@LunaFlora When our capture team heard Subclassing was coming to the game, this was one of the first things they thought of. It's so fun!
Why limit to just this PTS cycle, though? The most ZoS tends to do is their famous "We'll be keeping a close eye on it" line in articles, forum posts, and dev spoiler note when it comes to balance... and then never touching referenced item for years. Projects started legitimately years ago (example being weapon / spell power combo) are still unfinished, some classes have been in the gutter for years. Seems their solution to awful skill lines is to just replace them. Why balance when everyone can be the same? So much easier!Furthermore, the team says "Of course, with a change of this magnitude, there are balance concerns, but the team is prepared for what may come.". You haven't even acknowledged many of the balance concerns during the testing cycle for the patch! How can you possibly suggest that you're prepared to address these issues as they arise when you have already demonstrated that you have no intentions of addressing those that have already been brought up during the PTS?
How is adjusting(nerfing) ''outliers'' not reducing the effectiveness of pure Classes? If skill/passive X is ok when used by a pure Class, but when combined with Subclass it starts overperforming and suddenly an ''adjustment'' is required, how does that not reduce the effectiveness of a pure Class? What is the logic being used here?
What an out of touch newspost.
People have been pointing out issues with subclassing and expressing their concerns this entire PTS cycle, which have largely been ignored. One of the foremost concerns I've seen is that pure classes are essentially dead for any type of real PVP or PVM encounter once this system releases, because there are almost no scenarios where a pure class is as strong as one utilizing subclassing. Yet according to this article, "there is no desire to reduce the effectiveness of pure classes". What about effectiveness by comparison? This comment completely glosses over the reality of the system.
Furthermore, the team says "Of course, with a change of this magnitude, there are balance concerns, but the team is prepared for what may come.". You haven't even acknowledged many of the balance concerns during the testing cycle for the patch! How can you possibly suggest that you're prepared to address these issues as they arise when you have already demonstrated that you have no intentions of addressing those that have already been brought up during the PTS?
Are you planning to have a more frequent patch cadence to accommodate balance changes in the near future? Or are we going to be waiting the typical 3+ months before you adjust a single thing, as has historically been the case with ESO?
This is true in theory, but not in practice.We know the Subclassing system will infuse power into the player community. For example, players can drop their tank and support skill lines for more damage-dealing abilities and passives,” notes Day. “However, there is a trade-off—by taking all damage skill lines, you are more reliant on your team for support healing, shielding, and protection."
But you did. There is no circumstance where a pure class player has the power/effectiveness that compares to any Subclassed build. Heck, most players are losing power/effectiveness compared to what they have right now on Live due to some heavy-handed nerfs (like the ones to DK sustain passives and to no-pet Sorcs, not to mention the upcoming corpse limits making PvP Necromancers literally unusable since they literally can't cast half of their skills)."Also, there is no desire to reduce the effectiveness of pure classes and their ability to complete content, and overall, the system should make the content more accessible to all players.”
Wait, what? Things like Class Sets are linked to the class lines, so you intend that players should still be able to wear a set buffing a line they no longer have? And someone else who takes it and uses exclusively those skills can't. This seems like a strange time to all of a sudden care about Class Identity.“Class identity is still important for key aspects of our game: Achievement, class styles, class scripts, class item sets, and so much more,” Day emphasizes.
Of course, with a change of this magnitude, there are balance concerns, but the team is prepared for what may come.
“In general, with more options comes more combinations, which can lead to different capabilities beyond what players had prior to the Subclassing system,” Wheeler explains. “That’s something we’ll monitor while also looking for outlier combinations of abilities and item sets, so the game’s content isn’t suddenly a lot easier to complete."
"We will be looking at feedback as always, and we plan to make adjustments as needed after we go live.”
Everyone hollerin about "balance" issues and devs being disconnected from the game they made etc etc etc. Can we please just take a moment and realize a couple of things...
1. You currently have to write the amount of possible combinations of gear and abilities in exponential form (REALLY REALLY big numbers of possibilities we can create)
2. With that many amount of possibilities of combinations its unrealistic to even begin to think any dev team could test ALL combinations.
