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Wizard: Options for Arcane Empowerment?

drago#9606 drago Member Posts: 40 Arc User
This is an off-shoot of the main Wizard changes discussion topic. The reason for making it is that the changes on preview to the Arcanist paragon, where base damage is buffed a reasonable amount to make the class more competitive, basically mean Arcane Empowerment itself needs to be nerfed in some respect in order to make sure it's not ridiculously powerful (if you combined the rest of the changes on preview with the old version of AE, it would likely blitz everything).

The Arcane Empowerment daily has a few variables that can be adjusted that potentially alter the playstyle a bit:

- Cooldown/recharge speed bonus
- Time window of empowerment
- Damage buff whilst empowered

The initial changes being experimented with have focused on keeping the time window the same, increasing the damage buff from 10% to 20% and reducing the recharge speed significantly. From a dps perspective, it works pretty well when combined with the other changes. We're seeing ST build numbers quite similar to Rogue. But it does have a potential negative impact from a playstyle perspective, if you're looking for something that is based on rapid encounter usage - which is what AE was designed for.

(Action point gain has also been enabled whilst empowered, which previously it was not, which is actually quite a decent benefit IMO)

This raises the question of whether we should try different combinations of the above variables in order to retain that "high encounter use" playstyle, whilst keeping the dps similar to where it is currently on preview? Or are the current changes just fine as they are?

Some initial thoughts on alternative variable combinations:

- Keep the old recharge speed and the current damage buff, but reduce the time window for being empowered
- Keep the old recharge speed and the current time window, but reduce the damage buff (or even debuff!) whilst empowered

There are probably other combos that might work, so figured I'd see what ideas other players might have...

FYI @rgutscheradev

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    mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    you get 2 of each encounter casts in 10 sec and dont forget the encounters got 15% boost on their base damage and an extra 10% from the ae. the new ae is fine.
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    drago#9606 drago Member Posts: 40 Arc User

    you get 2 of each encounter casts in 10 sec and dont forget the encounters got 15% boost on their base damage and an extra 10% from the ae. the new ae is fine.

    I agree with you on the dps front. Not looking to push for an increase to dps at all, since its about right on preview IMO. This is more about whether adjusting the variables of AE in a different way might lead to a more satisfactory playstyle (or not), whilst keeping the dps the same.
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    arazith07arazith07 Member, NW M9 Playtest Posts: 1,719 Arc User
    Copy/pasta from the other thread:

    As for how to balance the power, would adding and removing charges be possible? For example when an Arcanist uses AE, it gives all your equipped encounter powers an additional 2 charges of use that are expended when used and do not get added back until AE is cast again (and resets any unused charges so that we can't stack AE uses).
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    drago#9606 drago Member Posts: 40 Arc User
    edited October 2022
    @rgutscheradev would be interested in your take on this as the dev. Is there fundamentally any reason that means other combos of the variables involved (time, cd speed, damage buff) couldn't be tested with reasonable ease? Would alternatives be considered if there was community consensus around trying them? (if it's just 1 or 2 people suggesting changes, clearly that's not much of a case to do anything different)

    Also interested in whether you think @arazith07's concept of charges would be feasible or whether you'd consider it too much to change at this point in the process?
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