They have not sold enough Necroms yet to add in the nerf.
Obviously this class was excessively tested i house, and then on PTS. Yet, they will say they made a mistake and it needs a nerf. Usually mythics, this time a class. I give it a month, maybe two. When sales decline enough.
derpy_mushroom wrote: »DK and Sorc are both parsing far higher DPS, and probably perform better in content due to the free movement of not needing to aim the beam, especially in single target fights.
Sure Arcanist does extremely well in AoE, but that's pretty much all it's got going for it when it comes to PvE damage.
the shield healer playstyle is either gonna be extremely strong, or extremely lacklustre, I've seen it go both ways, but really, based on pure numbers, the class doesn't need nerfing.
It's generally weaker than other classes in single target. AoE is real good, but then I've seen other classes still outperform it there, Killing the beam, kills the class, and the only thing that I'd want to see happen is for Runeblades to be comparable to Cephaliarch's Flail as a spammable, every version of DD Arcanist uses Flail, and ignores Runeblades, which is sad, because it's a cool ability. So, unless ZOS wants to make the game inaccessible for a lot of people, Arcanist is in a good spot for being both powerful and fun, but it's not outcompeting the other classes with more complex rotations
The gist of the OP and comments like the above are very strange. I've heard the same from players I like, but who did not play on the PTS (that I know of) and were venting their preconceptions before the chapter was even released. Please observe the actual game. None of this is happening here. The class is actually slightly underpowered as far as I can see. It's just sufficiently different that it shines in some scenarios. AOEs where everything lines up with the beam are not only somewhat rare, they're also not what endgame is about. Trash is not a problem. PvP is measured by burst. PvE is measured by single-target damage above all. Tanking, interrupting foes, activating synergies ... you've presumably read all my misgivings, since I posted here first. If you like the class, I don't think you need to worry....and this is the problem. Tune the class correctly in the first place. Don't use it as an incentive. NO ONE likes nerfs after being given time to get used to a class. This is why there is a lot of resentment. Do the job right.
It is literally every expansion and they wonder why they have so much kick back and anger, when this is every new expansion.
I enjoy the class and would love it to remain as is. It is useful and fun, and added a bit of life and enjoyment back in to the game.
"Ok, we need people to buy more this expansion; the class/mythic is the biggest draw, let's make it super powerful."
"Right, now we can tune it down to what we originally wanted."
"Why are people always angry with us?"
manukartofanu wrote: »Yeah, fantastically OP class. Should be nerfed unless ZOS want everybody in this game use only Arcanist.
I think EramTheLiar's graph perfectly captures why you might say this.So funny, that there are actually people who think Arcanist is balanced atm. Of course this class will need and get a nerf... it is by far over the top in every roles and content (extremely strong passives, high dmg tooltips, too high shields and so on). You cannot beam through the world and expect to smash everybody...
I have a level 50 Arcanist myself and the unbalanced potential atm is so boring I quit it again. Waiting for the nerf to make it compareable. Please stop flaming the forum already.. the nerf is definetly necessary
Attack me and you die builds are nothing new and have been nerfed in the past alright. Yes, staying away from it is the answer and why that build may not stay attractive long term, even without a nerf. Luca Cash specialises in ganking and niche builds. A while ago he was suspected by the playerbase of doctoring his parse results to promote a build. I won't pay too much attention to him until I run into this myself.TechMaybeHic wrote: »Usually its not the entire class that is overpowered. It's usually just a couple things the devs couldnt anticipate being used the way they are. Even though people bring it up in test cycles.
There were signs the abysmal sea would need addressed...https://youtu.be/jk4AeCuTzfg
I'm torn on it really.
Stay away from it will be the obvious answer, but it seems melee gets more and more risk and advantages shrunk. Even ranged, you have to watch for the mass pulls
Stay away from groups filling the damage; but this is in RvR large scale PvP game. Odd that counters are to not play the part of the game that's actually unique to other games. I tend to oblige the request lately though. So maybe it works.
As someone mentioned already. Doesn't really matter. This is the treadmill to get you to purchase things. They still need their sales
I don't see why they would. IMO the class performs lacklustre. Maybe players will figure out how to play it well, but right now I'm thinking it could probably use slight buffs more than nerfs, mainly in the sustain department. Ridiculous on paper sustain paired with ridiculous skill costs makes it a hard one to judge.
Don't even mind PvP. We all knew the beam was going to be situational at best and that the class has no burst. I made the mistake of speccing into all damage, due to the touted tankiness of the class, but either I can't play it, or the tankiness is not actually there unless you specifically build for it. A 12K (in PvP) one second shield on a 30K health build doesn't work for me at all. Not nearly good enough. I've been outbursted by nightblades and outdamaged and outsustained by a templar. Fair enough, you say, there's a learning curve, like with any class. That is fair, but IMO it still goes to show the class is not OP.
As a PvE DD it's the same as every class. I didn't have Velothi Ur, but Deadly + Draugrkin + beaming alone doesn't get you to a 100K parse. It gets you in the same 60K territory on the dummy that other classes and heavy attack builds get to with trivial rotations. That says balanced to me, not OP. Furthermore you can't activate synergies while beaming, you can't bash / interrupt targets while beaming, you obviously can't block, and Pragmatic Fatecarver in solo PvE, by which I mean the simplest dungeon - (vet) Fungal Grotto, gets interrupted by NPCs all the time before it even starts, letting your crux go to waste. This makes it IMO a beginner class. It is IMO not well suited to more demanding content.
I don't play healers, but I do play tanks. As the latter, I've heard that the class is situational. OP in some situations and miserably bad in others. From a gameplay perspective this is actually a good thing in my book, the best possible outcome because it's not bland and will have it's uses. Do I personally feel like playing it as my default tank, though? Hell no. Do I want to play it solo? Hell no. The class sucks at self healing. Shields are no substitutes for heals. A shield takes full damage and gets depleted. A heal often only needs to heal damage post block mitigation, which makes smaller heals as effective as much bigger shields. A heal will also heal Oblivion damage. Shields are no substitute for heals. I absolutely adore them when I get them more or less for free, such as on a shielding armor set or from the Brawler skill. However when they cost 3K to 4K magicka and that's all the skill really does, then not so much. I was wearing Pale Order while soloing, by the way, and on this class that just does not even feel good. For an experienced player who blocks and dodges in demanding (solo) content, Fatecarver is a fail. You can probably learn to live with it, but why would you want to? The class is a bit like templar, but Sweeps and Radiant Glory both heal and have shorter channel times. Much better than that shield on Pragmatic Fatecarver.
ShalidorsHeir wrote: »Well i claim: if they dont nerf acarnist players are going to leave ESO (which is bad for business) cuz nobody wants to play a game with only one reasonable class. periodon top of that this class by now is beyond stupidy when it comes to skill rotations. The orb (or whatever you call this) minigame is not very well designed.