"Less intensely focused on buff management" has been a big theme of this update, and i understand it's inclusion. it does significantly reduce the fast paced management style of the class which i know a lot of people weren't a fan of, but i've gotten used to it.The changes to Scorch and their morphs were done in attempts to try and help the class feel less intensely focused on buff management and allow for other actions in combat.
The problem with this is that scorch is warden's only delayed burst skill. classes like sorcerer. and skills like haunting curse which seem to be the comparison that's being made with are different in a couple of ways compared to warden. Scorch's nature as an area of effect skill means it's power is significantly impaired by major evasion, it's also counterable in ways that curse isn't. they're both blockable, however, scorch has to be aimed at a target which means line of sight, movement and cc effects can cause it to not even hit at all, on top of being the only burst skill we have. if it doesn't hit, this means that our burst window has entirely failed. these are 2 different classes. a 6 second window after the first tick to use other skills is fine in pve, but in pvp you have nothing else to use that's delayed. you really need to be able to hit the second tick as well, because it is where most of your kill potential is because the initial tick hits so much lower than it did on live.While still trying to retain their burst-oriented nature, to a more balanced degree when comparing them to other burst skills and taking their total time before impact better into account.
This is great, thank you for listening to us on this point and reverting it back to the 3 second increments.The original PTS iteration was ultimately too disruptive to those who are familiar with the class, as it threw off the timing of the skill by a second, so we have brought it down back to the original duration while also keeping its overall timer divisible by 3s to help ensure a rhythm is felt with the class.
I understand the idea behind this change, however, there's some massive issues with this design being implemented.By separating the damage, we can also better allow the skill to function as a burst skill or a sustained DPS skill, where recasting it earlier will result in more total DPS, whereas waiting for the bigger explosion will result in those dopamine printing burst combos.
So really quick I want take us back to Murkmire, Zos Setout some goals to make Warden "better"
When this first happened I was excited, for a long time I wanted Northern Storm to be a nice Comparable Ultimate to the Bear and this was the Change we got:
Then in Scalebreaker, Advanced Species was reverted back to 2% but that loss of power never really shifted to anywhere else.
Northern Storm is Understandably a difficult ability to buff too much without it having a lot of consequences for PvP, but I really think we need to inject life back into it as a DPS Option for Warden.
Currently as it stands as Compared to DKs Standard of Might
Just by increasing the duration to 15s we get a lot closer to that value, but I also know that a 15s Northern Storm would be terrifying in PvP, which is why we would need to remove the Major Protection to make it more DPS Focused by Adding Major Brittle or something
But there's your trip down memory lane, let's hope we don't end up repeating ourselves again.
ESO_Nightingale wrote: »So really quick I want take us back to Murkmire, Zos Setout some goals to make Warden "better"
When this first happened I was excited, for a long time I wanted Northern Storm to be a nice Comparable Ultimate to the Bear and this was the Change we got:
Then in Scalebreaker, Advanced Species was reverted back to 2% but that loss of power never really shifted to anywhere else.
Northern Storm is Understandably a difficult ability to buff too much without it having a lot of consequences for PvP, but I really think we need to inject life back into it as a DPS Option for Warden.
Currently as it stands as Compared to DKs Standard of Might
Just by increasing the duration to 15s we get a lot closer to that value, but I also know that a 15s Northern Storm would be terrifying in PvP, which is why we would need to remove the Major Protection to make it more DPS Focused by Adding Major Brittle or something
But there's your trip down memory lane, let's hope we don't end up repeating ourselves again.
we don't know what zos's vision for warden is. we just don't. so by so many of us, and i stress this (because it's definitely not just me) collectively telling them that we really really want more representation of bleed and frost, they can maybe slowly work towards it patch by patch. there's no way in hell they'll get it done in one more week, even for 1 skill, but maybe in the future.
