YandereGirlfriend wrote: »So I did a little bit of math about skills because I was just interested in looking into the numbers. On the UESP they have all damage values based on characters with the same stats, so skills can be compared to each other fairly directly. Normal single target 'spammables' do a consistent amount of damage around 5717, so I use that as the base value.
Fatecarver does 42% of that damage per tick, 3 times a second, giving it, unbuffed by crux, a damage of 126% per second, meaning that Fatecarver without crux does more damage than some of the single target spammables like Cutting Dive and Flame Skull. Snipe on its own without the status effect does 118% damage, meaning that if you have one character just hard casting Fatecarver without crux, and an archer spamming Snipe without Hawk Eye stacks, the Fatecarver would do better in single target. Once you introduce crux or additional targets, Fatecarver just wins, hands down. There is downtime between beams, but since Flail does 93% damage it isn't nearly that much of a loss.
AOE spammables, skills like Impulse and Carve do 83% damage per cast, well under what Fatecarver does, costing more resources, and not having nearly as much reach. Now, I love Elemental Explosion, it does a sizable amount of damage per cast, but it only does 169% damage, so you spend two seconds casting a skill to do a little under 2 spammables worth of damage to enemies in an area, though that damage is still decent, being what you'd expect of the up front damage of Meteor.
Another skill I looked at was Scorch, specifically the stamina morph that makes both hits do the same 'lower' damage, but doing it more rapidly, and each hit does only 124% damage, meaning that technically an unbuffed Fatecarver does more damage dry cast than the shalk explosion, and yes I know you'd be mixing other skills in to make up the damage, since Fatecarver prevents the use of other skills, but that being said. Sub-Assault is essentially 1s of crux empowered Fatecarver damage, at roughly the same cost (a little over), and spread out over 6s.
I say this because I run dungeons with friends on the weekend, it's the only way I still reliably engage with ESO, and every day I think to myself "I want to bring something other than my arcanist", but I don't want to waste my friends time by causing unnecessary friction. The defensive morph of Fatecarver so strongly outpaces so many other damage options that I'd be a fool not to run them outside of trying some sort of precise trial build, but just derping around with the beam makes everything else look, honestly, like a joke.
I'd love to bring my magicka sorc and zap my enemies, but Fatecarver out damages it so easily. I'd love to bring my stam sorc, using a bow with whatever fun skills I could mix in with storm calling, but even against single targets Fatecarver just wins. I'd love to bring my elementalist warden, but for all the extra skills I'm throwing out I would still be accomplishing less. I don't want to waste my friends time, so I settle with beaming, but it'd be nice if there were other options in the same zip code as Fatecarver.
Fun bit of extra trivia. Grim Focus and Relentless Focus do pretty much exactly 200% damage in this frame of reference.
Well the issue here is Light Attack weaving. I think its always been inferred that the damage from fatecarver sits above the "base damage" of other skills due to it being a channel and the "missed" dps from missing 4 LAs over the duration. A fairer assessment when comparing the damage to other skills would be to include the LA attack damage in the equation for the skills that allow to fire off a LA every second.
It's still super gross damage and far above any other options.
And that framing creates like an implicit penalty to anyone who isn't at the level of 100% weaving efficiency, which describes like 99.9% of ESO players.
YandereGirlfriend wrote: »So I did a little bit of math about skills because I was just interested in looking into the numbers. On the UESP they have all damage values based on characters with the same stats, so skills can be compared to each other fairly directly. Normal single target 'spammables' do a consistent amount of damage around 5717, so I use that as the base value.
Fatecarver does 42% of that damage per tick, 3 times a second, giving it, unbuffed by crux, a damage of 126% per second, meaning that Fatecarver without crux does more damage than some of the single target spammables like Cutting Dive and Flame Skull. Snipe on its own without the status effect does 118% damage, meaning that if you have one character just hard casting Fatecarver without crux, and an archer spamming Snipe without Hawk Eye stacks, the Fatecarver would do better in single target. Once you introduce crux or additional targets, Fatecarver just wins, hands down. There is downtime between beams, but since Flail does 93% damage it isn't nearly that much of a loss.
