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Thank you for finally nerfing Fatecarver!

mpicklesster
mpicklesster
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I have to admit, I was really surprised to see that change. Because some would say that the Arcanist is a pay-to-win ability disguised as a pay-to-win class (i.e., without Fatecarver in its current state, the class would be medicore). Moreover, by nerfing Fatecarver, ZOS would stand to lose some revenue from one of their best cash cows. So I applaud ZOS's brave choice to introduce some much-needed balance--even though they know it'll hurt their bottom line.

However, it'll be a bit of a shame to lose so much damage from an ability with such a high skill requirement like Fatecarver. It was one of the few abilities in the game where the skill required to use it was proportionate to the damage it produced. In that regard, it was leagues ahead of abilities like Spectral Bow (which only required the trivial task of light attack weaving). Also--the Arcanist as a class produced a level of overall DPS that was proportionate to one's ability to play the class. In that regard, it was leagues ahead of classes like the magicka Dragon Knight (which only required the trivial task of managing no less than 7 damage-over-time effects).

But what really surprised me was your decision to completely remove the damage shield from Pragmatic Fatecarver. I was initially pretty apprehensive about that. But what really sold me on that decision was a similar one you made for Sorcerers: "Lightning Form: This ability and its morphs now grant Minor Force while active, rather than Major Resolve." I personally don't agree with that decision. It was one of the best sources of Major Resolve for solo/small-group players. It fit a niche very well; it wasn't universally OP. So why change it? (Franky, I still don't understand your decision.) However, I do applaud your consistency. You bravely decided that, if Sorcs were going to lose a combination of damage and defense, then Arcanists should suffer the same fate. After all, it's only fair. Right?

So, while I'll terribly miss Hurricane's current form, I can at least rest assured that ZOS has the courage to make fair but unpopular choices like nerfing Arcanists as much as they nerf every other class. In fact, I'd feel cheated if ZOS applied a different set of rules to their latest cash shop class. Thank goodness this isn't that kind of game!
  • randconfig
    randconfig
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    I have to admit, I was really surprised to see that change. Because some would say that the Arcanist is a pay-to-win ability disguised as a pay-to-win class (i.e., without Fatecarver in its current state, the class would be medicore). Moreover, by nerfing Fatecarver, ZOS would stand to lose some revenue from one of their best cash cows. So I applaud ZOS's brave choice to introduce some much-needed balance--even though they know it'll hurt their bottom line.

    However, it'll be a bit of a shame to lose so much damage from an ability with such a high skill requirement like Fatecarver. It was one of the few abilities in the game where the skill required to use it was proportionate to the damage it produced. In that regard, it was leagues ahead of abilities like Spectral Bow (which only required the trivial task of light attack weaving). Also--the Arcanist as a class produced a level of overall DPS that was proportionate to one's ability to play the class. In that regard, it was leagues ahead of classes like the magicka Dragon Knight (which only required the trivial task of managing no less than 7 damage-over-time effects).

    But what really surprised me was your decision to completely remove the damage shield from Pragmatic Fatecarver. I was initially pretty apprehensive about that. But what really sold me on that decision was a similar one you made for Sorcerers: "Lightning Form: This ability and its morphs now grant Minor Force while active, rather than Major Resolve." I personally don't agree with that decision. It was one of the best sources of Major Resolve for solo/small-group players. It fit a niche very well; it wasn't universally OP. So why change it? (Franky, I still don't understand your decision.) However, I do applaud your consistency. You bravely decided that, if Sorcs were going to lose a combination of damage and defense, then Arcanists should suffer the same fate. After all, it's only fair. Right?

    So, while I'll terribly miss Hurricane's current form, I can at least rest assured that ZOS has the courage to make fair but unpopular choices like nerfing Arcanists as much as they nerf every other class. In fact, I'd feel cheated if ZOS applied a different set of rules to their latest cash shop class. Thank goodness this isn't that kind of game!

    1. They did not nerf the beam.

    2. The beam can still generate 3 crux during the channel (cruxweaver, scholarship, gate) and stay beaming the same amount of time they do now.

    3. The only difference for the Arcanist class is that they no longer have the ability to use subclassing abilities, scribing abilities, or non-class abilities without also losing all or most of the benefits of their passives and crux consuming abilities. Meaning their only viable build now in both PvE and PvP is using the beam...

    4. The meta for all classes will continue to be using the beam, only now other classes will be equally efficient or better at using the beam than Arcanist.
    Edited by randconfig on 11 July 2025 22:16
  • mpicklesster
    mpicklesster
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    randconfig wrote: »
    1. They did not nerf the beam.

    I'm well aware.

    you-joke.gif


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