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PTS Update 38 - Feedback Thread for the Arcanist

  • Cloudrest
    Cloudrest
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    @BugsyTheGod and @React have already hit the nail on the head with their feedback, so I'll avoid typing up a wall of text.

    Arcanist in PvP felt underwhelming, underpowered, and clunky. There's a lot of good ideas present with the class but they simply fall short and need some tweaking. The damage felt lackluster, Fatecarver is difficult to aim against other players, and the Tentacle ability should be reworked into some form of targeted burst amplified by Crux.
    Formerly @Cloudrest, now @Nightwielder in-game on PC/NA. Cyrodiil PvPer; retired duelist and PvE Trifecta DPS.
    Empyrean Knight Gwynevere | ♔ Breton Templar | AR50 Grand Overlord II | 9400+ hours | Aldmeri Dominion
    Merethiel of Vaulinchyl |🗡Altmer Nightblade | AR50 Grand Overlord I | 3000+ hours | Aldmeri Dominion
    ♔ Immortal Redeemer | ♔ Tick-Tock Tormentor | ♔🗡 2x Gryphon Heart | ♔ Godslayer | 🗡 Dawnbringer | ♔ 7x Former Empress
  • VixxVexx
    VixxVexx
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    Another ranged projectile-based spammable with a horrible travel time. Just look at how bad Flame Skull, Cliffracer, Stone Fist, Ice Clench are.

    Seems like you slapped every possible minor effect on the class. Arcanist has access to almost every minor buff/debuff outside of exclusive class and pve ones: minor breach, brittle, courage, endurance, evasion, fortitude, heroism, intellect, lifesteal, magickasteal, maim, protection, resolve, and vulnerability.
  • Red99
    Red99
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    Apochryphal gate is an useless skill in pvp with 7 seconds cooldown, it should be spammable like streak and when u recast it removes the previous portals
  • LukosCreyden
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    @POG4LIFE "form a secret soldier with your mind..." is just flavor text. Arcanist has quite a lot of this, which is pretty cool. The passive simply increases armor when you have a solider of apocrypha ability active on you.



    As for my personal feedback, talking about aesthetics;
    overall, the class has really nice animations, sound design and visual effects. The audio is satisfying and really does add to the presentation. As for particle effects, some of them can be a bit bold and perhaps a little too much so. Such as, Fatecarver with its very bright and vast beam, and Tome-Bearer's Inspiration, which looks cool but I feel that the runes cover your weapon too much, making it hard to see the weapon itself.
    I was also expecting to see more than the color green make an appearance. I recall the devs on stream, mentioning green, purple and black. It'd be nice to see more purple making an appearance. Also of note, the amount of animations that do not incorporate your equipped weapon / force your weapon to vanish from your character is very high. This is visually very jarring, especially when seen alongside base game animations (aside from Templar jabs which is a whole different conversation that still needs to happen). Base game animations often include your character's weapon in the animation, either seeming to use it as part of the animation, or holding it in their off-hand for the duration of the animation. This looks far more cohesive and, overall, of a higher quality.

    Finally, on a more specific and personal note; due to the overly specific theme of the class (Hermaeus Mora), this will not be a class I play. I am aware of what the Loremaster said in regards to your own relationship to the class, but at the end of the day, a Daedric Cultist class is a Daedric Cultist class, regardless of how you try to look at it; and this class understandably has Hermaeus Mora stylization all over it. This is the Hermaeus Mora class and the theme is just far too specific for some people.

    Edited by LukosCreyden on April 18, 2023 9:01AM
    Struggling to find a new class to call home.Please send help.
  • Patro
    Patro
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    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.

    - Fatecarver skill often misses the target despite having it in front and close.

    - Runeblades skill does not appear to have an effective 22 meters range as stated in its tooltip.
  • etchedpixels
    etchedpixels
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    Patro 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.