So really quick I want take us back to Murkmire, Zos Setout some goals to make Warden "better"
When this first happened I was excited, for a long time I wanted Northern Storm to be a nice Comparable Ultimate to the Bear and this was the Change we got:
Then in Scalebreaker, Advanced Species was reverted back to 2% but that loss of power never really shifted to anywhere else.
Northern Storm is Understandably a difficult ability to buff too much without it having a lot of consequences for PvP, but I really think we need to inject life back into it as a DPS Option for Warden.
Currently as it stands as Compared to DKs Standard of Might
Just by increasing the duration to 15s we get a lot closer to that value, but I also know that a 15s Northern Storm would be terrifying in PvP, which is why we would need to remove the Major Protection to make it more DPS Focused by Adding Major Brittle or something
But there's your trip down memory lane, let's hope we don't end up repeating ourselves again.
Urzigurumash wrote: »@Aldoss
Again you're focusing on these Single Target skills and paying no attention to whether Shalks can be adjusted to give Warden some of the power that Necro finds in the combination of Blastbones, Avid Boneyard, and Colossus. Avid Boneyard is limited by the global synergy cooldown which is much longer than 9 seconds.
AoEs have more potential than Single Target skills.
Deep Fissure alone will never make MagDen a competitive duelist and it shouldn't.
Your comparison of Deep Fissure to these Single Target skills is, like I said before, probably being made because Deep Fissure is Warden's only real Direct Damage skill in PvP. So if you want to talk about how MagDen lacks what Plar, NB, and DK have in terms of Single Target burst, Deep Fissure should not be the object of your attention.
Warden doesn't necessarily need a Class Single Target Direct Damage skill - if Warden can make the best use of some Non-Class skill. This was clearly evident during the 2020 D Swing meta when StamDen was pretty well at the top, or near it.
Doesn't that make sense?
I disagree with your assertion that comparing these skills to single target variations is flawed because the single biggest factor in all of this comes via the premise that DF can MISS its target entirely and do nothing for the time invested in it.
Lughlongarm wrote: »I have done some additional testing to Deep Fissure and this skill is better than implied. At first I thought that the skill's base damage was nerfed by 14% and the second tick just brings the damage back to what it was during week 1-3 of the PTS. But no, there is an hidden damage value - let's call it "X" If your base hidden value for this skill is 10k, the first blast will do - 8.6k and the second will do 12k damage(almost40% difference). The second tick is the real burst. Moreover, many players don't even realize that the penetration debuff does not apply to the damage proc itself. When you first cast deep Fissure, the skill will first apply the damage and only after the debuff, so it means you basically lose some damage. With this double proc combo, the big burst will have a good chance to land while the debuff already been applied(and for one cast).
Regarding Sub Assault - I reviewed the the PTS notes again and realized that the skill is completely bugged right now. Not only it procs at 3/8 sec(and not 3/6), its damage is also based on X*0.86 and not X. I believe they massed up somewhere along the way. If X is not part to the skill's core damage measurement, why everything is being calculated around it?(I don't think any other skill works like that).
I think the Core skill(Scorch) suppose to have the base damage of X with 3/9 cast time.
Sub Assault will also have the X damage value with 3/6 cast time.
Deep Fissure - will have X*0.86/X*1.2 damage values with 3/9 cast time.
SO overall, if this is how it was intended, I can stand behind these changes.
I want to be as calm as possible when writing posts like this, but I'm just really getting overwhelmed at how crazy these ideas are and how they're ever making their way out of the brainstorming sessions I assume ZOS has before implementing PTS changes.
The Dev Comments
While I'm thankful for the inclusion of these comments, the statements made within them are becoming increasingly insulting.
Warden is a "burst class" only because Wrobel said it was. That doesn't make us a burst class. Plars, Magdks, Sorcs, and Nightblades are burst classes by any definition. We all have access to delayed burst.
Dive is not delayed burst. It's just bad.
