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Nice Combat Changes

propertyOfUndefined
propertyOfUndefined
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Undeath nerfed and necromancer buffed... Finally!

Pass 1 changes look really promising to me. Thank you for acknowledging pvp and making these much-needed adjustments.
  • Pevey
    Pevey
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    Except for warden.

    I leave this game for 2 years out of frustration, finally come back, finally accept that my main warden can only do decent damage with ice staff, finally convert my Imperial main to mag (which was against all instinct) and adjust my build to do a good parse for vet trials...

    And already after just 1 month my damage gets a flat damage nerf of 4% across the board. OUCH! It's already tough enough to get on end game rosters as a warden dps.

    Please find some way to adjust warden pvp tank damage without making the class even LESS viable for end game PVE dps. PLEASE.

    EDIT: This is especially important if necro tanks will now be able to apply minor vuln with boneyard. No benefit of having a dps who can run fletcher to take that off support. So even less reason to want a warden dps on the team, as they bring nothing to the table.

    Also, the change to betty was not a damage increase. It is a net neutral. Running the skill requires a global cool down every 20 seconds, and the 5% damage mitigates this. Which is a wash and just means that for warden, in order to have halfway decent sustain, you have to play this extra minigame in your rotation.

    Wardens already have the most complex rotation to achieve a good parse. You have the netch minigame, the shalks minigame, and the reach minigame. The complexity should be rewarded with a higher ceiling, not a lower one.
    Edited by Pevey on 8 July 2024 20:37
  • Skjaldbjorn
    Skjaldbjorn
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    Pevey wrote: »
    Except for warden.

    I leave this game for 2 years out of frustration, finally come back, finally accept that my main warden can only do decent damage with ice staff, finally convert my Imperial main to mag (which was against all instinct) and adjust my build to do a good parse for vet trials...

    And already after just 1 month my damage gets a flat damage nerf of 4% across the board. OUCH! It's already tough enough to get on end game rosters as a warden dps.

    This is a net buff of ~6%, because you're no longer forcibly required to use a frost staff. Daggers are back baby. That's massive. Warden being stuck using a frost staff didn't help them. Now Wardens can actually be build viable without being forced to use two Arena weapons to even be mildly decent.
  • Pevey
    Pevey
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    Pevey wrote: »
    Except for warden.

    I leave this game for 2 years out of frustration, finally come back, finally accept that my main warden can only do decent damage with ice staff, finally convert my Imperial main to mag (which was against all instinct) and adjust my build to do a good parse for vet trials...

    And already after just 1 month my damage gets a flat damage nerf of 4% across the board. OUCH! It's already tough enough to get on end game rosters as a warden dps.

    This is a net buff of ~6%, because you're no longer forcibly required to use a frost staff. Daggers are back baby. That's massive. Warden being stuck using a frost staff didn't help them. Now Wardens can actually be build viable without being forced to use two Arena weapons to even be mildly decent.

    I'm genuinely confused. How is this a buff? Ice was outperforming daggers because warden damage generally sucks. This passive was the only saving grace. Going back to daggers will still be a big dps loss vs live.
  • Skjaldbjorn
    Skjaldbjorn
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    Pevey wrote: »
    Pevey wrote: »
    Except for warden.

    I leave this game for 2 years out of frustration, finally come back, finally accept that my main warden can only do decent damage with ice staff, finally convert my Imperial main to mag (which was against all instinct) and adjust my build to do a good parse for vet trials...

    And already after just 1 month my damage gets a flat damage nerf of 4% across the board. OUCH! It's already tough enough to get on end game rosters as a warden dps.

    This is a net buff of ~6%, because you're no longer forcibly required to use a frost staff. Daggers are back baby. That's massive. Warden being stuck using a frost staff didn't help them. Now Wardens can actually be build viable without being forced to use two Arena weapons to even be mildly decent.

    I'm genuinely confused. How is this a buff? Ice was outperforming daggers because warden damage generally sucks. This passive was the only saving grace. Going back to daggers will still be a big dps loss vs live.

    It shouldn't be. Between this change and the netch, non-frost staff Warden DPS just went up ~11%.
  • Skjaldbjorn
    Skjaldbjorn
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    Pevey wrote: »
    Pevey wrote: »
    Except for warden.

    I leave this game for 2 years out of frustration, finally come back, finally accept that my main warden can only do decent damage with ice staff, finally convert my Imperial main to mag (which was against all instinct) and adjust my build to do a good parse for vet trials...

    And already after just 1 month my damage gets a flat damage nerf of 4% across the board. OUCH! It's already tough enough to get on end game rosters as a warden dps.

    This is a net buff of ~6%, because you're no longer forcibly required to use a frost staff. Daggers are back baby. That's massive. Warden being stuck using a frost staff didn't help them. Now Wardens can actually be build viable without being forced to use two Arena weapons to even be mildly decent.

    I'm genuinely confused. How is this a buff? Ice was outperforming daggers because warden damage generally sucks. This passive was the only saving grace. Going back to daggers will still be a big dps loss vs live.

