Hi again everyone,
After the release of the 0.3 notes today, i wanted to talk about the change and especially the developer comment we recieved:
Passive Change
Change:
Piercing Cold: Increased this passive's increase to Frost Damage to 7/15%, up from 5/10%.
I think it'll be easiest to tell in time whether this change proves to be too strong like ZOS thinks it is. We know that the 0.0 version of piercing cold was pretty undertuned and this change increases it's value by 5% (which is a 50% increase), It's nice to see some tuning done to this passive, but after my initial tests a couple weeks ago, i have a hard time believing that this is going to blow frost damage out of proportion, but it is at least appreciated (at least by me) in the meantime. What's a lot more interesting than this passive change is the developer comment which indicates the intention behind this change.
Developer Comment
We're temporarily inflating the damage of this passive to influence Frost Damage a bit more aggressively than we'd like, until we can find better long-term solutions (like more sources of Frost Damage in general) for those who wish to wield the cold like a weapon.
This is far FAR more exciting to me as someone who's been at the forefront of complaining about frost damage dealing for 8 years (yes I do have a job). Having an actual long term goal in mind for the playstyle is going to do wonders, provided it is actually acted upon and not forgotten about. We will be holding you guys to this.
Now, It's time to unpack what frost damage builds need moving forward and the areas to focus on.
Frost Damage Dealer Needs (Long Term Solutions)
Payoff
The last and
most crucial thing that a frost damage dealer needs to actually
exist is a Frost Damage payoff/delayed burst damage skill that preferably utilises our insane chilled proc rate as a condition. Also preferably placed within the winter's embrace skill line. Utilising payoff/delayed burst damage skills like Relentless Focus, Subterranean Assault and/or Blighted Blastbones is cool and all, but they don't at all fit the theme we're going for. Tentacular Dread might deal frost damage, but it's very thematically unrelated.
Chilled doing so much damage is awesome and it's great because it incentivises using frost damage skills, however, there's still no actual payoff. you're applying all of this chilled and it is dealing a lot of damage, but there's more damage in other better settups that don't require investment like that. there's 1 thing that winter's embrace damage dealers excel at, and that is applying many individual ticks of chilled within the span of a few seconds, sometimes even less. This is some proper identity. It will feel very good to be able to use that to work towards an even better damage event with visual spectacle and good damage output.
I believe that this, more than anything is what frost damage builds need. but that isn't to discredit the other things i'll list below as i think they're important too.
Side notes:
On another note regarding this topic, after testing Tentacular Dread, i found that while it does deal some decent damage, that doesn't appear to be its main focus as it's condition of crux is far too slow and restrictive to ever properly function as a frost damage dealer's big "payoff skill". It simply doesn't work as if you wanted to use a (subpar) frost damage spammable at the same time as using Tentacular Dread would require being an arcanist as your base class specifically to get crux generation on chilling soul or knife. I think Tentacular Dread is a great skill, as many new builds are utilising it to amplify their damage, but i don't think it would, or should ever be remolded to fix the purpose we would need, Instead, an unused morph of a Winter's Embrace skill such as Frozen Retreat could be completely reworked to fulfill this role.
Another side note, I once believed that Deep Fissure should be reworked to deal frost damage, along with the rest of animal companions. Now that subclassing exists and lines can now be viewed more individually, I believe that while more powerful frost damage skills would be fantastic, i no longer believe they should be on Animal Companions. Instead i think that Winter's Embrace, Storm Calling and other lines should be more diversified. I'm not the only one to suggest that there should be a mixup of skill lines and that damage passives and utility should be more liberally shared around so as to not invalidate builds not entirely pumping everything to maximise their role's power.
An Ancient Knowledge DPS passive
Lets face it. the biggest issue with the frost staff is that it has no bonus for damage dealers as it passively is only a weapon for tanks. Piercing Cold has always been compensating for its shortcomings and if the ice staff itself didn't punish you for trying to play as a damage dealer, it wouldn't have to be so inflated to do that. I think the previous iteration of piercing cold changing the bonus based on your max HP was quite a good way of seperating the 2 roles and so i would suggest something similar to be implemented on the frost staff version of ancient knowledge. I've always viewed frost as an element in fantasy that was good at critical strikes and crowd control. while crowd control is cool, it doesn't affect bosses and that therefore heavily cripples the impact you would have on a CC immune target. Critical strikes on the other hand are an excellent damage dealing bonus and always highly sought after. I would love for new players to pick up an ice staff and see that they can make a cool damage build with it instead of reading that they can only side-ways stick hold with it. While i think that its important to keep the ice staff as a tanking weapon, i also think that it's important for the ice staff to fulfil the same role it has in most other fantasy rpgs, that of damage dealing. So, seperating these 2 roles using health pools seems like the most effective way to do this.
Variety of Damage Skills and the compression of underutilised Winter's Embrace morphs
I've always loved the look of Winter's Revenge and Arctic Blast, however, there's a couple of dps skill roles that frost damage has not covered yet. Off the top of my head, the 2 i can think of are that we don't have a Melee Spammable varient, and we don't have an execute, or frost damage skill that scales up in execute. I'd love to see these going forward. especially a melee damage spammable, which i'd love to see on winter's embrace. i had an idea that it'd be cool to compress a morph of frost cloak to have the minor protection and massive group range bonus and have the other be a frost damage melee spammable that grants you major resolve after you use it. It would work very well with arctic blast. I think that Winter's Embrace has a lot of potential to compress morph effects with both frost cloak and frozen gate, allowing 1 morph to do its original role with both benefits active, while allowing another morph to deal some proper damage.
Winter's Embrace is not just simply a Tank line. It's always been a mixture of tanking and damage dealing. Now with the introduction of subclassing and the constant addressing of frost damage dealers, i think it's time to simply rip the band-aid off and acknowledge winter's embrace as a dual purpose line. Frozen Gate does not need 2 morphs to be a niche tank pull because 1 will always underperform the other. I don't believe that's in the spirit of the morph system. The Morph System is at its best with skills like crystal fragments/crystal weapon and bound armaments/bound aegis.
A pure Frost Damage dealer's Monster Helmet or a Mythic Item
There's always been a massive gap between flame damage monster helmets and frost and shock damage ones. Our only currently viable option is Iceheart and while it's proc is solid and looks pretty neat, it's got part of its power budget tied to that damage shield. I would love to see more ideas.
That's it for this week everyone.
thanks for the good communication
@ZOS_Kevin. This developer comment was very encouraging to read and i really hope we continue to see more like it, (with some action implemented too)
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