Hi all,
In the new Patch v9.0.6, "Crux icons are no longer permanent while outside of combat and instead have a 30 second duration". This feels like an unnecessary nerf, 30 seconds is quite short compared to the previous (and permanent) version of Cruxes. Cruxes allow players to be a bit more prepared before a fight, I don't feel like it should be restricted in time considering they can't be generated out of combat.
My thanks for this amazing class you gave us this year, it is truly fun to play with it !
I think it's a reasonable compromise between health issues due to motion sickness and effectiveness of the class. Keep in mind, it was never intended for arcanist to initiate combat with fully loaded crux, otherwise there were possibilities to gain it outside of combat.
What we now really need is the very same treatment for twilights, as they cause the very same motion sickness for years.
Hi all,
In the new Patch v9.0.6, "Crux icons are no longer permanent while outside of combat and instead have a 30 second duration". This feels like an unnecessary nerf, 30 seconds is quite short compared to the previous (and permanent) version of Cruxes. Cruxes allow players to be a bit more prepared before a fight, I don't feel like it should be restricted in time considering they can't be generated out of combat.
My thanks for this amazing class you gave us this year, it is truly fun to play with it !
Ragnarok0130 wrote: »All they need is a client side toggle not a blanket nerf to crux.
Ragnarok0130 wrote: »All they need is a client side toggle not a blanket nerf to crux.
And as someone affected by motion sickness I can say that we would be far happier with a client side toggle. I don't get why ZOS is so against a toggle option to let player's decide for themselves...
Ragnarok0130 wrote: »All they need is a client side toggle not a blanket nerf to crux.
And as someone affected by motion sickness I can say that we would be far happier with a client side toggle. I don't get why ZOS is so against a toggle option to let player's decide for themselves...
If I had to guess... the slower spinning and the 30 second timeout is something that they can implement and test in two weeks. Adding an option will take much longer to design, assign, build, test, and release. That is just the difference between a "tweak to an existing feature" and a "new feature".
markulrich1966 wrote: »could you verify it already? Because it says "crux ICONS", not "crux".
It was not explicitly written that the prebuff is lost, just the animation fades out. At least this is how I would understand that description.
Like the skulls for Necros, every third jumps to nearby enemies, the stack can be seen on the skill symbol, it stays active even outside of combat I think.
Come one ZOS, it is great what you did for those suffering motion sickness by slowing down the crux doritos, but give us a way to toggle the spinning doritos onto a bar or something else. The bright green doritos spinning, no matter the speed, affects my vision and cannot see much else on screen. I suffer from non-age-related macular degeneration and also thyroid eye disease (light sensitivity). I play with brightness turned down as much as possible, but when those bright green doritos spin around, I cannot see anything on screen except for the doritos...
If you want everyone to know that your arcanist has crux, float it above the player's head and out of the field of view. Give us options, or let us make an add-on to accomplish this goal.
Arcanist is still unplayable for me.
Curious, does other things like Ebon (red orbs), Worm (blue orbs), Hircines (green orbs), and Pearlescent (well.. pearls) effect you too?
tomofhyrule wrote: »This makes perfect sense, and was one of the main changes that I've seen people say (and have suggested myself!) since the PTS threads.
Crux can't be built outside of combat. If you open a portal and just zip between them or cast your heal, you don't gain Crux. You only start to get it if you do those things while you're already in combat. Also, many sets get nerfed to add a 'you must be in combat' stipulation specifically to avoid pre-buffing.
So... why then did they allow Crux to hang around so long that you could walk into any fight with max Crux? Considering every other form of stacking sets/skills/etc. in the game, it seems that the previous version of Arcanists walking around pre-buffed was the outlier.
Luke_Flamesword wrote: »I'm glad that they changed this and know why you overreacting about this. First of all, we have 30 seconds outside combat when crux stays and it's enough to keep it doing most of time when you run through dungeon or trial. Second thing - it's really easy and quick to rebuilt crux (people manage to rebuilt Relequen 10 stack and you are doing a big deal about 3 stacks, which can take couple seconds).
It's really not a big deal. I wait to something similar for sorcs pets, but maybe with longer timer (even 3-5 minutes outside combate should be enough to clear writs areas)
BlindingBright wrote: »Luke_Flamesword wrote: »I'm glad that they changed this and know why you overreacting about this. First of all, we have 30 seconds outside combat when crux stays and it's enough to keep it doing most of time when you run through dungeon or trial. Second thing - it's really easy and quick to rebuilt crux (people manage to rebuilt Relequen 10 stack and you are doing a big deal about 3 stacks, which can take couple seconds).
It's really not a big deal. I wait to something similar for sorcs pets, but maybe with longer timer (even 3-5 minutes outside combate should be enough to clear writs areas)
It's a big deal to me as it was one of the few mechanics that made this class play different to ALL other classes, it was/is apart of the mastery of it. For most dungeons 30 seconds is fine, though for trials... eh, a minute depending on the group and cat herding.... in those situations it'd feel stupid to spend the effort to build at the end of a fight just to have it fall off on the next.
I don't want it to play like relequin and every other build up set in the game, I want it to play like it did when it launched, as it's own unique mechanic- as it was originally designed and intended.
BlindingBright wrote: »For the people that disliked having them out of combat, you could literally trigger beam and block in the same global cooldown... but because some players refuse to do that or turn down the brightness/contrast on their monitor the solution is to just break the class and playstyle. REALLY?
Arcanist lasted 1 patch before being not only "nerfed" but having its playstyle jankified by ZoS'... and not a single mention of fixing the combat issues of channeled abilities being canceled locking players out of casting till the original channel time ends.
Cool cool cool... nice nice nice.
BlindingBright wrote: »For the people that disliked having them out of combat, you could literally trigger beam and block in the same global cooldown... but because some players refuse to do that or turn down the brightness/contrast on their monitor the solution is to just break the class and playstyle. REALLY?
Arcanist lasted 1 patch before being not only "nerfed" but having its playstyle jankified by ZoS'... and not a single mention of fixing the combat issues of channeled abilities being canceled locking players out of casting till the original channel time ends.
Cool cool cool... nice nice nice.
I disliked them IN combat, I could not see anything. BTW, my brightness and contrast are turned down as much as possible. When the big green dorito takes up about 1/5th of a 5120x1440 screen, it is difficult to see anything, other than the dorito. I didn't ask for a nerf, all I asked for was a way to toggle them off to a bar or something and not "as in your face" as they are now. I enjoyed playing the arcanist as it was.