ZOS_GinaBruno wrote: »Hi everyone,
First, we want to apologize for the delay in clarifying this past week’s change to Crux duration. What initially started as a quick question internally turned into a much larger discussion about what the change was intended to be, and it boiled down to there being a miscommunication when writing the patch note. We’ve identified the points of failure in the process and will do our best to avoid this from occurring again in the future.
As for the change itself, we can confirm that the intended change is for Crux to expire after 30 seconds, regardless of your combat state. While the primary reason behind this change was to address issues some players were having with motion sickness (in addition to slowing down the icons themselves) this also falls in line with our combat standards of “non-prebuffing” outside of combat. Seeing as Crux can only generate in combat, this also adheres to our rules that they shouldn't exist for extended periods of time outside of combat.
We apologize again for publishing an inaccurate patch note surrounding this change, and we appreciate the feedback given so far. We're keeping a close eye on how Crux has been performing and will continue to evaluate for any future changes.
OtarTheMad wrote: »YandereGirlfriend wrote: »ZOS_GinaBruno wrote: »Hi everyone,
this also falls in line with our combat standards of “non-prebuffing” outside of combat. Seeing as Crux can only generate in combat, this also adheres to our rules that they shouldn't exist for extended periods of time outside of combat.
Thank you for the clarification. I'd be inclined to disagree about it adhering to the "non-prebuffing" standard, as you technically need to have previously been in combat to build said Crux.
Agreed. Does this mean Flame Skull, where the extra damage on the third cast persists after combat, is an outlier not designed to adhere to the new 'anti-prebuffing standard?'
And what about ultimate generation? Surely that would be considered prebuffing, as ulti does not go away after 30 seconds.
Please do not give them ideas.
I'm just trying to understand why there seems to be a double standard regarding this. They initially said they were going to modify crux because of potential health issues for certain users, but now it's about a new prebuffing standard that is not universally applied. Which also raises the question of why the prebuffing rules weren't ever considered for the five weeks of the PTS, plus how ever many weeks before that during the inception of the class? Why were they only considered two weeks after the live release? Certainly many people, including management were involved in the class creation process.... yet no one raised any concerns about "prebuffing" until now?
It could be something that they are just now starting to really focus on and we might see more in Q3 QoL changes. Idk. Good questions
personal toggle!
They've already demonstrated that they have the capability to hide pets, companions, and certain effects based upon location and number of players in proximity. You can also toggle certain graphics (like combat numbers, text, etc) on and off in the settings menu. So why the blanket visual nerf for the players who enjoyed the original animations? Making arcanist special effects a personal toggle would make everybody happy, and also be better for those who are still forced to endure discomfort and potential disability for a fixed duration of a minimum of 30 seconds.
dinokstrunz wrote: »Dunno if I can be asked with ZoS until Q3. You guys haven't changed at all, still the same old [snip] ZoS that continues to neglect situations after situations.personal toggle!
They've already demonstrated that they have the capability to hide pets, companions, and certain effects based upon location and number of players in proximity. You can also toggle certain graphics (like combat numbers, text, etc) on and off in the settings menu. So why the blanket visual nerf for the players who enjoyed the original animations? Making arcanist special effects a personal toggle would make everybody happy, and also be better for those who are still forced to endure discomfort and potential disability for a fixed duration of a minimum of 30 seconds.
Yeah lol well...
HidesInPlainSight wrote: »OtarTheMad wrote: »YandereGirlfriend wrote: »ZOS_GinaBruno wrote: »Hi everyone,
this also falls in line with our combat standards of “non-prebuffing” outside of combat. Seeing as Crux can only generate in combat, this also adheres to our rules that they shouldn't exist for extended periods of time outside of combat.
Thank you for the clarification. I'd be inclined to disagree about it adhering to the "non-prebuffing" standard, as you technically need to have previously been in combat to build said Crux.
Agreed. Does this mean Flame Skull, where the extra damage on the third cast persists after combat, is an outlier not designed to adhere to the new 'anti-prebuffing standard?'
And what about ultimate generation? Surely that would be considered prebuffing, as ulti does not go away after 30 seconds.
Please do not give them ideas.
I'm just trying to understand why there seems to be a double standard regarding this. They initially said they were going to modify crux because of potential health issues for certain users, but now it's about a new prebuffing standard that is not universally applied. Which also raises the question of why the prebuffing rules weren't ever considered for the five weeks of the PTS, plus how ever many weeks before that during the inception of the class? Why were they only considered two weeks after the live release? Certainly many people, including management were involved in the class creation process.... yet no one raised any concerns about "prebuffing" until now?
It could be something that they are just now starting to really focus on and we might see more in Q3 QoL changes. Idk. Good questions
Bruh, you remember the whole year of performance, right? yeaaaaaaaaaaaaaaaaaaaaaaaaahhhhhhhhhhh mmmmmmk.
