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Official Discussion Thread for "ESO’s Developers Share Subclassing System Secrets"

  • Rungar
    Rungar
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    ZOS_Kevin wrote: »
    ehgeoa0wmhkn.jpg
    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."

    @ZOS_Kevin, Carrie Day’s “deep dive” comment about subclassing reveals a glaring disconnect between developer intent and actual system outcomes.

    “We have no desire to reduce the effectiveness of pure classes,” she says. But desire is not the issue. Desire is irrelevant. The road to hell is paved with good intentions. The problem is not what the team wants to happen. The problem is what is already happening—and Necromancer is Exhibit A.

    The new subclassing system doesn’t just raise the performance ceiling. It rewires the combat environment. Already, on the PTS, Necromancer’s core skill, Blastbones, has been functionally crippled. The new five-corpse limit, with a five-second expiration, undermines the class’s entire combat rhythm. Worse, Blastbones is frequently failing to fire altogether under the revised system. This is not a “trade-off” scenario. It is a direct, class-breaking regression. And despite repeated, detailed reports from players like @CameraBeardThePirate, the issue has remained unacknowledged for weeks. direct replies.

    The claim that “pure classes remain effective” is not true in practice. Necromancer is a pure class. Blastbones is foundational to the way the class functions. Its unreliability under the new system is not just a hypothetical edge case. It is a systemic failure happening in real time.

    Subclassing, by design, creates optimization pressure. That pressure will shift expectations in PUGs, trials, and even casual groups. Players who opt out will not be opting out of a “sidegrade.” They will be opting into underperformance, ridicule, or exclusion. We have seen this pattern before with light attack weaving, hybridization, and mythics. The results are always the same.

    So when the devs say “you can still play the way you want,” it rings hollow. Yes, you can—but at a cost. What players are asking is why that cost keeps increasing for those who actually care about class identity and reliability. Necromancer’s current state shows just how far off course we already are.

    If this is what “accessibility” looks like, then we need a serious reevaluation of what is being measured and who is being heard.

    dude, accept that the old classes are dead and are really just a few of many possibilities, adapt and make a new class for yourself or live with what you have now. They aren't going to balance classes anymore, just lines and skills. Necromancer is just one of many combinations now. If something doesn't work for you, try something else. this is the power of this system. You don't have to live with it anymore but what you choose is your business.
    Edited by Rungar on June 1, 2025 12:53PM
  • LalMirchi
    LalMirchi
    ✭✭✭✭✭
    I still think that the best approach to this game is adaptability.

    "In the raging typhoon storms the bamboo bends but doesn't break while the sturdy oak tree is uprooted."

    Rigidity is rather impossible when faced with a major force (the studio's decision to vigorously shake the game's snow-globe). We are not the decision makers despite the frequent and very eloquent arguments by some players. As Spartacus probably said, "Adapt or die"
  • CameraBeardThePirate
    CameraBeardThePirate
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    Rungar wrote: »
    ZOS_Kevin wrote: »
    ehgeoa0wmhkn.jpg
    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."

    @ZOS_Kevin, Carrie Day’s “deep dive” comment about subclassing reveals a glaring disconnect between developer intent and actual system outcomes.

    “We have no desire to reduce the effectiveness of pure classes,” she says. But desire is not the issue. Desire is irrelevant. The road to hell is paved with good intentions. The problem is not what the team wants to happen. The problem is what is already happening—and Necromancer is Exhibit A.

    The new subclassing system doesn’t just raise the performance ceiling. It rewires the combat environment. Already, on the PTS, Necromancer’s core skill, Blastbones, has been functionally crippled. The new five-corpse limit, with a five-second expiration, undermines the class’s entire combat rhythm. Worse, Blastbones is frequently failing to fire altogether under the revised system. This is not a “trade-off” scenario. It is a direct, class-breaking regression. And despite repeated, detailed reports from players like @CameraBeardThePirate, the issue has remained unacknowledged for weeks. direct replies.

