RlyDontKnow wrote: »That's because it's not a spammable per se. You can't just spam it, you have to build the crux first. A flail flail beam combination lands at ~1.76 Damager per Power. A flail beam combination lands at around 1.89 Damage per Power.There is no other spammable in the game that can compare. It's not just about ST damage or any specific parses on PTS right now. It's an issue on live too and subclassing + an 8% base damage increase are inflating the issue.
But to even use those you need another DoT runnning and for just flail beam the banner. And the stars need to align so banner doesn't hit before the DoT after consuming crux or you'll be down to flail flail beam instead (part of the nuissances of actually playing an Arca). Factoring in inspired scholarship we're at ~1.95 Damage per Power.
So for the 1.95 Damage per Power you are using 4 skill slots.
For comparison: the pre-nerf (U34) Jabs had ~1.58 for Jabs + 0.63 for Burning Light for a combined 2.21 and you could actually just spam that without keeping anything up. Cleave damage was half damage and it was melee, but in return you got a very strong self-heal.I don't think imbalances are fine. But the discussion about Arcanists is not just imbalances. It's about how much worse an easier playstyle should be. I'm perfectly fine if beam gets turned down a notch. But this isn't what people are calling for. And the templar treatments in the past have shown that this isn't where it stops. So the question is: what is the actual issue here?RlyDontKnow wrote: »If you hate beaming that much, then don’t use it. It’s not like you’re forced to. Even less so with the new build options.
This is extremely unhelpful.
If you personally think imbalances are fine because "you don't have to play a certain way" then please try to understand that people might want good performance and the ability to play the playstyle they prefer at the same time.
Let's take a look at live necro:https://www.youtube.com/watch?v=3GK69RxnGIY - particularly the alternatives setups past the actual parse.
The skills are all AoE. Even in AoE gear (which hits slightly lower dummy numbers) this performs around the same level as Arca in ST and Cleave. In turn you have to be melee and the targets shouldn't move around too much. Neither of those should be a major issue in an organized group. In return you get some target debuffs.
Apparently this still qualifies as "no alternative to Arcanist". So my question is: what qualifies as alternative? What exactly are you asking other classes to get?I agree it's unfortunate that there's so much focus on cleave lately. I have to admit I haven't done that much of the most recent trials as I just recently got back into the game, but where exactly is there so much need for *ranged* cleave?RlyDontKnow wrote: »The only way that the existence of a simpler build that clears the bar of being good enough is not an issue according to your reasoning is if it doesn’t exist. It doesn’t need to be the best. As long as it’s good enough people will get further by being able to pay more attention and thus progress further. So the only option to fix your issue is to nerf the good enough build so hard into the ground that it’s not good enough, anymore.
Please don't put words in my mouth.
I don't care if arc beam is as good as other playstyles and can do the same content. It should be able to. What I care about is that it's so far ahead in almost every single scenario. (So we are very clear, a large part of this is due to the range and cleave on beam).
Someone getting the same damage numbers on a simpler build than me is 100% acceptable, since in that scenario I have chosen to use the more complicated build. What isn't okay is that there are many situations where someone can objectively play extremely well on another class/playstyle and it will be practically impossible for them to hold their own with an arc. (Again, ranged cleave is a big part of this. The design of recent trials has heavily focused on situations where cleave is really important. If there'd been more ST focused fights in recent trials, the situation on live would be different.)
I agree that range can be an advantage in some cases, but most trials don't need range (especially not from everyone).I don't think this will satisfy anyone, really. If you look at Templar U34 or even older you had a very similar build to what arca is today (simple rotation, good damage, etc.) with the following differences:RlyDontKnow wrote: »So… just leave it around there. It doesn’t need the buff it got PTS week one. And if people agree it needs a slight nerf (say 5%), sure, go for it. I couldn’t care less. But don’t change so drastically it becomes useless (like turning it into direct damage, huge damage nerf, or other similar “just get rid of it” suggestions). It’s nowhere near that strong.
If you check some of my previous comments, you'll see I've actually pointed out the difficulties and issues with "nerfing" beam in a way that doesn't break the class and create the same problem but in the other direction (beam no longer keeping up with high CPM gameplay). What I'd actually love to see is simply some alternatives to beam that enable ranged cleave without a long channel time. Either way, to balance this isn't a simple issue and I don't envy the hole ZOS dug for themselves with this.
* 1s channel instead of 5.5s channel
* melee instead of range
* reduced cleave damage, but with self-heal instead of full cleave damage
* a self-heal during execute to rescue the day
* some other defensive passives (notably minor protection, extra armor, it paired well with high-elf which provides extra damage reduction while chanelling) that made it quite tanky
At that point there were plenty alternatives providing similar or better power and most fights were ST or with very little adds.
