BretonMage wrote: »I don't know about Nightblade, but Sorcerer needs a spammable that's as effective as the Flail/Beam pair.
moderatelyfatman wrote: »BretonMage wrote: »I don't know about Nightblade, but Sorcerer needs a spammable that's as effective as the Flail/Beam pair.
Both skills do similar damage but one of these skills:
1. Is an AOE
2. Immobillizes the enemy
3. Heals the caster
4. Gives you a 5% damage buff
5. Generates crux for your main damage dealing ability.
The other skills does a similar amount of damage and gives:
1. 1k armor reduction on the target
2. 10% skill cost reduction on next skill.
Sounds balanced to me.
moderatelyfatman wrote: »BretonMage wrote: »I don't know about Nightblade, but Sorcerer needs a spammable that's as effective as the Flail/Beam pair.
Both skills do similar damage but one of these skills:
1. Is an AOE
2. Immobillizes the enemy
3. Heals the caster
4. Gives you a 5% damage buff
5. Generates crux for your main damage dealing ability.
The other skills does a similar amount of damage and gives:
1. 1k armor reduction on the target
2. 10% skill cost reduction on next skill.
Sounds balanced to me.
They should add or rework some of the skills in the classes so they can add area damage options for classes. Some classes do not have anything for this purpose. Yes we can subclass into Arcanist beam but why not add more options?
They should add or rework some of the skills in the classes so they can add area damage options for classes. Some classes do not have anything for this purpose. Yes we can subclass into Arcanist beam but why not add more options?
I love surprise attack and rapid strikes. I love melee but I hate ranged and spells. That's ok because I'm a single target powerhouse. Except beam does more single target damage than my spammable, while also being a massive aoe.
I don't get it. It clearly does too much. The only other option is jabs, but it looks and feels horrible.
Idk man something needs to change
freespirit wrote: »As someone who embraces Templars, I haven't even considereed adding the Arrcanist beam to my Templar skill set.
I use jabs a lot, for me it is way easier to use than that beam and when buried neck deep in mobs I barely notice what it looks like, plus there is no need to generate crux for extra damage! 🙂
Edit:- To add, I find the beam clunky and horrible to use, plus I hate it's animation, each to their own I suppose!
freespirit wrote: »As someone who embraces Templars, I haven't even considereed adding the Arrcanist beam to my Templar skill set.
I use jabs a lot, for me it is way easier to use than that beam and when buried neck deep in mobs I barely notice what it looks like, plus there is no need to generate crux for extra damage! 🙂
Edit:- To add, I find the beam clunky and horrible to use, plus I hate it's animation, each to their own I suppose!
Trust me, I really hate to be the one to say this, but PLEASE don't give ideas - you know jabs/sweeps is next in line after beam to be called for a nerf from those who enjoy nerfs...
freespirit wrote: »As someone who embraces Templars, I haven't even considereed adding the Arrcanist beam to my Templar skill set.
I use jabs a lot, for me it is way easier to use than that beam and when buried neck deep in mobs I barely notice what it looks like, plus there is no need to generate crux for extra damage! 🙂
Edit:- To add, I find the beam clunky and horrible to use, plus I hate it's animation, each to their own I suppose!
Trust me, I really hate to be the one to say this, but PLEASE don't give ideas - you know jabs/sweeps is next in line after beam to be called for a nerf from those who enjoy nerfs...
moderatelyfatman wrote: »BretonMage wrote: »I don't know about Nightblade, but Sorcerer needs a spammable that's as effective as the Flail/Beam pair.
Both skills do similar damage but one of these skills:
1. Is an AOE
2. Immobillizes the enemy
3. Heals the caster
4. Gives you a 5% damage buff
5. Generates crux for your main damage dealing ability.
The other skills does a similar amount of damage and gives:
1. 1k armor reduction on the target
2. 10% skill cost reduction on next skill.
Sounds balanced to me.
But Flail costs much more! And has a cast time! So let's call it even? /s
So what would be the best way to adjust Fatecarver? Just lowering the damage? I think tinkering with the functional side might throw the whole class into an identity crisis, although if we go that route I think the best option is to drastically decrease the range.