    Too many toons not enough time
  • etchedpixels
    etchedpixels
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    Feedback:

    Visuals are epic, too epic. They'll still be epic if you turn the brightness down a chunk. The really bright flashy lights also don't feel very Elder Scrolls to me. Watching the duelling on PTS it felt more like I'd logged into SWTOR and was watching Jedi training and Arcanist was a Jedi with a side helping of tentacle.

    The aiming stuff is a mess if you've got any kind of visual problem. It's really escalating an existing problem with the game in that it completely ignores accessibility settings. If you have the mouse set to be extra large on the desktop (so you can actually find it) the game still makes it tiny and hard to see, and it also has no way to make the aiming reticle larger. With other skill sets that is merely annoyingly bad - but no different to many games of a decade ago. With Arcanist it's amplified badly.
    Edited by etchedpixels on April 18, 2023 9:37AM
    Too many toons not enough time
  • Melzo
    Melzo
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    The necromancer is ***. He needs to change the gameplay.
  • MagicalLija
    MagicalLija
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    Abilities:
    How did it feel to use and aim the beam abilities (Fatecarver and Remedy Cascade)?
    Both abilities feel great to use, would be nice to have a separate setting for aim assist for both fatecarver and remedy cascade, as in some situations in PvE I'd rather have no assist on fatecarver, but some aid on remedy cascade so i can ensure I'm hitting my allies with it.

    How do the passive abilities of the class compare to other current passives abilities?
    All I can really say is that they're Okay. Not much else to say about them, I enjoy the focus on Crux as it's a fun mechanic to play around.

    Did you have a favourite base ability or morph?
    100% Fatecarver specifically Pragmatic Fatecarver. It just feels so amazing to use, I really hope the ability of it piercing through enemies doesn't get nerfed as it feels great to use. I also really enjoyed using the Unblinking Eye, but I have noticed that the Tide King's Gaze does not function correctly sometimes, 9/10 times I've used it, the ability doesn't function correctly and it won't actually follow a new target even if there's another right next to it.

    Did you have a least favorite base ability or morph?
    Fulminating Rune, Feels kind of clunky to use sometimes, also not really sure why it's based on frost damage but sure.

    How did it feel to have the cost of some abilities change based on your Max Magicka or Stamina?
    Understanding that it's going into hybridisation, but I've never been a fan of it. However, still having the options is great imo, but I think it's interesting and would have to be played around a bit more.

    Crux System:
    How did it feel to gain and spend Crux?
    Crux feels amazing, I'm also glad that you keep the crux out of combat. Being able to plan out in the future what abilities I should be focusing on using and so on just brought so much more to combat which has been fairly boring recently with some of the older classes that just use spammables and nothing else. It really feels great to have a little more variety in combats as I'm able to react to new situations and what I should react with and how I should use my crux in a way which is most efficient in combat.

    How did it feel to have some morphs generate or spend Crux?
    Feels great. Being able to utilise these to find new ways into using abilities was super interesting.

    Did you feel like you had enough options for Crux builders and spenders?
    I felt as if there was a great variety on the amount of crux abilities I could use, and I know that I can switch out a lot of abilities for others which I need.

    Visuals (Animation and VFX):
    What are your thoughts on the Arcanist’s visuals overall?
    It's Perfect. It's exactly what I wanted. I think if some of the runic abilities were less "clean" and a bit more rugged like they've just been pulled out of the black book and ready for use it would make the class look a little better. Some of the abilities colour pallets are a bit much some times and it's difficult to tell what's going on for some abilities, and some of the abilities tend to take up a lot of screen space such as the Unblinking Eye ultimate and Abyssal Impact + it's morphs. Still definitely my favourite class aesthetic in any game ever.

    Do you feel as if any of the visuals negatively impacted your ability to participate effectively in PvP or PvE scenarios?

    As mentioned previously, yes. Certain abilities are just too much. In my very personal opinion, Unblinking Eye would be better if it was more of a Sentinel, kind of like Storm Atronach from the Sorcerer skill lines, where you summon it in an area, and it attacks things from there because having this giant floating eye above you is amazingly cool in theory, but in practice it's a bit much.