And yet: there were the exact same complaints about Templar. It's too strong, it's too easy, you have it - and it got nerfed so hard it never recovered.
But if you want some alterantives to the hard nerf hammer:
Take the beam's range away and make it 8x6m (jabs size) or something like that. It already qualifies as melee, anyway. So let it actually be melee.
Buff templar back to what it was, so we have a 1s channel alternative to Arcanist with different trade-offs.
But I'm pretty sure people will keep complaining about arcanist until it's so far behind other classes that it's just unplayable. Because as long as simple builds are good enough (say 5-10% behind others with no DPS checks requiring this extra damage), people will play them.
Skjaldbjorn wrote: »Beam is, functionally, the core reason why Arc is so absurdly strong and so hard to balance. It requires little to no skill to actually pull competitive numbers. At least in the current meta, DKs, Cros and Templars have a lot of value. Their single target is much higher potentially than Arc, and there are fights where that is incredibly important. With subclassing, I feel fairly confident in saying those days are gone. Beam is just so absurdly powerful, got buffed by ~8%, now it gets ~15% on top from the mag BB effect, along with the passive from siphon, the NB ult, the list goes on and on.
RlyDontKnow wrote: »That's because it's not a spammable per se. You can't just spam it, you have to build the crux first. A flail flail beam combination lands at ~1.76 Damager per Power. A flail beam combination lands at around 1.89 Damage per Power.
But to even use those you need another DoT runnning and for just flail beam the banner. And the stars need to align so banner doesn't hit before the DoT after consuming crux or you'll be down to flail flail beam instead (part of the nuissances of actually playing an Arca). Factoring in inspired scholarship we're at ~1.95 Damage per Power.
So for the 1.95 Damage per Power you are using 4 skill slots.
For comparison: the pre-nerf (U34) Jabs had ~1.58 for Jabs + 0.63 for Burning Light for a combined 2.21 and you could actually just spam that without keeping anything up. Cleave damage was half damage and it was melee, but in return you got a very strong self-heal.
RlyDontKnow wrote: »I don't think imbalances are fine. But the discussion about Arcanists is not just imbalances. It's about how much worse an easier playstyle should be. I'm perfectly fine if beam gets turned down a notch. But this isn't what people are calling for. And the templar treatments in the past have shown that this isn't where it stops. So the question is: what is the actual issue here?
RlyDontKnow wrote: »Let's take a look at live necro:https://www.youtube.com/watch?v=3GK69RxnGIY - particularly the alternatives setups past the actual parse.
The skills are all AoE. Even in AoE gear (which hits slightly lower dummy numbers) this performs around the same level as Arca in ST and Cleave. In turn you have to be melee and the targets shouldn't move around too much. Neither of those should be a major issue in an organized group. In return you get some target debuffs.
Apparently this still qualifies as "no alternative to Arcanist".
RlyDontKnow wrote: »So my question is: what qualifies as alternative? What exactly are you asking other classes to get?
RlyDontKnow wrote: »I agree it's unfortunate that there's so much focus on cleave lately. I have to admit I haven't done that much of the most recent trials as I just recently got back into the game, but where exactly is there so much need for *ranged* cleave?
I agree that range can be an advantage in some cases, but most trials don't need range (especially not from everyone).
MurkyWetWolf198 wrote: »
I think you undervalue range. Many Strats and teams require it, and while melee is still ideal, even for arc, the fact that arc barely suffers from pulling back is an outlier from the other comped out builds. They lose blade cloak, and maybe some ult gen, no more than 10kdps, worst case. Other builds lose entire spammable windows, upwards of 50k dps.
Also, Arcs latent pen and crit damage make buff sourcing easier. No other class can reach pen cap in medium armor with just alkosh in group. Only a few can hit crit cap with just EC, and of those warden and blade have other drawbacks. Excluding arc, stam ranged builds are mid at best.
Any one of these would give the class a niche. A few of these would make it strong and competitive. All of it combined, along with how easy it is to pick up and hit hard, makes it dominating.
I don’t mind if Arc is strong. I don’t mind if it’s even meta. But it should not be so strong that the only other DDs accepted into raid comp are support bots.
RlyDontKnow wrote: »But I'm pretty sure people will keep complaining about arcanist until it's so far behind other classes that it's just unplayable. Because as long as simple builds are good enough (say 5-10% behind others with no DPS checks requiring this extra damage), people will play them.
