As for the PVP part this class is clearly killing the balance of the game...
This is a very common game design decision for nearly every monetized game out there, make the shiney and new amazing and slightly to overwhelmingly OP to sell the content, then apply the proper balance later.
PS: I don't think arcanist is too strong, it is just easier to deal damage on the class and crux needs to be build first before they can do so. Crux also has to make arcanists choose between offense and defense. They can't do both!
manukartofanu wrote: »PS: I don't think arcanist is too strong, it is just easier to deal damage on the class and crux needs to be build first before they can do so. Crux also has to make arcanists choose between offense and defense. They can't do both!
Basically, what's being said is that dealing damage is way easier, which is why arcanists are considered OP. Take a look around and you'll see everyone knows it. Everyone wants an arcanist in their team, and the crazy part? You don’t have to work hard at all. Just being an arcanist already makes you a sought-after player because they're just that OP.
IZZEFlameLash wrote: »manukartofanu wrote: »PS: I don't think arcanist is too strong, it is just easier to deal damage on the class and crux needs to be build first before they can do so. Crux also has to make arcanists choose between offense and defense. They can't do both!
Basically, what's being said is that dealing damage is way easier, which is why arcanists are considered OP. Take a look around and you'll see everyone knows it. Everyone wants an arcanist in their team, and the crazy part? You don’t have to work hard at all. Just being an arcanist already makes you a sought-after player because they're just that OP.
Being OP and easy to play are not really the same. Being OP is one shot comboing other players or boss. Being easy to play is just that, no need for complex rotations (that gets affected by lags often) to deal reasonable damage.
Arcanist as a class is easy to play DPS/support class. To deal the top damage, you still need all the meta proc sets with rotation executed almost frame perfect like any other classes. It does not magically deal 90-130k damage with just the beam alone.
In PvP setting, Arcanist excels at killing new players and anyone with less gaming sense than you as a player. However, same can be said of all other classes. It doesn't top the DPS either because NB is the undisputed king of damage dealing while being just as tanky in full damage setup as Warden and DK.
manukartofanu wrote: »IZZEFlameLash wrote: »manukartofanu wrote: »PS: I don't think arcanist is too strong, it is just easier to deal damage on the class and crux needs to be build first before they can do so. Crux also has to make arcanists choose between offense and defense. They can't do both!
Basically, what's being said is that dealing damage is way easier, which is why arcanists are considered OP. Take a look around and you'll see everyone knows it. Everyone wants an arcanist in their team, and the crazy part? You don’t have to work hard at all. Just being an arcanist already makes you a sought-after player because they're just that OP.
Being OP and easy to play are not really the same. Being OP is one shot comboing other players or boss. Being easy to play is just that, no need for complex rotations (that gets affected by lags often) to deal reasonable damage.
Arcanist as a class is easy to play DPS/support class. To deal the top damage, you still need all the meta proc sets with rotation executed almost frame perfect like any other classes. It does not magically deal 90-130k damage with just the beam alone.
In PvP setting, Arcanist excels at killing new players and anyone with less gaming sense than you as a player. However, same can be said of all other classes. It doesn't top the DPS either because NB is the undisputed king of damage dealing while being just as tanky in full damage setup as Warden and DK.
Don't confuse terminology and examples from shooters with the reality of MMORPGs. Here, you can't just one-shot someone, and that's fine. Does the Arcanist need to gather something to deal top damage? So do other classes, there's no difference there. However, the difference is that with just 2 skills, an Arcanist can deal the same damage that other classes achieve with 10 skills in their rotation and waiting for all their DoTs to take effect. The Arcanist deals this immediately, effortlessly, and doesn't need to ramp up. If shooter examples are more understandable for you, then just imagine you're given a pistol with which you can still run around, and to one-shot, you don't need to stop and aim like with a sniper rifle. You can keep running and shooting merrily, but there's no spread, and you kill everyone with one shot. Isn't this OP in your world? Just easier to play? Well, okay then.
Before you say that this class is not OP, go play battleground for a while and you will see how wrong you are by saying this, currently, the class completely ruins this mode...
CameraBeardThePirate wrote: »Arcanist really isn't OP. They have a very high baseline damage in PvE, but they're also not topping DPS charts - they're just easy to play.
In PvP, Beam can do incredibly high damage, but requires locking down the target(s) via someone else in the group using a pull set or snares etc. It's certainly not any stronger than a min/maxed Soul Tether Nightblade or a group with good spike damage.
