cuddles_with_wroble wrote: »this class is designed to highlight every flaw of modern eso and is an abomination of ZoS's outdated balance philosophy and views on the game
it has max hp scaling shields that heal you
it has passive % damage increases higher than 5 pc sets
it has access to rare buffs no one else gets
it has every debuff in the known universe
it it 500% easier to play than any other class
it does more damage than any other class
its the best tank with the best taunt
in pvp 90% of its damage comes from proc sets and not class skills
garbage spammable that everyone hates (classic dlc class addition.. cliff racer/skull KEKW)
doesnt need to builds damage in pvp bcs passive are juiced
PrinceShroob wrote: »I am sorry that you do not enjoy playing Arcanist. But spitefully wanting the class nerfed is not the answer. And there are non-Arcanist DPS options in the current meta--Necromancer, Z'enkosh, Templar, Martial Knowledge Sorcerer, and even Nightblade in Kyne's Aegis come to mind.
PrinceShroob wrote: »I am sorry that you do not enjoy playing Arcanist. But spitefully wanting the class nerfed is not the answer. And there are non-Arcanist DPS options in the current meta--Necromancer, Z'enkosh, Templar, Martial Knowledge Sorcerer, and even Nightblade in Kyne's Aegis come to mind.
Z'enkosh DK, EC Necro, MK Sorcerer, they are not DPS, they are support, these classes use these sets not because these builds can bring them high DPS, but because this build is good for the team.
When you think of these support bots as dps meta, it just goes to show how rare non-Arcanist is that people only remember these non-Arcanist builds, or mistakenly think that non-Arcanist support builds are pure dps builds.
Of course, the nerf to Fatecarver is not particularly reasonable, because in fact other classes still have a lot of untapped cleave potential, Skeletal Arcanist, Twisting Path, Shattering Spines, Reflective Light, etc. It’s just that for some reason we don’t know, ZOS refused to change this and even restricted it instead.
The most obvious example is Necro. Corpseburster is an almost successful aoe set and one of the few successful class sets. However, in U46 we may witness the decline of this set simply because of the reduced existence time of corpses, the nerf of Class Mastery, etc.
Buffing other classes' cleave damage instead of nerfing Fatecarver is fair to everyone.
PrinceShroob wrote: »I am sorry that you do not enjoy playing Arcanist. But spitefully wanting the class nerfed is not the answer. And there are non-Arcanist DPS options in the current meta--Necromancer, Z'enkosh, Templar, Martial Knowledge Sorcerer, and even Nightblade in Kyne's Aegis come to mind.
Z'enkosh DK, EC Necro, MK Sorcerer, they are not DPS, they are support, these classes use these sets not because these builds can bring them high DPS, but because this build is good for the team.
When you think of these support bots as dps meta, it just goes to show how rare non-Arcanist is that people only remember these non-Arcanist builds, or mistakenly think that non-Arcanist support builds are pure dps builds.
Of course, the nerf to Fatecarver is not particularly reasonable, because in fact other classes still have a lot of untapped cleave potential, Skeletal Arcanist, Twisting Path, Shattering Spines, Reflective Light, etc. It’s just that for some reason we don’t know, ZOS refused to change this and even restricted it instead.
The most obvious example is Necro. Corpseburster is an almost successful aoe set and one of the few successful class sets. However, in U46 we may witness the decline of this set simply because of the reduced existence time of corpses, the nerf of Class Mastery, etc.
Buffing other classes' cleave damage instead of nerfing Fatecarver is fair to everyone.
When the endgame sweats run most trials you know the rosters are balanced, right?
It's the middle class of raiders who are stuck with arc heavy comps. One of the raids I'm doing tonight has 4 necros, 1 arc, 2 plars, 1 sorc, 1 dk for the assigned DD roles, for example.
Meanwhile, back in reality, 450k AoE DPS setup - without highland conqueror or other dummy cheese stuff - that has no beam or arcanist skill lines for that matter:https://youtu.be/zDJirhfiwz8
BananaBender wrote: »I wanted to give an explanation and some data for anyone wondering why arcanist is considered broken by so many players, especially by the endgame community.