Scorch is the definition of delayed burst, but it's no different from every other class' delayed burst tool.
The developer comments are really important opportunities for us wardens to actually understand how ZOS sees us, and unfortunately, the recent comments have proven to us that no one at ZOS knows what a warden is, let alone what it needs to stop being the worst PvP DD in the game.
Delayed Burst
While I'm appreciate that scorch was looked at this week, the idea implemented is just absolutely poorly thought out. It's an idea that makes you go "oh man, what if we did this... " and it sounds so cool, but then you step back and think about all angles and perspectives and realize that it can never work, and then you scrap the idea.
How did it ever make it out of the brainstorming session that warden's burst should be locked behind a 9 second window?! If the ability were undodgeable, targetable, and only guaranteed if not purged, then you might have something there.
As is, this is an awful burden to put onto the already worst performing PvP DD in the game. Aiming any shalk hit is a challenge, but forcing us to now operate on the single longest delayed burst window in the game for a payout that barely competes with Purifying Light, Molten Whip, Haunting Curse, or Assassin's Will is disappointing, to say it as politely as I can.
As a NB, nothing is more infuriating than watching your target roll dodge that bow proc, but as infuriating as that is, it's a scenario that can be planned around, and still does absurd amounts of damage for the time cost that goes into it.
Watching my 9sec shalk miss is now the most devastating experience of any class. Watching it hit feels like winning the jackpot on a scratch off, but only to learn that the jackpot winnings is $20. The damage just isn't there.
This skill needs a complete rework, and that's unfortunately not possible now that you have no time to properly implement it. Give us the Falcon's Swiftness and Arctic change, do what you're intent on doing with ground and sticky dots, perpetuate the status quo of magden being bottom tier in PvP for yet another 3 month cycle, and call it a day.
I frankly have no interest in relearning this skill when it still means that magden is bottom tier. Go back to the drawing board. I'll go play some other games while you figure this out. From my discussions with other magdens, I'm not alone in this thinking.
Nightingale's Propositions
These are level headed, well thought out changes that should have been implemented years ago. It has continuously made 0 sense that stamdens gain no benefit from their skill morphs from class passives. It makes 0 sense that the "Masters of ice" have barely any frost damage skills.
Warden is a frost caster/bleed bruiser. That identity gives the class purpose and uniformity moving forward to better help balance its skills.
Scorch
Deep Fissure needs to deal ice damage and Sub Assault needs to deal bleed. This has to be done.
Major Breach has to be removed from DF and needs to be added to the base skill. There's no reason for it to exist on the one that already does more damage because it is the "chosen one" by our passives while the other isn't. Put Major Breach on the base and give DF the Minor buff. Stamdens can already rely on sundered to give them decent uptime on Minor.
Deep Fissure 100% CAN NOT become a 9 second burst window without being altered to become essentially the most overpowered, juiced skill in the game.
ZOS says they want numbers, not anecdotes. Here you go:
Assassin's Will has a power/sec of 1585.2, making it the single most hard hitting skill in the game that isn't an ultimate. It takes 5 seconds to charge, but can be withheld and used "at will" by the caster for when that player decides to expel it.
If you want to talk about DF being standardized against Haunting Curse, there you go. Haunting Curse now has a power/sec value TWICE that of the 9 second DF hit AND IT CANNOT BE DODGED OR MISSED. Technically this also hits multiple targets, but I'm considering the application of the skill and not the bonus damage that the skill provides as its special characteristic.
I just honestly don't understand what's happening at ZOS HQ anymore. Everyone is saying that they're guilty of balancing these skills based on a spreadsheet. So I just quantified them in a spreadsheet and I'm left totally lost at how anyone could look at this and say "yeah, that'll totally solve the warden problem!".
We need a miracle next Monday and I have no faith that we'll get it. Magden will remain as the meme that it is for yet another 3 month cycle.
EDIT - I guess I should give a proposal...