AOE spammables, skills like Impulse and Carve do 83% damage per cast, well under what Fatecarver does, costing more resources, and not having nearly as much reach. Now, I love Elemental Explosion, it does a sizable amount of damage per cast, but it only does 169% damage, so you spend two seconds casting a skill to do a little under 2 spammables worth of damage to enemies in an area, though that damage is still decent, being what you'd expect of the up front damage of Meteor.
Another skill I looked at was Scorch, specifically the stamina morph that makes both hits do the same 'lower' damage, but doing it more rapidly, and each hit does only 124% damage, meaning that technically an unbuffed Fatecarver does more damage dry cast than the shalk explosion, and yes I know you'd be mixing other skills in to make up the damage, since Fatecarver prevents the use of other skills, but that being said. Sub-Assault is essentially 1s of crux empowered Fatecarver damage, at roughly the same cost (a little over), and spread out over 6s.
I say this because I run dungeons with friends on the weekend, it's the only way I still reliably engage with ESO, and every day I think to myself "I want to bring something other than my arcanist", but I don't want to waste my friends time by causing unnecessary friction. The defensive morph of Fatecarver so strongly outpaces so many other damage options that I'd be a fool not to run them outside of trying some sort of precise trial build, but just derping around with the beam makes everything else look, honestly, like a joke.
I'd love to bring my magicka sorc and zap my enemies, but Fatecarver out damages it so easily. I'd love to bring my stam sorc, using a bow with whatever fun skills I could mix in with storm calling, but even against single targets Fatecarver just wins. I'd love to bring my elementalist warden, but for all the extra skills I'm throwing out I would still be accomplishing less. I don't want to waste my friends time, so I settle with beaming, but it'd be nice if there were other options in the same zip code as Fatecarver.
Fun bit of extra trivia. Grim Focus and Relentless Focus do pretty much exactly 200% damage in this frame of reference.
Well the issue here is Light Attack weaving. I think its always been inferred that the damage from fatecarver sits above the "base damage" of other skills due to it being a channel and the "missed" dps from missing 4 LAs over the duration. A fairer assessment when comparing the damage to other skills would be to include the LA attack damage in the equation for the skills that allow to fire off a LA every second.
It's still super gross damage and far above any other options.
And that framing creates like an implicit penalty to anyone who isn't at the level of 100% weaving efficiency, which describes like 99.9% of ESO players.
Which I think was the very reason we saw fatecarver and Velothi fidn their way into the game, to give the big chunk of players that can't effectively weave a means to compete with the players that can. And now, of course we're seeing the over the top calls for them to be heavily nerfed or removed from the game.
Prior to subclassing, this would have pushed eveyone back to "well I guess I just have to try to get better at weaving" because of a lack of alternatives. However, with subclassing here now, what will happen will just be a movement to the next closest abilities because it no longer matters if the class is lacking in other areas. Thus what I said above, nerf fatecarver too much or remove it and everyone will move to Jabs and we'll have the same agruments appear about Jabs. Then the same treatment will happen and everyone will move to the next option, Firey Breath.... Because with subclassing those abilities can all be made now to put out equal or better DPS than force pulse with near perfect weaving and the average player does not want to have to master LA weaving just to be "good enough".
drip_fromtheinkwell wrote: »just stop trying to ruin the game for new players and players that think the arcanist is great as-is. eso creators already listened too much to old players and since last update game is half dead again, it had nothing to do with arcanist. even better though just talk about something else between each other in your elite groups of organized raid compositions and stop threats to fatecarver. before the game risks becoming even more dead from half dead
Except that there is literally no skill like fatecarver in the game. There is NO skill with the same cleave, the same power, or the same (extremely, EXTREMELY low) skill level. I don't think anyone is seriously saying to delete it entirely; but out of all the skills in the game, the one that's consistently balanced to is fatecarver. It is the problem. And it's making the game worse for anyone who doesn't want to sit there and do nothing but beam.
LittlePinkDot wrote: »How about making it an instant cast burst skill instead of a channeled skill.
So I did a little bit of math about skills because I was just interested in looking into the numbers. On the UESP they have all damage values based on characters with the same stats, so skills can be compared to each other fairly directly. Normal single target 'spammables' do a consistent amount of damage around 5717, so I use that as the base value.