    Audio:
    What did you think of the audio for the Arcanist’s abilities?
    All of the abilities sound amazing, booming, strong and right out of an eldritch horror.

    Do you have any other general feedback?:
    Quite a few bugs which I'm sure will be ironed out such as abyssal impact sometimes not proccing properly, Tide King's gaze not correctly targetting, Apocryphal gate sometimes only spawning one portal instead of two making it unable to be used and so on.
  • ArctosCethlenn
    ArctosCethlenn
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    How did it feel to have the cost of some abilities change based on your Max Magicka or Stamina?

    Honestly liked that, however: at the moment negate will block all skills with adaptive costs even when they cost stamina. Negate also blocks Cephaliarch's Flail, which only ever costs stamina, so it seems to block the *entire* arcanist kit.

    Did you feel like you had enough options for Crux builders and spenders?

    Given fatecarver's state, no, definitely not enough spender options as damage. Crux basically turned into a defensive resource because it isn't really worth burning it on a fatecarver in pvp. Maybe the spender morph of tentacle slap should include damage scaling based on crux spent (like fatecarver) in addition to amplifying the abyssal ink, so the class has a mostly-instant offensive crux dump for the times where fatecarver isn't worth casting.

    edit: It *did* feel a bit rough when I tested a stam-focused raid healer and most of my class healing skills swapped to stamina costs, without resto staff heavy attacks changing over to restore stamina as well.

    I was also still ending up with ridiculously high magicka recovery because of the class passives, didn't really have a solid class skill to dump it with b/c of the adaptive costs and ended up needing to run mag weapon skills to do so anyways.
    Edited by ArctosCethlenn on April 18, 2023 11:17AM
  • Narvuntien
    Narvuntien
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    Abilities
    How did it feel to use and aim the beam abilities (Fatecarver and Remedy Cascade)?

    Seemed pretty cool to use, who doesn't want to fire book lasers? Seemed to work well to use while moving, although it can be a little hard to see where you are aiming through the book in your face. My main issue is that you miss out on the huge amount of damage from light attacks and spammables while you are using them.

    How do the passive abilities of the class compare to other current passives abilities?
    The class passives are powerful and interesting. However, there is only one skill that seems to have a passive effect an effect that is shared with the mage guild skill degeneration. Making it hard to find enough skills to slot on your bar. While a class such as Necromancers have too many skills with passive abilities to slot.

    Did you have a favorite base ability or morph?
    I really liked the Fulminating Rune as your class AoE, DoT.

    Did you have a least favorite base ability or morph?
    It is actually Abysally Impact, it seems like it should be the main Crux using ability but it's a short-range cone which is not that useful for a long-range Mag DPS.

    How did it feel to have the cost of some abilities change based on your Max Magicka or Stamina?
    Oh that was interesting but I still want to be doing physical damage as a Stam dam dealer and magic damage as a magic damage dealer. Perhaps I have just not yet adapted to the new hybridized system but it just feels wrong to me

    Crux System
    How did it feel to gain and spend Crux?
    I liked gaining it but I had no reason to use it. The runes floating around yourself are usually clear but can be a little difficult in the heat of the action to see how much I have. Since it is the same colour as your abilities.
    How did it feel to have some morphs generate or spend Crux?
    I feel there is not enough of them. I can generate crux and I can't spend it.
    Did you feel like you had enough options for Crux builders and spenders?
    Definitely not, especially if I am playing the standard long range MagDps or Short-Ranged Stamina dps. Based around using a whole lot of light weaving and spammable skills.

    Visuals (Animation and VFX)
    What are your thoughts on the Arcanist’s visuals overall?

    I really like the bright runic theme.
    Do you feel as if any of the visuals negatively impacted your ability to participate effectively in PvP or PvE scenarios?
    I think it is actually interfering with itself, the large bright green spells can block your own crux numbers.

    Audio
    What did you think of the audio for the Arcanist’s abilities?

    Seems to fit the theme well.