Revert DF back to 3 seconds and drop its power budget back to the same value that Haunting Curse has, 4906. That gives us a power/sec that puts it at the top of the charts for power/sec (1635.3), but is balanced around all the drawbacks that the skill currently suffers from (Major Evasion, dodge rolling, missing, locked in timer).
Magdens are already used to casting this skill every 3 seconds. Why change it? We like this play style. Don't change it, just make it worth the struggle to actually make it land.
This change does not make magden okay. We are still far from okay, but this PTS patch has done something so defeating that no one in their right mind will ever consider playing magden DD again. You are killing this class. Please stop.
So really quick I want take us back to Murkmire, Zos Setout some goals to make Warden "better"
When this first happened I was excited, for a long time I wanted Northern Storm to be a nice Comparable Ultimate to the Bear and this was the Change we got:
Then in Scalebreaker, Advanced Species was reverted back to 2% but that loss of power never really shifted to anywhere else.
Northern Storm is Understandably a difficult ability to buff too much without it having a lot of consequences for PvP, but I really think we need to inject life back into it as a DPS Option for Warden.
Currently as it stands as Compared to DKs Standard of Might
Just by increasing the duration to 15s we get a lot closer to that value, but I also know that a 15s Northern Storm would be terrifying in PvP, which is why we would need to remove the Major Protection to make it more DPS Focused by Adding Major Brittle or something
But there's your trip down memory lane, let's hope we don't end up repeating ourselves again.
MindOfTheSwarm wrote: »So really quick I want take us back to Murkmire, Zos Setout some goals to make Warden "better"
When this first happened I was excited, for a long time I wanted Northern Storm to be a nice Comparable Ultimate to the Bear and this was the Change we got:
Then in Scalebreaker, Advanced Species was reverted back to 2% but that loss of power never really shifted to anywhere else.
Northern Storm is Understandably a difficult ability to buff too much without it having a lot of consequences for PvP, but I really think we need to inject life back into it as a DPS Option for Warden.
Currently as it stands as Compared to DKs Standard of Might
Just by increasing the duration to 15s we get a lot closer to that value, but I also know that a 15s Northern Storm would be terrifying in PvP, which is why we would need to remove the Major Protection to make it more DPS Focused by Adding Major Brittle or something
But there's your trip down memory lane, let's hope we don't end up repeating ourselves again.
Duration increases do not increase DPS.
MindOfTheSwarm wrote: »So really quick I want take us back to Murkmire, Zos Setout some goals to make Warden "better"
When this first happened I was excited, for a long time I wanted Northern Storm to be a nice Comparable Ultimate to the Bear and this was the Change we got:
Then in Scalebreaker, Advanced Species was reverted back to 2% but that loss of power never really shifted to anywhere else.
Northern Storm is Understandably a difficult ability to buff too much without it having a lot of consequences for PvP, but I really think we need to inject life back into it as a DPS Option for Warden.
Currently as it stands as Compared to DKs Standard of Might
Just by increasing the duration to 15s we get a lot closer to that value, but I also know that a 15s Northern Storm would be terrifying in PvP, which is why we would need to remove the Major Protection to make it more DPS Focused by Adding Major Brittle or something
But there's your trip down memory lane, let's hope we don't end up repeating ourselves again.
Duration increases do not increase DPS.
@Ratzkifal thanks, I amended that mistake. I remember reading something where someone said it was the only aoe direct dmg skill that could be roll dodged, and I just believed them.
@Lughlongarm yes, that is how the current pts patch changed DF, but a lot of us are commenting about the double nerf that was processed on warden and this particular skill. They first nerfed Advanced Species, which lowered the tooltip damage, then they dropped the damage by 8%. The current iteration of DF now does 4755 dmg at 3 seconds, then 6604 at 9 seconds.
On live, this skill hits for 5621 every 3 seconds.