    The claim that “pure classes remain effective” is not true in practice. Necromancer is a pure class. Blastbones is foundational to the way the class functions. Its unreliability under the new system is not just a hypothetical edge case. It is a systemic failure happening in real time.

    Subclassing, by design, creates optimization pressure. That pressure will shift expectations in PUGs, trials, and even casual groups. Players who opt out will not be opting out of a “sidegrade.” They will be opting into underperformance, ridicule, or exclusion. We have seen this pattern before with light attack weaving, hybridization, and mythics. The results are always the same.

    So when the devs say “you can still play the way you want,” it rings hollow. Yes, you can—but at a cost. What players are asking is why that cost keeps increasing for those who actually care about class identity and reliability. Necromancer’s current state shows just how far off course we already are.

    If this is what “accessibility” looks like, then we need a serious reevaluation of what is being measured and who is being heard.

    dude, accept that the old classes are dead and are really just a few of many possibilities, adapt and make a new class for yourself or live with what you have now. They aren't going to balance classes anymore, just lines and skills. Necromancer is just one of many combinations now. If something doesn't work for you, try something else. this is the power of this system. You don't have to live with it anymore but what you choose is your business.

    Lol the Necro thing they mentioned has nothing to do with subclassing or pure classing.

    Blastbones doesn't work on PTS, full stop. It's an egregious bug that we've been reporting all month and they've yet to acknowledge it or fix it.
  • tomofhyrule
    tomofhyrule
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    Rungar wrote: »
    ZOS_Kevin wrote: »
    ehgeoa0wmhkn.jpg
    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."

    ZOS_Kevin, Carrie Day’s “deep dive” comment about subclassing reveals a glaring disconnect between developer intent and actual system outcomes.

    “We have no desire to reduce the effectiveness of pure classes,” she says. But desire is not the issue. Desire is irrelevant. The road to hell is paved with good intentions. The problem is not what the team wants to happen. The problem is what is already happening—and Necromancer is Exhibit A.

    The new subclassing system doesn’t just raise the performance ceiling. It rewires the combat environment. Already, on the PTS, Necromancer’s core skill, Blastbones, has been functionally crippled. The new five-corpse limit, with a five-second expiration, undermines the class’s entire combat rhythm. Worse, Blastbones is frequently failing to fire altogether under the revised system. This is not a “trade-off” scenario. It is a direct, class-breaking regression. And despite repeated, detailed reports from players like CameraBeardThePirate, the issue has remained unacknowledged for weeks. direct replies.

    The claim that “pure classes remain effective” is not true in practice. Necromancer is a pure class. Blastbones is foundational to the way the class functions. Its unreliability under the new system is not just a hypothetical edge case. It is a systemic failure happening in real time.

    Subclassing, by design, creates optimization pressure. That pressure will shift expectations in PUGs, trials, and even casual groups. Players who opt out will not be opting out of a “sidegrade.” They will be opting into underperformance, ridicule, or exclusion. We have seen this pattern before with light attack weaving, hybridization, and mythics. The results are always the same.

    So when the devs say “you can still play the way you want,” it rings hollow. Yes, you can—but at a cost. What players are asking is why that cost keeps increasing for those who actually care about class identity and reliability. Necromancer’s current state shows just how far off course we already are.

    If this is what “accessibility” looks like, then we need a serious reevaluation of what is being measured and who is being heard.

    dude, accept that the old classes are dead and are really just a few of many possibilities, adapt and make a new class for yourself or live with what you have now. They aren't going to balance classes anymore, just lines and skills. Necromancer is just one of many combinations now. If something doesn't work for you, try something else. this is the power of this system. You don't have to live with it anymore but what you choose is your business.

    "Accept that the old Classes are dead"

    But "Play the way you want!"