The only thing that could use toning down is really just Impervious Runeward, and I don't think it needs a particularly large nerf either. The initial shield is incredibly powerful, and certainly overtuned, but anything more than a slight nerf (say, 15%?) would likely make Arcanist feel very bad to play considering Runemend isn't a particularly strong burst heal.
The stun is also something people complain about - and I do agree that ZOS needs to take a look at it. The stun is extremely telegraphed and blockable. The problem is that it's very inconsistent with break-free. It isn't OP - it's functionally broken. Nerfing the class because an ability isn't working correctly is how Blastbones was such a garbage ability at Necro's launch. Fix the stun (or charms in general) being inconsistent and the problem is solved.
boi_anachronism_ wrote: »CameraBeardThePirate wrote: »Arcanist really isn't OP. They have a very high baseline damage in PvE, but they're also not topping DPS charts - they're just easy to play.
In PvP, Beam can do incredibly high damage, but requires locking down the target(s) via someone else in the group using a pull set or snares etc. It's certainly not any stronger than a min/maxed Soul Tether Nightblade or a group with good spike damage.
The only thing that could use toning down is really just Impervious Runeward, and I don't think it needs a particularly large nerf either. The initial shield is incredibly powerful, and certainly overtuned, but anything more than a slight nerf (say, 15%?) would likely make Arcanist feel very bad to play considering Runemend isn't a particularly strong burst heal.
The stun is also something people complain about - and I do agree that ZOS needs to take a look at it. The stun is extremely telegraphed and blockable. The problem is that it's very inconsistent with break-free. It isn't OP - it's functionally broken. Nerfing the class because an ability isn't working correctly is how Blastbones was such a garbage ability at Necro's launch. Fix the stun (or charms in general) being inconsistent and the problem is solved.
15% is a huge nerf. Impervious is the one skill that makes arc tanks viable. They have no self burst heal. All heals can go to other players. That's why they need it. As far as pvp the issue with it is just a symptom of players being able to stack hp and still get high damage making their shield stronger since it scales of hp. Undeath is a major issue with this too and pvp arc generally just crutch on proc sets. I can tell you right now if they nerfed Impervious by that much id have to shelf my arc tank completely and use another.
CameraBeardThePirate wrote: »boi_anachronism_ wrote: »CameraBeardThePirate wrote: »Arcanist really isn't OP. They have a very high baseline damage in PvE, but they're also not topping DPS charts - they're just easy to play.
In PvP, Beam can do incredibly high damage, but requires locking down the target(s) via someone else in the group using a pull set or snares etc. It's certainly not any stronger than a min/maxed Soul Tether Nightblade or a group with good spike damage.
The only thing that could use toning down is really just Impervious Runeward, and I don't think it needs a particularly large nerf either. The initial shield is incredibly powerful, and certainly overtuned, but anything more than a slight nerf (say, 15%?) would likely make Arcanist feel very bad to play considering Runemend isn't a particularly strong burst heal.
The stun is also something people complain about - and I do agree that ZOS needs to take a look at it. The stun is extremely telegraphed and blockable. The problem is that it's very inconsistent with break-free. It isn't OP - it's functionally broken. Nerfing the class because an ability isn't working correctly is how Blastbones was such a garbage ability at Necro's launch. Fix the stun (or charms in general) being inconsistent and the problem is solved.
15% is a huge nerf. Impervious is the one skill that makes arc tanks viable. They have no self burst heal. All heals can go to other players. That's why they need it. As far as pvp the issue with it is just a symptom of players being able to stack hp and still get high damage making their shield stronger since it scales of hp. Undeath is a major issue with this too and pvp arc generally just crutch on proc sets. I can tell you right now if they nerfed Impervious by that much id have to shelf my arc tank completely and use another.
Yah I should've worded a little clearer - my point was that 15% is probably the upper limit of an "acceptable" nerf without completely dumpstering the ability. I agree that Impervious needs to be as strong as it does because Runemend itself is so booty.
Nerfing Undeath (which applies its mitigation to damage shields and block for some odd reason) and changing base health/health attribute points to discourage high health stacking would be a much better way to reduce the "immortal" feeling that some Arcs in PvP seem to reach. Also worth noting that people are still reporting a bug allowing Arcs to bottom out their health without actually dying - if that bug is indeed still in the game then that fix would certainly help things too
It's sad to be defending a class that's more suited to hack'n slash than MMORPGs - the radius is clearly uneven, making the game clearly unplayable, to the point where you even wonder if the armour is respected by this class...
