buffing up skill lines immediately on classes that are behind in either PvP or PvE -- then you have to give that up and actually lose out more in reality than you could potentailly gain.
Now ZOS is also nerfing templar by changing minor prophecy to a resistance buff. This esentially makes the skill line not worth slotting at all in PvP or solo contexts unless ZOS immediately adjusts the skill line to compensate for it. Templar's "Dawn Wrath" skill line has already been nerfed to the point that it's mainly a tank line in my eyes than a damage one, and with the changes to the passive, there's no reason for me to bother with the skill line.
TLDR: So let's recap
1. ZOS releases subclassing
2. Subclassing alleviates problems with classes like templar that have issues in PvP (though I also don't run a pure templar in PvE when I am solo). I can get on-demand buffs that the class is missing that can result in a victory or defeat.
3. For whatever reason, ZOS decides to buff "pure classes" but forgot that not all pure classes are equal and some literally have unslottable skills because they offer no real utility or value, even vs. scribed ones.
4. The restriction is applied and the classes that have issues are told to wait some time in the future for an "update" that has no real time table, has been pushed back. It essentially means that for anyone not willing to run the original terrible skill lines on a class like templar, you aren't getting buffed even though ZOS themselves acknowledges these classes all need a buff after DK
You cannot make up how bad balance is in the game, and how it's becoming worse because the dev team simply does not understand player behavior. Instead of listening to a player that wants to restrict players like the person above that has a vendetta against subclassing for some reason, let players embrace freedom. At least until you actually rework these classes.
The game is supposed to be about fun, yet in PvE I'm stuck with the same boring combinations from over 10 years ago s a pure class, and in PvP I just have to fight an uphill battle against a DK that wins by a landslide.
Exactly how this is viewed as good balance or even engaging by anyone on the development team is baffling. I don't know about anyone else, but I didn't enjoy pure classing before subclassing and would just swap classes half the time because the pure classes I use most both suck in PvP.
And I feel the compensation for pure classing is inadequate, especially on templar. It could be a different story if scribing were a better system and expanded upon, but no. That's not happening; instead what we get told is to wait for a rework years down the line.
The situation is terrible, but it does not have to be this way. It is this way because someone wants it to be. And that's the ultimate insult to anyone playing the game and disappointed with balance at any level.
I am not going to stop talking about what is really happening as I watch my day 1 Guilds disintegrate into nothing. U46 has started an absolute destruction of this game. And while it might be painful for people to hear, im not going anywhere. I care about this game very deeply. 220 members in each of our 12 Guilds know each other in real life. And its time to get the ridiculousness stopped. It is not going to go on for 10 more years. Not with what has happened. I will not be silenced. And neither will my Guilds. What has transpired is absolutely a disaster beyond words. They need to remove the U46 cherry picking system and restore Developer controlled BLANCE to the game through REAL Classes. Hire your own testers already. It's not too late
Class Masteries are meant for people with pure class. That‘s it.
There are multiple stages for being a Vampire from my understanding. No matter what stage you’re at your considered a vampire.
If someone has 2 skill lines from the same class they should be considered that class, and still get 1 mastery.
No, they shouldn't. Unless you're actively pure classing, you're not a master of that class. It's an investment solely into a pure class. The moment you dip your toes out, you're not a pure class. There's nothing to be considered.
You either roll pure class if you want them, or subclass. There's no in between.
Edited addendum; Vampirism isn't considered a class mechanically. It's a state of the player character and a world skill line. Two completely different, and irrelevant, things. The same with werewolf.
Regardless, this isn't likely to happen as the devs stated exactly why they wouldn't in the patch notes. I encourage you to read them.
Class Masteries are meant for people with pure class. That‘s it.
There are multiple stages for being a Vampire from my understanding. No matter what stage you’re at your considered a vampire.
If someone has 2 skill lines from the same class they should be considered that class, and still get 1 mastery.
No, they shouldn't. Unless you're actively pure classing, you're not a master of that class. It's an investment solely into a pure class. The moment you dip your toes out, you're not a pure class. There's nothing to be considered.
You either roll pure class if you want them, or subclass. There's no in between.