    Do you have any other general feedback?
    While trying to be a damage dealer I feel like there aren't enough abilities available to me to even fill up my bars. I feel like I am being forced into using the Beam ability when I don't want to be losing damage to not being able to light attack or use spamables. I am struggling to sustain a rotation without the help of a healer (via the shards thrown by the trials dummy) I feel that your main Crux generating skill (the first ability on the dps line) is too high, compared to similar spamable skills. Secondly, I have explained that I generate crux but then have no good options for spending it, if playing a very standard Mag or stam dps style.

    I am slightly above average as far as damage dealing goes, (and only because there are a lot of casual players in this game) but I am doing only 16K dps on the Ogrim and 35-40K on the trails dummy.

    Edit: Staminist is substantially better but mostly because of the fighters guild passives available, I still have no outlet for Crux but my DPS is up at 50K dps.
    Edited by Narvuntien on April 19, 2023 7:56AM
  • Tannus15
    Tannus15
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    Abilities

    How did it feel to use and aim the beam abilities (Fatecarver and Remedy Cascade)?
    aim is fine, but i hate it so much. long cast time abilities are horrible and feel horrible. it's like running an oaken sorc except worse.

    How do the passive abilities of the class compare to other current passives abilities?
    Arcanist passives are fine in my opinion

    Did you have a favorite base ability or morph?
    Runeblades, favorite morph was Escalating Runeblades. This is a really good spammable. Too expensive to cast however.

    Did you have a least favorite base ability or morph?
    Fatecarver. I hate everything about this and you have made it the pets of the arcanist. You can't play arcanist without it and it's clunky and annoying and bad.

    How did it feel to have the cost of some abilities change based on your Max Magicka or Stamina?
    runeblades is way to expensive. in 7pc light it's 2322 to cast. trying to play a mag build without using the beam and the entire class feels broken and bad.

    It feels like the class is entirely based off one gimmicky beam skill and none of it works without it.
    In this state, for me at least, the class is DOA.

  • ajkb78
    ajkb78
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    POG4LIFE wrote: »
    cvnjzqsywhf8.png
    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.

    I think the "secret soldier" blurb is just for flavour but how the passive works is plain enough. Your armour is increased at all times you have a Soldier of Apocrypha ability active on you.
  • ajkb78
    ajkb78
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    It probably wasn't the best time to try it last night what with every other player having the same effect, but my initial feeling was that it was pretty clunky. Perhaps that was just lag (there was a lot of lag and I got booted from the server a few times) but skills were misfiring and seemed to require longer-than-usual button presses.

    I don't think I grok the class yet. Trying to put together a full dps build it seems there are a lot more abilities that consume crux than generate it. Perhaps I need to go and solo some world bosses to get a better idea of how it feels compared with my other toons.

    One thing I did notice, I ran through the new trial - only on normal - and predictably it was a 100% arcanist memerun. (Actually I think there might have been 1 DK, but at any rate all the DDs were arcanists.) The tanks seemed to have a lot more trouble controlling the bosses and key adds than I would have expected, even for a pug trial. I'm suspicious that this might be down to the class taunt you've added. Though maybe players will get more used to it in time.

    More feedback once I've played it when the server is less busy.
  • robpr
    robpr
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    Abilities
    How did it feel to use and aim the beam abilities (Fatecarver and Remedy Cascade)?
    I have no issue with it other than inability to turn my character. Fatecarver circle is a bit too obstructing

    How do the passive abilities of the class compare to other current passives abilities?
    They are in the good spot, not any single of them has redundancy. But I would avoid putting flavor text in there, makes things confusing. Flavor text should be a separated text on the bottom of the tooltip with different font - like Mythics.

    Did you have a favorite base ability or morph?
    Probably Fatecarver, I hated it at first how it screws up with dot timers and wastes damage when accidentaly casted with less than 3 Crux, but after a while its satisfying to use. Just the view is obstructed af.

    Did you have a least favorite base ability or morph?
    Fulminated Rune. Does damage like Degeneration while costing twice as much. It needs either ramping damage or more frost pulses.

