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Crux duration in Patch v9.0.6

  • HidesInPlainSight
    HidesInPlainSight
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    Yo can I get a refund on Necrom then?
  • HidesInPlainSight
    HidesInPlainSight
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    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.

    You realize every single class has to pre-buff before combat. Now Arcanist has to pre-buff and build stacks to be as viable as every other class, when they only have to pre-buff.

    [snip]
    [edited for bashing]
    Edited by ZOS_Icy on June 24, 2023 12:28PM
  • HidesInPlainSight
    HidesInPlainSight
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    LMAO, they post the response on Friday at 4pm. [snip]

    [edited for bashing]
    Edited by ZOS_Icy on June 24, 2023 12:25PM
  • HidesInPlainSight
    HidesInPlainSight
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    OtarTheMad wrote: »
    Jaraal wrote: »
    Jaraal wrote: »
    zNeo 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.
  • dinokstrunz
    dinokstrunz
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    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.
    Jaraal wrote: »
    Hamish999 wrote: »
    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...

    [edited for bashing]
    Edited by ZOS_Icy on June 24, 2023 12:29PM
  • HidesInPlainSight
    HidesInPlainSight
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    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.
    Jaraal wrote: »
    Hamish999 wrote: »
    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...

    It is textbook PR handling and its so blatant. [snip]

    [edited for bashing & to remove quote]
    Edited by ZOS_Icy on June 24, 2023 12:29PM
  • OtarTheMad
    OtarTheMad
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    OtarTheMad wrote: »
    Jaraal wrote: »
    Jaraal wrote: »
    zNeo 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.

    Year of performance was derailed by COVID, along with tons of other companies at the time. They’ve been pretty open about that.

    At least we got a response on this. More than I can say about other topics, so I’ll take it and move on.

  • Elsonso
    Elsonso
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    Jaraal wrote: »
    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?

    I mean, does the timeline really matter? What seems more interesting is that we now have a clue that they are going to address the other pre-buffs in future Updates.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • merpins
    merpins
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    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.

    In response:

    1. Because the skill causes motion sickness for some, a toggle would have been a nice alternative. Slowing down the animation helps, but it's not a cure for many people. There was also a way for players to get rid of the crux out of combat, anyway: just cast beam. So it wasn't a real issue out of combat, and more of an overall issue since players lack a way to really avoid the motion sickness aside from just not playing the new class.
    2. I get that, sure. And it's fine, it doesn't effect combat too much since you have to pre-buff this in combat already, it only really effects trash fights....
    That said. Can you make it so when you gain crux, the timer resets for all crux, and when it ends, all crux ends at the same time? It's not an issue most of the time, but sometimes I'll go to beam right as one crux ends, but since the 30 second timer only shows the most recent crux, I can't accurately time it in some instances.
  • Belegnole
    Belegnole
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    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.

    While I understand that you are just passing along whatever upper management took days to write. A large part of the community is going to see this as the complete rubbish that it is. ZOS made a knee jerk reaction to a situation that they had previously been told about, but only after the DLC went live. Then when you adjusted it you did it in a way that not only nerfed the class, but didn't actually help those with the medical issues to begin with. I'm sorry, but this is a complete fail.
  • RevJJ
    RevJJ
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    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, are you confirming this was a bait and switch? Usually those don’t happen until the next big patch when the DLC-selling mythic gets nerfed. ZOS really is getting bolder and bolder in their blatant disrespect of their customers.
  • markulrich1966
    markulrich1966
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    this was forseeable, as they always nerf new classes after release. They just wait some weeks so influencers have enough time to stream the shiny new skills to promote the new chapter, then they adjust them to their balancing paradigma.

    Edited by markulrich1966 on June 24, 2023 3:52AM
  • Jaraal
    Jaraal
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    I went back and reread most of the posts about motion sickness and migraines from the rotating crux effects, and I didn't see anyone suggesting that the visual effect should expire after a certain amount of time (regardless of whether the actual skill should expire or not). The suggestions ranged from making the icons static, moving them to the bar, removing them completely, dimming the effect, or the most popular choice: letting players have a toggle. Nowhere did I see anyone suggest that slowing the rotation or putting a timer on the effect was solution.... and yet, that's the answer that ZOS came up with.

    I'm curious to know how the internal discussion went. Ultimately, it appears it was decided that 30 seconds worth of motion sickness and migraines was an acceptable amount, as that is the time period settled upon and published. Why was it not 15 seconds, 45 seconds, or some other number? How did 30 seconds become the sweet spot? Are there any studies on stimulus exposure that quantify the level of effect on the human brain that were considered?

    Having not made an arcanist yet, I can only speak from secondary observation. Personally, I had no issues with watching the rotations as they were designed.... however, I find that watching them rotate in slow motion is actually annoying, especially if the character is moving quickly. It's like if you took the crackling lightning animation of the sorcerer and slowed it down 50%.... it would look out of place, and wrong. The lazy floating is more hypnotic than the original rotation speed.... at least to me. So I'm also curious how the discussion went that decided slower was better.

    Of course, I fully expect to never know the answer to these questions. Just stating that these are things that occurred to me, and I'm confident that I'm not the only one wondering how we arrived at this current solution.


