LittlePinkDot wrote: »It's been mentioned before, everyone would've preferred they dropped the heal, not the execute. Now Arcanist has no execute in PvP. And they Need a crux builder so they can't even replace it with a weapon skill execute. They now need to use a whole extra bar slot for an execute if they want one.
Then... they don't get execute. Simple as that. Just how Dragonknights and Wardens don't get execute.
The rest of the kit is strong enough. Arcanists being unable to execute sounds like a fair downside to the class.
Templars are slow. Dragonknights have poor passive recovery. Sorcerers lack a spammable. Wardens don't have any crit bonuses. Etc. It's fine for classes to have downsides.
xylena_lazarow wrote: »Arc is decidedly mid tier in PvP and this nerf pushes Arcs to either replace a class skill with the generic Whirling Blades, or go all in on laser shenanigans. PvP builds don't have room for "jack of all trades, master of none" utility skills, removing the execute damage simply kills Flail in PvP, the superfluous heal and root really should've gone instead.Please stop making stuff up and calling it 'balancing'.it honestly feels like the combat team have been beaten by too many of X class in PVP and decide to 'fix that'.
xylena_lazarow wrote: »Flail was the coolest thing about Arc's kit to me, class power fantasy defining even if janky to land, now it's relegated to cc/debuff bot spam. A better comparison in PvP would be NB's Power Extraction. It's just as loaded with utility, but unlike Flail, it provides self buffs, it's instant cast and point blank 8m radius, so hit hits everything you want it to hit effortlessly, while countering opposing NBs and roll spammers. They're both fine in PvP, no nerfs needed here.BananaBender wrote: »But that's not really a shortcoming on Flail's side and more on the rest of the arcanist's kit.
LittlePinkDot wrote: »It's been mentioned before, everyone would've preferred they dropped the heal, not the execute. Now Arcanist has no execute in PvP. And they Need a crux builder so they can't even replace it with a weapon skill execute. They now need to use a whole extra bar slot for an execute if they want one.
Then... they don't get execute. Simple as that. Just how Dragonknights and Wardens don't get execute.
The rest of the kit is strong enough. Arcanists being unable to execute sounds like a fair downside to the class.
Templars are slow. Dragonknights have poor passive recovery. Sorcerers lack a spammable. Wardens don't have any crit bonuses. Etc. It's fine for classes to have downsides.
Joy_Division wrote: »It's amusing when PvE players complain that PvP is the source of their nerfs, while they have no problem applauding a nerf because of the peculiarities in PvE.
BananaBender wrote: »I do agree though that they could have left Flail in peace for now, since this nerf does nothing to address the real problem with arcanist.
Skjaldbjorn wrote: »BananaBender wrote: »I do agree though that they could have left Flail in peace for now, since this nerf does nothing to address the real problem with arcanist.
Yeah I have no idea how Arc performs in PVP, and I think changing the heal to on-hit instead of healing from smacking the air was a really good choice. I actually think requiring it to hit to build crux as well would be pretty reasonable, but flail isn't the central issue in PVE. Beam's interaction with Azure is just obscene tbh.
BananaBender wrote: »Skjaldbjorn wrote: »BananaBender wrote: »I do agree though that they could have left Flail in peace for now, since this nerf does nothing to address the real problem with arcanist.
Yeah I have no idea how Arc performs in PVP, and I think changing the heal to on-hit instead of healing from smacking the air was a really good choice. I actually think requiring it to hit to build crux as well would be pretty reasonable, but flail isn't the central issue in PVE. Beam's interaction with Azure is just obscene tbh.
Yeah, I agree that the heal nerf was reasonable enough.
Azure not working with beam would be an interesting choice and could actually work pretty well.
Opposite in PvP where they compete for gcds, and Flail is much better on proc vessels, where the execute damage is absolutely necessary to finish pressuring down enemies. The heal and root are whatever in PvP.tsaescishoeshiner wrote: »The heal, debuff, and immobilize all help Fatecarver
Tommy_The_Gun wrote: »From my experience, Arc is still very strong class in PvP (in some aspects too strong). They will be luck if they don't get any further nerfs.
propertyOfUndefined wrote: »I would have preferred they remove the root over the execute scaling. But, yeah... skill is way overloaded, imho...
BananaBender wrote: »This shows pretty well how incredibly stale the meta has been on PvE side ever since arcanist has been released. It should definitely get nerfed, but they are focusing on the wrong skill to make an actual difference.
Credit to Geldis1306 for the picture and gathering the data.
BananaBender wrote: »This shows pretty well how incredibly stale the meta has been on PvE side ever since arcanist has been released. It should definitely get nerfed, but they are focusing on the wrong skill to make an actual difference.
Credit to Geldis1306 for the picture and gathering the data.
Interesting how people say that templar is in a super good spot as DD, this graph shows that it is not lol d.
alpha_synuclein wrote: »BananaBender wrote: »This shows pretty well how incredibly stale the meta has been on PvE side ever since arcanist has been released. It should definitely get nerfed, but they are focusing on the wrong skill to make an actual difference.
Credit to Geldis1306 for the picture and gathering the data.
Interesting how people say that templar is in a super good spot as DD, this graph shows that it is not lol d.
Pure dps-wise it is. But bringing it to that spot is more difficult that doing the same on arcanist.
Not to mention the insane cleave and group utilities arcanist have (and plar lacks). Same with wardens. They can hit big numbers , but remain healers, because it's more practical to stack arcanists.
