Tying weapons to passives or skills is a terrible direction, you shouldn't be required to run ANY weapon to get the full value of class feature.
This especially hurts people who don't want to use Ice Staff but will feel forced to get the full value.
Make Ice Staff desirable inside the Destro Tree instead of this weird Frankenstein Change.
MurkyWetWolf198 wrote: »Honestly man, I was little excited at first too, before I saw the numbers. I do really like the idea of a frost mage. But, 2 things; I think the numbers should be different. The base increase should help put Wardens on an even footing with other classes, making it something like +6% or +8%. Then, have the unique damage with Frost Staff be another 6% or 8%. That would still let Frost mages get a nice solid buff, but would help wardens in general be more competitive. Maybe even make the base number higher, idk.Whats wrong? Stamina will get value from this passive, magica will finally get viable Frost mage.Is it an excellent rework? xD Seems like I’m missing something, unless this is a “Woosh” moment xD
Several abilities such as Eternal Guardian will require some tweaking, but that's nothing compared to the fact that people can now play as cryomancers without crutches.
However, more than changes to passives, I’d really like an Ice Damage spammable. Like, if I’m a frost build, my only options for a spammable are a reptilian bird thing (Dive) or using an ability that does 1/3 frost damage but also fire and shock (force pulse). Like, it just doesn’t feel right
Piercing Cold: This passive now increases your damage done by 1/2% which increases to 5/10% while wielding an Ice Staff, rather than increasing your Magic and Frost Damage by 5/10%.
Sorcerer need same for Energized please!
Energized:
Increases your Physical and Shock Damage by 5%.
Increases your damage done by X/Y% which increases to Z/Q% while wielding a Storm Staff.
UPD:Ok, I was quick to rejoice. But after whole this time staff users have been ignored, I can't blame myself for that. Just a single piece of changes in which staff users were remembered blew my mind.
This is a terrible idea for so many reasons, as outlined elsewhere. What zos has been doing to warden of late boggles the mind. Do they not have the resources/personnel/passion to put the effort in for a paid class.
Warden was pretty good in u35, and could bring value in every spec, it just needed some small improvements to several morphs. There were a lot of good ideas floating around the community, presented here in the forums. But as usual combat devs think they know best, or outright refuse to take any advice, and deliberately forge a different path even if it's a bad one.
Piercing Cold: This passive now increases your damage done by 1/2% which increases to 5/10% while wielding an Ice Staff, rather than increasing your Magic and Frost Damage by 5/10%.
Sorcerer need same for Energized please!
Energized:
Increases your Physical and Shock Damage by 5%.
Increases your damage done by X/Y% which increases to Z/Q% while wielding a Storm Staff.
UPD:Ok, I was quick to rejoice. But after whole this time staff users have been ignored, I can't blame myself for that. Just a single piece of changes in which staff users were remembered blew my mind.
Lets just kill every build and class no more play what u want.
what next lets kill and tied every class with specific weapon..
Warden:
Piercing Cold: This passive now increases your damage done by 1/2% which increases to 5/10% while wielding an Ice Staff, rather than increasing your Magic and Frost Damage by 5/10%.
Sorcerer:
Energized: This passive now Increases your damage done by 1/2% which increases to 5/10% while wielding an shock staff.
rather then Increasing your Physical and Shock Damage by 3/5%.
Expert Mage: This passive now Increases penetration by 990 for each Sorcerer ability slotted, rather then Increases Spell Damage and Weapon Damage by 2% for each Sorcerer ability slotted.
Dragonknight:
World in Ruin passive: This passive now Increases your damage of your Flame and Poison attacks by 1/2%. which increase to 3/5% while wielding an fire staff,
rather then increasing your damage of your Flame and Poison attacks by 3/5%.
Searing Heat: This passive now only increase Dragonknight Standard abilities by 25% and the duration by 4 seconds,
rather then Increases the damage of Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 25% and the duration by 4 seconds.
Templar:
Balanced Warrior: This passive now Increases critical rate by 2%. which increase to 3/5% while wielding duel wield
rather then Increases Weapon and Spell Damage by 6% and Physical and Spell Resistance by 1320.
and more...
This changes should be in weapons passive not in class passive.
I hope u change and nerf every class with this stupid ideas
@ZOS_GinaBruno @ZOS_BrianWheeler
If this change to piercing cold goes live I will abandon my main that I've being playing since 2018.
Also i will never forgive the combat team that, in my opinion, is literally ruining the game for a lot of people.