IZZEFlameLash wrote: »In PvP, many players are smart enough to not sit in beams. In PvE, Inspired Scholarship -> 2x Flail -> Fatecarver and/or Languid Eye isn't really putting out any more DPS than a player on other classes with imperfect rotation and/or equally non-optimal gear setup. I can hit 50-60k on other classes in my complete off-meta PvE builds with imperfect rotations. I can hit that number on my Arcanist with equally imperfect rotation but more meta-beginner setups (setup that supposedly can pull up to 100k on all classes, including Arcanist if done with perfect rotations). Maintaining that 50k-60k number also involves using about the same number of skills as other classes. If not, only time I can hit 60k easy with only using Inspired Scholarship + 2x Flail + Fatecarver with Arcanist is when my ult is up and that's usually at the beginning of boss encounter. But then, this 50k-60k dps also happens on other classes when I have my ults up. All the while, same happens with PvE gurus that have perfected their rotations and optimized gears for each classes. From what I can tell, Arcanist doesn't really shoot itself far and away at the hands of PvE gurus either. Basically caps out at around the same parse number as other classes where getting more crits during the parse becoming the only factor in higher number at that point. I don't know, that screams that the class was actually very well balanced before the official launch.
Your hypothetical pistol in a hypothetical game analogy is invalid. Such a pistol, first of all, would never exist in any non-complete joke shooter games outside of being an admin weapon or pistol at the hands of a cheater using hacks. Hence, such a thing is already a complete outlier weapon and not reflective of anything else. Arcanist is more akin to this one SMG/AR/DMR/Sniper everyone crutches on because of its ease of use (usually due to having easy to control recoil, decent damage output) that will carry the player to a certain degree. But it certainly won't turn them into e-sports tier players because it doesn't compensate for the player's reaction time, player's aim (a.k.a player's own skill, in MMO terms, executing your rotation in PvE context). Arcanist is exactly that.
So, it would seem that I am not the one confusing the term here for now. For something to be 'overpowered' in traditional RPG (be it MMO or Action) sense, some item, or some class has to really pull far ahead of others without requiring any other conditions and its difference made even clearer at higher skill level. Arcanist doesn't fit that bill at all. Is it pulling ahead of other classes' dps at below average level? Yeah, maybe. Because obviously, those at skill floor will definitely be carried by easy-to-use to a certain level because easy-to-use also means certain invisible skill barriers are eliminated. Is it pulling far ahead of everything at average to high skill level? No. This is a classic sign of 'easy-to-use' anything. 'Overpowered' used to be only used when certain setup/class was clearly pulling way ahead of others and that gap only growing wider at the higher skill level gameplay like DK DPS of more recent olden days. But now, apparently, everything is 'overpowered' if there's under 2% performance gain to be had. Even though as we speak, no one is really picking up 2% damage reduction/boost visions from EA unless other vision options are objectively worse ones. I suppose, thanks all these clickbait 'BROKEN SUPER OP ELITE GOD-TIER (whatever gear setup, class you want named here)' videos for muddying up the definition of 'overpowered' for gamers.
manukartofanu wrote: »IZZEFlameLash wrote: »In PvP, many players are smart enough to not sit in beams. In PvE, Inspired Scholarship -> 2x Flail -> Fatecarver and/or Languid Eye isn't really putting out any more DPS than a player on other classes with imperfect rotation and/or equally non-optimal gear setup. I can hit 50-60k on other classes in my complete off-meta PvE builds with imperfect rotations. I can hit that number on my Arcanist with equally imperfect rotation but more meta-beginner setups (setup that supposedly can pull up to 100k on all classes, including Arcanist if done with perfect rotations). Maintaining that 50k-60k number also involves using about the same number of skills as other classes. If not, only time I can hit 60k easy with only using Inspired Scholarship + 2x Flail + Fatecarver with Arcanist is when my ult is up and that's usually at the beginning of boss encounter. But then, this 50k-60k dps also happens on other classes when I have my ults up. All the while, same happens with PvE gurus that have perfected their rotations and optimized gears for each classes. From what I can tell, Arcanist doesn't really shoot itself far and away at the hands of PvE gurus either. Basically caps out at around the same parse number as other classes where getting more crits during the parse becoming the only factor in higher number at that point. I don't know, that screams that the class was actually very well balanced before the official launch.