RlyDontKnow wrote: »That's because it's not a spammable per se. You can't just spam it, you have to build the crux first. A flail flail beam combination lands at ~1.76 Damager per Power. A flail beam combination lands at around 1.89 Damage per Power.There is no other spammable in the game that can compare. It's not just about ST damage or any specific parses on PTS right now. It's an issue on live too and subclassing + an 8% base damage increase are inflating the issue.
But to even use those you need another DoT runnning and for just flail beam the banner. And the stars need to align so banner doesn't hit before the DoT after consuming crux or you'll be down to flail flail beam instead (part of the nuissances of actually playing an Arca). Factoring in inspired scholarship we're at ~1.95 Damage per Power.
So for the 1.95 Damage per Power you are using 4 skill slots.
For comparison: the pre-nerf (U34) Jabs had ~1.58 for Jabs + 0.63 for Burning Light for a combined 2.21 and you could actually just spam that without keeping anything up. Cleave damage was half damage and it was melee, but in return you got a very strong self-heal.I don't think imbalances are fine. But the discussion about Arcanists is not just imbalances. It's about how much worse an easier playstyle should be. I'm perfectly fine if beam gets turned down a notch. But this isn't what people are calling for. And the templar treatments in the past have shown that this isn't where it stops. So the question is: what is the actual issue here?RlyDontKnow wrote: »If you hate beaming that much, then don’t use it. It’s not like you’re forced to. Even less so with the new build options.
This is extremely unhelpful.
If you personally think imbalances are fine because "you don't have to play a certain way" then please try to understand that people might want good performance and the ability to play the playstyle they prefer at the same time.
Let's take a look at live necro:https://www.youtube.com/watch?v=3GK69RxnGIY - particularly the alternatives setups past the actual parse.
The skills are all AoE. Even in AoE gear (which hits slightly lower dummy numbers) this performs around the same level as Arca in ST and Cleave. In turn you have to be melee and the targets shouldn't move around too much. Neither of those should be a major issue in an organized group. In return you get some target debuffs.
Apparently this still qualifies as "no alternative to Arcanist". So my question is: what qualifies as alternative? What exactly are you asking other classes to get?I agree it's unfortunate that there's so much focus on cleave lately. I have to admit I haven't done that much of the most recent trials as I just recently got back into the game, but where exactly is there so much need for *ranged* cleave?RlyDontKnow wrote: »The only way that the existence of a simpler build that clears the bar of being good enough is not an issue according to your reasoning is if it doesn’t exist. It doesn’t need to be the best. As long as it’s good enough people will get further by being able to pay more attention and thus progress further. So the only option to fix your issue is to nerf the good enough build so hard into the ground that it’s not good enough, anymore.
Please don't put words in my mouth.
I don't care if arc beam is as good as other playstyles and can do the same content. It should be able to. What I care about is that it's so far ahead in almost every single scenario. (So we are very clear, a large part of this is due to the range and cleave on beam).
Someone getting the same damage numbers on a simpler build than me is 100% acceptable, since in that scenario I have chosen to use the more complicated build. What isn't okay is that there are many situations where someone can objectively play extremely well on another class/playstyle and it will be practically impossible for them to hold their own with an arc. (Again, ranged cleave is a big part of this. The design of recent trials has heavily focused on situations where cleave is really important. If there'd been more ST focused fights in recent trials, the situation on live would be different.)
I agree that range can be an advantage in some cases, but most trials don't need range (especially not from everyone).I don't think this will satisfy anyone, really. If you look at Templar U34 or even older you had a very similar build to what arca is today (simple rotation, good damage, etc.) with the following differences:RlyDontKnow wrote: »So… just leave it around there. It doesn’t need the buff it got PTS week one. And if people agree it needs a slight nerf (say 5%), sure, go for it. I couldn’t care less. But don’t change so drastically it becomes useless (like turning it into direct damage, huge damage nerf, or other similar “just get rid of it” suggestions). It’s nowhere near that strong.
If you check some of my previous comments, you'll see I've actually pointed out the difficulties and issues with "nerfing" beam in a way that doesn't break the class and create the same problem but in the other direction (beam no longer keeping up with high CPM gameplay). What I'd actually love to see is simply some alternatives to beam that enable ranged cleave without a long channel time. Either way, to balance this isn't a simple issue and I don't envy the hole ZOS dug for themselves with this.
* 1s channel instead of 5.5s channel
* melee instead of range
* reduced cleave damage, but with self-heal instead of full cleave damage
* a self-heal during execute to rescue the day
* some other defensive passives (notably minor protection, extra armor, it paired well with high-elf which provides extra damage reduction while chanelling) that made it quite tanky
At that point there were plenty alternatives providing similar or better power and most fights were ST or with very little adds.