Arcanist has so much more going for it than just damage. It has damage on par with other classes, but it can dish out the same damage in single target as it does in AoE. Not only that, but you get an insane range and you can move your damage at will. So fights where positioning is a large part of the difficulty, arcanist over performs other classes by a massive margin, because you can do damage while other builds cannot.
Another thing is its passives. Arcanist gets a massive amount of free penetration and critical damage, which wasn't a huge deal in organized content before, since you would have penetration sets on supports, but now that you have access to other skill lines with penetration and crit damage passives (Herald of the Tome is the only skill line with both), you suddenly don't need any penetration sets, or crit damage sets. This means that any non arcanist player is going to be at an enormous disadvantage because they have to source those buffs from elsewhere, which will always come at the cost of something else (crit chance for example) which leads into a significant drop in damage. This means that the whole group would have to build around non arcanist classes just to even keep up with the passive buffs, while building around arcanist you could use all those resources on extra buffs or more survival.
All of that leads to something like this (pictures posted in the spoiler, all from different groups). There were total of TWO non arcanist DDs, one of them is a player who refuses to use beam no matter how good it is (respect). These pictures are from groups which include a few of the strongest players in the game, not just your average gamers. Arcanist just has way too much going for it that calling it anything but overpowered is just a straight up lie.These pictures are from public logs of people doing the new trial on Hard Mode.
BananaBender wrote: »I wanted to give an explanation and some data for anyone wondering why arcanist is considered broken by so many players, especially by the endgame community.
Arcanist has so much more going for it than just damage. It has damage on par with other classes, but it can dish out the same damage in single target as it does in AoE. Not only that, but you get an insane range and you can move your damage at will. So fights where positioning is a large part of the difficulty, arcanist over performs other classes by a massive margin, because you can do damage while other builds cannot.
Another thing is its passives. Arcanist gets a massive amount of free penetration and critical damage, which wasn't a huge deal in organized content before, since you would have penetration sets on supports, but now that you have access to other skill lines with penetration and crit damage passives (Herald of the Tome is the only skill line with both), you suddenly don't need any penetration sets, or crit damage sets. This means that any non arcanist player is going to be at an enormous disadvantage because they have to source those buffs from elsewhere, which will always come at the cost of something else (crit chance for example) which leads into a significant drop in damage. This means that the whole group would have to build around non arcanist classes just to even keep up with the passive buffs, while building around arcanist you could use all those resources on extra buffs or more survival.
All of that leads to something like this (pictures posted in the spoiler, all from different groups). There were total of TWO non arcanist DDs, one of them is a player who refuses to use beam no matter how good it is (respect). These pictures are from groups which include a few of the strongest players in the game, not just your average gamers. Arcanist just has way too much going for it that calling it anything but overpowered is just a straight up lie.These pictures are from public logs of people doing the new trial on Hard Mode.
The meta is to start with arcanist because of their survivability and cleave, and then as the trial strats become more developed, go to a more balanced comp.
I don't see any difference with the new trial other than that the most used strat for the first boss requires beam to hit all priority targets without getting killed by enemy cleave. They would need to redesign that fight if they nerfed arcanist.
The stamblade tells me which group that is though
BananaBender wrote: »BananaBender wrote: »I wanted to give an explanation and some data for anyone wondering why arcanist is considered broken by so many players, especially by the endgame community.
Arcanist has so much more going for it than just damage. It has damage on par with other classes, but it can dish out the same damage in single target as it does in AoE. Not only that, but you get an insane range and you can move your damage at will. So fights where positioning is a large part of the difficulty, arcanist over performs other classes by a massive margin, because you can do damage while other builds cannot.
Another thing is its passives. Arcanist gets a massive amount of free penetration and critical damage, which wasn't a huge deal in organized content before, since you would have penetration sets on supports, but now that you have access to other skill lines with penetration and crit damage passives (Herald of the Tome is the only skill line with both), you suddenly don't need any penetration sets, or crit damage sets. This means that any non arcanist player is going to be at an enormous disadvantage because they have to source those buffs from elsewhere, which will always come at the cost of something else (crit chance for example) which leads into a significant drop in damage. This means that the whole group would have to build around non arcanist classes just to even keep up with the passive buffs, while building around arcanist you could use all those resources on extra buffs or more survival.
