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PTS Update 38 - Feedback Thread for the Arcanist

  • Rugby_hook
    Rugby_hook
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    Naftal 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)
  • Xandreia_
    Xandreia_
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    How did it feel to have the cost of some abilities change based on your Max Magicka or Stamina?
    im not a fan of the way hybridization is being forced upon us especially on this class, as a hybrid class the damage of both types of morphs lack damage. (everyone has been using the same duelling build that doesn't really work in open world 1vx)


    What are your thoughts on the Arcanist’s visuals overall?
    the visuals are very... bright. could do with being darkened maybe so you dont get flashbanged as much.

    Do you feel as if any of the visuals negatively impacted your ability to participate effectively in PvP or PvE scenarios?
    if too many of the bright flashy lights go off it does get slightly overwhelming.

    Do you have any other general feedback?

    The damage from a pvp point is lacking, i have tried multiple builds and fought other classes and damage wise it is very very low. as a support type class its good and it seems to lean towards that play style more than dps. as it stands i dont think its worth buying the chapter with arcanist how it is right now, there is minimal things making me want to play it. i could save alot of money and play a templar that would deal more damage.

    for arcanist to work in pvp there is a few things that i would personally like to be on the class.
    -a burst heal ~something like breath of life, healthy offering, warden shrooms, just something. the heals arcanist have arent really forgiving enough to be valid in pvp (my opinion)
    -dps skill to be reworked slightly ~ skills feel a tad clunky, while most of the skills are ok, they feel slightly nerfed down and makes the over all feel of the class to be weak, there is minimal burst potential. that along with the class heals being very (the only word i can think of to describe them) meh, it makes the class feel like a after thought and rushed rather than the main selling point of a chapter.

    one thing i do appreciate is that most of the visuals and audio were new.

    overall, arcanist needs alot of work and rebalancing, i am hoping that when some changes come in the class will feel better to play.


  • acastanza_ESO
    acastanza_ESO
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    OtarTheMad 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

    I watched it. he doesn't talk about the pull aspect of the ability at all. He's talking specifically about the damage being mediocre and, you'll note, it's in the section about PVE damage DOTs. Deltia has... a very specific PVP playstyle, and mostly small-scale stuff. He doesn't really consider the combo potential with other pulls at all. You're technically correct that the damage on the pull is mediocre and definitely not on the level of the damage dark convergence can provide, but thata's not the point. It is the CC ability of DC without any cooldown, you can get additional damage other places (ult dumps from group memebrs), giving a DC like pull without any cooldown is a problem.
  • Naftal
    Naftal
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    Rugby_hook wrote: »
    Naftal 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)

    You can also do great dps with sorc and not use pets. Doesn't mean it's gonna be close to the same thing.
  • Narvuntien
    Narvuntien
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    I still suck at dps but I managed to get 62 K with the Laser and 61K without the Laser on a stam-narist. The runeblades are really good to use, you stack it to three and get 90% crit on it.

    My main issue is I cannot do good damage on the Maganist without using tentacular dread which is short-ranged compared to the other mag abilities. This is due to the abyssal ink bonus, I really wish I could use it at 28m range or have it as passive.
  • BasP
    BasP
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    BasP wrote: »
    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...

    So after having played with the Arcanist some more today, I must say I liked it better than I did before. With a stamina Khajiit Arcanist (wearing Deadly Strike, Pillar, Iceheart and The Ring of the Pale Order) I soloed the rest of the High Isle bosses, Bittergreen the Wild and did an easy vVH Trifecta run.

    With the same build, aside from using the Velothi Ur-Mage's Amulet instead of The Ring of the Pale Order (and changing two back bar skills into FG skills for the passives), I consistently did 47.5K to 52K on a 3M dummy which is pretty decent for me. The sustain during one parse on a 6M dummy was also fine (with Artaeum Takeaway Broth anyways).

