ZOS_GinaBruno wrote: »This is the official feedback thread for new Arcanist class. Specific feedback that the team is looking for includes the following:
[*] Visuals (Animation and VFX)
- What are your thoughts on the Arcanist’s visuals overall?
[*] Do you feel as if any of the visuals negatively impacted your ability to participate effectively in PvP or PvE scenarios?
[*] Do you have any other general feedback?
Short feedback after getting a first impression...ZOS_GinaBruno wrote: »This is the official feedback thread for new Arcanist class. Specific feedback that the team is looking for includes the following:
[*] Visuals (Animation and VFX)
- What are your thoughts on the Arcanist’s visuals overall?
To be blunt... horrible. They are overly bright and flashy, not really fitting in with the rest of the game. Overall I think they'd better in sci-fi game than they do in ESO. Some effects appear "flat", sorry but I'm unable to explain it better.[*] Do you feel as if any of the visuals negatively impacted your ability to participate effectively in PvP or PvE scenarios?
Yes. Their brightness is distracting and in many cases the Vfx take up too much of the screen.[*] Do you have any other general feedback?
It's definitely not a class for me, I neither like the aesthetics nor the gameplay. Of course not every class will appeal to every player, but I feel there is something off with the arcanist.
How did it feel to use and aim the beam abilities (Fatecarver and Remedy Cascade)?
Terrible. In PvP both of these skills will be incredibly hard to land. LoS, cloak, positional desync, move speed, streak are its nightmare.
How do the passive abilities of the class compare to other current passives abilities?
Passives are okay but some don't make sense. Why does the arcanist have extra status effect damage but have no flame, bleed, or poison damage in their kit? You're basically forced to use all class skills on arcanist because of the crux system but cant apply any of the damaging status effects with those abilities. Dragonknight has 50% more poison and burning status effect damage and has access to poison and flame damage in their kit.
Did you have a least favorite base ability or morph?
Fatecarver. Speaking from a PvP perspective, this skill will be very hard to use. Fatecarver is the equivalent to any other delayed burst ability except it has a 4 second cast time(cant cast anything else for 4 seconds) and can be interrupted.
Do you feel as if any of the visuals negatively impacted your ability to participate effectively in PvP or PvE scenarios?
Yes, in PvP.
Do you have any other general feedback?
Having fatecarver be your "burst damage" as a channel feels awful for PvP. My suggestion is to change the abyssal impact morphs. Abyssal ink should be removed from Cephaliarch's Flail but should consume your crux to deal more burst damage while Dread can stay the same as a higher "dps" option with less burst damage. Currently the arcanist feels like its going to be another support bot in PvP like the necro is right now.
adriant1978 wrote: »Crux is quite visually distracting in 1st person mode.
I'd rather keep half an eye on my HUD than have huge green triangles floating across my field of view.
How did it feel to use and aim the beam abilities (Fatecarver and Remedy Cascade)?
Terrible. In PvP both of these skills will be incredibly hard to land. LoS, cloak, positional desync, move speed, streak are its nightmare.
How do the passive abilities of the class compare to other current passives abilities?
Passives are okay but some don't make sense. Why does the arcanist have extra status effect damage but have no flame, bleed, or poison damage in their kit? You're basically forced to use all class skills on arcanist because of the crux system but cant apply any of the damaging status effects with those abilities. Dragonknight has 50% more poison and burning status effect damage and has access to poison and flame damage in their kit.
Did you have a least favorite base ability or morph?
Fatecarver. Speaking from a PvP perspective, this skill will be very hard to use. Fatecarver is the equivalent to any other delayed burst ability except it has a 4 second cast time(cant cast anything else for 4 seconds) and can be interrupted.
Do you feel as if any of the visuals negatively impacted your ability to participate effectively in PvP or PvE scenarios?
Yes, in PvP.
Do you have any other general feedback?
Having fatecarver be your "burst damage" as a channel feels awful for PvP. My suggestion is to change the abyssal impact morphs. Abyssal ink should be removed from Cephaliarch's Flail but should consume your crux to deal more burst damage while Dread can stay the same as a higher "dps" option with less burst damage. Currently the arcanist feels like its going to be another support bot in PvP like the necro is right now.
I absolutely agree.
Arcanist just doesnt seem to be designed to actually be able to kill anything in PvP. it took me until about 30 seconds into my first duel to see that the burst damage was way too low.
The defense seemed pretty good so far, though that might just be because i basically only fought other arcanists with not great damage, but i didnt really have problems with the healing.
Fatecarver is basically useless in PvP cause its not worth it spending 3 skills to buff Fatecarver to a decently high damage only for it to be interrupted less than 2 seconds into the skill (not even talking about how easy it is to dodge).
I think your idea to change the tentacles into a burst ability seems pretty good and tbh from just seeing the skill i assumed it would do a lot more damage than it actually does.