Your hypothetical pistol in a hypothetical game analogy is invalid. Such a pistol, first of all, would never exist in any non-complete joke shooter games outside of being an admin weapon or pistol at the hands of a cheater using hacks. Hence, such a thing is already a complete outlier weapon and not reflective of anything else. Arcanist is more akin to this one SMG/AR/DMR/Sniper everyone crutches on because of its ease of use (usually due to having easy to control recoil, decent damage output) that will carry the player to a certain degree. But it certainly won't turn them into e-sports tier players because it doesn't compensate for the player's reaction time, player's aim (a.k.a player's own skill, in MMO terms, executing your rotation in PvE context). Arcanist is exactly that.
So, it would seem that I am not the one confusing the term here for now. For something to be 'overpowered' in traditional RPG (be it MMO or Action) sense, some item, or some class has to really pull far ahead of others without requiring any other conditions and its difference made even clearer at higher skill level. Arcanist doesn't fit that bill at all. Is it pulling ahead of other classes' dps at below average level? Yeah, maybe. Because obviously, those at skill floor will definitely be carried by easy-to-use to a certain level because easy-to-use also means certain invisible skill barriers are eliminated. Is it pulling far ahead of everything at average to high skill level? No. This is a classic sign of 'easy-to-use' anything. 'Overpowered' used to be only used when certain setup/class was clearly pulling way ahead of others and that gap only growing wider at the higher skill level gameplay like DK DPS of more recent olden days. But now, apparently, everything is 'overpowered' if there's under 2% performance gain to be had. Even though as we speak, no one is really picking up 2% damage reduction/boost visions from EA unless other vision options are objectively worse ones. I suppose, thanks all these clickbait 'BROKEN SUPER OP ELITE GOD-TIER (whatever gear setup, class you want named here)' videos for muddying up the definition of 'overpowered' for gamers.
Your experience seems to focus on theoretical maximum DPS outputs in controlled environments like dummy tests. However, real raid scenarios are far different. In actual gameplay, it's not just about hitting high numbers on a dummy; it's about consistently delivering damage in dynamic, often chaotic, combat situations. This is where Arcanists shine.
Arcanists are designed for fast and efficient damage output, which is essential in real fights. While they may not always top the DPS charts in controlled tests, their ability to rapidly deal full damage makes them dominant in actual raids. Interestingly, players who struggle to reach 70k DPS on a dummy with other classes can reach up to 100k DPS with an Arcanist under similar dummy test conditions. This shows the inherent efficiency and potential of the Arcanist class even in controlled environments.
Moreover, in a typical four-person dungeon group, achieving 60k DPS is a rarity for most classes. However, Arcanists can reach these numbers more readily. In larger trial groups, where synergy and group dynamics play a bigger role, Arcanists often easily hit 100k DPS. This performance isn't just about the class being 'easy-to-use'; it's about the class being effectively designed for the realities of combat in the game.
In gaming communities, such as on Discord, there's a noticeable trend: groups are actively seeking Arcanists for their trial groups. This preference stems from the Arcanists' ability to deliver consistent and reliable performance in challenging group scenarios. Additionally, these groups often have a high benchmark for DPS, usually around 120k+. They tend to prefer Arcanists or, alternatively, players of other classes who can meet this high DPS standard. This situation highlights the Arcanists' capability to achieve such high DPS more easily than other classes, particularly in high-level play.
So, while I understand your points about DPS in controlled settings, and the theoretical ability of other players to counter Arcanists in PvP, the actual dominance of Arcanists in both PvP and trials completely shatters some of these theoretical discussions about them not being overpowered. The real effectiveness and superiority of Arcanists in active gameplay scenarios, whether in PvP or trials, speak louder than theoretical assumptions, showcasing their true strength in the game.
manukartofanu wrote: »IZZEFlameLash wrote: »In PvP, many players are smart enough to not sit in beams. In PvE, Inspired Scholarship -> 2x Flail -> Fatecarver and/or Languid Eye isn't really putting out any more DPS than a player on other classes with imperfect rotation and/or equally non-optimal gear setup. I can hit 50-60k on other classes in my complete off-meta PvE builds with imperfect rotations. I can hit that number on my Arcanist with equally imperfect rotation but more meta-beginner setups (setup that supposedly can pull up to 100k on all classes, including Arcanist if done with perfect rotations). Maintaining that 50k-60k number also involves using about the same number of skills as other classes. If not, only time I can hit 60k easy with only using Inspired Scholarship + 2x Flail + Fatecarver with Arcanist is when my ult is up and that's usually at the beginning of boss encounter. But then, this 50k-60k dps also happens on other classes when I have my ults up. All the while, same happens with PvE gurus that have perfected their rotations and optimized gears for each classes. From what I can tell, Arcanist doesn't really shoot itself far and away at the hands of PvE gurus either. Basically caps out at around the same parse number as other classes where getting more crits during the parse becoming the only factor in higher number at that point. I don't know, that screams that the class was actually very well balanced before the official launch.
