Major_Toughness wrote: »Anyone voting no just doesn't want their accessibility class nerfed.
Zodiarkslayer wrote: »Or they know that outside of the beam, there is little to no reason to play the class ...
Have you ever played arca? To hit 120k+ you still need a very clean rotation. Much like a jabbing Templar with its old jabs channel time you have different challenges like weaving cleanly, bar swapping properly, etc. - all the joys that come with longer channels and cast times that throw you out of the usual pattern. You need to mix different kinds of weaving, etc. which is far more challenging to do cleanly. So instead of focusing on what to cast and just keeping the rhythm, the what is kinda easy and the dynamic rhythm makes it challenging. And in content you’ll have a whole host extra challenges like not being able to block cast, being less mobile while beaming, etc.the problem is : it's one clic damage.
It's super frustrating for all the players who make the effort to set up a perfect rotation in their dps cycle.
Zodiarkslayer wrote: »Or they know that outside of the beam, there is little to no reason to play the class ...
This is hugely true. I know a lot of people, myself included, who would probably love arc if runeblades had ever been worth using instead of beam. To fix the "beam problem" arcanist as a whole needs a rework, but that would of course generate it's own round of complaints and problems and angry players. I don't know if there is any way to balance beam that could work at this point.
Zodiarkslayer wrote: »Major_Toughness wrote: »Anyone voting no just doesn't want their accessibility class nerfed.
Or they know that outside of the beam, there is little to no reason to play the class ...
Arcanist has two support skill lines that offer no damage outside Herald of the Tome. Only buffing/debuffing.
And even the rest of Herald of the Tome offers no damage comparable to the beam.
It is a blessing and a curse at the same time. So, if you take damage from Fatecarver away, you'll have to put it somewhere else in Herald of the Tome skill tree.
Skill at the top end with arc still requires actual skill to push the dps to its ceiling. I've never disputed that. But the class is way easier to play to an acceptable level. The floor is higher. You don't need to weave or have perfect uptimes on any other skills to get the same damage on an arc that a lot more effort is needed for at beginner or mid level on most other classes. Survivability is less of an issue in the majority of content as well because arc players can stand further back while still landing almost the entirety of their damage, and at this level they'll often be shield beaming too.RlyDontKnow wrote: »Have you ever played arca? To hit 120k+ you still need a very clean rotation. Much like a jabbing Templar with its old jabs channel time you have different challenges like weaving cleanly, bar swapping properly, etc. - all the joys that come with longer channels and cast times that throw you out of the usual pattern. You need to mix different kinds of weaving, etc. which is far more challenging to do cleanly. So instead of focusing on what to cast and just keeping the rhythm, the what is kinda easy and the dynamic rhythm makes it challenging. And in content you’ll have a whole host extra challenges like not being able to block cast, being less mobile while beaming, etc.
Trolling is the term I, not my group, choose to use because that's how it would feel to me if I showed up for trifecta prog (talking things like MM and Unstoppable here for clarity) on a parse DD that isn't an arcanist. There's a couple of edge cases where another class can slip in, but you only need to look at logs to see that arc is the go to DD. I don't know if you'd consider the level I play at to be what you call "the very top" or not, and to me this issue kicks in even for the higher end of mid level groups, but I guarantee the issue isn't "bad groups". Putting DDs on arc simply makes sense the moment you are attempting any achievement the group doesn't already have. It's not about toxicity or trying to force people to do what the raid lead wants - it's about the raid lead making choices to give the best chance of success.RlyDontKnow wrote: »If your group is considering it trolling then you’re either playing at the very top or your group is just making unreasonable and unjustified demands. If it’s the first: adjusting to whatever playstyle is currently the best and adopting it is part of playing at the top. For everyone else: try a different group.
Same questions back at you, but in reverse. (I love the rhythm of playing plar on live btw).RlyDontKnow wrote: »Yes, it’s a different playstyle. Yes, it works different. So why is that a good problem? Why do you feel that only the constant rhythm dynamic rotation should be able to do good damage?
Major_Toughness wrote: »This is about Fatecarver, not the entire class. In which I agree with you, but is irrelevant.
Trolling is the term I, not my group, choose to use because that's how it would feel to me if I showed up for trifecta prog (talking things like MM and Unstoppable here for clarity) on a parse DD that isn't an arcanist. There's a couple of edge cases where another class can slip in, but you only need to look at logs to see that arc is the go to DD. I don't know if you'd consider the level I play at to be what you call "the very top" or not, and to me this issue kicks in even for the higher end of mid level groups, but I guarantee the issue isn't "bad groups". Putting DDs on arc simply makes sense the moment you are attempting any achievement the group doesn't already have. It's not about toxicity or trying to force people to do what the raid lead wants - it's about the raid lead making choices to give the best chance of success.RlyDontKnow wrote: »If your group is considering it trolling then you’re either playing at the very top or your group is just making unreasonable and unjustified demands. If it’s the first: adjusting to whatever playstyle is currently the best and adopting it is part of playing at the top. For everyone else: try a different group.