So the new math is:
Live 5621 x 3 = 16,863
PTS 4755 + 6604 = 11,359
6604 is a 15% buff over live BUT at the cost of a 9 second window on a skill that misses very frequently, even by practised magdens. Missing that window is absolutely devastating and its a huge nerf to sustained pressure. This is a nerf disguised as a buff. It sounds great on paper. It's awful to use.
Feel free to check my numbers. I'd love to be proven wrong, but even then, numbers don't change how awful this new 9 second window feels. I won't do it.
@Urzigurumash read above. The 2nd hit isn't as great as you're imagining it to be. For 9 seconds of build up for a proc that you have little control over, it better hit for as much as the bb + gr combo you're talking about, but it doesn't come close. At least a magcro gets to choose "I'm going to pop this proc". A magden MUST land that hit when it goes off. God forbid you reset the timer at 8 seconds by accident. God forbid you get stunned facing the wrong direction at 8 seconds.
Lughlongarm wrote: »@Ratzkifal thanks, I amended that mistake. I remember reading something where someone said it was the only aoe direct dmg skill that could be roll dodged, and I just believed them.
@Lughlongarm yes, that is how the current pts patch changed DF, but a lot of us are commenting about the double nerf that was processed on warden and this particular skill. They first nerfed Advanced Species, which lowered the tooltip damage, then they dropped the damage by 8%. The current iteration of DF now does 4755 dmg at 3 seconds, then 6604 at 9 seconds.
On live, this skill hits for 5621 every 3 seconds.
So the new math is:
Live 5621 x 3 = 16,863
PTS 4755 + 6604 = 11,359
6604 is a 15% buff over live BUT at the cost of a 9 second window on a skill that misses very frequently, even by practised magdens. Missing that window is absolutely devastating and its a huge nerf to sustained pressure. This is a nerf disguised as a buff. It sounds great on paper. It's awful to use.
Feel free to check my numbers. I'd love to be proven wrong, but even then, numbers don't change how awful this new 9 second window feels. I won't do it.
@Urzigurumash read above. The 2nd hit isn't as great as you're imagining it to be. For 9 seconds of build up for a proc that you have little control over, it better hit for as much as the bb + gr combo you're talking about, but it doesn't come close. At least a magcro gets to choose "I'm going to pop this proc". A magden MUST land that hit when it goes off. God forbid you reset the timer at 8 seconds by accident. God forbid you get stunned facing the wrong direction at 8 seconds.
Hi, we need to split the discussion.
My comment is related specifically to the current functionality of DF on the PTS which many of comments missed(that the spread between the first tick and the second tick is 20% and not the actual ~38%). It is also a follow up from me asking(I think on another thread) what's the deal with the 14% to SA(the stamina morph), I'm now like 90% convinced this is a bug.
Regarding Warden overall balance, my POV is mostly related to PvP , so I don't see "Advanced Specie" nerf as a big deal, and I don't use DF on CD, only perhaps during a burst window, but usually a killing combo will involve only 1 DF+ulti+spammble+stun+setup skill like clench or something. With the new rotation, the he first tick is for pressure and the debuff the second tick is to prepare a killing setup. Now I have 6 sec and less GSD to worry about so a lot of breathing room to try and catch the target. Sure its something I will have to test more and try to get used to but no one can really comment on it ATM because there is 0 ppl on PTS to even practice on.
Regarding PVE - The numbers I see for parses are bad, I like many of ideas on forums regarding how to fix it. When it comes to Scorch specifically, I think SA supposed to be the PVE skill(If we ignore the 14% nerf which I think is a bug). Just constant damage every 3 sec.
ESO_Nightingale wrote: »Lughlongarm wrote: »@Ratzkifal thanks, I amended that mistake. I remember reading something where someone said it was the only aoe direct dmg skill that could be roll dodged, and I just believed them.
