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.
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.
"every other form of stacking" ah yes, like those NB bow stacks and DK whip stacks yeah?
DK whip is a lot more similar of a concept. It's got three stacks, and every stack individually increases damage. DK Whip stacks also expire after 15 seconds, even if you're still in combat.
...so are you saying that the 30s duration on Crux is still too long compared to DK?
thedoodle_90 wrote: »What an awful change... Now Arcanist in open world is just using the spammable because mobs usually die before you can use beam but now even building on one open world mob wont let you use beam on the next. They completely gutted this class in one week.
Panderbander wrote: »In PvP:
"I just finished a tough fight with three crux and I think there may be some gankers around. I should probably hold on to it in case I need to use the heal from my shield when they try to hit me."
Nightblade waits 30 seconds.
Having buffs such as your Major Resolve ability active is a nice deterrent and tool in PvP, and seeing as arcanist can't proc crux outside of combat it has effectively been removed as such.
Panderbander wrote: »In PvP:
"I just finished a tough fight with three crux and I think there may be some gankers around. I should probably hold on to it in case I need to use the heal from my shield when they try to hit me."
Nightblade waits 30 seconds.
Having buffs such as your Major Resolve ability active is a nice deterrent and tool in PvP, and seeing as arcanist can't proc crux outside of combat it has effectively been removed as such.
Panderbander wrote: »Being able to carry crux through to different fights and forms was definitely one of the unique defining traits of this class. It definitely feels like a slightly altered version of molten whip stacks now.
Panderbander wrote: »In PvP:
"I just finished a tough fight with three crux and I think there may be some gankers around. I should probably hold on to it in case I need to use the heal from my shield when they try to hit me."
Nightblade waits 30 seconds.
Having buffs such as your Major Resolve ability active is a nice deterrent and tool in PvP, and seeing as arcanist can't proc crux outside of combat it has effectively been removed as such.
I wouldn't worry about it too much in PvP since you'll have the "stuck in combat" bug most of the time which should let you keep the crux anyway...
/s
Panderbander wrote: »Being able to carry crux through to different fights and forms was definitely one of the unique defining traits of this class. It definitely feels like a slightly altered version of molten whip stacks now.
To carry crux through different fights might be senseful, but the problem was: why someone has to carry crux in the bank in Alinor or while crafting? (yeah, I know, Flappies are the same problem in these context...)
Panderbander wrote: »Being able to carry crux through to different fights and forms was definitely one of the unique defining traits of this class. It definitely feels like a slightly altered version of molten whip stacks now.
To carry crux through different fights might be senseful, but the problem was: why someone has to carry crux in the bank in Alinor or while crafting? (yeah, I know, Flappies are the same problem in these context...)
Point? I liked having the crux around me, it tickled the immature manbrain parts of me. ZoS should enable a personal toggle for you to solve your issue with this (and pets at banks etc). Toggle, toggle, toggle. Would solve so many peoples woes about this type of situation.
Panderbander wrote: »Being able to carry crux through to different fights and forms was definitely one of the unique defining traits of this class. It definitely feels like a slightly altered version of molten whip stacks now.
To carry crux through different fights might be senseful, but the problem was: why someone has to carry crux in the bank in Alinor or while crafting? (yeah, I know, Flappies are the same problem in these context...)
Point? I liked having the crux around me, it tickled the immature manbrain parts of me. ZoS should enable a personal toggle for you to solve your issue with this (and pets at banks etc). Toggle, toggle, toggle. Would solve so many peoples woes about this type of situation.
Obviously a toggle is more difficult to implement than to just limit the duration of the visual.
thedoodle_90 wrote: »What an awful change... Now Arcanist in open world is just using the spammable because mobs usually die before you can use beam but now even building on one open world mob wont let you use beam on the next. They completely gutted this class in one week.
I don’t see how that’s gutting it when it’s still killing things. You’ve described the problem as it does too much damage for Overland which isn’t a problem? I don’t get it, just use beam or a different ability…
I wonder if it’s a bug and they meant it to be only the icons, based on wording. Regardless, I think not keeping stacks would simplify opening rotations since you wouldn’t have to change how much crux to generate in the beginning.
thedoodle_90 wrote: »thedoodle_90 wrote: »What an awful change... Now Arcanist in open world is just using the spammable because mobs usually die before you can use beam but now even building on one open world mob wont let you use beam on the next. They completely gutted this class in one week.
