Please give arcanist a dps rotation where you don't have to use the beam at all. I don't want to use it but I don't want to gimp my dps either.
Alternatively give it a morph that works like the ultimate where you don't have to channel the beam.
OtarTheMad wrote: »[acastanza_ESO wrote: »I just wanted to reiterate what I said in the shouty "no rune of displacement please" thread. A class should not be given the effect of a proc set especially not one that was so strong that it was given a 20 second cooldown - as a class skill that can be spammed. Rune Of Displacement is a free dark convergence that will be abused to heck in PVP. It can't go live like that. There is already precedent in the game for making abilities affect Players and NPCs differently when the effect would be too strong against players. This is one of those times. Rune of Displacement should not pull players. Maybe give it a snare but no in-class Dark Convergence. Just no.
Go watch Deltia's YT video called The Arcanist Class: a Critical Review. The damage is meh at best. I'll even link the video. It's not even CLOSE to DC, they aren't even in the same ballpark. I get that people see the word PULL and freak out... but in this case, it just isn't that great of an ability.
https://youtube.com/watch?v=OkRbbEQlajg
Rugby_hook wrote: »Please give arcanist a dps rotation where you don't have to use the beam at all. I don't want to use it but I don't want to gimp my dps either.
Alternatively give it a morph that works like the ultimate where you don't have to channel the beam.
You can absolutely still do great dps and not use the beam. I was able to parse 102K dps not using beam with relequen/zaan/nirn (on live my parses range from 100K-108K based on class). In content, I always test soloing the Dire Bramblepatch group boss. I was at 41K dps on that boss with this set up (my typical is around 32k)
This feedback is coming from the perspective of an average solo PVE player that hadn't played ESO since late last year and was a bit rusty at first. When testing the Arcanist I took four Oakensoul setups through vVH. Et cetera...
In its current state I don't foresee the arcanist being a valuable part of endgame raids. In fact, I see it as a complete setback and liability to a team.
In order to do sufficient dps one must use Exhausting Fatecarver. However this locks the player into this skill for an insane almost 5 seconds.
How will this work in trials that have periods of frequent knockdown mechanics, or when the entire group is supposed to block cast?
Can you imagine the RL expecting dps to interrupt regularly but the arcanists in the group going, "sorry, no can do, currently occupied for 5 seconds"?
How about portals? No one will want arcanists in portals, especially hardmode. Take vss hm for example, where each of the three portal dps have to sustain about 44k while rolling/blocking the cone, interrupting, synergizing, all pretty much in succession of each other.
I find nothing wrong with building crux; I have a lot of experience with nightblades and necros and see it similar to proccing merciless resolve after five light attacks or using blastbones every third skill.
The difference however, is that after bow procc or blastbones you're able to carry on with your rotation. Why not make fatecarver a dot? Hit it after 3 crux, then continue light attack weaving and using other skills while it beams?
You're incapacitated during this skill, OR you are doing mechanics with poor dps.
Useless to a raid.
Sounds and colours are amazing. Major disappointment on the class's utility.
If the beam is not reworked and if the class doesn't get some interesting support skills it will be a bottom tier choice for any prog group, especially as dps. As far as people making it their main, also doubtful since it brings nothing to the table.
The beam needs to tick for at most 2 seconds doong damage every .1 second if it is to stay the way it is. The rune needs to do more damage and perhaps put so.e kind of status on the target. Maybe guaranteed concussion. Tentacles need more.... armor needs to do more. Give dps a reason to use that skill. The shields suck. Maybe they need some sort of thorns effect to be worth while.
If the beam is not reworked and if the class doesn't get some interesting support skills it will be a bottom tier choice for any prog group, especially as dps. As far as people making it their main, also doubtful since it brings nothing to the table.
The beam needs to tick for at most 2 seconds doong damage every .1 second if it is to stay the way it is. The rune needs to do more damage and perhaps put so.e kind of status on the target. Maybe guaranteed concussion. Tentacles need more.... armor needs to do more. Give dps a reason to use that skill. The shields suck. Maybe they need some sort of thorns effect to be worth while.
I truly hope they realize all of this. Why spend two years making a new class that in three to four months NOBODY will be playing?!? I applaud ZOS for trying something new, but sometimes baby-steps are better than giant swings. There is a familiar formula between the existing classes that work well in the game, so creating a class that utilizes little of this formula makes balancing an impossibility at the moment. Yet, they CAN make the Arcanist successful if they'd listen to the feedback and not arrogantly feel "we know better than you players, we designed it"... because the changes suggested are actually an easy fix and won't involve gutting or changing the current design much at all.
I'll be impatiently awaiting the PTS patch notes to see if they've even listened to a fraction of the feedback, as this week is the promised 'balance changes' to Arcanist. Based on what we see, we'll know whether they're listening or not, and what direction they've decided upon for the class at launch.
the book kame hame ha needs to work like zaan. bind to target. damage everything in it's way but allow for other skills / blocks / rolls to be cast while it's channeling. it should only break if distance of the beam is broken.
I feel like this is the only way to preserve the beam with it's animation while at the same time making the class viable. otherwise, I agree with what others have said and just make it into a dot.