    How did it feel to have the cost of some abilities change based on your Max Magicka or Stamina?
    Cool concept, but even more limiting, as you can't freely chose which resource to spend. For example full magicka build is able to sustain stamina spammable when wearing medium armor, but even then Runeblades and Fatecarver will cost magicka to use. I guess using the secondary resource when primary is depleted would be out of the question for balance reasons.

    Crux System
    How did it feel to gain and spend Crux?
    Intuitive, but it feels it should be more on demand. Maybe Inspired Scholarship should just generate one Crux every X seconds rather than just one if there is none?

    How did it feel to have some morphs generate or spend Crux?
    Cool, but for damage there is just one option, the flail, where (in pve) Frost damage option is clearly a superior one.

    Did you feel like you had enough options for Crux builders and spenders?
    Damage skills don't have enough reliable options for generators, only Runeblades. Fulminating Rune is a good candidate to be a spender. Can't use it reliably on the dummy, but in the content we are able to use Cruxweaver Armor, that combined with Runeblades and Scholarship feel just right for the generation.

    Visuals (Animation and VFX)
    What are your thoughts on the Arcanist’s visuals overall?
    The runes are beautiful, but Fatecarver need tone down in brightness. RIP to all eyeballs when playing in the evening with Bloom turned on.

    Do you feel as if any of the visuals negatively impacted your ability to participate effectively in PvP or PvE scenarios?
    Fatecarver obstructs too much view in front of you.

    Audio
    What did you think of the audio for the Arcanist’s abilities?
    They are fine, even if they are just Elemental weapon sound remixed with added squish sound.

    Do you have any other general feedback?
    Please add a faint sound when Crux is generated or just the third one, something akin to NB Spectral Bow when its ready. As Crux triangles orbit in fixed position, when you gain one that is in front of you, there is a slight delay you could already used to cast the beam. Not to mention the beam color makes it that it blends making it a bit hard to notice at times.
  • ectoplasmicninja
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    I'm leveling an Arcanist from scratch and am enjoying it so far (only level 10 so can't give too much feedback yet) but I'd like some more translucency on the visual effects. The bright green is cool and the class definitely has a unique signature look, but it's a bit too bright/saturated and ends up reducing visibility. If it were a bit paler or just more translucent/transparent that would help.

    I love the audio design - the plinks of peppering something with runes is pretty satisfying, I feel a bit like I'm using the Elder Scrolls version of a machine gun and I kinda dig it.

    Can we not cancel out of Fatecarver like we can with templar Jesus beam or is it just not working right for me? Having to continue holding the beam even after your enemies are dead is a bummer and a waste of time and magicka.
    Edited by ectoplasmicninja on April 18, 2023 3:57PM
    PC NA, CP2200+. Character creation is the true endgame.
  • tomofhyrule
    tomofhyrule
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    virtus753 wrote: »
    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.

    I'm still testing a bit, but it looks like you need to be in combat to generate Crux. Which leads me to another question - does that mean Crux should have an expiry?

    I've tested against a few target dummies and, i.e. the portal doesn't generate Crux unless I hit a dummy and go into combat first. But then when I end combat, all of the Crux just hangs around permanently. It even hung around through resetting an armory build.

    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?

    Also this could address the other player complaints about the "triangles permanently rotating around" if Crux was expelled when Combat ended.
  • EramTheLiar
    EramTheLiar
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    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?

    It does fall away in some situations. When you transition between locations, for example. I had full crux, entered a delve, and crux was reset.

    The thing I noticed is that you could "attack squirrels" as you put it to pre-build crux but you couldn't cast the self-heal to do the same. I guess the difference is when you attack a squirrel you're absolutely in combat, while healing yourself doesn't necessarily count as a combat-only action.