All of that leads to something like this (pictures posted in the spoiler, all from different groups). There were total of TWO non arcanist DDs, one of them is a player who refuses to use beam no matter how good it is (respect). These pictures are from groups which include a few of the strongest players in the game, not just your average gamers. Arcanist just has way too much going for it that calling it anything but overpowered is just a straight up lie.These pictures are from public logs of people doing the new trial on Hard Mode.
The meta is to start with arcanist because of their survivability and cleave, and then as the trial strats become more developed, go to a more balanced comp.
I don't see any difference with the new trial other than that the most used strat for the first boss requires beam to hit all priority targets without getting killed by enemy cleave. They would need to redesign that fight if they nerfed arcanist.
The stamblade tells me which group that is though
There were some familiar names in some of those logs XD
As you said, first boss on arc is a completely different fight than it would be on any other class, but I don't think they would have to change the fight. It would definitely be one of the more difficult fights in the game, but I would find it so much more engaging to what it is now, where 8 DDs stand still and look in one direction and tank does all the work. It's just such a let down of a fight when it could easily be one of the most engaging ones. On the second boss you pretty much need range to stay competitive, and on pretty much all other classes having higher range comes at the cost of damage, but not on arcanist, making it once again the default and by far the most effective option. Last boss is one where other classes could at least play the game, but with beam you can damage all targets through out the fight, making the portal significantly easier for example.
I would say the difference between now and before is that arcanist is just by far the best class to abuse subclassing. There is very little data on other trials with subclassing, so I really hope I'm wrong, but I just don't see a scenario where we aren't going into another two years of beam meta.
BananaBender wrote: »I wanted to give an explanation and some data for anyone wondering why arcanist is considered broken by so many players, especially by the endgame community.
Arcanist has so much more going for it than just damage. It has damage on par with other classes, but it can dish out the same damage in single target as it does in AoE. Not only that, but you get an insane range and you can move your damage at will. So fights where positioning is a large part of the difficulty, arcanist over performs other classes by a massive margin, because you can do damage while other builds cannot.
Another thing is its passives. Arcanist gets a massive amount of free penetration and critical damage, which wasn't a huge deal in organized content before, since you would have penetration sets on supports, but now that you have access to other skill lines with penetration and crit damage passives (Herald of the Tome is the only skill line with both), you suddenly don't need any penetration sets, or crit damage sets. This means that any non arcanist player is going to be at an enormous disadvantage because they have to source those buffs from elsewhere, which will always come at the cost of something else (crit chance for example) which leads into a significant drop in damage. This means that the whole group would have to build around non arcanist classes just to even keep up with the passive buffs, while building around arcanist you could use all those resources on extra buffs or more survival.
All of that leads to something like this (pictures posted in the spoiler, all from different groups). There were total of TWO non arcanist DDs, one of them is a player who refuses to use beam no matter how good it is (respect). These pictures are from groups which include a few of the strongest players in the game, not just your average gamers. Arcanist just has way too much going for it that calling it anything but overpowered is just a straight up lie.These pictures are from public logs of people doing the new trial on Hard Mode.
The meta is to start with arcanist because of their survivability and cleave, and then as the trial strats become more developed, go to a more balanced comp.
I don't see any difference with the new trial other than that the most used strat for the first boss requires beam to hit all priority targets without getting killed by enemy cleave. They would need to redesign that fight if they nerfed arcanist.
The stamblade tells me which group that is though
cuddles_with_wroble wrote: »BananaBender wrote: »I wanted to give an explanation and some data for anyone wondering why arcanist is considered broken by so many players, especially by the endgame community.
Arcanist has so much more going for it than just damage. It has damage on par with other classes, but it can dish out the same damage in single target as it does in AoE. Not only that, but you get an insane range and you can move your damage at will. So fights where positioning is a large part of the difficulty, arcanist over performs other classes by a massive margin, because you can do damage while other builds cannot.