    🤔

    The more I see of this, the more I wonder if the Combat/Systems teams understand their players at all. I'm picturing someone at the meeting telling them that pureclasses are dead and them just saying "wait, why would people want to play pure class?"
    LalMirchi wrote: »
    I still think that the best approach to this game is adaptability.

    "In the raging typhoon storms the bamboo bends but doesn't break while the sturdy oak tree is uprooted."

    Rigidity is rather impossible when faced with a major force (the studio's decision to vigorously shake the game's snow-globe). We are not the decision makers despite the frequent and very eloquent arguments by some players. As Spartacus probably said, "Adapt or die"

    This isn't a life or death situation. People are allowed to be mad.

    And let's face it - if you can't adapt, it doesn't mean you die. It means you leave the game and the game starts to die.

    We already had a mass exodus on Morrowind's release. We had a mass exodus for AWA. We had a mass exodus for U35. Some people adapted, some left. A bunch of people sticking their head in the sand and pretending that several mass exodus events is healthy for a game's population isn't going to change anything.

    I already know I'm keeping my characters pure because I built them the way I wanted, and the only time I'm playing with Subclassing is going to be when I'm forced to for my trial prog and then I'm taking it out immediately after. I was originally thinking how I could play with it on other characters, but honestly the attitude of "lol who would ever play a pure class?" is honestly only galvanizing my will to keep them pure.
  • Rungar
    Rungar
    ✭✭✭✭✭
    Rungar wrote: »
    ZOS_Kevin wrote: »
    ehgeoa0wmhkn.jpg
    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."

    ZOS_Kevin, Carrie Day’s “deep dive” comment about subclassing reveals a glaring disconnect between developer intent and actual system outcomes.

    “We have no desire to reduce the effectiveness of pure classes,” she says. But desire is not the issue. Desire is irrelevant. The road to hell is paved with good intentions. The problem is not what the team wants to happen. The problem is what is already happening—and Necromancer is Exhibit A.

    The new subclassing system doesn’t just raise the performance ceiling. It rewires the combat environment. Already, on the PTS, Necromancer’s core skill, Blastbones, has been functionally crippled. The new five-corpse limit, with a five-second expiration, undermines the class’s entire combat rhythm. Worse, Blastbones is frequently failing to fire altogether under the revised system. This is not a “trade-off” scenario. It is a direct, class-breaking regression. And despite repeated, detailed reports from players like CameraBeardThePirate, the issue has remained unacknowledged for weeks. direct replies.

    The claim that “pure classes remain effective” is not true in practice. Necromancer is a pure class. Blastbones is foundational to the way the class functions. Its unreliability under the new system is not just a hypothetical edge case. It is a systemic failure happening in real time.

    Subclassing, by design, creates optimization pressure. That pressure will shift expectations in PUGs, trials, and even casual groups. Players who opt out will not be opting out of a “sidegrade.” They will be opting into underperformance, ridicule, or exclusion. We have seen this pattern before with light attack weaving, hybridization, and mythics. The results are always the same.

    So when the devs say “you can still play the way you want,” it rings hollow. Yes, you can—but at a cost. What players are asking is why that cost keeps increasing for those who actually care about class identity and reliability. Necromancer’s current state shows just how far off course we already are.

    If this is what “accessibility” looks like, then we need a serious reevaluation of what is being measured and who is being heard.

    dude, accept that the old classes are dead and are really just a few of many possibilities, adapt and make a new class for yourself or live with what you have now. They aren't going to balance classes anymore, just lines and skills. Necromancer is just one of many combinations now. If something doesn't work for you, try something else. this is the power of this system. You don't have to live with it anymore but what you choose is your business.

    "Accept that the old Classes are dead"

    But "Play the way you want!"

    🤔

    The more I see of this, the more I wonder if the Combat/Systems teams understand their players at all. I'm picturing someone at the meeting telling them that pureclasses are dead and them just saying "wait, why would people want to play pure class?"
    LalMirchi wrote: »
    I still think that the best approach to this game is adaptability.