@Lughlongarm yes, that is how the current pts patch changed DF, but a lot of us are commenting about the double nerf that was processed on warden and this particular skill. They first nerfed Advanced Species, which lowered the tooltip damage, then they dropped the damage by 8%. The current iteration of DF now does 4755 dmg at 3 seconds, then 6604 at 9 seconds.
On live, this skill hits for 5621 every 3 seconds.
So the new math is:
Live 5621 x 3 = 16,863
PTS 4755 + 6604 = 11,359
6604 is a 15% buff over live BUT at the cost of a 9 second window on a skill that misses very frequently, even by practised magdens. Missing that window is absolutely devastating and its a huge nerf to sustained pressure. This is a nerf disguised as a buff. It sounds great on paper. It's awful to use.
Feel free to check my numbers. I'd love to be proven wrong, but even then, numbers don't change how awful this new 9 second window feels. I won't do it.
@Urzigurumash read above. The 2nd hit isn't as great as you're imagining it to be. For 9 seconds of build up for a proc that you have little control over, it better hit for as much as the bb + gr combo you're talking about, but it doesn't come close. At least a magcro gets to choose "I'm going to pop this proc". A magden MUST land that hit when it goes off. God forbid you reset the timer at 8 seconds by accident. God forbid you get stunned facing the wrong direction at 8 seconds.
Hi, we need to split the discussion.
My comment is related specifically to the current functionality of DF on the PTS which many of comments missed(that the spread between the first tick and the second tick is 20% and not the actual ~38%). It is also a follow up from me asking(I think on another thread) what's the deal with the 14% to SA(the stamina morph), I'm now like 90% convinced this is a bug.
Regarding Warden overall balance, my POV is mostly related to PvP , so I don't see "Advanced Specie" nerf as a big deal, and I don't use DF on CD, only perhaps during a burst window, but usually a killing combo will involve only 1 DF+ulti+spammble+stun+setup skill like clench or something. With the new rotation, the he first tick is for pressure and the debuff the second tick is to prepare a killing setup. Now I have 6 sec and less GSD to worry about so a lot of breathing room to try and catch the target. Sure its something I will have to test more and try to get used to but no one can really comment on it ATM because there is 0 ppl on PTS to even practice on.
Regarding PVE - The numbers I see for parses are bad, I like many of ideas on forums regarding how to fix it. When it comes to Scorch specifically, I think SA supposed to be the PVE skill(If we ignore the 14% nerf which I think is a bug). Just constant damage every 3 sec.
they're roughly the same dps in pve. deep fissure is defacto better.
Lughlongarm wrote: »ESO_Nightingale wrote: »Lughlongarm wrote: »@Ratzkifal thanks, I amended that mistake. I remember reading something where someone said it was the only aoe direct dmg skill that could be roll dodged, and I just believed them.
@Lughlongarm yes, that is how the current pts patch changed DF, but a lot of us are commenting about the double nerf that was processed on warden and this particular skill. They first nerfed Advanced Species, which lowered the tooltip damage, then they dropped the damage by 8%. The current iteration of DF now does 4755 dmg at 3 seconds, then 6604 at 9 seconds.
On live, this skill hits for 5621 every 3 seconds.
So the new math is:
Live 5621 x 3 = 16,863
PTS 4755 + 6604 = 11,359
6604 is a 15% buff over live BUT at the cost of a 9 second window on a skill that misses very frequently, even by practised magdens. Missing that window is absolutely devastating and its a huge nerf to sustained pressure. This is a nerf disguised as a buff. It sounds great on paper. It's awful to use.
Feel free to check my numbers. I'd love to be proven wrong, but even then, numbers don't change how awful this new 9 second window feels. I won't do it.
@Urzigurumash read above. The 2nd hit isn't as great as you're imagining it to be. For 9 seconds of build up for a proc that you have little control over, it better hit for as much as the bb + gr combo you're talking about, but it doesn't come close. At least a magcro gets to choose "I'm going to pop this proc". A magden MUST land that hit when it goes off. God forbid you reset the timer at 8 seconds by accident. God forbid you get stunned facing the wrong direction at 8 seconds.
