AmishDefector wrote: »Its easy to counter in pvp, just move left or right of the person beaming and keep moving. Most of the ticks will miss. So there is no need to nerf it.
Its good in pve. Who cares? Let it be great in pve. Its computers and robots. It makes harder content more accessible for a broader player base. It requires aiming and positioning to get the most out of it.
Look at bringing less used skill lines up to beams power instead.
MashmalloMan wrote: »
There is no reasonable way to bring up cleave damage to the absolute monstrosity that Beam is at. That is the underlying problem here. There is for sure a ton of buffs that should go to underused skill lines, especially the aoe dps ones, but leaving Beam in the state its in will never allow the other classes to meet it. Even builds that can deal more single target dps are only ahead by a small margin that they give up too much cleave to make it worthwhile.
GloatingSwine wrote: »MashmalloMan wrote: »
There is no reasonable way to bring up cleave damage to the absolute monstrosity that Beam is at. That is the underlying problem here. There is for sure a ton of buffs that should go to underused skill lines, especially the aoe dps ones, but leaving Beam in the state its in will never allow the other classes to meet it. Even builds that can deal more single target dps are only ahead by a small margin that they give up too much cleave to make it worthwhile.
Yeah, this is why I think the change the world needs is for the crux bonus damage on Fatecarver to apply in a more limited fashion. Either only to the primary target (closest/first hit) or in a small AoE from that so you still benefit from clumping enemies rather than everything everywhere all at once.
AmishDefector wrote: »Its easy to counter in pvp, just move left or right of the person beaming and keep moving. Most of the ticks will miss. So there is no need to nerf it.
Its good in pve. Who cares? Let it be great in pve. Its computers and robots. It makes harder content more accessible for a broader player base. It requires aiming and positioning to get the most out of it.
Look at bringing less used skill lines up to beams power instead.
randconfig wrote: »You're speaking as though you don't play Arcanist. All they have is literally the beam and the class script, it's the most unfun class in the game after this change since subclassing already gave everyone else the beam (and everyone uses it), but also because the class script allowed for Arcanists to use subclassing and scribing without losing access to their own class passives.
- Add a Cooldown
- Introduce Spam Penalties
- Revert to Update 35 (U35) Parameters
- Add a Charge Time
- Implement a DPS Cap
- Crux-Dependent Usage and Basic Attack
- Add a Similar Skill for Other Classes
- Reduce Fatecarver Damage in PvP Only
MashmalloMan wrote: »
- Add a Cooldown
- Introduce Spam Penalties
- Revert to Update 35 (U35) Parameters
- Add a Charge Time
- Implement a DPS Cap
- Crux-Dependent Usage and Basic Attack
- Add a Similar Skill for Other Classes
- Reduce Fatecarver Damage in PvP Only
- No one likes cooldowns, it's one of the reasons this game works so well because abilities are available based on the situation and your resources, not a set cooldown. We have ultimates for cooldowns.
- Knocking back or hurting the player for using their skill before it was ready sounds hilariously elitest on a class that was designed to be very new player friendly. Crux is easy to engage with and while it provides big bonuses for things like Beam, it's not so punishing as to hit or hurt the player when they mess up. They would never do this.
- Maybe. I mean there was nothing wrong with it, but it still would be a cleave machine. The gap between single target builds or middle ground ones vs beam is so negligible it's never worth it, so this could solve it, but I think most people would be more upset about having their total beam damage reduced than just having a small penalty to targets you're not primarly focussed on.
- Charge time and cooldown as discussed, really not good. Players would hate it. Pvp is fine, no one complains about beam being strong in pvp because they're sitting ducks, easy to counter, easy to avoid. The issue is in pve build diversity.
- A cap on just beam seems counter intutive, a cap on all builds is a potential solution many have suggested, but many have pushed back on because it removes the skill ceiling players want to strive for. Given the fact that this game doesn't have very much vertical progression, a big factor is improving your skill, and conquering hard content.
- Again, ZOS specifically designed Arcanist and crux to be rewarding, but not overly punishing. Yeah your DPS is lower if you don't have max crux, but the ability is still decent on its own without a stack. This is how skills like Bound Armaments work, you want to cast it at 4 stacks, but casting it at 3 stacks just means 25% less damage and you're 1 second closer to your next 4 stacks. They also added double stacks to that ability in an effort to make them less punishing, that is the direction they're moving, not the opposite.
- This requires a ton of developement time to accomplish that wouldn't make sense from an investment standpoint. Why make 6 class aoe spammables at that level killing their class dynamics and identities instead of just addressing the root cause, Beam. Yes, other classes need buffs in their cleave department due to update 35 mostly, but the amount of buffing you'd need to do would be too much to the point where their overall single target dps would get so high, you'd also need to buff Arcanist in single target to match it. Brand new skills wouldn't fit anywhere, it would be reworks to existing skills.
- Beam is not an issue in pvp, it's pve. It's perfectly fine in that environment because there is counterplay and real humans know how to move where as pve bots do not. You become a sitting duck that can be interupptted out of the cast and you actually need to aim at moving targets.
I kinda touched on it above in a few points, but how are any of these mild to wild ideas any better than a simple nerf to the cleave damage beam deals to address the reason why it's become so popular despite other builds being able to output more dps? The only 1 I think I could see happening is point 3, but honestly their single target dps isn't a problem and you'd just be making it worse in an effort to lower cleave too, why not just only lower cleave?
On the other hand, maybe a class that is primarily aoe, should deal considerably less single target dps than other single target classes. Thats typically how other MMO's work, different classes are good at different things. I just don't think people would be too thrilled about that option.
It has been over a year of roughly half of pretty much every high tier raid group being Arcanists using the meme beam. Stop giving tiny roundabout baby touches to it by making banner give less crux sometimes or something, please just make the obvious problem skill worse. It is a giant five second ranged AoE damage skill, it doesn't have to be able to be close in damage to single target melee spammables. Some weapon damage off grim focus or coral riptide also don't matter for diversity if at the end of the day there is just one damage skill so gratingly obviously a better choice for nearly every situation than all others.
Or we could, like, not nerf everyone and everything into the ground like always. Bring other classes up to par if need be.
Especially in PvE. Why should you CARE who or what is doing the most DPS? As long as people are having fun and content is being ran and completed it's OKAY.
However things needing to be toned down in PvP I could understand, but that REALLY needs to be balanced separately from PvE.
Option 1: Primary Target Focus
This option maintains the Fatecarver's power on the primary target while reducing damage to other enemies.
The primary target receives the full Crux damage bonus.