Taylord900 wrote: »10yr lurker, first post (that's how strongly I feel about this change and I'm a passionate PvPer). I find Arcanist highly uninteresting because of the long channel and don't play the class. I want to be doing something to earn my DPS, not sitting behind a channel for 5 seconds, I suppose it would allow me to have snack and quick drink, but I can plan ahead better than that. You all have already created Oak builds (I think they are great for accessibility, but I won't play that way). Then the Arcanist, why do we seem to be moving in the direction of allowing the game to play itself for us? It wouldn't be so bad if that skill didn't, at least in part, carry the class's DPS.
Please don't remove another class from those that I'll play, please.
Thank you for your time.
As far as I can see, you are all wrong.
You mean to say block-canceling the beam from time to time feels much different from light-attack weaving? It should be the same, or fewer, keystrokes. I suppose you'll block cancel, then light attack + skill, but towards the end of execute, you'll just let the beam run out, right? I suppose it impacts your rythm, if you can't queue up a light attack? Or the sense of your rotation timing? ZOS are clearly catering towards new players who don't even care about that, otherwise I'll concede you have a point. The longer beam isn't necessarily easier, or nicer, it's just different. At any rate, my point was that nothing forces you into a long beam time, whereas with Arcanist, as well as with heavy attacks, you have concrete, hard reasons for letting the beam run out, or you'll lose damage or utility. Meanwhile in PvP it's unlikely any player would let you beam them for the full duration in the first place.As far as I can see, you are all wrong.
So even those of us who have not made claims about the interaction with other skills are wrong to not want the change?
A lot of players are going to have a harder time managing things like beam cancelling compared to just fitting in other actions when the beam ends. And on a longer fight you do more than just beam until you get quite a bit lower than 40%.
I've tested the new beam on PTS. I don't like how it feels. You might, but that absolutely doesn't make me or the others who dislike it wrong.
You mean to say block-canceling the beam from time to time feels much different from light-attack weaving? It should be the same, or fewer, keystrokes. I suppose you'll block cancel, then light attack + skill, but towards the end of execute, you'll just let the beam run out, right? I suppose it impacts your rythm, if you can't queue up a light attack? Or the sense of your rotation timing? ZOS are clearly catering towards new players who don't even care about that, otherwise I'll concede you have a point. The longer beam isn't necessarily easier, or nicer, it's just different. At any rate, my point was that nothing forces you into a long beam time, whereas with Arcanist, as well as with heavy attacks, you have concrete, hard reasons for letting the beam run out, or you'll lose damage or utility. Meanwhile in PvP it's unlikely any player would let you beam them for the full duration in the first place.As far as I can see, you are all wrong.
So even those of us who have not made claims about the interaction with other skills are wrong to not want the change?
A lot of players are going to have a harder time managing things like beam cancelling compared to just fitting in other actions when the beam ends. And on a longer fight you do more than just beam until you get quite a bit lower than 40%.
I've tested the new beam on PTS. I don't like how it feels. You might, but that absolutely doesn't make me or the others who dislike it wrong.
You mean to say block-canceling the beam from time to time feels much different from light-attack weaving? It should be the same, or fewer, keystrokes. I suppose you'll block cancel, then light attack + skill, but towards the end of execute, you'll just let the beam run out, right? I suppose it impacts your rythm, if you can't queue up a light attack? Or the sense of your rotation timing? ZOS are clearly catering towards new players who don't even care about that, otherwise I'll concede you have a point. The longer beam isn't necessarily easier, or nicer, it's just different. At any rate, my point was that nothing forces you into a long beam time, whereas with Arcanist, as well as with heavy attacks, you have concrete, hard reasons for letting the beam run out, or you'll lose damage or utility. Meanwhile in PvP it's unlikely any player would let you beam them for the full duration in the first place.As far as I can see, you are all wrong.
So even those of us who have not made claims about the interaction with other skills are wrong to not want the change?
A lot of players are going to have a harder time managing things like beam cancelling compared to just fitting in other actions when the beam ends. And on a longer fight you do more than just beam until you get quite a bit lower than 40%.
I've tested the new beam on PTS. I don't like how it feels. You might, but that absolutely doesn't make me or the others who dislike it wrong.
WrathOfInnos wrote: »Agreed, 5 second channels are not engaging gameplay. In my opinion, Fatecarver removes all the potential fun of Arcanist. Now we will effectively see the same thing on Templar. Really hoping this does not go live.
randconfig wrote: »WrathOfInnos wrote: »Agreed, 5 second channels are not engaging gameplay. In my opinion, Fatecarver removes all the potential fun of Arcanist. Now we will effectively see the same thing on Templar. Really hoping this does not go live.
Disagree, the change is needed because it's a broken execute on a stamplar, despite being designed for a magicka templar. With the execute threshold being 50%, and it being 1.8s in channel time, you barely use magicka and can one-shot people with <20k max health when they're at 100% hp.
Besides, you can still end the channel early by tapping block or roll dodging, and it's arguably a buff to sustain since you don't pay the full ability cost when you have to cancel early.
Also I just gotta say, it feels bad to have to spam press the button when it's a channeled ability, which makes light attack weaving feel awkward.
randconfig wrote: »Disagree, the change is needed because it's a broken execute on a stamplar, despite being designed for a magicka templar. With the execute threshold being 50%, and it being 1.8s in channel time, you barely use magicka and can one-shot people with <20k max health when they're at 100% hp.
randconfig wrote: »WrathOfInnos wrote: »Agreed, 5 second channels are not engaging gameplay. In my opinion, Fatecarver removes all the potential fun of Arcanist. Now we will effectively see the same thing on Templar. Really hoping this does not go live.
Disagree, the change is needed because it's a broken execute on a stamplar, despite being designed for a magicka templar. With the execute threshold being 50%, and it being 1.8s in channel time, you barely use magicka and can one-shot people with <20k max health when they're at 100% hp.
Besides, you can still end the channel early by tapping block or roll dodging, and it's arguably a buff to sustain since you don't pay the full ability cost when you have to cancel early.
Also I just gotta say, it feels bad to have to spam press the button when it's a channeled ability, which makes light attack weaving feel awkward.