I'm just trying to understand why there seems to be a double standard regarding this. They initially said they were going to modify crux because of potential health issues for certain users, but now it's about a new prebuffing standard that is not universally applied. Which also raises the question of why the prebuffing rules weren't ever considered for the five weeks of the PTS, plus how ever many weeks before that during the inception of the class? Why were they only considered two weeks after the live release? Certainly many people, including management were involved in the class creation process.... yet no one raised any concerns about "prebuffing" until now?
ZOS_GinaBruno wrote: »Hi everyone,
First, we want to apologize for the delay in clarifying this past week’s change to Crux duration. What initially started as a quick question internally turned into a much larger discussion about what the change was intended to be, and it boiled down to there being a miscommunication when writing the patch note. We’ve identified the points of failure in the process and will do our best to avoid this from occurring again in the future.
As for the change itself, we can confirm that the intended change is for Crux to expire after 30 seconds, regardless of your combat state. While the primary reason behind this change was to address issues some players were having with motion sickness (in addition to slowing down the icons themselves) this also falls in line with our combat standards of “non-prebuffing” outside of combat. Seeing as Crux can only generate in combat, this also adheres to our rules that they shouldn't exist for extended periods of time outside of combat.
We apologize again for publishing an inaccurate patch note surrounding this change, and we appreciate the feedback given so far. We're keeping a close eye on how Crux has been performing and will continue to evaluate for any future changes.
ZOS_GinaBruno wrote: »Hi everyone,
First, we want to apologize for the delay in clarifying this past week’s change to Crux duration. What initially started as a quick question internally turned into a much larger discussion about what the change was intended to be, and it boiled down to there being a miscommunication when writing the patch note. We’ve identified the points of failure in the process and will do our best to avoid this from occurring again in the future.
As for the change itself, we can confirm that the intended change is for Crux to expire after 30 seconds, regardless of your combat state. While the primary reason behind this change was to address issues some players were having with motion sickness (in addition to slowing down the icons themselves) this also falls in line with our combat standards of “non-prebuffing” outside of combat. Seeing as Crux can only generate in combat, this also adheres to our rules that they shouldn't exist for extended periods of time outside of combat.
We apologize again for publishing an inaccurate patch note surrounding this change, and we appreciate the feedback given so far. We're keeping a close eye on how Crux has been performing and will continue to evaluate for any future changes.
ZOS_GinaBruno wrote: »Hi everyone,
First, we want to apologize for the delay in clarifying this past week’s change to Crux duration. What initially started as a quick question internally turned into a much larger discussion about what the change was intended to be, and it boiled down to there being a miscommunication when writing the patch note. We’ve identified the points of failure in the process and will do our best to avoid this from occurring again in the future.
As for the change itself, we can confirm that the intended change is for Crux to expire after 30 seconds, regardless of your combat state. While the primary reason behind this change was to address issues some players were having with motion sickness (in addition to slowing down the icons themselves) this also falls in line with our combat standards of “non-prebuffing” outside of combat. Seeing as Crux can only generate in combat, this also adheres to our rules that they shouldn't exist for extended periods of time outside of combat.
We apologize again for publishing an inaccurate patch note surrounding this change, and we appreciate the feedback given so far. We're keeping a close eye on how Crux has been performing and will continue to evaluate for any future changes.
So what about dks who can pre buff whip stacks out of combat pretty easily....
Or templars with their new 5% buff,
Or any class that uses major or minor resolve. I could go on about how nearly every class has some way to pre buff outside of combat so it seems like a *** reason to me.
acastanza_ESO wrote: »So what about dks who can pre buff whip stacks out of combat pretty easily....
Or templars with their new 5% buff,
Or any class that uses major or minor resolve. I could go on about how nearly every class has some way to pre buff outside of combat so it seems like a *** reason to me.
I agree, whip stacks should definitely be addressed. Thanks for pointing that out.
The Major/Minor resolve skills are not the same though, those are skills that apply a specific buff while they're active and have that built in expiration unless they're recast. That is not the same thing as the prebuffing stacks that's being discussed here.
As I've said before, while I think the 30 second duration is too short (40-60 would be better), this is, in fact, a change in the right direction.
Panderbander wrote: »FYI, crux has absolutely been falling off during "lulls" in combat, such as during sieges in Cyro where you may not have taken damage or dealt damage recently enough to be in combat, but there is still very much combat going on around you and keeping crux during these times would in no way be considered "pre-buffing."
BlindingBright wrote: »If their is a new policy of removing anything that can be seen as a pre-buff... then it's only going to make the game less fun overall for many that enjoyed an easier time of managing their buffs... and as it is these changes to Arcanist & BRP Daggers of only allowing the buff IN combat has objectively made them MORE DIFFICULT to play vs EASIER, and its again, less fun.