Hi, we need to split the discussion.
My comment is related specifically to the current functionality of DF on the PTS which many of comments missed(that the spread between the first tick and the second tick is 20% and not the actual ~38%). It is also a follow up from me asking(I think on another thread) what's the deal with the 14% to SA(the stamina morph), I'm now like 90% convinced this is a bug.
Regarding Warden overall balance, my POV is mostly related to PvP , so I don't see "Advanced Specie" nerf as a big deal, and I don't use DF on CD, only perhaps during a burst window, but usually a killing combo will involve only 1 DF+ulti+spammble+stun+setup skill like clench or something. With the new rotation, the he first tick is for pressure and the debuff the second tick is to prepare a killing setup. Now I have 6 sec and less GSD to worry about so a lot of breathing room to try and catch the target. Sure its something I will have to test more and try to get used to but no one can really comment on it ATM because there is 0 ppl on PTS to even practice on.
Regarding PVE - The numbers I see for parses are bad, I like many of ideas on forums regarding how to fix it. When it comes to Scorch specifically, I think SA supposed to be the PVE skill(If we ignore the 14% nerf which I think is a bug). Just constant damage every 3 sec.
they're roughly the same dps in pve. deep fissure is defacto better.
Yes, because based on my assumption which I explained, SA is bugged ATM so its roughly the same DPS as DF. After fix its should take the lead for consistent damage.
ESO_Nightingale wrote: »Lughlongarm wrote: »ESO_Nightingale wrote: »Lughlongarm wrote: »@Ratzkifal thanks, I amended that mistake. I remember reading something where someone said it was the only aoe direct dmg skill that could be roll dodged, and I just believed them.
@Lughlongarm yes, that is how the current pts patch changed DF, but a lot of us are commenting about the double nerf that was processed on warden and this particular skill. They first nerfed Advanced Species, which lowered the tooltip damage, then they dropped the damage by 8%. The current iteration of DF now does 4755 dmg at 3 seconds, then 6604 at 9 seconds.
On live, this skill hits for 5621 every 3 seconds.
So the new math is:
Live 5621 x 3 = 16,863
PTS 4755 + 6604 = 11,359
6604 is a 15% buff over live BUT at the cost of a 9 second window on a skill that misses very frequently, even by practised magdens. Missing that window is absolutely devastating and its a huge nerf to sustained pressure. This is a nerf disguised as a buff. It sounds great on paper. It's awful to use.
Feel free to check my numbers. I'd love to be proven wrong, but even then, numbers don't change how awful this new 9 second window feels. I won't do it.
@Urzigurumash read above. The 2nd hit isn't as great as you're imagining it to be. For 9 seconds of build up for a proc that you have little control over, it better hit for as much as the bb + gr combo you're talking about, but it doesn't come close. At least a magcro gets to choose "I'm going to pop this proc". A magden MUST land that hit when it goes off. God forbid you reset the timer at 8 seconds by accident. God forbid you get stunned facing the wrong direction at 8 seconds.
Hi, we need to split the discussion.
My comment is related specifically to the current functionality of DF on the PTS which many of comments missed(that the spread between the first tick and the second tick is 20% and not the actual ~38%). It is also a follow up from me asking(I think on another thread) what's the deal with the 14% to SA(the stamina morph), I'm now like 90% convinced this is a bug.
Regarding Warden overall balance, my POV is mostly related to PvP , so I don't see "Advanced Specie" nerf as a big deal, and I don't use DF on CD, only perhaps during a burst window, but usually a killing combo will involve only 1 DF+ulti+spammble+stun+setup skill like clench or something. With the new rotation, the he first tick is for pressure and the debuff the second tick is to prepare a killing setup. Now I have 6 sec and less GSD to worry about so a lot of breathing room to try and catch the target. Sure its something I will have to test more and try to get used to but no one can really comment on it ATM because there is 0 ppl on PTS to even practice on.