    Edited by Jaraal on June 24, 2023 5:15AM
    RIP Bosmer Nation. 4/4/14 - 2/25/19.
  • Syiccal
    Syiccal
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    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.
    Edited by Syiccal on June 24, 2023 6:04AM
  • acastanza_ESO
    acastanza_ESO
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    Syiccal 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.
  • Syiccal
    Syiccal
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    Syiccal 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.

    They are saying a no prebuff before combat policy..major and minor resolve and multiple other similar skills are all buffs that can pre buff out of combat.
    As I say though it must be because they have to keep Dk at the top so only them to pre buff dmg
    Edited by Syiccal on June 24, 2023 6:34AM
  • Panderbander
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    I find this incredibly disheartening as a werewolf player. Being able to bring crux into werewolf form and keep it to take advantage of the Healing Tides passive was one of the highlights of the class for werewolves and it--in addition to the other two functioning passives--made for a compelling third option for a strong werewolf aside from Templar and Sorcerer. Now, though... it's just okay. There's now no real good reason to choose this class over one of the two established top-performers and it hurts the playstyle as a whole to have essentially an entire passive removed from an already VERY limited kit.

    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."
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • tomofhyrule
    tomofhyrule
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    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.
  • BlindingBright
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    Thank you @ZOS_GinaBruno for the response. It's weird to change the policy of "pre-buffing" now as it'd affect many classes and require changes to "nerf" several of them to bring it in line with the arcanist... Removing that will further make combat less fun. As a DK I like pre-buffing going into a pack. as a Nightblade I like keeping my stacks in PVE content.

    This change to Arcanist makes it less fun to play, and overall besides helping with visuals for some in a way that nobody asked for... doesn't improve gameplay. Making spectral cloak only fire IN combat for the Black Rose Prison daggers is another "Why did they make this less fun?". In the Nightblades case, stacks fall off in PVP- allowing the behavior to persist in PVE.

    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.

    It's pretty clear that the community thinks this direction is wrong, and while there are a few outliers that do not care for pre-buffing... they are the outliers.

    I hope it will be reverted, and or the ability to pre-buff crux out of combat like other classes & skills can prebuff.
  • Jaraal
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    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.
    RIP Bosmer Nation. 4/4/14 - 2/25/19.
  • BlindingBright
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    Jaraal 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.

    I like to think it went like: Players Complain about visuals causing discomfort > Management & Communications team see this, managment asks devs to implement a fix quickly > Fix breaks other development/core class gameplay while not completely solving the core issue > Players Upset > Communication team not fully aware of gameplay/development hanges try to figure out why players are upset, chalking it up to a miss-communication in how changes were implemented.

    Don't think I'm far off the mark with that assessment. The issue now is, the gameplay is still broken, and the visual change while alleviated issues for some has not fixed it for most and introduced it's own issues.... on top of Gina now using a policy of anti-pre buffs as justification for the change(which almost nobody wants and as explained doesn't help accessibility at all)

    It's okay to flub up... I just hope they see this feedback and take it internally to revert the gameplay change, and keep from breaking further skills/classes.
  • Panderbander
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    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.

    I think you misunderstood what I was suggesting. Because crux can only be generated while in combat, and because combat is now dropping appropriately (at least for me) after not taking damage for a few seconds, I am unable to hold onto my crux for the duration of a siege in Cyrodiil as I am unable to generate new crux.

    I'm not saying it's a bug or anything, it's more that I am in a definitely "in combat" state without being in combat so I am forced to either find something to hit me (stand in siege yay!) to maintain combat or leave myself vulnerable without crux.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • FantasticFreddie
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    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
  • Hamish999
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    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).
    Edited by Hamish999 on June 25, 2023 2:00PM
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  • FantasticFreddie
    FantasticFreddie
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    Hamish999 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).

    That's covered under 2: there is no plan
  • TaffyIX
    TaffyIX
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    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.

    Thank you for taking the time to reply to the concerns raised however...
    This is a fudge, and I'm afraid to say is a rubbish change making the new class less fun, whilst not fully resolving the initial points raised by those effected by the visuals.

    This should have been actioned pre release, not less than 2 weeks thereafter, and met with a weeks silence.

    Edited by TaffyIX on June 28, 2023 7:50AM
    Breton Templar
    Daggerfall Covenant
    EU Megaserver
    I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
  • thedoodle_90
    thedoodle_90
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    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.
  • sarahthes
    sarahthes
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    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.
  • Syiccal
    Syiccal
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    sarahthes 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.

    Regardless of resources to keep up Dk are still able to pre buff dmg (which in turn buffs all skills and heals) and whip stacks which is against Zos new policy!.
    And Templar can buff an extra 5% dmg out of combat.
    Sorc can buff with pets which I guess you can count as a pre buff. In fact every class has a way to pre buff heals, defence or damage which makes the policy stupid and an excuse for the change to crux
    Edited by Syiccal on June 28, 2023 7:08AM
  • Kiyakotari
    Kiyakotari
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    IrishRonD wrote: »
    If you want everyone to know that your arcanist has crux, [...] let us make an add-on to accomplish this goal.

    Arcanist is still unplayable for me.

    There is an addon (for PC, at least) that does this. ExoYS's Crux Tracker. Sadly, it doesn't dismiss the doritos.
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