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Ways to nerf arcanist beam

Prionyx
Prionyx
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1. Decrease damage by 30%
2. Make it single target
3. Disable crux generation and main resourse regeneration during cast time and decrease damage by 15%
4. Give it azureblight treatment, for each beaming arcanist it's damage is reduced by 20%
5. Make it don't consume but generate 3 crux over cast time, 1 crux each 1.5 second instead(therefore no damage increase and cost decrease for each crux), increase base damage by 20%, increase exhausting morph damage by 30%
6. Decrease cast time to 2 seconds while keeping same damage per tick

Choose one
  • Madarc
    Madarc
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    Yes,..but,..just an angry troll.


    I can certainly understand his intention.
    For my part, I'd be already happy if they would defused the Arcanist's beam at least OPTICALLY.

    As soon as more than one of these “green SienceFiction rays” shooting players appear in a dungeon group of 4, you are almost flying blind in many situations.
    What happened to the statement that was once made, long time ago, in a live chat by Rich Lambert? To paraphrase:
    "yes we know, it's really all still very green,..we'll definitely have to go back to it..."
    Geschichten werden nicht berühmt, weil sie passiert sind – sondern weil sie erzählt wurden.
  • ADarklore
    ADarklore
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    It's funny when even most streamers don't even rate Arcanist a 'S' class anymore... I don't think it's a problem.
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • Madarc
    Madarc
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    Daoin wrote: »
    [snip]

    Certainly not, but a serious question. The visual representation will certainly not only be important for beginners.
    In addition, there are also problems for beginners, for whom it is almost impossible to recognize damage or healing areas, for example. Thanks to the "scribing" and the possibility of coloring skills in many colors.
    On the one hand, efforts are being made to make things easier for beginners, while on the other hand ‘improvements’ are being made possible, that are rather detrimental to team play.

    Anyway,...not a troll post but my opinion after many conversations with fellow players.

    [edited to remove quote]
    Edited by ZOS_Icy on 16 May 2025 18:14
    Geschichten werden nicht berühmt, weil sie passiert sind – sondern weil sie erzählt wurden.
  • BananaBender
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    ADarklore wrote: »
    It's funny when even most streamers don't even rate Arcanist a 'S' class anymore... I don't think it's a problem.

    I think that speaks more of the streamers than the class.
    Edited by BananaBender on 16 May 2025 11:34
  • Renato90085
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    ADarklore wrote: »
    It's funny when even most streamers don't even rate Arcanist a 'S' class anymore... I don't think it's a problem.

    when i am new(2018 start),my nb teach tell me dont believe most streamers,because they main use there thoughts rank class or understanding of the game is poor..
    now(2022 start) that I understand the game, he is right.
    edit:like now i use 5 min found a class solo tier video ,this streamer give arc a-,magic sorc is s+,because he all toon use oakensoul build,so sure,sorc is best class in oakensoul(bis passive),but arc use oakensoul like a man who lost both legs smashed his wheelchair and tried to walk...this class s+ because easy own anything but you give up back bar buff and strong beam swap heavy attack buff
    Edited by Renato90085 on 16 May 2025 12:43
  • Joy_Division
    Joy_Division
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    Generating crux while beaming should never have been a thing from the start. The whole point about crux was that it was expanded to get a powerful effect. It makes zero since to be able to build crux while expending it.

    I'd try that before doing anything else
    Edited by Joy_Division on 16 May 2025 13:29
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Maggusemm
    Maggusemm
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    The new content seems to be designed that such a strong skill is needed.

    -> nerfing this would make newest content nearly impossible. This speaks more for a buff of other AOE skills strongly. Or to introduce mechanics which need interruption of 4 sec skills
  • sarahthes
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    Arcanist beam being overtuned is a result of encounter design, not skill design. Beam is only necessary in the new trial and vSE HM (and I'm not convinced about vse). One or two arcs should be run in Dreadsail to kill matrons on Taleria HM. In all other trials they are a choice not a requirement.
    Edited by sarahthes on 16 May 2025 20:32
  • YandereGirlfriend
    YandereGirlfriend
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    Whatever other changes happen, the tick rate should be reduced to 2x per second, from 3x.

    After all, every single other player ability that ticked more rapidly than that was nerfed in the name of game performance, most of them down to 1x per second (2x abilities are quite rare). And what is good for the goose is good for the gander, after all.

    I loved my old 3x per second Necro Tethers and that was nerfed for "performance" reasons right before the Arcanist debuted. Color me, and the rest of the Necro cohort, unamused.
  • Ezhh
    Ezhh
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    Maggusemm wrote: »
    The new content seems to be designed that such a strong skill is needed.

    -> nerfing this would make newest content nearly impossible. This speaks more for a buff of other AOE skills strongly. Or to introduce mechanics which need interruption of 4 sec skills

    This is the problem really. They have an outlier skill/build (no point talking about classes anymore I guess?) that performs way ahead of everything else when you factor in ease of play/cleave/range/buffs provided and so on (not just raw damage) and so encounters start getting built with this playstyle in mind, not all the other playstyles that have gone before and that people might still prefer to play.