How would one go about identifying the "meta" builds, how they work and what exploits are being used? Perhaps if ZOS could do something where the game collects damage being dealt, damage being absorbed, healing being done an received and plot this data out so they could see what "average" is for the player base for each type of build and then you would start painting a picture of outliers who has insane amounts of damage mitigated or over the top sustained damage / burst. If they wanted to get really granular do the same for the abilities in the game and then you take these outliers with that data to where it shows what items the player had on, what champion points were assigned, what abilities were being used and then throw that static information on a test character and study what combinations of things are being done to generate those numbers.
tomofhyrule wrote: »Everyone hollerin about "balance" issues and devs being disconnected from the game they made etc etc etc. Can we please just take a moment and realize a couple of things...
1. You currently have to write the amount of possible combinations of gear and abilities in exponential form (REALLY REALLY big numbers of possibilities we can create)
2. With that many amount of possibilities of combinations its unrealistic to even begin to think any dev team could test ALL combinations.
How would one go about identifying the "meta" builds, how they work and what exploits are being used? Perhaps if ZOS could do something where the game collects damage being dealt, damage being absorbed, healing being done an received and plot this data out so they could see what "average" is for the player base for each type of build and then you would start painting a picture of outliers who has insane amounts of damage mitigated or over the top sustained damage / burst. If they wanted to get really granular do the same for the abilities in the game and then you take these outliers with that data to where it shows what items the player had on, what champion points were assigned, what abilities were being used and then throw that static information on a test character and study what combinations of things are being done to generate those numbers.
With respect, that's the point of the PTS.
A lot of people seem to think that people complaining about "oh, there are some overpowered combos" are just blowing smoke. Please remember that there is a testing server where experienced players go and test these combos, prove that they actually are overpowered, and then report it as such, both in-game using the /bug or /feedback commands and on the forums.
The PTS forum also has official feedback threads for both Subclassing and for general Combat Classes and Abilities. These threads have 11 and 19 pages of feedback respectively and include videos, CMX logs, and parses to prove the claims people made.
People aren't expecting balance in a vacuum. What they're salty about is 1) balance doesn't seem to have been an original thought, and 2) none of the feedback on what is/is not overpowered from experienced playtesters is taken into account. So to answer your question: that method to identify overpowered stuff exists and is being ignored, which is what leads to the frustration.
Where is the fun and how do you achieve it? Of course nobody wants to feel "weak" in the game and of course it feels great to just royally hand some monsters or another player a butt whoppin right? But the REAL fun comes into play where everyone involved is trying their best, giving it their all and the fights are close and when whoever dies they're just like MAN! I ALMOST HAD IT!!! while the person who won is sitting there saying HOLY CRAP HOW DID I NOT DIE!?!?! <<< THAT is where the fun is and I believe that is where the devs are trying to get us.
OldStygian wrote: »Classes should only exist in so far as they are predefined skill line selections.
We should be able to freely choose 3 skill lines on our toons when we create them.
.
What an out of touch newspost.
Furthermore, the team says "Of course, with a change of this magnitude, there are balance concerns, but the team is prepared for what may come.". You haven't even acknowledged many of the balance concerns during the testing cycle for the patch! How can you possibly suggest that you're prepared to address these issues as they arise when you have already demonstrated that you have no intentions of addressing those that have already been brought up during the PTS?
OldStygian wrote: »Classes should only exist in so far as they are predefined skill line selections.
We should be able to freely choose 3 skill lines on our toons when we create them.
.
since theyve offered no balance system in relation to the original classes this would seem to be their goal. Get rid of classes altogether at some point and just let players make their own. Certainly not a bad thing. More elder scrolls, less generic mmo.
OldStygian wrote: »Classes should only exist in so far as they are predefined skill line selections.
We should be able to freely choose 3 skill lines on our toons when we create them.
.
since theyve offered no balance system in relation to the original classes this would seem to be their goal. Get rid of classes altogether at some point and just let players make their own. Certainly not a bad thing. More elder scrolls, less generic mmo.