Another thing is its passives. Arcanist gets a massive amount of free penetration and critical damage, which wasn't a huge deal in organized content before, since you would have penetration sets on supports, but now that you have access to other skill lines with penetration and crit damage passives (Herald of the Tome is the only skill line with both), you suddenly don't need any penetration sets, or crit damage sets. This means that any non arcanist player is going to be at an enormous disadvantage because they have to source those buffs from elsewhere, which will always come at the cost of something else (crit chance for example) which leads into a significant drop in damage. This means that the whole group would have to build around non arcanist classes just to even keep up with the passive buffs, while building around arcanist you could use all those resources on extra buffs or more survival.
All of that leads to something like this (pictures posted in the spoiler, all from different groups). There were total of TWO non arcanist DDs, one of them is a player who refuses to use beam no matter how good it is (respect). These pictures are from groups which include a few of the strongest players in the game, not just your average gamers. Arcanist just has way too much going for it that calling it anything but overpowered is just a straight up lie.These pictures are from public logs of people doing the new trial on Hard Mode.
The meta is to start with arcanist because of their survivability and cleave, and then as the trial strats become more developed, go to a more balanced comp.
I don't see any difference with the new trial other than that the most used strat for the first boss requires beam to hit all priority targets without getting killed by enemy cleave. They would need to redesign that fight if they nerfed arcanist.
The stamblade tells me which group that is though
“They would have to redesign the fight if the beam was nerfed” if you don’t see the irony or the problem with this statement than you truly don’t understand the issue.
cuddles_with_wroble wrote: »BananaBender wrote: »I wanted to give an explanation and some data for anyone wondering why arcanist is considered broken by so many players, especially by the endgame community.
Arcanist has so much more going for it than just damage. It has damage on par with other classes, but it can dish out the same damage in single target as it does in AoE. Not only that, but you get an insane range and you can move your damage at will. So fights where positioning is a large part of the difficulty, arcanist over performs other classes by a massive margin, because you can do damage while other builds cannot.
Another thing is its passives. Arcanist gets a massive amount of free penetration and critical damage, which wasn't a huge deal in organized content before, since you would have penetration sets on supports, but now that you have access to other skill lines with penetration and crit damage passives (Herald of the Tome is the only skill line with both), you suddenly don't need any penetration sets, or crit damage sets. This means that any non arcanist player is going to be at an enormous disadvantage because they have to source those buffs from elsewhere, which will always come at the cost of something else (crit chance for example) which leads into a significant drop in damage. This means that the whole group would have to build around non arcanist classes just to even keep up with the passive buffs, while building around arcanist you could use all those resources on extra buffs or more survival.
All of that leads to something like this (pictures posted in the spoiler, all from different groups). There were total of TWO non arcanist DDs, one of them is a player who refuses to use beam no matter how good it is (respect). These pictures are from groups which include a few of the strongest players in the game, not just your average gamers. Arcanist just has way too much going for it that calling it anything but overpowered is just a straight up lie.These pictures are from public logs of people doing the new trial on Hard Mode.
The meta is to start with arcanist because of their survivability and cleave, and then as the trial strats become more developed, go to a more balanced comp.
I don't see any difference with the new trial other than that the most used strat for the first boss requires beam to hit all priority targets without getting killed by enemy cleave. They would need to redesign that fight if they nerfed arcanist.
The stamblade tells me which group that is though
“They would have to redesign the fight if the beam was nerfed” if you don’t see the irony or the problem with this statement than you truly don’t understand the issue.
cuddles_with_wroble wrote: »BananaBender wrote: »I wanted to give an explanation and some data for anyone wondering why arcanist is considered broken by so many players, especially by the endgame community.
Arcanist has so much more going for it than just damage. It has damage on par with other classes, but it can dish out the same damage in single target as it does in AoE. Not only that, but you get an insane range and you can move your damage at will. So fights where positioning is a large part of the difficulty, arcanist over performs other classes by a massive margin, because you can do damage while other builds cannot.