    The only reasonable answer at this point is to provide viable alternatives for other playstyles that can also deliver ranged cleave damage of comparable strength. Nerfing beam wouldn't achieve anything other than forcing people backwards now. (Though buffing beam damage even more is seriously questionable.)
  • mdjessup4906
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    I don't get it. Other classes suck, arc good. So answer is to make arc suck too?

    No...The Answer is to make to make the other classes just as good. I have no idea what this would look like but idc either, as long as I still get to clear my tris along with them.
  • necro_the_crafter
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    I don't get it. Other classes suck, arc good. So answer is to make arc suck too?

    No...The Answer is to make to make the other classes just as good. I have no idea what this would look like but idc either, as long as I still get to clear my tris along with them.

    Other classes suck beacase they developing a game around single class. Having everything built around range cleave is the same as if they made a new trial with enemies that take 100% more fire damage. I mean, you still would be able to beat it with other builds, but if you bring all dk's -> encounters will be cleared twice as fast.

    Same with current content, in which most of the encounters encourages cleave damage.
  • sarahthes
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    Honestly if they revert azureblight now that beam can't proc it, that would do a lot.
  • Renato90085
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    I don't get it. Other classes suck, arc good. So answer is to make arc suck too?

    No...The Answer is to make to make the other classes just as good. I have no idea what this would look like but idc either, as long as I still get to clear my tris along with them.

    Other class suck is because Zos add many new thing only arc can done,not other class really suck
    like today if U46 not have subclass,and zos made a new class is st class,and only it can parse 170k st dps in dummy
    and next 2 year all thing start add many st Dps check and arc can't done
    if this happen arc for you is good or suck?


  • mdjessup4906
    mdjessup4906
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    I don't get it. Other classes suck, arc good. So answer is to make arc suck too?

    No...The Answer is to make to make the other classes just as good. I have no idea what this would look like but idc either, as long as I still get to clear my tris along with them.

    Other class suck is because Zos add many new thing only arc can done,not other class really suck
    like today if U46 not have subclass,and zos made a new class is st class,and only it can parse 170k st dps in dummy
    and next 2 year all thing start add many st Dps check and arc can't done
    if this happen arc for you is good or suck?


    Then arc would suck (optimization wise) that's exactly what I mean though. Update/stop nerfing other classes ability to keep up with current content. There's no reason it always has to be one or the other.
    Edited by mdjessup4906 on 17 May 2025 22:37
  • Silaf
    Silaf
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    The beam is a problem because it does 3 tings (aoe, single target and shield).

    All skills with multiple different effects tend to become a problem.


    The only way to fix it is to make it an aoe and only give it that effect balancing it on similar aoe skills.
  • mdjessup4906
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    Other classes suck beacase they developing a game around single class. Having everything built around range cleave is the same as if they made a new trial with enemies that take 100% more fire damage. I mean, you still would be able to beat it with other builds, but if you bring all dk's -> encounters will be cleared twice as fast.

    Same with current content, in which most of the encounters encourages cleave damage.

    They should do this. About time for some other class to get hated on because zos can't balance their game in a way that doesn't screw half the player base over.
  • Orbital78
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    Other class suck is because Zos add many new thing only arc can done.

    When has Dragon Knight ever sucked at anything? Necros and Templars got some bones thrown at them, wasn't the crazy AoE build Skinny was using not even using beam? I think there will be more than just beam options once people start playing around with different options.

  • MashmalloMan
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    1. Revert the damage buff from PTS, single target DPS was already established at a reasonable level given the rotation being predominantly AOE with a low level of complexity.
    2. Revert 6 enemy cap, 7 targets and above now receive somewhere between 10%-30% of damage dealt. Apply this as a standard going forward for similar skills like Jabs, dealing nothing feels terrible.
    3. In comparison to Jabs, the AOE application is much wider, stronger, longer, and easier to control. As such, the ability now reduces in damage by an additional -8% per enemy up to a cap of -40% at 6 enemies.

    Examples:
    • 1 target = 100%
    • 2 targets = 92% to all
    • 3 targets = 84% to all
    • 4 targets = 76% to all
    • 5 targets = 68% to all
    • 6 targets = 60% (cap reached) to all
    • 7+ targets = 60% to closest 6 targets, remaining targets take 20%.

    To clarify abilities like this using a new standard (Jabs) would normally deal full damage for the 1st 6 enemies and reduced damage to the remaining 7+, but Fatecarver as an exception deals less per enemy up to 6 for reasons detailed in point 3.

    I think this would solve every issue I've had with it, slightly too strong in single target so knock that down a peg, then reduce how strong it is in AOE because this 1:1 situation is not balanced in the slightest. Adding a 6 target cap was a massive mistake and I'm really sad to see this return from the grave, early in ESO's life, target caps were mostly abandoned because above all else they FEEL BAD. Dead casts feel bad. Allowing it to deal some level of damage, however minor will make it feel much better while still keeping it balanced. Important to note, this means sets and status effects still have a way of proccing vs none at all.