    I did think that without Pale Order anything but the Oakensoul Heavy Attack build I used previously in vVH felt a bit squishy, unless I gave up too much offence for defense. I still think that a longer lasting buff/skill that has a healing component (and isn't a static AOE) would be nice, especially for newer players. Or perhaps one of the DPS skill morphs could have a healing component, or something like the aforementioned 'You restore X% of the damage you deal to opponents marked with Abyssal Ink as Health' could be added to Abyssal Impact. But aside from that, I look forward to leveling an Arcanist when it's released.
    Edited by BasP on April 25, 2023 10:24PM
  • ADarklore
    ADarklore
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    I'm still reading, 'You need specialized gear to make this class work' in most posts. "I did great wearing xyz set"... but new players and solo players that don't have dungeons sets are not going to do well with this class until they make adjustments to make it more comparable to already existing classes. When a new class cannot compete with existing classes and requires specialized gear to even reach their level... there is a big problem. As I stated in a previous post, so far Arcanist is turning out to be an elitist class only, and that goes against what they claimed that Arcanist would be 'easy for new players' during their preview. It's not going to be easy if they keep dying using it and leave the game... not good for ESO or ZOS.
    CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
  • ADarklore
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    Just wanted to add a follow-up.

    HTM recently did a video in which he created a completely new character, no cp, and using only dropped gear, he said he believed he was the only person doing this, as most people were taking a max level character with high CP and using that for testing. So Hack said that he was doing fine, until he hit level 30, and from then on he struggled with survivability... in open world content. That is my point, if ZOS wants to create a new class and hopes to bring in new players, they REALLY need to factor them into the equation. Creating a class that is pretty much dependent upon high CP and dungeon/trial gear to be effective, is NOT the right way to go about it.

    Then there is also the fact that the entire class revolves around the beam, whether it be magicka or stamina builds... and if you don't use it, you fall far behind, and I mean FAR BEHIND other classes. It's basically a one-trick pony at the moment, and how many people are going to get bored of that after a couple of months? Being locked into a class that you are pretty much required to use a specific skill to keep up. Even Templar had other options besides jabs and beam, as does every other class.

    ZOS... please add in a DPS heal to help with survivability and buff the damage on other skills, especially a burst or DOT skill. Don't keep the Arcanist locked into Fatecarver being the only option for best damage.
    CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
  • Ankael07
    Ankael07
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    The idea of Runeblade spammable's cost being the highest of your stat is great. But it should also apply to the execute morph of Abyssal Impact
    If you want me to reply to your comment type @Ankael07 in it.
  • Vexen
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    Just wanted to add that I'm not a fan of the glowy revolving triangles.

    I'm ok with the glowy orbs that we have on live as they don't see to be as distracting. Maybe tone them down or make them smaller or something. They're overwhelming.
  • LamiaCritter
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    my main remark for 'visuals' at least regards the tome.
    For it being such an integral part of our kit/class flavor/lore- hell, an entire skill line for it, we see it so starkly little.
    Or more accurately.. We see it commonly.
    But we barely actually see it, unless you're in First-Person POV and using one of the channeled beams.
    It pops into existence for maybe half a second before vanishing.

    I'd love to see a little more emphasis on the 'grimoire' part of the class, or maybe give us an option to keep the spellbook out with us.
  • Elvenheart
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    Do we know who the voice actor for Azander is?
  • washbern
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    Not sure who this class is for. For beginners, the combat of this class seems too complicated. Ranging from long tooltips to builder spender mechanics.

    For advanced players I feel the class is a complete miss. The person playing this class needs to choose between doing damage or doing mechanics. Most of the damage co.es from the long channeling ability that you have to aim. Interrupting this ability with dodge, block or simply by looking away, kills all damage. In most content this will end up being bottom of the barrel dps.

    This class offers very little build variety and very uninteresting DPS setup. Dummy humping is one thing but this class will never be able to compete with ease of use of a templar and sorc, the viability and damage of dk and necro and the utility of warden and nightblade.