I don’t see how that’s gutting it when it’s still killing things. You’ve described the problem as it does too much damage for Overland which isn’t a problem? I don’t get it, just use beam or a different ability…
I wonder if it’s a bug and they meant it to be only the icons, based on wording. Regardless, I think not keeping stacks would simplify opening rotations since you wouldn’t have to change how much crux to generate in the beginning.
You don't see how the core playstyle of the class being gutted isnt a problem? Guess arcanist can just be homogenized like the rest. Why have any unique mechanics now. The nerf is it was FUN to use the beam skill after building Also they made crux bugged as it doesnt even build after casting sometgimes and now falls off in combat.
Ecgberht_confused wrote: »Crux ICONS expiring after 30 seconds would've been sensible (though a toggle would be much better), but crux themselves expiring is an unnecessary nerf to the class. The wording of the patch notes suggests this is not intended. Can @ZOS_GinaBruno please confirm which was the intended behaviour?
thedoodle_90 wrote: »thedoodle_90 wrote: »What an awful change... Now Arcanist in open world is just using the spammable because mobs usually die before you can use beam but now even building on one open world mob wont let you use beam on the next. They completely gutted this class in one week.
I don’t see how that’s gutting it when it’s still killing things. You’ve described the problem as it does too much damage for Overland which isn’t a problem? I don’t get it, just use beam or a different ability…
I wonder if it’s a bug and they meant it to be only the icons, based on wording. Regardless, I think not keeping stacks would simplify opening rotations since you wouldn’t have to change how much crux to generate in the beginning.
You don't see how the core playstyle of the class being gutted isnt a problem? Guess arcanist can just be homogenized like the rest. Why have any unique mechanics now. The nerf is it was FUN to use the beam skill after building Also they made crux bugged as it doesnt even build after casting sometgimes and now falls off in combat.
I just think you’re overreacting. Crux wasn’t gutted, don’t cry wolf. You still have to use and generate crux in group PvE content, thus I cannot see how crux has been “gutted”. It’s just a 30 second timer that may or may not be bugged.
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.
"every other form of stacking" ah yes, like those NB bow stacks and DK whip stacks yeah?
ZoS seems allergic to nerfing dk, its ridiculous actually. They nerfed the class we all just bought, but kept the most OP class to date the same.
acastanza_ESO wrote: »Ecgberht_confused wrote: »Crux ICONS expiring after 30 seconds would've been sensible (though a toggle would be much better), but crux themselves expiring is an unnecessary nerf to the class. The wording of the patch notes suggests this is not intended. Can @ZOS_GinaBruno please confirm which was the intended behaviour?
It is an extremely, extremely, tiny nerf to a class that actually is significantly overperforming.
Between the cruxweaver armor and weapon buff getting three crux in the first seconds of a fight is absolutely trivial.
Having the icons disappear but the buff persist would cause massive issues for PVP.
This is a good change all around, although I would support extending the duration to match relentless focus.
Wolfchild07 wrote: »I understand the motion sickness issues people are having, but they really can't just use a crux consumer at the end of combat? Crux responsibly.
ZoS seems allergic to nerfing dk, its ridiculous actually. They nerfed the class we all just bought, but kept the most OP class to date the same.
Woah there cowboy, I never said nerf DK, I am an avid DK enjoyer. They need to reform things up, instead of keep nerfing things in to the ground for "balancing".
ZoS seems allergic to nerfing dk, its ridiculous actually. They nerfed the class we all just bought, but kept the most OP class to date the same.
Woah there cowboy, I never said nerf DK, I am an avid DK enjoyer. They need to reform things up, instead of keep nerfing things in to the ground for "balancing".
Ecgberht_confused wrote: »acastanza_ESO wrote: »Ecgberht_confused wrote: »Crux ICONS expiring after 30 seconds would've been sensible (though a toggle would be much better), but crux themselves expiring is an unnecessary nerf to the class. The wording of the patch notes suggests this is not intended. Can @ZOS_GinaBruno please confirm which was the intended behaviour?