    Edited by EramTheLiar on April 18, 2023 2:14PM
  • Cast_El
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    Really fun to play you did a good job 👍 .
    For pvp this class need is missing a burst skill (like templar).
  • hanszimmers
    hanszimmers
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    Arcanist class in PvP is not as impressive as expected due to feeling weak, ineffective, and awkward. Although the class contains many promising concepts, they fail to deliver and require some modifications. The damage output is unsatisfactory, it's challenging to accurately target and strike other players with Fatecarver.
    Runeblades as a spammable like warden birds or necro skulls it just absolutely unusable. So little damage... Once again I will have to use Dizzying Swing...? thanks for that!
    @HansZimmer's EU/PC
  • xgoku1
    xgoku1
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    For reference: I played in third-person view, with the following ability bars:
    Structured Entropy - Rune of Displacement - Writhing Runeblades - Inner Light - Evolving Runemend - Tide King's Gaze
    Unstable Wall of Elements - Mystic Orb - Cruxweaver Armor - Recuperative Treatise - Channeled Acceleration - Tide King's Gaze

    Running Perfected False God + Ring of Pale Order + Perfected Whorl of the Depths/Pillar of Nirn

    Tried doing Overland content - Gorne PD, few World Bosses.

    Abilities
    How did it feel to use and aim the beam abilities (Fatecarver and Remedy Cascade)?
    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 do the passive abilities of the class compare to other current passives abilities?
    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:

    Fated Fortune (gain or lose crux)
    Hideous Clarity (gain crux only)
    Implacable Outcome (lose crux only)
    Healing Tides (don't lose crux)

    For me, this seems like a step back from something like a Sorcerer's class passives, which typically require you to use an ability of that class-skill or have an ability slotted of that class-skill.

    Class skills already compete for slots with strong neutral skill-lines like Psijic, Undaunted and Mages Guild, whose passives require an ability to be slotted/activated. Forcing this Crux gimmick and making the passive requirement over-specific, makes ditching a class skill in favour of one of these a much easier decision for me. This translates to lesser class identity.

    Did you have a favorite base ability or morph?
    I like that Recuperative Treatise granted Major Sorcery and Brutality, and that it required slotting on either bar. Definitely a plus for build variety.

    The main spammable Runeblades and Cruxweaver armor have really fluid animations.

    Did you have a least favorite base ability or morph?
    I had major Magicka sustain issues.

    The portal ability Apocryphal Gate is a big fail. The marketing made it look like it's Sorcerer Streak with some verticality options, but it simply failed to cast on elevated targets.

    Even on flat surfaces with lots of space, the portal placement felt bad. The first portal spawns way too close to character (especially when running, it feels like streak with a random delay) and the target portal is so close that I would probably reach there just sprinting regularly.

    How did it feel to have the cost of some abilities change based on your Max Magicka or Stamina?
    Didn't notice. No comment.


    Crux System
    How did it feel to gain and spend Crux?
    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 have some morphs generate or 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.

    All the class abilities I ended up using (see bars above) either generated crux or gained benefits from it, not consumed crux. Happy coincidence.

    P.S. I like that triangle runes don't dissipate when out of combat, the effect looks cool.

    Did you feel like you had enough options for Crux builders and spenders?
    Definitely not. It seems half baked. If you want to really do this Crux thing, all class abilities should generate or use Crux.


    Visuals (Animation and VFX)
    What are your thoughts on the Arcanist’s visuals overall?
    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.

    Also liked the animations for the main spammable, Runeblades. Seeing the triangle runes fly and hit the target for small but sustained hits feels more magical than something like Crushing Shock.

    Overall, I like the bright green + black aesthetic of the class. It's very distinctive.

    Do you feel as if any of the visuals negatively impacted your ability to participate effectively in PvP or PvE scenarios?
    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.

    Similarly, the ultimate Tide King's Gaze is a large black ink explosion, followed by a big bright green + black laser with target tracking. It takes up quite a bit of the screen space and basically summons above the player's head. I think it should be a ground cast Ultimate to summon a Watcher, rather than summoning one at the player location.


    Audio
    What did you think of the audio for the Arcanist’s abilities?
    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.
    Edited by xgoku1 on April 18, 2023 4:50PM
  • OtarTheMad
    OtarTheMad
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    Patro 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.