  • keevelish
    keevelish
    Soul Shriven
    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.
  • washbern
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    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.
  • LadyLavender3
    LadyLavender3
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    Baby Arcanist First Impressions, part 3:
    After playing for a bit the crux were less intrusive, my brain got used to just ignoring them.
    The interplay between crux builders and fatecarver worked well, I got used to building crux and saving it for an enemy that was worth it, and it wasn't too hard to build it up again in the middle of a boss fight.
    The channel feels a little long, often the enemy is dead before the 4.5 seconds are up. When in a fight with a hardier enemy, when they start to do something unexpected (like teleport) I have to decide if I want to waste stamina to end the channel. Maybe hitting fatecarver again could stop the skill?
    The first healing skill is very very meh. I think I would prefer to rely on the resto skill which I can control a bit more. The only time I died was in the middle of a boss fight where I was expecting my heal to actually heal me more than it did.
    Didn't get much traction out of the passives since I only hit level 12.
    Only ulti I unlocked was the dps one, didn't quite get the hang of laying the circle that I can barely see under the tentacle monster hovering above it, but it certainly looks badass.

    I did not play with the tank line at all, because I did not want to be taunting things when I had a game-given tag-along who could be drawing aggro. WHY is the first skill in the line a taunt? I didn't want that cluttering up my bar when I only have 5 skills to play with until level 15.

    Overall it takes a little while to adapt to the visuals and the interplay of crux skills, but it's fairly fun to play and not impossible to level as a solo player.
  • OtarTheMad
    OtarTheMad
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    keevelish wrote: »
    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.

    While I do agree that as of right now the Arcanist is kind of mid-tier class I will say this: you can cancel the damage channel ability by blocking or dodge rolling so you aren’t stuck at all. However, the damage even though you can cancel it is meh. Maybe tomorrow, when the new patch hits, it’ll be better but idk.

  • washbern
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    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.
  • ADarklore
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    washbern 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.
    CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
  • Rugby_hook
    Rugby_hook
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    ADarklore wrote: »
    washbern 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
  • ADarklore
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    Just WOW... so by the time the Arcanist 'balance changes' occur, it will be set in stone. Sadly, this sounds all too familiar.
    CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
  • keevelish
    keevelish
    Soul Shriven
    washbern wrote: »
    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.

    Zaan is exactly what I was thinking of. It'd be very simple. Have it beam, attached to the target while the player can continue weaving LA and skills.
  • TheTuSiK
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    Since it's week 3 and we got no big changes, I'll write my thoughts on Arcanist so far:

    Abilities
    How did it feel to use and aim the beam abilities (Fatecarver and Remedy Cascade)?

    They are great, but not reliable. With Fatecarver doing about 40% of the class' dps it's just too risky. It works great on a dummy, because it can't hit back. It's ok in a group but for solo or even in some group content... you build 3 Crux and use the beam just to be interrupted after 1s of channeling. Inconsitent, that's what it is. How to fix it? I was thinking about changing it to spawn a book next to Arcanist (so kinda like ballista from the bow tree) so player can use other skills in the meanwhile. Ofc that would mean damage decrease but given how low Arcanist's dps is compared to other classes it might not be necessary.

    How do the passive abilities of the class compare to other current passives abilities?
    They're good, no unique class buff but minor evasion is awesome. There's an issue with passives that require Crux generation or consumption. With 3 Crux, when you don't consume it but you use skill that generates Crux, you won't gain any more Crux so passives that require you to generate it won't proc. I would change that to "When you attempt to generate Crux", so even with 3 Crux you could proc it as long as you use a skill that generates Crux.

    Did you have a favorite base ability or morph?
    I thought it's gonna be the portal but actually I like Inspired Scholarship the most. Passive damage boost on both bars, extra dmg from class abilities, crux generation and the way it looks.

    Did you have a least favorite base ability or morph?
    The Imperfect Ring. I used Fulminating Rune but both morphs feel kinda... weak. And visual effects are MIA too.