Your hypothetical pistol in a hypothetical game analogy is invalid. Such a pistol, first of all, would never exist in any non-complete joke shooter games outside of being an admin weapon or pistol at the hands of a cheater using hacks. Hence, such a thing is already a complete outlier weapon and not reflective of anything else. Arcanist is more akin to this one SMG/AR/DMR/Sniper everyone crutches on because of its ease of use (usually due to having easy to control recoil, decent damage output) that will carry the player to a certain degree. But it certainly won't turn them into e-sports tier players because it doesn't compensate for the player's reaction time, player's aim (a.k.a player's own skill, in MMO terms, executing your rotation in PvE context). Arcanist is exactly that.
So, it would seem that I am not the one confusing the term here for now. For something to be 'overpowered' in traditional RPG (be it MMO or Action) sense, some item, or some class has to really pull far ahead of others without requiring any other conditions and its difference made even clearer at higher skill level. Arcanist doesn't fit that bill at all. Is it pulling ahead of other classes' dps at below average level? Yeah, maybe. Because obviously, those at skill floor will definitely be carried by easy-to-use to a certain level because easy-to-use also means certain invisible skill barriers are eliminated. Is it pulling far ahead of everything at average to high skill level? No. This is a classic sign of 'easy-to-use' anything. 'Overpowered' used to be only used when certain setup/class was clearly pulling way ahead of others and that gap only growing wider at the higher skill level gameplay like DK DPS of more recent olden days. But now, apparently, everything is 'overpowered' if there's under 2% performance gain to be had. Even though as we speak, no one is really picking up 2% damage reduction/boost visions from EA unless other vision options are objectively worse ones. I suppose, thanks all these clickbait 'BROKEN SUPER OP ELITE GOD-TIER (whatever gear setup, class you want named here)' videos for muddying up the definition of 'overpowered' for gamers.
Your experience seems to focus on theoretical maximum DPS outputs in controlled environments like dummy tests. However, real raid scenarios are far different. In actual gameplay, it's not just about hitting high numbers on a dummy; it's about consistently delivering damage in dynamic, often chaotic, combat situations. This is where Arcanists shine.
Arcanists are designed for fast and efficient damage output, which is essential in real fights. While they may not always top the DPS charts in controlled tests, their ability to rapidly deal full damage makes them dominant in actual raids. Interestingly, players who struggle to reach 70k DPS on a dummy with other classes can reach up to 100k DPS with an Arcanist under similar dummy test conditions. This shows the inherent efficiency and potential of the Arcanist class even in controlled environments.
Moreover, in a typical four-person dungeon group, achieving 60k DPS is a rarity for most classes. However, Arcanists can reach these numbers more readily. In larger trial groups, where synergy and group dynamics play a bigger role, Arcanists often easily hit 100k DPS. This performance isn't just about the class being 'easy-to-use'; it's about the class being effectively designed for the realities of combat in the game.
In gaming communities, such as on Discord, there's a noticeable trend: groups are actively seeking Arcanists for their trial groups. This preference stems from the Arcanists' ability to deliver consistent and reliable performance in challenging group scenarios. Additionally, these groups often have a high benchmark for DPS, usually around 120k+. They tend to prefer Arcanists or, alternatively, players of other classes who can meet this high DPS standard. This situation highlights the Arcanists' capability to achieve such high DPS more easily than other classes, particularly in high-level play.
So, while I understand your points about DPS in controlled settings, and the theoretical ability of other players to counter Arcanists in PvP, the actual dominance of Arcanists in both PvP and trials completely shatters some of these theoretical discussions about them not being overpowered. The real effectiveness and superiority of Arcanists in active gameplay scenarios, whether in PvP or trials, speak louder than theoretical assumptions, showcasing their true strength in the game.