Call me casual, but as someone who has played TES games for 25 years, I've always built my own class based on how I wanted to play and so this change feels very right to me. I spend a lot of time on builds that feels both on-theme and moderately effective, but I'm not here to min-max. That being said, to those crying doom over the "end of class identity" or the dissolution of whatever they believed to be a state of balance, I think this should be taken as an opportunity to re-*** things in a positive way. It may take a little time, but ZOS intends to ensure that everything will feel good.
There's a lot of valid criticism going around but ever since the beta I was annoyed by the restrictions that classes placed on a player and I'm very glad to see them fall away somewhat.
Edit: The censored word I used above is a normal barkeeping term, and also commonly used to describe a scenario in which something is shaken up. It's fine.
This is the official discussion thread for, "ESO’s Developers Share Subclassing System Secrets"
"Customize your knowledge of the new Subclassing system with this developer deep dive."
awesome post and video!
especially love the Oops All Pets build image
Pixiepumpkin wrote: »OldStygian wrote: »Classes should only exist in so far as they are predefined skill line selections.
We should be able to freely choose 3 skill lines on our toons when we create them.
.
since theyve offered no balance system in relation to the original classes this would seem to be their goal. Get rid of classes altogether at some point and just let players make their own. Certainly not a bad thing. More elder scrolls, less generic mmo.
Call me casual, but as someone who has played TES games for 25 years, I've always built my own class based on how I wanted to play and so this change feels very right to me. I spend a lot of time on builds that feels both on-theme and moderately effective, but I'm not here to min-max. That being said, to those crying doom over the "end of class identity" or the dissolution of whatever they believed to be a state of balance, I think this should be taken as an opportunity to re-*** things in a positive way. It may take a little time, but ZOS intends to ensure that everything will feel good.
There's a lot of valid criticism going around but ever since the beta I was annoyed by the restrictions that classes placed on a player and I'm very glad to see them fall away somewhat.
Edit: The censored word I used above is a normal barkeeping term, and also commonly used to describe a scenario in which something is shaken up. It's fine.
1. This is a multiplayer game, not a single player. This is why classes were created AND NECESSARY for balance.
2. It's disrespectful and dishonest to dismiss people concerned about class identity and balance who have not only shown severe concern over the implementation of subclassing, but tested it on the PTS and proven the community correct. Sublassing absolutely decimates balance in the game.
If you have studied people in raids/trials for the past 20 years or so, then you soon realize that weak DPS often get the boot. It is expected by most raid leaders and the community at large to be able to pull your weight in a raid.
Theorycrafters will find the optiimal build (not much different than now) and expect players to run this build if they intend on being brought along to a trial/raid.
The difference between now and post subclassing ESO is multifaceted.
• On live, classes can be balanced to ensure every player has the opportunity to accel based on what they play. After subclassing, this goes out the window meaning if a player intends to play a pure sorc...LOL good luck finding a group that will carry you.
• Class identity is gone, destroyed, obliterated, non-existent. There is no way to tell what another player is playing after subclassing. This is imporant in PVP where its necessary to understand how the enemy class is played. After subclassing, its a free for all.
• Once the "meta" is discovered (already has been), people are going to be expected to run this to run raids and due to the power differential being huge between a tuned subclass and a "normal" pure class build, you now have even LESS chance of being brought along.
The biggest turn off for me regarding ESO are two things.
1. ZOS moderation
2. Players harassing and abusing other players who do not "pull their weight" in vets, even when the player who is doing less DPS exceeds the threshold necessary to run the vet. Due to the 4 person party, its pretty obvious which DPS is not doing as good when you are the DPS doing 80% of the damage. The issue is people look at % not actual values of damage being done in conjunction with what is neccesary to do the content.
This issue, just got multipled by a massive factor with subclassing. People are already soloing vet march of sacrifices with it, something many folks can barely do right now with 4 people in game even if they understand the mechanics.
Subclassing and the multitude of build options are an illusion because folks who play with other people, especially strangers, are going to be expected to run a strong build.
There is literally more build diversity right now in game than there will be post subclassing, and its because the lack of being able to balance subclassing will result in people playing 1 build, vs a handfull on live.