I've played several hours with Arcanist and for the moment I've noticed that:
- Apocryphal Gate skill portals seem to work almost only on flat surfaces. When you use them on different floors it sometimes says "invalid location", other times it spawns the portals in different points than those indicated and other times it seems bugged spawning only 1 portal.
The tooltip is very confusing and ambiguous. It does not explain how the "secret soldier" is created, how long it lasts, or how it's destroyed.
Before getting into the specifics of the various abilities, can I ask if I just missed where you mention that we have to be in combat to generate Crux?
None of the ability tooltips specify this, and there's no result whatsoever for "Crux" in the Help section. The result for Arcanist is a very lore-focused overview with no details of combat mechanics. There are a few Arcanist Synergies covered on their own pages, so I think Crux might deserve its own as well.
When I read a tooltip like Runemeld's that says "generates Crux" for healing someone, I expect to get Crux for healing with that skill. I don't expect it to work only in combat if it doesn't say that (especially when sets that work only in combat specify that in their descriptions). If you don't want to add that to every tooltip, please consider explaining it at least somewhere in game so players can understand the mechanic without wondering what's intended and what's not. Right now I can't find any such explanation. Even the patch notes don't say that. They only say that some abilities generate or consume Crux and that Crux either passively boosts your abilities in combat or "add further capabilities to abilities that spend Crux."
I wonder if this is something so well known to the devs that it was simply overlooked when explaining it to people new to the system (i.e. the players).
If you haven't said it, please add it. If you have, please make it more visible.
tomofhyrule wrote: »If the idea is that Crux should not generate outside of combat (to prevent prebuffing), then ending combat should remove all Crux as well. It Crux is designed to hang around, then why is there a restriction on it not generating outside of combat when we could just attack random squirrels to prebuff?
Aiming was okay IF I was far away enough from enemies. I quickly stopped using it as it seems like a wasted slot with an identity crisis. It's not a spammable, Runeblades is. It's not Templar's beam with an execute multiplier. It's basically a DOT that you have to babysit and aim, an additional minigame in the combat loop. The damage off it didn't seem that great to justify throwing off the timing of backbar DOTs.How did it feel to use and aim the beam abilities (Fatecarver and Remedy Cascade)?
I don't like passives that trigger based on specific crux interactions. Essentially passives that trigger only when using specific skills. The 4 passives in question are:How do the passive abilities of the class compare to other current passives abilities?
I like that Recuperative Treatise granted Major Sorcery and Brutality, and that it required slotting on either bar. Definitely a plus for build variety.Did you have a favorite base ability or morph?
I had major Magicka sustain issues.Did you have a least favorite base ability or morph?
Didn't notice. No comment.How did it feel to have the cost of some abilities change based on your Max Magicka or Stamina?
I don't care much for it. I'm not interested in counting how many green glowing triangles I have rotating around me when I'm trying not to stand in stupid.How did it feel to gain and spend Crux?
I treated it like ambient noise. Pointless minigame that didn't override how abilities "felt" and numbers, the main deciding factor for whether it gets a slot.How did it feel to have some morphs generate or spend Crux?
Definitely not. It seems half baked. If you want to really do this Crux thing, all class abilities should generate or use Crux.Did you feel like you had enough options for Crux builders and spenders?
I liked the animation for Cruxweaver armor. It feels super smooth and quick, it makes the character feel like an advanced mage casting a defensive rune. Compared to Sorcerer's shield animation which is like... a clap.What are your thoughts on the Arcanist’s visuals overall?
The Rune casted on the ground by Rune of Displacement was bit much. It's pretty much as bright as the Necromancer Colossus ultimate, just green.Do you feel as if any of the visuals negatively impacted your ability to participate effectively in PvP or PvE scenarios?
It was really good. Nice and crisp. The audio for Cruxweaver shield, it felt metallic and tangible. The 3 runes hitting the enemy from Runeblades sounded super nice as well, like being hit with glass shurikens.What did you think of the audio for the Arcanist’s abilities?
etchedpixels wrote: »I've played several hours with Arcanist and for the moment I've noticed that:
- Apocryphal Gate skill portals seem to work almost only on flat surfaces. When you use them on different floors it sometimes says "invalid location", other times it spawns the portals in different points than those indicated and other times it seems bugged spawning only 1 portal.
If you've used the warden icy gate and similar on live you'll be used to this and apart from the portals standing vertically it seems to be the same thing.
Seraphayel wrote: »So they really created a class with worse class DPS skills than Necromancer?