    "In the raging typhoon storms the bamboo bends but doesn't break while the sturdy oak tree is uprooted."

    Rigidity is rather impossible when faced with a major force (the studio's decision to vigorously shake the game's snow-globe). We are not the decision makers despite the frequent and very eloquent arguments by some players. As Spartacus probably said, "Adapt or die"

    This isn't a life or death situation. People are allowed to be mad.

    And let's face it - if you can't adapt, it doesn't mean you die. It means you leave the game and the game starts to die.

    We already had a mass exodus on Morrowind's release. We had a mass exodus for AWA. We had a mass exodus for U35. Some people adapted, some left. A bunch of people sticking their head in the sand and pretending that several mass exodus events is healthy for a game's population isn't going to change anything.

    I already know I'm keeping my characters pure because I built them the way I wanted, and the only time I'm playing with Subclassing is going to be when I'm forced to for my trial prog and then I'm taking it out immediately after. I was originally thinking how I could play with it on other characters, but honestly the attitude of "lol who would ever play a pure class?" is honestly only galvanizing my will to keep them pure.


    These mass exoduses are more memes than reality. Theres only perception of exodus, steamcharts tell otherwise. The population has been pretty stable and consistant for years and years.

    being viable doesn't mean the best. All classes are viable in all content in all three roles. Doesn't mean they are the best or competitive. Just viable. I dont think zos concerns themselves with anything other than viability. What other players impose on you is not their concern.
  • tomofhyrule
    tomofhyrule
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    Rungar wrote: »
    being viable doesn't mean the best. All classes are viable in all content in all three roles. Doesn't mean they are the best or competitive. Just viable. I dont think zos concerns themselves with anything other than viability. What other players impose on you is not their concern.

    And here is the big issue.

    Yes, they are all viable. I know that, I've done things that are not particularly favored. But do you know how much fun it is to werewolf tank?

    But here's the major issue: can you do trials solo? Or can you get 11 Companions to do it with you? No? Well, then I guess we need to work with other people, and that means we need to be able to work with others.

    Maybe everyone who has the "oh, you can do it all and it doesn't need to be meta!" mentality could post their at-names and servers so that people who want to run vet content but are being excluded from their groups because pureclassing is underpowered could still have groups to run with?
  • Rungar
    Rungar
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    Rungar wrote: »
    being viable doesn't mean the best. All classes are viable in all content in all three roles. Doesn't mean they are the best or competitive. Just viable. I dont think zos concerns themselves with anything other than viability. What other players impose on you is not their concern.

    And here is the big issue.

    Yes, they are all viable. I know that, I've done things that are not particularly favored. But do you know how much fun it is to werewolf tank?

    But here's the major issue: can you do trials solo? Or can you get 11 Companions to do it with you? No? Well, then I guess we need to work with other people, and that means we need to be able to work with others.

    Maybe everyone who has the "oh, you can do it all and it doesn't need to be meta!" mentality could post their at-names and servers so that people who want to run vet content but are being excluded from their groups because pureclassing is underpowered could still have groups to run with?

    you are mistaken. Metas change with patches. Now you dont have to roll a new character or be excluded because you didnt win the patch lotto. If they need a specific skill from you adapt your character to what they need. There is no pure class when it comes to that content. Just what's needed. If weapon abilities were the best you would use all those and disregard your class abilities altogether. Now you have the flexibility to adapt to whatever the current meta is, meaning your less likely to be excluded, if your willing to adapt. If your not willing to adapt i figure they already dont want you anyway. its a team effort after all. with subclassing your werewolf tank can be stronger than ever with the right choices so theres your second silver lining.
    Edited by Rungar on June 1, 2025 6:10PM
  • Pixiepumpkin
    Pixiepumpkin
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    ✭✭
    Rungar wrote: »
    Rungar wrote: »
    being viable doesn't mean the best. All classes are viable in all content in all three roles. Doesn't mean they are the best or competitive. Just viable. I dont think zos concerns themselves with anything other than viability. What other players impose on you is not their concern.