And yet: there were the exact same complaints about Templar. It's too strong, it's too easy, you have it - and it got nerfed so hard it never recovered.
But if you want some alterantives to the hard nerf hammer:
Take the beam's range away and make it 8x6m (jabs size) or something like that. It already qualifies as melee, anyway. So let it actually be melee.
Buff templar back to what it was, so we have a 1s channel alternative to Arcanist with different trade-offs.
But I'm pretty sure people will keep complaining about arcanist until it's so far behind other classes that it's just unplayable. Because as long as simple builds are good enough (say 5-10% behind others with no DPS checks requiring this extra damage), people will play them.
The problem is that jabs aren't performing as well as they used to, so an AoE specced plar isn't competitive which is what this is about, isn't it?I'm not sure how comparing pre-nerf plar is relevant to whether beam is overpowered.
I'm a big fan of plar - the channels for the class on live are just the right length that they feel fine to me and very responsive - and I think the jabs change on PTS right now is quite nice. The problem for me (and other PvE plars I heard from) is the beam change. It's now even longer than arc beam and moves the class into unplayable for me. I'd support a bit more of a buff to plar regardless of how they go ahead with its beam, but this thread isn't about plar.
Perfectly agree Cro feels clunky as heck. But it does good cleave. Hence I'd really love to see templar get its cleave back, so we have more options here. Rather than have Arca lose its cleave so we have even less and have to play clunky Necros.I'm not going to go and watch a link right now sorry, but I've mostly heard complaints about how cro works and that bad choices have been made around the class. I've tried the class several times and found it ridiculously janky and unfun to play. That's on me and if it's measuring up to arc somehow despite everything I've heard, I'm happy. But that brings us to 2/7 classes performing acceptably at best if it is. I don't see how this fixes anything.
Have a mixed ST/AoE PTS cro then:Then there's the issue that this is on live, not PTS where class has way less meaning and it's just about skills. On PTS cro looks like it is mostly just being used for its passives to buff beam more. That's the thing now though - live builds don't matter much in this conversation. It's just about whether beam is so strong that it leaves other playstyles too far behind.
I think we kinda agree here. We just disagree that the beam is the issue. Imo the issue is not the beam, it's the lack of cleave options with at least a perceived strong(er) focus on cleave in recent trials.I've also already answered this, so to quote what I said in my last post: What I'd actually love to see is simply some alternatives to beam that enable ranged cleave without a long channel time.
This doesn't seem wildly different from older trials tbh. With good positioning you can stack stuff. If you don't want to stack things, you focus minis and then go back on boss.In the four newest trials and, even more so, the new trial on pts, being able to keep up damage at range is king. The below all refers to hard mode.
Rockgrove:
Oax - aside from scorepush strats that don't focus minis, arcs are the only class that can clear boss 1 cleanly and fast, unless the tanks are perfect in their positioning. Half a step too far apart and a necro, dk, and sorc needed to turn around to focus the mini. An arc can stand on the mini's hip, kill them on time, and still push the boss. Slower clears are possible but it's safer to clear faster due to fewer poisons and fewer charges going out.
Bahsei - most groups want as many arcs as possible to be able to keep up damage on multiple aboms while still pushing the boss. Again, scorepushing is different as you spawn fewer minis due to the speed of the fight.
Xalvakka - single target melee fight.
Needed seems like a strong word to me here.The Matrons have ~600k health. Put some DoTs as you pass and you're good to go. For comparison: this is ~3 crystals in a vCR portal, but a whole group working on them, rather than just 1 or 2 DDs.Dreadsail Reef:
Twins - any class is kind of ok here.
Reef - any class with cleave, melee or ranged, is fine here.
Taleria - arcs can put their back to the boss and kill the matron adds that spawn without taking damage off Taleria. You absolutely need a few arcs. This fight is a mix of execute classes and arcanists being needed.
For Yaseyla you can chain the archers, so long cleave isn't very necessary for those. Cleaving the boss a bit is nice. But again: nothing that'd make or break your day unelss you're going trifecta. Seems pretty similar to Oxa in that regard to me. You can also stack the Wamasus near the boss to get cleave even without the huge Arca range.Sanitys Edge:
Yaseyla - long cleave to kill wamasus while still pushing the boss and killing archers is very helpful. Arc stack is strong on this fight.
Chimera - single target fight.
Ansuul - very dangerous enraged fragments that can spawn at the extreme edges of the arena and do not move. At least 2-3 arcs are necessary. Also, in execute the boss splits and 2 of its shades have "run away!" targeting so they want to stay ranged. If the tank makes a misstep they may need to be cleaved at range.