It did not need a damage buff or a cost increase. It’s weak single-target compared to other classes but vastly outcompetes in AoE, which is… most fights. Either every class needs an AoE component to a spammable or fatecarver’s AoE potential needs nerfed.
It's not too strong, the other classes are too weak. Every class but arcanist feels horrible and dated to play. They're slow, clunky and don't seem to do much damage comparitively. I'd say they need to do a full redesign of all the pre-Arcanist classes to bring them up to modern standards.
RlyDontKnow wrote: »
Yes, going for the trifecta in the latest trial is pretty much high end. At that level you always had to ajdust to the current meta. Raid leads wanted mostly necro for colossus rotation before. Or even before that before payed classes people might have wanted full on Stam groups for more DPS, so mag got left out. Or or or... If you want to play at a level where min-maxing matters, you just do that and stop being attached to individual classes or playstyles (at least imo).
RlyDontKnow wrote: »For mid end and a bit higher (say going for a trifecta in an older trial like AS or KA at best) it doesn't make sense to force everyone to play optimal setups. If people would like to to make their life a bit easier: sure, go for it. But you shouldn't force them. Because at that level your most important task is keeping the group together long enough to actually achieve your goals. It's a lot more about people paying attention to mechanics, etc. Theoretically optimal group compositions don't help you while people are still learning mechs and can't keep buffs up. And neither do "optimal" builds that people hate to play. At that point you optimized the fun out and people will start leaving.
Is it massively outperforming, though? The huge parse on PTS we see right now is using a ST set to get that high. A well built necro also does massive cleave while doing similar/even more damage. If you want too ST, then non-beam builds perform even better.It's fine for you to have your opinion. I'm just more of the belief that a game should be fun no matter the level you play at. If something is massively outperforming other options then it's an issue regardless. Saying end gamers will play whatever is best so their enjoyment of a playstyle doesn't matter (an argument I've been given) makes no sense to me.
I'd say with this it all depends on the group. Arc for example is way safer to play than let's say a stamblade. Why? You can stand at range, not in the stupid in many cases. The rotation (to get acceptable damage, not talking top end damage here) is simple, so you can pay more attention to those mechanics and not become absorbed as much in struggling with which buttons you are pressing. Arc provides most of the buffs it needs for itself, so you're also less dependent on the supports to have good uptimes, which is less likely in such groups). And finally the damage does matter at these levels too. You might get to skip an extra mini in AS, or do one less portal in CR, or suddenly be able to kill Falgraven before the healers can't keep up. Then there's the cleave. Something that can make every difference in fights like Lokke, Vrol and so on. Suddenly they get way easier when the adds are getting pushed even while people focus the boss..
If you want to achieve something that is a challenge for your current group, at any level of progression in the game, going arc can make the difference. I've seen it myself where I've been in groups and the lead has asked people to change to arc, and suddenly everything got way easier.
Beam enables people to push further into the game than they could before, which isn't a bad thing, just an imbalance compared to other skills.
Fated Fortune: Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 12% for 7 seconds.
Harnessed Quintessence: You master the warp and weft of your very soul. When you are restored Magicka or Stamina, increase your Weapon and Spell Damage by 5% for 10 seconds.
Psychic Lesion: [With a Herald of the Tome ability slotted] Your attacks wound the mind with heretical knowledge, increasing the damage dealt by Status Effects by 15% and Status Effect Chance by 55%.
Splintered Secrets: What they don't know can kill them. Increase your Physical and Spell Penetration by 991 per Herald of the Tome ability slotted.
Don't forget the passives:Fated Fortune: Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 12% for 7 seconds.
You'll be constantly generating and using Crux to pump up the beam. Two other active abilities in this line (Runeblades and its morphs, and Tome-Bearer's Inspiration and its morphs) generate Crux, as does the Cephiliarch's Flail morph of Abyssal Impact.Harnessed Quintessence: You master the warp and weft of your very soul. When you are restored Magicka or Stamina, increase your Weapon and Spell Damage by 5% for 10 seconds.
Recuperative Treatise procs this, and also gives Major Brutality and Major Sorcery when slotted.Psychic Lesion: [With a Herald of the Tome ability slotted] Your attacks wound the mind with heretical knowledge, increasing the damage dealt by Status Effects by 15% and Status Effect Chance by 55%.
You'll definitely have Fatecarver slotted if you took this line, and at least one other skill to generate Crux.Splintered Secrets: What they don't know can kill them. Increase your Physical and Spell Penetration by 991 per Herald of the Tome ability slotted.
You can reach nearly 15K pen on a light armor build with all six active abilities slotted on one bar, and that's with a precise staff.