BlindingBright wrote: »If their is a new policy of removing anything that can be seen as a pre-buff... then it's only going to make the game less fun overall for many that enjoyed an easier time of managing their buffs... and as it is these changes to Arcanist & BRP Daggers of only allowing the buff IN combat has objectively made them MORE DIFFICULT to play vs EASIER, and its again, less fun.
Which also goes against the concept of "accessibility" they tried to introduce with Update 35. This new trend of making things more difficult will only increase the distance between "floor" and "top end," and as you say, make combat more clunky and less fun. Plus the fact that the new standard is only applied sporadically, rather than universally.
It makes one wonder how they could spend months developing a new playstyle, which most have stated is underperforming compared to existing classes, and then within two weeks of release, change it up and make it harder to play and less effective at the same time.
tomofhyrule wrote: »Panderbander wrote: »FYI, crux has absolutely been falling off during "lulls" in combat, such as during sieges in Cyro where you may not have taken damage or dealt damage recently enough to be in combat, but there is still very much combat going on around you and keeping crux during these times would in no way be considered "pre-buffing."
Crux is designed to fall off after 30 seconds, no matter if it's in combat or not. The timer is reset anytime a Crux generating skill is cast.
From my testing, it works fine, but I've only tested the skills I've got unlocked. If there's a Crux-generating skill that's not refreshing the timer, that's a bug. Otherwise, the problem is likely that an Arcanist went over 30s in combat without using a single skill that generates Crux.
FantasticFreddie wrote: »Ok but have we considered: this is insane
Somehow, the same people that CREATED THE CLASS, spent months developing, planning, tweaking, fine-tuning every detail, somehow completely forgot their (ridiculous) stance on prebuffing, made it all the way through testing, the sneak peek, pts, made it through all of that, all the way to live servers, and then just went whoopsie! Let's fix that! two weeks after launch?
We are left with 3 realistic options: 1) someone is so incredibly bad at their job they've become a liability and need to be demoted or fired before they cause any more issues 2) there IS no plan or vision and people are just throwing spaghetti at the wall to see what sticks or 3) this was a deliberate bait and switch
FantasticFreddie wrote: »Ok but have we considered: this is insane
Somehow, the same people that CREATED THE CLASS, spent months developing, planning, tweaking, fine-tuning every detail, somehow completely forgot their (ridiculous) stance on prebuffing, made it all the way through testing, the sneak peek, pts, made it through all of that, all the way to live servers, and then just went whoopsie! Let's fix that! two weeks after launch?
We are left with 3 realistic options: 1) someone is so incredibly bad at their job they've become a liability and need to be demoted or fired before they cause any more issues 2) there IS no plan or vision and people are just throwing spaghetti at the wall to see what sticks or 3) this was a deliberate bait and switch
I'll give you a 4th option.
They just wanted the visual to drop off and the crux dropping off completely was an accident in the"fix". And they don't know how to do one without the other (or it's too much work to do it properly).
ZOS_GinaBruno wrote: »Hi everyone,
First, we want to apologize for the delay in clarifying this past week’s change to Crux duration. What initially started as a quick question internally turned into a much larger discussion about what the change was intended to be, and it boiled down to there being a miscommunication when writing the patch note. We’ve identified the points of failure in the process and will do our best to avoid this from occurring again in the future.
As for the change itself, we can confirm that the intended change is for Crux to expire after 30 seconds, regardless of your combat state. While the primary reason behind this change was to address issues some players were having with motion sickness (in addition to slowing down the icons themselves) this also falls in line with our combat standards of “non-prebuffing” outside of combat. Seeing as Crux can only generate in combat, this also adheres to our rules that they shouldn't exist for extended periods of time outside of combat.
We apologize again for publishing an inaccurate patch note surrounding this change, and we appreciate the feedback given so far. We're keeping a close eye on how Crux has been performing and will continue to evaluate for any future changes.
thedoodle_90 wrote: »After playing a few days with this change it has made arcanist probably one of the most boring classes to quest with. It has ruined healing as you can no longer hold crux for moments you need them and must randomly cast spells even if you dont need them. Kinda sad they ruined a class over such a minor thing. Can we please make it so sorcs cant prebuff by presummoning pets before a fight starts? Necro too. ANd please take away DK stacks.
thedoodle_90 wrote: »After playing a few days with this change it has made arcanist probably one of the most boring classes to quest with. It has ruined healing as you can no longer hold crux for moments you need them and must randomly cast spells even if you dont need them. Kinda sad they ruined a class over such a minor thing. Can we please make it so sorcs cant prebuff by presummoning pets before a fight starts? Necro too. ANd please take away DK stacks.
DK stacks cost resources to keep up or they fall off. It's hardly the same thing.
Arcanist is still very, very good in endgame trials. Some of the things the top tanks are doing with portals ... just nutty. Depending on the raid the arcanist dds are doing even more damage than the dragonknights (but honestly both are kind of being eclipsed by stamplars in some fights! Ack!). And arcanist healers are doing just fine in endgame as well.