Tbh, taking away the free heal on flail is a good idea, but if they want to address arcas overload they should just nerf beam. At least the shield version of it. So much defensive power shouldn't be attached to such a strong skill.
alpha_synuclein wrote: »BananaBender wrote: »This shows pretty well how incredibly stale the meta has been on PvE side ever since arcanist has been released. It should definitely get nerfed, but they are focusing on the wrong skill to make an actual difference.
Credit to Geldis1306 for the picture and gathering the data.
Interesting how people say that templar is in a super good spot as DD, this graph shows that it is not lol d.
Pure dps-wise it is. But bringing it to that spot is more difficult that doing the same on arcanist.
Not to mention the insane cleave and group utilities arcanist have (and plar lacks). Same with wardens. They can hit big numbers , but remain healers, because it's more practical to stack arcanists.
Tbh, taking away the free heal on flail is a good idea, but if they want to address arcas overload they should just nerf beam. At least the shield version of it. So much defensive power shouldn't be attached to such a strong skill.
Pure dps yeah but no utility, making teplars useless in support roles as healers-tanks, because of that they are thaaaaat bad.
They were one of the best healers but now they are not.
And agree on nerf arcanist and put it on the same level as other classes.
So sad what they did to jabs, absolutely gutting an entire class power fantasy in the name of spreadsheet balance. And now they're doing it to the Arc tentacle, and for what? Plar and Arc still have their disgustingly overloaded beam attacks, Arcs are still going to dominate PvE, another piece of class identity thrown in the garbage for nothing.BananaBender wrote: »but more on the utility and cleave side
And not even the best proc vessels, DKs and StamSorcs do a lot more damage, you see it so much on Arc because they're basically forced into procs to do anything at all in PvP. These style pressure builds get potatoes complaining because they're good at punishing overly passive opponents, Arcs in particular punish you if you don't move.StarOfElyon wrote: »The only thing that makes Arcs strong in PVP is that shield. Bring that shield down and they're beatable. Most of them are completely reliant on the standard cheese set-up (masters dual wield, maarselok, and vate destro).
I agree, ZoS does not listen to playerbase at all. The adjusted jabs animation nobody wanted. All the power shifted to back end of combat and jabs totally losing their identity together with Burning Light. I liked the class a lot better before the change.. it still deals a truck ton of damage but only on execute really ^^ it's way less fun to play, jabs was fun, more versatility tbh. Now it is truly just beam and that's it. About the other classes I don't know the specifics, but I do know that the numbers and nerfs and such always been super random.. like nobody asks for it, nobody wants it and still it goes live. And we keep going. Honestly I'm baffled at how this game survives with this kind of mentality.
I know PvP lost a big part of population for a long time. The big groups are gone and I doubt they'll be back. Only a matter of time till PvE also loses big and then what?
Sounds like a good reason to nerf Radiant on Plar and Fatecarver on Arc, then spread that power out to other class skills, instead of nerfing Flail which indirectly puts even more of Arc's power into Fatecarver.Galeriano2 wrote: »Many people considered templar a boring class because of it
xylena_lazarow wrote: »Sounds like a good reason to nerf Radiant on Plar and Fatecarver on Arc, then spread that power out to other class skills, instead of nerfing Flail which indirectly puts even more of Arc's power into Fatecarver.Galeriano2 wrote: »Many people considered templar a boring class because of it
Yeah it exists to provide a debuff so that Fatecarver gets to be the star of the show even harder now. Flail on its own is full of fluff, the heal and root are irrelevant to core function, without the execute it's a jack of all trades, master of none.Galeriano2 wrote: »Strenght of Fatecarver comes partially from Flail. No other crux building ability empowers beam arcanist as much as Flail does. Flail is an overloaded ability on its own let's not pretend it isn't.
xylena_lazarow wrote: »Yeah it exists to provide a debuff so that Fatecarver gets to be the star of the show even harder now. Flail on its own is full of fluff, the heal and root are irrelevant to core function, without the execute it's a jack of all trades, master of none.Galeriano2 wrote: »Strenght of Fatecarver comes partially from Flail. No other crux building ability empowers beam arcanist as much as Flail does. Flail is an overloaded ability on its own let's not pretend it isn't.
What's interesting... is everyone is assuming that people are playing Arcanist solely for it's effectiveness, and yet, nobody seems to assume it's because it's actually a FUN class to play... and that's why many people are playing it.
Also, they previously talked about changing other classes to add a stacking mechanic like crux to the other classes, so perhaps they are not nerfing Arcanist because they plan to boost other classes to match them. One could always hope.
Drop Fatecarver and run Flail as your primary u43 spammable, the answer will become clear.Galeriano2 wrote: »Also I find it wierd to say "without the execute it's a jack of all trades, master of none". What currently the beam is master at that it won't be after execute removal?
That's why the Flail nerf is so sad. Doesn't fix PvE, just exacerbates their PvP deficiencies. While Arc has great defense and utility in PvP, its offensive kit was already arguably the worst in PvP, below even Necro or Plar.BananaBender wrote: »The problem with arcanist and balancing other classes to it's level is that arcanist doesn't have a weakness... You can play other classes sure, you just have no reason to.
What's interesting... is everyone is assuming that people are playing Arcanist solely for it's effectiveness, and yet, nobody seems to assume it's because it's actually a FUN class to play... and that's why many people are playing it.