    And here is the big issue.

    Yes, they are all viable. I know that, I've done things that are not particularly favored. But do you know how much fun it is to werewolf tank?

    But here's the major issue: can you do trials solo? Or can you get 11 Companions to do it with you? No? Well, then I guess we need to work with other people, and that means we need to be able to work with others.

    Maybe everyone who has the "oh, you can do it all and it doesn't need to be meta!" mentality could post their at-names and servers so that people who want to run vet content but are being excluded from their groups because pureclassing is underpowered could still have groups to run with?

    you are mistaken. Metas change with patches. Now you dont have to roll a new character or be excluded because you didnt win the patch lotto. If they need a specific skill from you adapt your character to what they need. There is no pure class when it comes to that content. Just what's needed. If weapon abilities were the best you would use all those and disregard your class abilities altogether. Now you have the flexibility to adapt to whatever the current meta is, meaning your less likely to be excluded, if your willing to adapt. If your not willing to adapt i figure they already dont want you anyway. its a team effort after all. with subclassing your werewolf tank can be stronger than ever with the right choices so theres your second silver lining.

    1. You assertions are assumptions that all players play like you, yet the truth is a perfect 180 degrees away.
    2. Subclassing is a fundamental change to the core of the game. I have never seen in 20+ years a change in any mmorpg that is as massive to the core gameplay as subclassing. What you forget is that many of us paid to play a game with classes and inside that mindset is a rightful expectation that the game will be designed and balanced so that any class chosen to be played will allow the player to run any content in game. This is liiterally game design 101, taught in courses and lectures. As the PTS has proven, pure classes are now at a severe disadvantage and those who choose to rightfully play them may in fact not be allowed to partake in content of the game that they paid for.

    I can not stress enough how dangerous of a path this is for reasons we are not allowed to discuss on the forums.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • Rungar
    Rungar
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    dangerous path? they have nothing to lose. There are no more chapters because there is no demand for them. The game is in maintenance mode and they want to try new things. i agree with them.

    i guess tomorrow youll find out if you were right or wrong. For what its worth i think most people will enjoy the system, the sky wont fall, and the game will push on pretty much as it always has.

    and um.. final fantasy- a realm reborn. Doubt you want to talk about that since they completely revamped the game and it was a major success. Even this game hauled its own dead on arrival carcass out of the fire through One Tamriel.

    Edited by Rungar on June 1, 2025 10:44PM
  • cuddles_with_wroble
    cuddles_with_wroble
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    Rungar wrote: »
    Rungar wrote: »
    ZOS_Kevin wrote: »
    ehgeoa0wmhkn.jpg
    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."

    ZOS_Kevin, Carrie Day’s “deep dive” comment about subclassing reveals a glaring disconnect between developer intent and actual system outcomes.

    “We have no desire to reduce the effectiveness of pure classes,” she says. But desire is not the issue. Desire is irrelevant. The road to hell is paved with good intentions. The problem is not what the team wants to happen. The problem is what is already happening—and Necromancer is Exhibit A.

    The new subclassing system doesn’t just raise the performance ceiling. It rewires the combat environment. Already, on the PTS, Necromancer’s core skill, Blastbones, has been functionally crippled. The new five-corpse limit, with a five-second expiration, undermines the class’s entire combat rhythm. Worse, Blastbones is frequently failing to fire altogether under the revised system. This is not a “trade-off” scenario. It is a direct, class-breaking regression. And despite repeated, detailed reports from players like CameraBeardThePirate, the issue has remained unacknowledged for weeks. direct replies.

    The claim that “pure classes remain effective” is not true in practice. Necromancer is a pure class. Blastbones is foundational to the way the class functions. Its unreliability under the new system is not just a hypothetical edge case. It is a systemic failure happening in real time.