It is an extremely, extremely, tiny nerf to a class that actually is significantly overperforming.
Between the cruxweaver armor and weapon buff getting three crux in the first seconds of a fight is absolutely trivial.
Having the icons disappear but the buff persist would cause massive issues for PVP.
This is a good change all around, although I would support extending the duration to match relentless focus.
On what basis is the class "significantly overperforming"? The class is OK in pve and underperforming in pvp. Yes it's a tiny nerf but it's completely unnecessary. It will also cause dungeon runs with pugs to be even more rushed, since you lose something by being out of combat for 30 seconds. More importantly, the wording of the patch notes is misleading, if the nerf is in fact intended.
acastanza_ESO wrote: »Ecgberht_confused wrote: »acastanza_ESO wrote: »Ecgberht_confused wrote: »Crux ICONS expiring after 30 seconds would've been sensible (though a toggle would be much better), but crux themselves expiring is an unnecessary nerf to the class. The wording of the patch notes suggests this is not intended. Can @ZOS_GinaBruno please confirm which was the intended behaviour?
It is an extremely, extremely, tiny nerf to a class that actually is significantly overperforming.
Between the cruxweaver armor and weapon buff getting three crux in the first seconds of a fight is absolutely trivial.
Having the icons disappear but the buff persist would cause massive issues for PVP.
This is a good change all around, although I would support extending the duration to match relentless focus.
On what basis is the class "significantly overperforming"? The class is OK in pve and underperforming in pvp. Yes it's a tiny nerf but it's completely unnecessary. It will also cause dungeon runs with pugs to be even more rushed, since you lose something by being out of combat for 30 seconds. More importantly, the wording of the patch notes is misleading, if the nerf is in fact intended.
You're kidding right? In any trial with any cleave at all Arcanist is top of the charts by a massive margin. And in PVP it is absurdly tanky with basically no effort to the point where people are running what would normally be pve traited sets in their builds and still more survivable than some other classes. You also have literally troll tanks that can deal massive damage thanks to crux buffs. If you don't think it's overperforming then I can only assume you haven't played with anyone on an arcanist outside maybe overworld content.
acastanza_ESO wrote: »Ecgberht_confused wrote: »acastanza_ESO wrote: »Ecgberht_confused wrote: »Crux ICONS expiring after 30 seconds would've been sensible (though a toggle would be much better), but crux themselves expiring is an unnecessary nerf to the class. The wording of the patch notes suggests this is not intended. Can @ZOS_GinaBruno please confirm which was the intended behaviour?
It is an extremely, extremely, tiny nerf to a class that actually is significantly overperforming.
Between the cruxweaver armor and weapon buff getting three crux in the first seconds of a fight is absolutely trivial.
Having the icons disappear but the buff persist would cause massive issues for PVP.
This is a good change all around, although I would support extending the duration to match relentless focus.
On what basis is the class "significantly overperforming"? The class is OK in pve and underperforming in pvp. Yes it's a tiny nerf but it's completely unnecessary. It will also cause dungeon runs with pugs to be even more rushed, since you lose something by being out of combat for 30 seconds. More importantly, the wording of the patch notes is misleading, if the nerf is in fact intended.
You're kidding right? In any trial with any cleave at all Arcanist is top of the charts by a massive margin. And in PVP it is absurdly tanky with basically no effort to the point where people are running what would normally be pve traited sets in their builds and still more survivable than some other classes. You also have literally troll tanks that can deal massive damage thanks to crux buffs. If you don't think it's overperforming then I can only assume you haven't played with anyone on an arcanist outside maybe overworld content.
: laughs in dk :
this class can essentially run 0 penetration, and 0 damage, and just use their I Win button ulti while being absurdly tanky and having infinite . Also, arcanist has like what 2 actual healing skills , the rest is all shields, sithis forbid we have a class that focuses on shields instead of healing making it unique. Why do people want the class to work EXACTLY like other classes, when people have been begging for something unique for years?