Another thing is its passives. Arcanist gets a massive amount of free penetration and critical damage, which wasn't a huge deal in organized content before, since you would have penetration sets on supports, but now that you have access to other skill lines with penetration and crit damage passives (Herald of the Tome is the only skill line with both), you suddenly don't need any penetration sets, or crit damage sets. This means that any non arcanist player is going to be at an enormous disadvantage because they have to source those buffs from elsewhere, which will always come at the cost of something else (crit chance for example) which leads into a significant drop in damage. This means that the whole group would have to build around non arcanist classes just to even keep up with the passive buffs, while building around arcanist you could use all those resources on extra buffs or more survival.
All of that leads to something like this (pictures posted in the spoiler, all from different groups). There were total of TWO non arcanist DDs, one of them is a player who refuses to use beam no matter how good it is (respect). These pictures are from groups which include a few of the strongest players in the game, not just your average gamers. Arcanist just has way too much going for it that calling it anything but overpowered is just a straight up lie.These pictures are from public logs of people doing the new trial on Hard Mode.
The meta is to start with arcanist because of their survivability and cleave, and then as the trial strats become more developed, go to a more balanced comp.
I don't see any difference with the new trial other than that the most used strat for the first boss requires beam to hit all priority targets without getting killed by enemy cleave. They would need to redesign that fight if they nerfed arcanist.
The stamblade tells me which group that is though
“They would have to redesign the fight if the beam was nerfed” if you don’t see the irony or the problem with this statement than you truly don’t understand the issue.
If they'll add a new BonBon class, with a Fluffy skill, and then add Dungeons with fights that have mechanics which specifically requires the use of Fluffy skill... Would the solution be to nerf BonBon class and Fluffy skill? Or would it be a design choice "problem"? And since it is a design choice "problem", isn't it fair to assume that this is their game and the combat/dungeon devs put in the game what they have the right to think is right in their minds? If they want to push on us the use of something it only makes sense...
Hope I didn't appear as aggressive, it wasn't my intention, just putting out a thought.
mdjessup4906 wrote: »"If use of fluffy skill was the only way to clear a mechanic and only 1 class had access to said skill than yes I’d say that is horrific design"
Sooo, unfair encounter design and nonsensical nerfs to other classes is the issue, yet all anyone can do is scream about nerfing arc. Top tier logic for sure.
alpha_synuclein wrote: »My main problem with arcanist is that it completely demolishes the learning curve that previously lead players into harder content. I really don't want to sound like the back in my days kind of person, but before arcanist was a thing, players were gaining power relatively slowly, and while doing that they had a chance to go through older group content and learn the basics. Now we got bunch of players that got very strong very fast due to their builds and can burn through some content while standing in red beaming and without giving it a thought. This kind of "accessibility" (I hate this term used in this context...) is making a lot of players happy, but imo it is not good for the (end) game in the long term. All it does is producing all-powerfull players that fail basic mechs in harder trials, because that's where they actually need to pay attention to them for the first time. Not to mention that the attempts on transition from arca to any kind of high APM build without previous experience with one usually ends.... well, underwhelming 😉 If that's not an awful design choice, then I don't know what is. ZOS decimated endgame with U35 and proceed to filling it back with players that can only play arca. It's not a fix, it's a cover. And subclassing will only exacerbate the issue.
alpha_synuclein wrote: »My main problem with arcanist is that it completely demolishes the learning curve that previously lead players into harder content. I really don't want to sound like the back in my days kind of person, but before arcanist was a thing, players were gaining power relatively slowly, and while doing that they had a chance to go through older group content and learn the basics. Now we got bunch of players that got very strong very fast due to their builds and can burn through some content while standing in red beaming and without giving it a thought. This kind of "accessibility" (I hate this term used in this context...) is making a lot of players happy, but imo it is not good for the (end) game in the long term. All it does is producing all-powerfull players that fail basic mechs in harder trials, because that's where they actually need to pay attention to them for the first time. Not to mention that the attempts on transition from arca to any kind of high APM build without previous experience with one usually ends.... well, underwhelming 😉 If that's not an awful design choice, then I don't know what is. ZOS decimated endgame with U35 and proceed to filling it back with players that can only play arca. It's not a fix, it's a cover. And subclassing will only exacerbate the issue.