    How did it feel to have the cost of some abilities change based on your Max Magicka or Stamina?
    Great idea, more skills in the game could be like this.

    Crux System
    How did it feel to gain and spend Crux?

    It's ok, pretty simple to understand and adds something extra to the class.

    How did it feel to have some morphs generate or spend Crux?
    Good idea, although it creates some "weird" situations, where you'd use Runeblades to generate it, Tentacular Dread to debuff enemies, then Runeblades again to get another set of Crux and Fatecarver to to damage. That's a little bit weird.

    Did you feel like you had enough options for Crux builders and spenders?
    Yes. In combat you have to focus not only on Crux but other things as well and there are ways to generate Crux that allow player to focus on healing or defending etc. It's fine

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

    Overall they are great. A few skills might require a bit of a visual "boost" (The Imperfect Ring I mentioned before) but I like the greenish theme.

    Do you feel as if any of the visuals negatively impacted your ability to participate effectively in PvP or PvE scenarios?
    No.

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

    It's good, I don't focus on the audio too much but it fits the class and skills animation.

    Do you have any other general feedback?
    As a Damage Dealer Aracnist feels weak compared to other classes. With the new mythic that boosts Damage against monster by 15% but reduces damage of Light and Heavy Attacks by 99% it reaches numbers closer to other classes but being dependand on a mythic to do so is bad. With a regular setup (similar to what other classes use) it should be possible to do damage on a similar level. Plus, the main source of Arcanist's damage - Fatecarver - is easy to interrupt and all that Crux generation, DoT skills refresh etc goes to waste. I'm sure you can find a way to make it safer to use, I even gave an idea in one of the paragraphs above but also you could make it grant the user Immovable buff that prevents enemies from interrupting it for 3s or so, so it's not interrupted as soon as it's casted. Add some kind of a penalty to it, for example not being able to move, but rn it's too risky to use, especially in solo content or pvp.
  • OtarTheMad
    OtarTheMad
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    Rugby_hook wrote: »
    ADarklore wrote: »
    washbern 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
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    OtarTheMad wrote: »
    Rugby_hook wrote: »
    ADarklore wrote: »
    washbern 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 🤞
  • OtarTheMad
    OtarTheMad
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    Rugby_hook wrote: »
    OtarTheMad wrote: »
    Rugby_hook wrote: »
    ADarklore wrote: »
    washbern 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 🤞

    Let’s hope. I am glad that they changed to 6 weeks and I hope that’s good enough time.

    Thanks for the info too.

  • ADarklore
    ADarklore
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    But... given how long it will have taken them to implement any balance changes... what, three weeks+, they still won't have any time to do any significant balance changes to Arcanist before it is pushed Live if next week's changes aren't sufficient.
    CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
  • swickelb16_ESO
    swickelb16_ESO
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    This class has a lot of issues right now. It also feels like the resource recovery has gone down? Two weeks ago it felt fine, abut trying again today my resources (mainly mana today) did go down like crazy. Combined with not enaugh dps and staying still to long and being interrupable ... pui ... and here I was, being exitec about a new class... Well looks like another fail at the moment.
  • katorga
    katorga
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    Visuals were interesting for a day or two, but distracting now. They can make it hard to play, see mechanics, and so on.

    Being the only class with access to targeting assistance for the two beam skills will possibly be overpowered and unfair to classes without access to targeting assistance in pvp. If ZOS had to add targeting assistance for just these two skills, something is fundamentally wrong with the skills.

    The class has an ultimate, Resonating Glyphic that creates an NPC that the player can heavy attack and use the lightning staff tri-focus passive to hit nearby players in pvp with splash damage equal to a full PVE heavy attack.
  • Belhawk1
    Belhawk1
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    I noticed on the character sheet for my Arcanist, that spell and damage critical doesn't work properly. My Khajit with 2 daggers has a10% spell and damage crit.
    Also, I got mundus, sperpent, and that does not display on the character sheet either.
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