    Lastly, my number values don't matter, the idea is what I'm trying to paint here. Maybe it deals -5% per enemy up to -25%. Maybe 7+ take 30% damage. Maybe the 1st 3 enemies take full damage. I don't know, but the general idea is what I think would work really well given the problem areas. Every idea proposed in the OP swings way too far in the nerf direction imo, we can handle this in a much more nuanced way.
    Edited by MashmalloMan on 18 May 2025 02:19
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • MashmalloMan
    MashmalloMan
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    Generating crux while beaming should never have been a thing from the start. The whole point about crux was that it was expanded to get a powerful effect. It makes zero since to be able to build crux while expending it.

    I'd try that before doing anything else

    Or this, having it less readily available would be a great start before further balance is required, although I still think it should deal some level of reduced damage to 7+ targets. Additionally, banner giving free crux every 5s is such a terrible game mechanic, the skill should do something entirely different akin to Necro's class script where it only generated a crux if none are present, but offers a bonus if some are available.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Turtle_Bot
    Turtle_Bot
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    Bring back the options that other classes/builds used to have.

    Pre-nerf Shulks (warden)
    Stalking blast bones/boneyard (necro)
    Crystal Blast (sorc)
    Old (spammable) Ash Cloud (DK)
    Old Jabs (Plar)
    Heavy attack splash damage on all ticks (heavy attack builds)

    And rework some of NB spec bows absurd power into a different skill to tone down bow while buffing NB cleave for PvE.

    If ZOS brought back these cleave options that the other classes used to have, that were taken away by ZOS over the years, there wouldn't be any issues with beam, since all classes would have appropriate cleave options that suit the recent content design direction that is requiring insane amount of cleave access to simply clear it (let alone go for score pushing).
  • moderatelyfatman
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    I think the best option is to make beam stop at the first target and do a 5m cleave at the point of contact like lightning staff. No cap on the number of possible targets (save on computations) and no damage reduction.

    The arcanist will still parse the same and have a very strong AOE similar to Oakensoul HA builds, an easy rotation and good damage output. What they won't have is the ability to break game mechanics by hitting enemies on opposite sides of the room.
  • Prionyx
    Prionyx
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    I think the best option is to make beam stop at the first target and do a 5m cleave at the point of contact like lightning staff. No cap on the number of possible targets (save on computations) and no damage reduction.

    The arcanist will still parse the same and have a very strong AOE similar to Oakensoul HA builds, an easy rotation and good damage output. What they won't have is the ability to break game mechanics by hitting enemies on opposite sides of the room.

    Good solution
  • VoidCommander
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    Generating crux while beaming should never have been a thing from the start. The whole point about crux was that it was expanded to get a powerful effect. It makes zero since to be able to build crux while expending it.

    I'd try that before doing anything else

    Or this, having it less readily available would be a great start before further balance is required, although I still think it should deal some level of reduced damage to 7+ targets. Additionally, banner giving free crux every 5s is such a terrible game mechanic, the skill should do something entirely different akin to Necro's class script where it only generated a crux if none are present, but offers a bonus if some are available.

    The funniest part is that the main Arcanist ability that produces free crux states in the tooltip that it only gives crux if you have none. HOWEVER, it will give crux even when you already have one or two. If it performed as described, Arcanist would be much closer to being balanced.
  • Faint_One
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    A special way:makes beam target a ground with 4 or 5m radius,rather than a path line like now.
    Which helps all classes can sharing same abilities against most target stack type.
  • wolfie1.0.
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    How to nerf it? Make all enemies float 10 meters off the ground.

    The firing arc of the beam has always annoyed me.
  • La_Croft
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    Prionyx wrote: »

    4. Give it azureblight treatment, for each beaming arcanist it's damage is reduced by 20%
    5. Make it don't consume but generate 3 crux over cast time, 1 crux each 1.5 second instead(therefore no damage increase and cost decrease for each crux), increase base damage by 20%, increase exhausting morph damage by 30%

    Choose one

    Number 4 is a horrible idea, as it punishes PUGs way too much. But I Love the idea for number 5. I can imagine a really fun playstyle with beam into Tentacular Dread!
  • Lebensf0rm
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    Fatecarver has already received the most significant nerf it needed with the change to banner's crux generation. What we need now are buffs to many of the other skill lines, particularly with respect to cleave.
  • Prionyx
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    Lebensf0rm wrote: »
    Fatecarver has already received the most significant nerf it needed with the change to banner's crux generation. What we need now are buffs to many of the other skill lines, particularly with respect to cleave.

    It barely changes anything, fatecarver needs at least 5x of that nerf to be a balanced skill
  • SkaiFaith
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    Question: when people talk about nerfing Fatecarver, do they mean the base skill damage? Because if used without any crux I assure you I can barely tickle enemies in Veteran content.
    I play solo with a build that uses Fatecarver without any crux. I don't think I am the only one using it this way, and this way it definitely ISN'T overpowered so... Why nerf the damage it does this way, which instead I would buff?
    If anything, crux additive power should be less significant.
    Just my two cents...
    A: "We, as humans, should respect and take care of each other like in a Co-op, not a PvP 🌸"
    B: "Many words. Words bad. Won't read. ⚔️"
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