    And again, now Wardens can use two 5-pieces and a mythic without losing a ton of damage. The only actually viable Warden build was Master Frost + Maelstrom 2h, meaning you gave up any mythics/monsters if you wanted two 5-pieces. This is a breath of fresh air for the class.
  • Pevey
    Pevey
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    Ah, you're saying the passive no longer requires holding a frost staff. I'm not so sure. The wording is unclear. I will have to jump on pts to check.
  • Skjaldbjorn
    Skjaldbjorn
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    Pevey wrote: »
    Ah, you're saying the passive no longer requires holding a frost staff. I'm not so sure. The wording is unclear. I will have to jump on pts to check.

    Already on PTS, and it does not. Just deal frost damage and be sub-30k HP.
  • Skjaldbjorn
    Skjaldbjorn
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    Pevey wrote: »
    Ah, you're saying the passive no longer requires holding a frost staff. I'm not so sure. The wording is unclear. I will have to jump on pts to check.

    binkt3tw154i.png
  • Jsmalls
    Jsmalls
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    Curious about the Sorcerer change to Curse. Maybe its a typo, but the explanation makes it seem like they are changing the skill so that it CAN be blocked, despite stating that it can't be blocked. This will be an interesting change if so.
    Edited by Jsmalls on 8 July 2024 20:47
  • TechMaybeHic
    TechMaybeHic
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    That 30000 health marker is going to make the damage gain not there for PvP wardens. 30k is really the min health you want, and getting the toughness buff means you would have to use even less to rely on it. Guess you can still block cast away then
  • Pevey
    Pevey
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    Pevey wrote: »
    Ah, you're saying the passive no longer requires holding a frost staff. I'm not so sure. The wording is unclear. I will have to jump on pts to check.

    binkt3tw154i.png

    Hmm, okay... Makes zero sense why that would be a Piercing Cold passive, but.. okay. So maybe stam is meta again for warden. Will have to test it. I wish ZOS could figure out what they want to do with warden (and also necro), the ping pong is crazy.
  • Skjaldbjorn
    Skjaldbjorn
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    Pevey wrote: »
    Hmm, okay... Makes zero sense why that would be a Piercing Cold passive, but.. okay. So maybe stam is meta again for warden. Will have to test it. I wish ZOS could figure out what they want to do with warden (and also necro), the ping pong is crazy.

    I mean, it's when you deal Frost damage. It works.
  • Durham
    Durham
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    This is huge hit in PVP as this is a popular skill that will be useless in PVP lol

    This was a mainline PVP heal for the warden now they will be forced to use high health polar wind lol... Ohhh well

    PVP DEADWAIT
    PVP The Unguildables
  • Durham
    Durham
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    Wardens, DKs, Necros are nothing but pin cushions for Sorcs and Nightblades.

    So its all good!
    PVP DEADWAIT
    PVP The Unguildables
  • Pevey
    Pevey
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    Pevey wrote: »
    Pevey wrote: »
    Ah, you're saying the passive no longer requires holding a frost staff. I'm not so sure. The wording is unclear. I will have to jump on pts to check.

    binkt3tw154i.png

    Hmm, okay... Makes zero sense why that would be a Piercing Cold passive, but.. okay. So maybe stam is meta again for warden. Will have to test it. I wish ZOS could figure out what they want to do with warden (and also necro), the ping pong is crazy.

    Also, thank you for clearing up the confusion. I had missed that important detail.

    Still not sure how I feel overall. It brings us basically back to 2 years ago where stam warden far outperforms mag, I think. I'm curious to see what other (the very few who are left) warden dps do with this change.
  • Tommy_The_Gun
    Tommy_The_Gun
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    Daedric Curse:

    "This ability and its morphs now deal their full damage in an area around the cursed enemy, rather than dealing full damage to the cursed enemy and half damage in an area around them."

    So, umm... can some one explain to me if I am understanding this correctly ? I mean from the looks of it, if I understand this correctly, it means that Daedric Curse, Daedric Prey and Haunting Curse will no longer deal dmg to the target, but rather to every one around the target in the AOE.

    So.... Technically, assuming it is true, then it kinda, sort off should no longer break invisibility/cloak/Invisibility potions and crouch stealth, cuz those are broken only on taking direct damage.
  • TechMaybeHic
    TechMaybeHic
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    Daedric Curse:

    "This ability and its morphs now deal their full damage in an area around the cursed enemy, rather than dealing full damage to the cursed enemy and half damage in an area around them."

    So, umm... can some one explain to me if I am understanding this correctly ? I mean from the looks of it, if I understand this correctly, it means that Daedric Curse, Daedric Prey and Haunting Curse will no longer deal dmg to the target, but rather to every one around the target in the AOE.

    So.... Technically, assuming it is true, then it kinda, sort off should no longer break invisibility/cloak/Invisibility potions and crouch stealth, cuz those are broken only on taking direct damage.

    Think they mean all parties take full damage rather than half for the aoe effect
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