    Subclassing, by design, creates optimization pressure. That pressure will shift expectations in PUGs, trials, and even casual groups. Players who opt out will not be opting out of a “sidegrade.” They will be opting into underperformance, ridicule, or exclusion. We have seen this pattern before with light attack weaving, hybridization, and mythics. The results are always the same.

    So when the devs say “you can still play the way you want,” it rings hollow. Yes, you can—but at a cost. What players are asking is why that cost keeps increasing for those who actually care about class identity and reliability. Necromancer’s current state shows just how far off course we already are.

    If this is what “accessibility” looks like, then we need a serious reevaluation of what is being measured and who is being heard.

    dude, accept that the old classes are dead and are really just a few of many possibilities, adapt and make a new class for yourself or live with what you have now. They aren't going to balance classes anymore, just lines and skills. Necromancer is just one of many combinations now. If something doesn't work for you, try something else. this is the power of this system. You don't have to live with it anymore but what you choose is your business.

    "Accept that the old Classes are dead"

    But "Play the way you want!"

    🤔

    The more I see of this, the more I wonder if the Combat/Systems teams understand their players at all. I'm picturing someone at the meeting telling them that pureclasses are dead and them just saying "wait, why would people want to play pure class?"
    LalMirchi wrote: »
    I still think that the best approach to this game is adaptability.

    "In the raging typhoon storms the bamboo bends but doesn't break while the sturdy oak tree is uprooted."

    Rigidity is rather impossible when faced with a major force (the studio's decision to vigorously shake the game's snow-globe). We are not the decision makers despite the frequent and very eloquent arguments by some players. As Spartacus probably said, "Adapt or die"

    This isn't a life or death situation. People are allowed to be mad.

    And let's face it - if you can't adapt, it doesn't mean you die. It means you leave the game and the game starts to die.

    We already had a mass exodus on Morrowind's release. We had a mass exodus for AWA. We had a mass exodus for U35. Some people adapted, some left. A bunch of people sticking their head in the sand and pretending that several mass exodus events is healthy for a game's population isn't going to change anything.

    I already know I'm keeping my characters pure because I built them the way I wanted, and the only time I'm playing with Subclassing is going to be when I'm forced to for my trial prog and then I'm taking it out immediately after. I was originally thinking how I could play with it on other characters, but honestly the attitude of "lol who would ever play a pure class?" is honestly only galvanizing my will to keep them pure.


    These mass exoduses are more memes than reality. Theres only perception of exodus, steamcharts tell otherwise. The population has been pretty stable and consistant for years and years.

    being viable doesn't mean the best. All classes are viable in all content in all three roles. Doesn't mean they are the best or competitive. Just viable. I dont think zos concerns themselves with anything other than viability. What other players impose on you is not their concern.

    Your only seeing half the picture here

    There have been many mass exodus but ZoS has done a really good job of filling the void with new players as well, for the last few years the game has basically gained the same amount of new players as they have lost end game raiders and pvp populations.

    Essentially they have culled the parts of the playerbase that treat the game like an mmo in favor of cultivating a playerbase that only wants to play it as an elder scrolls single player game.

    Many of the multiplayer aspects are done much better in other games and even from and RP perspective eso has some of the most basic and bare bones character creation and gives you almost no RP tools in game. The only truly unique thing eso has atm is housing and even that is only unique bcs the other MMOs haven’t really tried it yet.

    And also I think you vastly overestimate how many things are viable, for something to be viable it has to compete with or counter whatever the meta is on near equal strength and considering how garbage 95% of sets and skills are this pool is very small
  • silky_soft
    silky_soft
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    My favourite part of the patch is how they balanced all the useless sets with insane cooldowns to be up there with the couple that everyone runs.
    I have no will left to help with lag until high action per minute devs play via a vpn from Asia or Oceania to NA and live stream thier experience of thier actions being declined by the server because they are out of frame.
  • sans-culottes
    sans-culottes
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    My favorite part of the patch is how they gutted core Necromancer functionality.
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