Regarding PVE - The numbers I see for parses are bad, I like many of ideas on forums regarding how to fix it. When it comes to Scorch specifically, I think SA supposed to be the PVE skill(If we ignore the 14% nerf which I think is a bug). Just constant damage every 3 sec.
they're roughly the same dps in pve. deep fissure is defacto better.
Yes, because based on my assumption which I explained, SA is bugged ATM so its roughly the same DPS as DF. After fix its should take the lead for consistent damage.
sub assault still got nerfed from live when it's not even making the class overperform, so not sure what that's about.
Lughlongarm wrote: »ESO_Nightingale wrote: »Lughlongarm wrote: »ESO_Nightingale wrote: »Lughlongarm wrote: »@Ratzkifal thanks, I amended that mistake. I remember reading something where someone said it was the only aoe direct dmg skill that could be roll dodged, and I just believed them.
@Lughlongarm yes, that is how the current pts patch changed DF, but a lot of us are commenting about the double nerf that was processed on warden and this particular skill. They first nerfed Advanced Species, which lowered the tooltip damage, then they dropped the damage by 8%. The current iteration of DF now does 4755 dmg at 3 seconds, then 6604 at 9 seconds.
On live, this skill hits for 5621 every 3 seconds.
So the new math is:
Live 5621 x 3 = 16,863
PTS 4755 + 6604 = 11,359
6604 is a 15% buff over live BUT at the cost of a 9 second window on a skill that misses very frequently, even by practised magdens. Missing that window is absolutely devastating and its a huge nerf to sustained pressure. This is a nerf disguised as a buff. It sounds great on paper. It's awful to use.
Feel free to check my numbers. I'd love to be proven wrong, but even then, numbers don't change how awful this new 9 second window feels. I won't do it.
@Urzigurumash read above. The 2nd hit isn't as great as you're imagining it to be. For 9 seconds of build up for a proc that you have little control over, it better hit for as much as the bb + gr combo you're talking about, but it doesn't come close. At least a magcro gets to choose "I'm going to pop this proc". A magden MUST land that hit when it goes off. God forbid you reset the timer at 8 seconds by accident. God forbid you get stunned facing the wrong direction at 8 seconds.
Hi, we need to split the discussion.
My comment is related specifically to the current functionality of DF on the PTS which many of comments missed(that the spread between the first tick and the second tick is 20% and not the actual ~38%). It is also a follow up from me asking(I think on another thread) what's the deal with the 14% to SA(the stamina morph), I'm now like 90% convinced this is a bug.
Regarding Warden overall balance, my POV is mostly related to PvP , so I don't see "Advanced Specie" nerf as a big deal, and I don't use DF on CD, only perhaps during a burst window, but usually a killing combo will involve only 1 DF+ulti+spammble+stun+setup skill like clench or something. With the new rotation, the he first tick is for pressure and the debuff the second tick is to prepare a killing setup. Now I have 6 sec and less GSD to worry about so a lot of breathing room to try and catch the target. Sure its something I will have to test more and try to get used to but no one can really comment on it ATM because there is 0 ppl on PTS to even practice on.
Regarding PVE - The numbers I see for parses are bad, I like many of ideas on forums regarding how to fix it. When it comes to Scorch specifically, I think SA supposed to be the PVE skill(If we ignore the 14% nerf which I think is a bug). Just constant damage every 3 sec.
they're roughly the same dps in pve. deep fissure is defacto better.
Yes, because based on my assumption which I explained, SA is bugged ATM so its roughly the same DPS as DF. After fix its should take the lead for consistent damage.
sub assault still got nerfed from live when it's not even making the class overperform, so not sure what that's about.
Neither do I, the 8% damage nerf to core skill was presented during week one, I mostly analyze week 4 changes.