The thing that makes it so evil is that everything you need to pump it up to horrifying levels of power is right there on one skill line—and now you can pick and choose two more skill lines worth of damage-boosting passives to make it even nastier.
RlyDontKnow wrote: »Is it massively outperforming, though? The huge parse on PTS we see right now is using a ST set to get that high.
RlyDontKnow wrote: »If you hate beaming that much, then don’t use it. It’s not like you’re forced to. Even less so with the new build options.
RlyDontKnow wrote: »So where is the issue here? That people have a build that gets acceptable results which makes a lot of content accessible to them? That people get better result when they opt for simplicity? Should there be nothing between HA sorcs and your average endgame build with complicated rotations because timers don’t really align, anymore?
RlyDontKnow wrote: »The only way that the existence of a simpler build that clears the bar of being good enough is not an issue according to your reasoning is if it doesn’t exist. It doesn’t need to be the best. As long as it’s good enough people will get further by being able to pay more attention and thus progress further. So the only option to fix your issue is to nerf the good enough build so hard into the ground that it’s not good enough, anymore.
RlyDontKnow wrote: »So… just leave it around there. It doesn’t need the buff it got PTS week one. And if people agree it needs a slight nerf (say 5%), sure, go for it. I couldn’t care less. But don’t change so drastically it becomes useless (like turning it into direct damage, huge damage nerf, or other similar “just get rid of it” suggestions). It’s nowhere near that strong.
If you check some of my previous comments, you'll see I've actually pointed out the difficulties and issues with "nerfing" beam in a way that doesn't break the class and create the same problem but in the other direction (beam no longer keeping up with high CPM gameplay). What I'd actually love to see is simply some alternatives to beam that enable ranged cleave without a long channel time. Either way, to balance this isn't a simple issue and I don't envy the hole ZOS dug for themselves with this.
That's because it's not a spammable per se. You can't just spam it, you have to build the crux first. A flail flail beam combination lands at ~1.76 Damager per Power. A flail beam combination lands at around 1.89 Damage per Power.There is no other spammable in the game that can compare. It's not just about ST damage or any specific parses on PTS right now. It's an issue on live too and subclassing + an 8% base damage increase are inflating the issue.
I don't think imbalances are fine. But the discussion about Arcanists is not just imbalances. It's about how much worse an easier playstyle should be. I'm perfectly fine if beam gets turned down a notch. But this isn't what people are calling for. And the templar treatments in the past have shown that this isn't where it stops. So the question is: what is the actual issue here?RlyDontKnow wrote: »If you hate beaming that much, then don’t use it. It’s not like you’re forced to. Even less so with the new build options.
This is extremely unhelpful.
If you personally think imbalances are fine because "you don't have to play a certain way" then please try to understand that people might want good performance and the ability to play the playstyle they prefer at the same time.
I agree it's unfortunate that there's so much focus on cleave lately. I have to admit I haven't done that much of the most recent trials as I just recently got back into the game, but where exactly is there so much need for *ranged* cleave?RlyDontKnow wrote: »The only way that the existence of a simpler build that clears the bar of being good enough is not an issue according to your reasoning is if it doesn’t exist. It doesn’t need to be the best. As long as it’s good enough people will get further by being able to pay more attention and thus progress further. So the only option to fix your issue is to nerf the good enough build so hard into the ground that it’s not good enough, anymore.
Please don't put words in my mouth.
I don't care if arc beam is as good as other playstyles and can do the same content. It should be able to. What I care about is that it's so far ahead in almost every single scenario. (So we are very clear, a large part of this is due to the range and cleave on beam).
Someone getting the same damage numbers on a simpler build than me is 100% acceptable, since in that scenario I have chosen to use the more complicated build. What isn't okay is that there are many situations where someone can objectively play extremely well on another class/playstyle and it will be practically impossible for them to hold their own with an arc. (Again, ranged cleave is a big part of this. The design of recent trials has heavily focused on situations where cleave is really important. If there'd been more ST focused fights in recent trials, the situation on live would be different.)
I don't think this will satisfy anyone, really. If you look at Templar U34 or even older you had a very similar build to what arca is today (simple rotation, good damage, etc.) with the following differences:RlyDontKnow wrote: »So… just leave it around there. It doesn’t need the buff it got PTS week one. And if people agree it needs a slight nerf (say 5%), sure, go for it. I couldn’t care less. But don’t change so drastically it becomes useless (like turning it into direct damage, huge damage nerf, or other similar “just get rid of it” suggestions). It’s nowhere near that strong.
If you check some of my previous comments, you'll see I've actually pointed out the difficulties and issues with "nerfing" beam in a way that doesn't break the class and create the same problem but in the other direction (beam no longer keeping up with high CPM gameplay). What I'd actually love to see is simply some alternatives to beam that enable ranged cleave without a long channel time. Either way, to balance this isn't a simple issue and I don't envy the hole ZOS dug for themselves with this.