Fatecarver does 42% of that damage per tick, 3 times a second, giving it, unbuffed by crux, a damage of 126% per second, meaning that Fatecarver without crux does more damage than some of the single target spammables like Cutting Dive and Flame Skull. Snipe on its own without the status effect does 118% damage, meaning that if you have one character just hard casting Fatecarver without crux, and an archer spamming Snipe without Hawk Eye stacks, the Fatecarver would do better in single target. Once you introduce crux or additional targets, Fatecarver just wins, hands down. There is downtime between beams, but since Flail does 93% damage it isn't nearly that much of a loss.
AOE spammables, skills like Impulse and Carve do 83% damage per cast, well under what Fatecarver does, costing more resources, and not having nearly as much reach. Now, I love Elemental Explosion, it does a sizable amount of damage per cast, but it only does 169% damage, so you spend two seconds casting a skill to do a little under 2 spammables worth of damage to enemies in an area, though that damage is still decent, being what you'd expect of the up front damage of Meteor.
Another skill I looked at was Scorch, specifically the stamina morph that makes both hits do the same 'lower' damage, but doing it more rapidly, and each hit does only 124% damage, meaning that technically an unbuffed Fatecarver does more damage dry cast than the shalk explosion, and yes I know you'd be mixing other skills in to make up the damage, since Fatecarver prevents the use of other skills, but that being said. Sub-Assault is essentially 1s of crux empowered Fatecarver damage, at roughly the same cost (a little over), and spread out over 6s.
I say this because I run dungeons with friends on the weekend, it's the only way I still reliably engage with ESO, and every day I think to myself "I want to bring something other than my arcanist", but I don't want to waste my friends time by causing unnecessary friction. The defensive morph of Fatecarver so strongly outpaces so many other damage options that I'd be a fool not to run them outside of trying some sort of precise trial build, but just derping around with the beam makes everything else look, honestly, like a joke.
I'd love to bring my magicka sorc and zap my enemies, but Fatecarver out damages it so easily. I'd love to bring my stam sorc, using a bow with whatever fun skills I could mix in with storm calling, but even against single targets Fatecarver just wins. I'd love to bring my elementalist warden, but for all the extra skills I'm throwing out I would still be accomplishing less. I don't want to waste my friends time, so I settle with beaming, but it'd be nice if there were other options in the same zip code as Fatecarver.
Fun bit of extra trivia. Grim Focus and Relentless Focus do pretty much exactly 200% damage in this frame of reference.
Well the issue here is Light Attack weaving. I think its always been inferred that the damage from fatecarver sits above the "base damage" of other skills due to it being a channel and the "missed" dps from missing 4 LAs over the duration. A fairer assessment when comparing the damage to other skills would be to include the LA attack damage in the equation for the skills that allow to fire off a LA every second.
Lebensf0rm wrote: »I don't think Fatecarver needs to be removed or even tweaked extensively. If people want to see less of Fatecarver in PvE (which is totally fair), ZOS needs to provide higher APM options that can roughly keep up with Fatecarver in prolonged multi-target encounters and far exceed it in single-target scenarios. Storm Calling, Ardent Flame, and even Animal Companions could easily be tweaked to make higher sustained AoE and single target damage possible.
Lebensf0rm wrote: »I don't think Fatecarver needs to be removed or even tweaked extensively. If people want to see less of Fatecarver in PvE (which is totally fair), ZOS needs to provide higher APM options that can roughly keep up with Fatecarver in prolonged multi-target encounters and far exceed it in single-target scenarios. Storm Calling, Ardent Flame, and even Animal Companions could easily be tweaked to make higher sustained AoE and single target damage possible.
I still think nerfing fatecarver is by far the best option : go ahead, try to buff other classes' AoE damage without it backfiring into making beam builds even more op.