Rugby_hook wrote: »If the beam is not reworked and if the class doesn't get some interesting support skills it will be a bottom tier choice for any prog group, especially as dps. As far as people making it their main, also doubtful since it brings nothing to the table.
The beam needs to tick for at most 2 seconds doong damage every .1 second if it is to stay the way it is. The rune needs to do more damage and perhaps put so.e kind of status on the target. Maybe guaranteed concussion. Tentacles need more.... armor needs to do more. Give dps a reason to use that skill. The shields suck. Maybe they need some sort of thorns effect to be worth while.
I truly hope they realize all of this. Why spend two years making a new class that in three to four months NOBODY will be playing?!? I applaud ZOS for trying something new, but sometimes baby-steps are better than giant swings. There is a familiar formula between the existing classes that work well in the game, so creating a class that utilizes little of this formula makes balancing an impossibility at the moment. Yet, they CAN make the Arcanist successful if they'd listen to the feedback and not arrogantly feel "we know better than you players, we designed it"... because the changes suggested are actually an easy fix and won't involve gutting or changing the current design much at all.
I'll be impatiently awaiting the PTS patch notes to see if they've even listened to a fraction of the feedback, as this week is the promised 'balance changes' to Arcanist. Based on what we see, we'll know whether they're listening or not, and what direction they've decided upon for the class at launch.
Just a heads up, on twitch they said the balance changes will be in week 4, so not this week.
https://clips.twitch.tv/PlumpFrigidReubenANELE-T18tDp2vNPeVCclv
OtarTheMad wrote: »Rugby_hook wrote: »If the beam is not reworked and if the class doesn't get some interesting support skills it will be a bottom tier choice for any prog group, especially as dps. As far as people making it their main, also doubtful since it brings nothing to the table.
The beam needs to tick for at most 2 seconds doong damage every .1 second if it is to stay the way it is. The rune needs to do more damage and perhaps put so.e kind of status on the target. Maybe guaranteed concussion. Tentacles need more.... armor needs to do more. Give dps a reason to use that skill. The shields suck. Maybe they need some sort of thorns effect to be worth while.
I truly hope they realize all of this. Why spend two years making a new class that in three to four months NOBODY will be playing?!? I applaud ZOS for trying something new, but sometimes baby-steps are better than giant swings. There is a familiar formula between the existing classes that work well in the game, so creating a class that utilizes little of this formula makes balancing an impossibility at the moment. Yet, they CAN make the Arcanist successful if they'd listen to the feedback and not arrogantly feel "we know better than you players, we designed it"... because the changes suggested are actually an easy fix and won't involve gutting or changing the current design much at all.
I'll be impatiently awaiting the PTS patch notes to see if they've even listened to a fraction of the feedback, as this week is the promised 'balance changes' to Arcanist. Based on what we see, we'll know whether they're listening or not, and what direction they've decided upon for the class at launch.
Just a heads up, on twitch they said the balance changes will be in week 4, so not this week.
https://clips.twitch.tv/PlumpFrigidReubenANELE-T18tDp2vNPeVCclv
Thanks for sharing that, I didn't know that.
Aren't there only 5 weeks? So, basically whatever hits week 4 is what we got for Arcanist. Just wow. I am glad it won't be my main.
Rugby_hook wrote: »OtarTheMad wrote: »Rugby_hook wrote: »If the beam is not reworked and if the class doesn't get some interesting support skills it will be a bottom tier choice for any prog group, especially as dps. As far as people making it their main, also doubtful since it brings nothing to the table.
The beam needs to tick for at most 2 seconds doong damage every .1 second if it is to stay the way it is. The rune needs to do more damage and perhaps put so.e kind of status on the target. Maybe guaranteed concussion. Tentacles need more.... armor needs to do more. Give dps a reason to use that skill. The shields suck. Maybe they need some sort of thorns effect to be worth while.
I truly hope they realize all of this. Why spend two years making a new class that in three to four months NOBODY will be playing?!? I applaud ZOS for trying something new, but sometimes baby-steps are better than giant swings. There is a familiar formula between the existing classes that work well in the game, so creating a class that utilizes little of this formula makes balancing an impossibility at the moment. Yet, they CAN make the Arcanist successful if they'd listen to the feedback and not arrogantly feel "we know better than you players, we designed it"... because the changes suggested are actually an easy fix and won't involve gutting or changing the current design much at all.
I'll be impatiently awaiting the PTS patch notes to see if they've even listened to a fraction of the feedback, as this week is the promised 'balance changes' to Arcanist. Based on what we see, we'll know whether they're listening or not, and what direction they've decided upon for the class at launch.
Just a heads up, on twitch they said the balance changes will be in week 4, so not this week.
https://clips.twitch.tv/PlumpFrigidReubenANELE-T18tDp2vNPeVCclv
Thanks for sharing that, I didn't know that.
Aren't there only 5 weeks? So, basically whatever hits week 4 is what we got for Arcanist. Just wow. I am glad it won't be my main.
They changed to 6 weeks also. Not sure where the link is for that though. I do wish we would have gotten some balance changes this week and then again in week 5, but there will still be three weeks of pts after the balance changes happen, so hopefully enough time to change before live if further tweaks are needed 🤞