Edited addendum; Vampirism isn't considered a class mechanically. It's a state of the player character and a world skill line. Two completely different, and irrelevant, things. The same with werewolf.
Regardless, this isn't likely to happen as the devs stated exactly why they wouldn't in the patch notes. I encourage you to read them.
I didn’t say Vampirism is a class, I used it as a example that your still a vampire no matter what stage you are.
Whatever your starting class is what you are. There is no way to equipped more than 1 skill lime from a class outside your own. Having 2 skill limes doesn’t mean your a “master” of the class, but on your way there so should be rewarded 1 class mastery.
Not sure what the devs said, but there is a lot of things that was said that changed. They can’t know what changes to make until the updates are out in real time and right now it makes no sense we are not given 1 class mastery for having two skill lines in one class. If they aren’t going to reward one skill point then they need to remove limiting us from not being able to use 2 skill lines from another class.
Class Masteries are meant for people with pure class. That‘s it.
There are multiple stages for being a Vampire from my understanding. No matter what stage you’re at your considered a vampire.
If someone has 2 skill lines from the same class they should be considered that class, and still get 1 mastery.
No, they shouldn't. Unless you're actively pure classing, you're not a master of that class. It's an investment solely into a pure class. The moment you dip your toes out, you're not a pure class. There's nothing to be considered.
You either roll pure class if you want them, or subclass. There's no in between.
Edited addendum; Vampirism isn't considered a class mechanically. It's a state of the player character and a world skill line. Two completely different, and irrelevant, things. The same with werewolf.
Regardless, this isn't likely to happen as the devs stated exactly why they wouldn't in the patch notes. I encourage you to read them.
I didn’t say Vampirism is a class, I used it as a example that your still a vampire no matter what stage you are.
Whatever your starting class is what you are. There is no way to equipped more than 1 skill lime from a class outside your own. Having 2 skill limes doesn’t mean your a “master” of the class, but on your way there so should be rewarded 1 class mastery.
Not sure what the devs said, but there is a lot of things that was said that changed. They can’t know what changes to make until the updates are out in real time and right now it makes no sense we are not given 1 class mastery for having two skill lines in one class. If they aren’t going to reward one skill point then they need to remove limiting us from not being able to use 2 skill lines from another class.
Vampire is a completely different system and your "example" is like trying to compare apples to oranges.
Secondly, I posted both the patch notes WITH a screenshot about what they've said—it's LITERALLY in this thread (post #3). It's meant for pure class only. Nothing has changed in that regard and won't change because it was introduced to solve the power imbalance with Subclassing vs Pure Class. There's nothing more to be said here. They tell you why it won't happen right in it's very introduction.
It is to lessen the gap between Subclasses overshadowing Pure Classes. I'm not going to address the "two skill lines from another class" because that's an entirely different topic. But overall, Class Masteries are because you invest in your pure class. The moment you dip out of the pure class paradigm, you're not a master of that class—hence why you won't get them.
Class Masteries are meant for people with pure class. That‘s it.
There are multiple stages for being a Vampire from my understanding. No matter what stage you’re at your considered a vampire.
If someone has 2 skill lines from the same class they should be considered that class, and still get 1 mastery.
No, they shouldn't. Unless you're actively pure classing, you're not a master of that class. It's an investment solely into a pure class. The moment you dip your toes out, you're not a pure class. There's nothing to be considered.
You either roll pure class if you want them, or subclass. There's no in between.
Edited addendum; Vampirism isn't considered a class mechanically. It's a state of the player character and a world skill line. Two completely different, and irrelevant, things. The same with werewolf.
Regardless, this isn't likely to happen as the devs stated exactly why they wouldn't in the patch notes. I encourage you to read them.
I didn’t say Vampirism is a class, I used it as a example that your still a vampire no matter what stage you are.
Whatever your starting class is what you are. There is no way to equipped more than 1 skill lime from a class outside your own. Having 2 skill limes doesn’t mean your a “master” of the class, but on your way there so should be rewarded 1 class mastery.