    And sorc’s streak too. It’s been like this for years ever since ZOS changed the rules/coding for abilities and the y axis (I believe it’s y axis, not sure). Before the change we could use teleports, charges and leaps to get into keeps in PvP and also use chains to pull people off keep edges. So this stuff isn’t new, been like this since like 2016 or something like that.

  • Kaurie
    Kaurie
    I found the beam to be pretty unfun to use. Locked in for the full channel is too much and feels awkward with ESO combat.

    There also should be a castbar or something that shows the channel length. I think inadvertently cut it short with weapon swapping by guessing when it was done.

    I did not feel like I had enough options for spenders. It seemed to force you into using the beam as your spender.

    The visuals are too bright. Greens not bad and some of it looks pretty dope, but maybe lower the saturation down or something?

    Other than that I enjoyed it.
    Edited by Kaurie on April 18, 2023 6:14PM
  • Thecompton73
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    The portal skill seems like it needs a lot more work. It fails in nearly any location that isn't flat. Even that gets messed up if there is a gap, I was trying to gate across a breached wall and in numerous attempts from different spots I found one exact specific location where I spaced it so the near portal spawned on the inner corner of the broken wall and the far portal on the opposite side but the slightest variation in aim or positioning resulted in only one portal being spawned on one side or the other or sometimes both on the lower floor.
    I could get it to take me to a different elevation ONLY IF there was a vertical wall or rock face backing a horizontal walkway/ledge in front of it that had adequate space for the far portal to spawn. Target the wall/rock face and the portal spawns at it's base, which is the walkway/ledge. If there is not wall or rock face the portal just appears at the base of whatever elevated position you target.
    Edited by Thecompton73 on April 18, 2023 6:41PM
  • dhoward5b14_ESO
    dhoward5b14_ESO
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    Suggestion for passive "Aegis of the Unseen" with 1980 armor if a Soldier skill line is active. Please make it a full-time passive like it is on DK. One less thing to remember when wondering why the resists look low on my Arcanist tank.



  • emilyhyoyeon
    emilyhyoyeon
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    The sci-fi button press tinkling noise (not sure how else to describe it) on some of the skills is very out of place IMO.
    IGN @ emilypumpkin, imperial pumpkin seller & ghost hunter
    main TES character: Tullanisse Starborne, altmer battlemage & ayleid researcher
  • WrathOfInnos
    WrathOfInnos
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    I'm really enjoying the class so far. The visuals are great, and the skills feel smooth to cast.

    I like the aiming mechanic on Fatecarver, however the duration feels a little too long. It's not obvious when it is going to end, and being able to light attack or cast a subsequent skill without pausing is difficult. This light attack after the 4s beam is also the most critical, since missing this results in losing all of your stacks for various DPS sets (Kinras, Tzogvin, Advancing Yokeda all have 5s duration to maintain). It also makes refreshing DoTs awkward. IMO a beam duration matching Templar's Radiant Oppression would be ideal, but even just cutting 1s off the current Fatecarver would help significantly.
    Edited by WrathOfInnos on April 18, 2023 7:17PM
  • Seraphayel
    Seraphayel
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    So they really created a class with worse class DPS skills than Necromancer?
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Red99
    Red99
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    Seraphayel wrote: »
    So they really created a class with worse class DPS skills than Necromancer?

    Yes, damage is alredy low + it miss a daleyed burst dmg skill
  • merpins
    merpins
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    I like it~! It's a bit too flashy, as the Crux you get can kind of get lost in the skill effects, but otherwise it's very nice. I really like the main beam attack skill, though I wish it had an execute morph for the last 20ish %, that would make the class feel perfect to me. I cant at the moment remember if you can walk with the beam, but that too if you can't do it.

    Sustain is a bit of an issue, but I think that could be remedied by tweaking my abilities. Haven't gotten used to the class yet.
    Edited by merpins on April 18, 2023 8:22PM
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