LittlePinkDot wrote: »How did it feel to use and aim the beam abilities (Fatecarver and Remedy Cascade)?
Terrible. In PvP both of these skills will be incredibly hard to land. LoS, cloak, positional desync, move speed, streak are its nightmare.
How do the passive abilities of the class compare to other current passives abilities?
Passives are okay but some don't make sense. Why does the arcanist have extra status effect damage but have no flame, bleed, or poison damage in their kit? You're basically forced to use all class skills on arcanist because of the crux system but cant apply any of the damaging status effects with those abilities. Dragonknight has 50% more poison and burning status effect damage and has access to poison and flame damage in their kit.
Did you have a least favorite base ability or morph?
Fatecarver. Speaking from a PvP perspective, this skill will be very hard to use. Fatecarver is the equivalent to any other delayed burst ability except it has a 4 second cast time(cant cast anything else for 4 seconds) and can be interrupted.
Do you feel as if any of the visuals negatively impacted your ability to participate effectively in PvP or PvE scenarios?
Yes, in PvP.
Do you have any other general feedback?
Having fatecarver be your "burst damage" as a channel feels awful for PvP. My suggestion is to change the abyssal impact morphs. Abyssal ink should be removed from Cephaliarch's Flail but should consume your crux to deal more burst damage while Dread can stay the same as a higher "dps" option with less burst damage. Currently the arcanist feels like its going to be another support bot in PvP like the necro is right now.
I absolutely agree.
Arcanist just doesnt seem to be designed to actually be able to kill anything in PvP. it took me until about 30 seconds into my first duel to see that the burst damage was way too low.
The defense seemed pretty good so far, though that might just be because i basically only fought other arcanists with not great damage, but i didnt really have problems with the healing.
Fatecarver is basically useless in PvP cause its not worth it spending 3 skills to buff Fatecarver to a decently high damage only for it to be interrupted less than 2 seconds into the skill (not even talking about how easy it is to dodge).
I think your idea to change the tentacles into a burst ability seems pretty good and tbh from just seeing the skill i assumed it would do a lot more damage than it actually does.
That's a bummer about Tentacles. I was hoping to use it as a spammable. I'm on Console so I'm paying attention to what you all are saying. Trying to theorize a build.
Have you tried the stamina morph execute of tentacles?
adriant1978 wrote: »Crux is quite visually distracting in 1st person mode.
For people who play in 1st person it might be nice to have an alternative way of displaying it. I know it was said in the live stream that they wanted it on the character and not in the UI, but to be honest I'd rather keep half an eye on my HUD than have huge green triangles floating across my field of view.
BugsyTheGod wrote: »(From a PvP Perspective)
The offensive toolkit is really lacking in PvP. Runeblades as a spammable isn't horrible but just like warden birds or necro skulls it just feels clunky to use. Fatecarver is absolutely horrible in PvP, its very hard to land on a player and even when you stack up your crux and use it on a cc'd player the damage is very underwhelming. Abyssal impact is a decent skill for the immobilize and 5% damage increase but overall felt very lack luster. The unblinking eye ultimate is a very cool concept and does great damage when it actually hits your opponent which leads to the problem; It never actually hits them. It is extremely easy to kite and move out of the way of this ultimate, even the Tide King morph which is supposed to track them never actually lands. After numerous hours of duels I found the best way to play this class was swapping out runeblades for crushing shock and dropping fatecarver entirely. This leads to the class lacking any significant burst and playing like a walmart sorc. There is also no good offensive skill to use your crux on since fatecarver was supposed to fill that role. I think it would be a great idea to turn Abyssal impact into a more burst oriented skill to use your crux on. Overall the class toolkit offensively severely lacks any type of potential burst which is needed in PvP.
The defensive toolkit on the other hand is extremely strong and will be problematic if launched in this state. The remedy cascade heal, specifically the curative surge morph is overperforming and will be a huge issue in PvP if not changed. I was receiving in the range of 2-5k ticks depending on how long I was channeling. This heal ticks every 0.3 seconds which leads to an incredible amount of healing which is UNINTERRUPTABLE for some reason. I don't understand how fatecarver can be interrupted but this ridiculous heal cannot. The Runespite ward specifically the impervious runeward morph is a ludicrous shield even if its only for 1 second. If you stack a decent amount of health this shield can be abused mitigating almost any amount of damage a player can do to you. The biggest let down was the apocryphal gate skill, by the teasers and trailers it seemed that you can use this skill vertically but in reality you cannot. This has to be one of the most useless skills I've ever seen, the range is fairly short and by not allowing us to use it vertically to teleport to different levels of a tower for example it makes it pointless to use.
tomofhyrule wrote: »Minor issue, but are the icons or effects for the two Fatewoven Armor morphs swapped?
Unbreakable Fate has a fully green icon, but the active effect is green and purple. Meanwhile Cruxweaver's got the purple-y icon, but is fully green in game