Not sure what the devs said, but there is a lot of things that was said that changed. They can’t know what changes to make until the updates are out in real time and right now it makes no sense we are not given 1 class mastery for having two skill lines in one class. If they aren’t going to reward one skill point then they need to remove limiting us from not being able to use 2 skill lines from another class.
Vampire is a completely different system and your "example" is like trying to compare apples to oranges.
Secondly, I posted both the patch notes WITH a screenshot about what they've said—it's LITERALLY in this thread (post #3). It's meant for pure class only. Nothing has changed in that regard and won't change because it was introduced to solve the power imbalance with Subclassing vs Pure Class. There's nothing more to be said here. They tell you why it won't happen right in it's very introduction.
It is to lessen the gap between Subclasses overshadowing Pure Classes. I'm not going to address the "two skill lines from another class" because that's an entirely different topic. But overall, Class Masteries are because you invest in your pure class. The moment you dip out of the pure class paradigm, you're not a master of that class—hence why you won't get them.
Sounds like your someone thats always tryna be right so responding to you is pretty much pointles but whatever ima respond.
Aint no apples and oranges when regardless if your subclass or not your still considered the class you originally started with. Not difficult to look in your group or guild and see the little sign representing your class right beside it.
Also makes no sense you go straight to 2 class masteries for having 3 skill limes, nothing for having 2 but the only way you can have 2 skill lines of the same class is if you were that class originally.
Once again doesn’t matter what the devs said cause they are judging everything before getting time for us to test it out live. If they want to keep it like this they need to remove the restrictions of not being able to use 2 skill lines from another class since there is no benefit having 2 skill lines from one class.
You mention they added class masteries for balancing subclassing and pure builds, but everyone was subclassing all three skill lines. There is almost no builds online weather its youtube, build websites or this forum people are using 2 skill lines from the same class and over performing, or performing better then pure classes/subclassing 2 of 3 skill lines. This means that this needs a buff or change. The only thing to balance out builds using 2 skill lines from the same class is to give them 1 mastery
ItsNotLiving wrote: »The overpowered crazy Subclassing builds lost zero power from class masteries being introduced btw.
ItsNotLiving wrote: »The overpowered crazy Subclassing builds lost zero power from class masteries being introduced btw.
ItsNotLiving wrote: »The overpowered crazy Subclassing builds lost zero power from class masteries being introduced btw.
Yet the other 99% of crazy underpowered Subclassing builds lost power in direct comparison.
ItsNotLiving wrote: »The overpowered crazy Subclassing builds lost zero power from class masteries being introduced btw.
They didn’t lose power, but they achieved that power by subclassing 2 skill lines that were mainly Harold of the Tome and assassination. No one was subclassing 1 line hitting crazy consistent numbers.
You’re also not considering class masteries did not exist in the beginning of subclassing and class sets were not buffed. This made the gap between subclassing (especially 1 skill line) and pure classes way to much. Subclassing one skill line you lose both your class masteries while keeping a skill line that does not provide the best skills/passives for your role.
Funny thing is im also focused on just dps since that is all I play but imagine a healer or tank that subclasses just one skill line lol. Its literally pointless for them, especially for Arcanist, Necros and Wardens that have their skill line separated by roles
Zyaneth_Bal wrote: »ItsNotLiving wrote: »The overpowered crazy Subclassing builds lost zero power from class masteries being introduced btw.
They didn’t lose power, but they achieved that power by subclassing 2 skill lines that were mainly Harold of the Tome and assassination. No one was subclassing 1 line hitting crazy consistent numbers.
You’re also not considering class masteries did not exist in the beginning of subclassing and class sets were not buffed. This made the gap between subclassing (especially 1 skill line) and pure classes way to much. Subclassing one skill line you lose both your class masteries while keeping a skill line that does not provide the best skills/passives for your role.
Funny thing is im also focused on just dps since that is all I play but imagine a healer or tank that subclasses just one skill line lol. Its literally pointless for them, especially for Arcanist, Necros and Wardens that have their skill line separated by roles
Same point. Builds with 1 subclassed line remained exactly as they used to be.
Subclassing was never meant to be about power but versatility.
Although the real main idea behind it was purely rp fantasy driven and not well thought through, so keep that in mind ig