Like, jabs range.
Enemies should still be able to read the prin in the book you are beaming them with.
moderatelyfatman wrote: »moderatelyfatman wrote: »BretonMage wrote: »I don't know about Nightblade, but Sorcerer needs a spammable that's as effective as the Flail/Beam pair.
Both skills do similar damage but one of these skills:
1. Is an AOE
2. Immobillizes the enemy
3. Heals the caster
4. Gives you a 5% damage buff
5. Generates crux for your main damage dealing ability.
The other skills does a similar amount of damage and gives:
1. 1k armor reduction on the target
2. 10% skill cost reduction on next skill.
Sounds balanced to me.
But Flail costs much more! And has a cast time! So let's call it even? /s
So what would be the best way to adjust Fatecarver? Just lowering the damage? I think tinkering with the functional side might throw the whole class into an identity crisis, although if we go that route I think the best option is to drastically decrease the range.
Like, jabs range.
Enemies should still be able to read the prin in the book you are beaming them with.
The single target beam damage isn't top tier, it's the fact that it cuts through everything.
A way to balance it isn't to nerf the damage but get rid of the penetration effect. Instead, Fatecarver should cleave in a 5m radius around the first target it hits (much like a lightning staff).
This will get rid of some of the cheese is areas such as Cloudrest portals where they can simultaneously hit two crystals at once or Azureblight bomb in Dreadsail Reef. It will still be the top dps class but at least it might give other classes a chance.
SerafinaWaterstar wrote: »Do you mean beam (templar) or ‘read the book’ (arc)?
Whichever, please stop asking for nerfs. It’s tedious. Why not ask for other skills to be buffed instead?
SerafinaWaterstar wrote: »Do you mean beam (templar) or ‘read the book’ (arc)?
Whichever, please stop asking for nerfs. It’s tedious. Why not ask for other skills to be buffed instead?
I was taking about the arcanist beam. I don't like nerfs tbh, but whatever they gotta do to make other options more appealing and competitive is fine with me
They should add or rework some of the skills in the classes so they can add area damage options for classes. Some classes do not have anything for this purpose. Yes we can subclass into Arcanist beam but why not add more options?
They should add or rework some of the skills in the classes so they can add area damage options for classes. Some classes do not have anything for this purpose. Yes we can subclass into Arcanist beam but why not add more options?
This.
Rework spammables so they all have something desirable. For instance make some into dots so they can proc passives like Rapid Rot (which fatecarver was changed to direct damage as to not proc it).
Change the mechanical behavior so some do damage in a 6/8M radius cone (or a half moon) in front of the 'caster' rather than a line while others remain ST focused.
Instead of segregating the skill lines by 'intended use' like Arcanist give each skill line desirable skills for each (of the intended uses) thus making room for more 'spammables' to choose from.
Remove 'boring' passives (like 'make x skill last y seconds longer'), put enticing stuff there that makes the skill line appealing.
In summary, look at the matter as 'how we can have skills that synergize pleasingly in all three ranges (short, medium, long) of engagement and give a good balance of types of damage in a rotation with timers that are not constantly at odds with each other'.
There are so many ways to look at this conundrum besides the oh so popular 'I don't like this for x, y or z reason so I don't want you to have access to it'.
Arc Beam solves all your problems.
Need single target damage? Beam.
Need AOE damage? Beam.
Need to heal? Beam.
Need a shield to take more hits? Beam.
Need to fight at a safe distance? Beam.
Need all the above? Beam.
When in doubt, just beam. Nothing a bunch of beams won’t solve.
Name one spammable that satisfies all these categories. I can’t think of any! 😭😫
Beam damage is "OP" only with 3 crux.
I'm sure many players enjoy Beam as a play style without even building crux, and with 0 crux it is weaker than other skills.
I would buff the base damage because "0 crux = useless skill" right now, and if anything I would nerf the bonus given by crux.
That's the only thing I would change.
spartaxoxo wrote: »I think they need to undo the awful u35 aoe nerfs before touching beam, personally.