You managed to do it ? Nice ! Now look at every patch note since u35 and think about the probability that zos will actually manage to do it too (or, crazier idea, listen to your suggestions)
I can't understand how people still defend this : fatecarver allows people to burn through adds while pulling more (or, in the best case, very slightly less) single target damage than builds that require button pressing. Arcs are single-handedly making end game trials a joke. Just delete fatecarver already !
another nerf beam thread. yay!
honestly. please leave the beam alone. its fun, a signficant amount of people love it and have adapted to it
remove the beam, you remove joy from the game. and this game is not in a place where it can afford to remove joy from the game right now IMO
you would be better off buffing other skills to compensate, not killing fun.
another nerf beam thread. yay!
honestly. please leave the beam alone. its fun, a signficant amount of people love it and have adapted to it
remove the beam, you remove joy from the game. and this game is not in a place where it can afford to remove joy from the game right now IMO
you would be better off buffing other skills to compensate, not killing fun.
No offense, but to each their own definition of fun. Beam just doesn't fit the MMORPG title, that's all we're saying.
If you want an overpowered fantasy with entire room clears, go for a Horde Shooter (e.g. Warframe). They intentionally don't care about balance over there as part of the game design.
In ESO, however? Balance must be in place. And choosing between balancing all of the game ("buffing"), or taking care of one troublemaker ("beam") is an obvious choice - Occam's Razor, the simplest solution is often the answer.
All im saying is make other skills easy too.
Veinblood1965 wrote: »Personally I think it all should just be left alone. Many of us are sick and tired of taking time to build a build learn to play it and then BAM here comes a significant change. Just leave things alone for a while.
another nerf beam thread. yay!
honestly. please leave the beam alone. its fun, a signficant amount of people love it and have adapted to it
remove the beam, you remove joy from the game. and this game is not in a place where it can afford to remove joy from the game right now IMO
you would be better off buffing other skills to compensate, not killing fun.
Lebensf0rm wrote: »I don't think Fatecarver needs to be removed or even tweaked extensively. If people want to see less of Fatecarver in PvE (which is totally fair), ZOS needs to provide higher APM options that can roughly keep up with Fatecarver in prolonged multi-target encounters and far exceed it in single-target scenarios. Storm Calling, Ardent Flame, and even Animal Companions could easily be tweaked to make higher sustained AoE and single target damage possible.
I still think nerfing fatecarver is by far the best option : go ahead, try to buff other classes' AoE damage without it backfiring into making beam builds even more op.
You managed to do it ? Nice ! Now look at every patch note since u35 and think about the probability that zos will actually manage to do it too (or, crazier idea, listen to your suggestions)
I can't understand how people still defend this : fatecarver allows people to burn through adds while pulling more (or, in the best case, very slightly less) single target damage than builds that require button pressing. Arcs are single-handedly making end game trials a joke. Just delete fatecarver already !
Yes. Indeed.
We could buff jabs, for instance, or reverting the change of tri-focus and make it so that all HA ticks are multi-target.
We could also buff most AOE and increase their ranges.
Howerver, I do fear that it would trivialise most encounters..to much cleave everywhere means having trash packs or boss adds is no longer a mechanic.
I think a nerf of beam woud be the best option. Game should stay a bit challenging.
Lebensf0rm wrote: »Yes. Indeed.
We could buff jabs, for instance, or reverting the change of tri-focus and make it so that all HA ticks are multi-target.
We could also buff most AOE and increase their ranges.
Howerver, I do fear that it would trivialise most encounters..to much cleave everywhere means having trash packs or boss adds is no longer a mechanic.
I think a nerf of beam woud be the best option. Game should stay a bit challenging.
I think that the trivialization of content is an inevitability, even with healthy, incremental power creep. I don't think that's a bad thing, though, given that ESO is a game in which the most proficient players distinguish themselves with scores rather than titles: what's challenging in ESO isn't clearing hard modes or even clearing them without dying, but rather doing so quickly. The challenge of going faster is going to be present for a long time, even with the game's oldest and easiest trials like the Crags.
Moreover, there are ways to adjust newer content to damage creep that aren't just giving bosses more health and/or adding immunity phases (which are deservedly almost universally reviled). The Jynorah and Skorkhif fight's debuffs and portal mechs are an excellent example. And even old content can be spiced up in ways that account for the new damage without nerfs to players or buffs to the original content. I'm sure lots of endgame raiders would find a new system that introduces adjusted and augmented versions of old trials and dungeons extremely fun. Even something comparatively low effort like introducing an analogue of WoW's mythic dungeons for old trials/dungeons as a new wing of IA could be an engaging way for old content to still provide a challenge without nerfing players.