Hi, I'm Bjorn. I began my ESO journey shortly before the Morrowind expansion dropped. Since then, I have mained the Warden class in multiple forms, but mainly Stamina DPS and Tank. For the purposes of this post, we will be discussing Stamina Warden, or at least whatever remains of that post-hybridization changes, and let me jump out and say I fully supported those changes and still do. I think, overall, they were best for the health of the game.
However, for us to accurately discuss and assess the Warden changes over time, we're going to have to travel back a long way. Very long. All the way back to 2018, and that's where we'll begin, with a patch note from the Murkmire DLC.
4.2.5 - Murkmire (10/2018)
One of the first instances I had seen as a Warden player in ESO where the developers actually listened to our criticism. It is true while other classes had a litany of ultimates to choose from that allowed them to thrive in single target or AoE fights, Wardens were chained to the bear and had no other option without completely destroying their DPS. This change, while not a wholesale fix, did assist and allowed us to drift out to other ultimates from time to time without feeling as though playing Warden was just a waste of time.
However, while this change was good on its face, less than a year later...
5.1.5 - Scalebreaker (08/2019)
Scalebreaker released. Here, we see the change to the Warden passive that was intended to assist us in moving away from the bear reverted. Any guesses at what wasn't reverted? That's correct! The changes to the bear. So now, instead of a full revert of this direction choice, they elected to revert only this change, and keep the THIRTY PERCENT bear nerf in the game.
Now, let's jump forward a bit to Dragonhold, which featured easily one of the most unpopular design decisions I have ever seen handed to a class in an MMO, and I've been playing MMOs for around 25 years.
5.2.5 - Dragonhold DLC (10/2019)
This change...I just...I can't even. I have no idea who dreamed up this dumpster fire of a skill change, but it was awful at conception and aged like milk. The bleed being chained to off-balance which has wildly varied uptimes depending on group composition and carries a weird timer compared to ESO skills that resulted in players having to alter their entire rotation and timing pattern just to make this skill not be terrible.
For myself and most other Wardens I knew, we largely dropped the skill entirely because while the damage was higher if you juggled and danced around the obnoxious timers, you could pull perfectly solid numbers without ever chucking a birb at anyone. I didn't really know a single Warden player that liked it. I still don't.
8.1.5 - Lost Depths DLC (08/2022)
This developer decision is a two-part problem.
1. On the subject of Cutting Dive, it took nearly THREE YEARS for a grossly unpopular decision to be reworked into something resembling a useable skill. That is a ridiculously long timeline to leave a class' core spammable rotting in the basement, though I guess Sorcs and DKs know how we felt.
2. Easily the second most unpopular change Warden ever received. ESO is a weird game in that stats can have pretty wildly different gains based on a lot of small factors. However, armor penetration is a stat with a very clear, concise cap that is largely useless in structured, optimized content, leaving this a change exclusively for PVP and Overland, which makes little sense, considering this was, as a developer at Zos even said, the "band-aid" that was holding the class up.
8.2.5 - Firesong DLC (10/2022)
Oh, look. Yet another Advanced Species change, and yet, no improvement. Similarly to the above problem, Critical Damage is another stat with a very clear, concise cap that offers no benefit once you've reached it. In optimized group content, it is ridiculously easy to reach crit damage cap, especially as medium armor has become more and more desired as the "main" armor weight, and already carries crit damage.
Scribes of Fate DLC (03/2023)
Finally, our last snippet here. This change made sense, the issue is, it didn't really help the skill. It just became a "cast it occasionally if you feel like it" DoT that didn't really serve in any meaningful way as a "spammable".
DISCUSSION:
The issues with Warden are deep and long-running. To a veteran Warden main, I would almost believed a conspiracy theory that there are two dev teams that take turns at making patches, one notices Wardens exist and want to throw them an occasional bone, and the other wants to delete the class entirely but can't quite convince the suits that it's worth it.
Now, I don't really PVP. I don't particularly enjoy PVP in ESO. However, I understand Warden has been a strong class in PVP most of its life since release, and I respect that. Having said that, many of these changes have little to nothing to do with PVP and only affect the PVE side of things. Those are the most mind-boggling to me.
The indecision and inconsistentcy applied to Warden is genuinely awe-inspiring. From nerfing the class' ultimate to apply damage elsewhere and open up the options they have, to reverting that not even a year later and failing to revert the changes that pushed it. That isn't a mistake, that's legitimately just developer malpractice.
And I don't say all this to attack or vilify the devs - in fact, quite the opposite. I am hoping, with some small shred of me that still believes Zos gives a damn about the Warden class, that it might inspire someone inside the dev team to actually go back and give Warden a strong look, and perhaps view them as more than a healer in PVE, which they've been stuck in as a role nearly since release, aside from various points where tanks were solid.
I'd like to take a moment here to compare some passives, because I think when you actually sit down and take a good look at damage passives, the problems begin to crawl out of the darkness.
NECROMANCER:
⦁ Increases your critical strike chance against enemies under 25% health by 8% for each Gravelord ability slotted.
⦁ While a Gravelord ability is active, your spell and physical penetration are increased by 1500.
⦁ Increases your damage done with damage over time effects by 10%.
⦁ When you use an ability on a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds.
TEMPLAR:
⦁ Increases Weapon and Spell Damage by 6% and Physical and Spell Resistance by 1320.
⦁ When you deal damage you generate a stack of Burning Light for 3 seconds. After reaching 4 stacks, you deal 898 Magic Damage to your target. This effect can stack once every half second.
⦁ Increase your Critical Damage by 10%
⦁ Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 20 seconds, increasing your Spell Damage by 10%.
⦁ Casting a Dawn's Wrath ability generates 3 Ultimate. This effect can occur once every 6 seconds.
DRAGON KNIGHT:
⦁ Increases the damage of your Flame and Poison attacks by 5%.
⦁ Increases the damage of Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 25% and the duration by 4 seconds.
⦁ Increases the damage of Burning and Poison status effects by 50%.
⦁ When you cast an Earthen Heart ability, you and your group members gain Minor Brutality for 20 seconds, increasing your Weapon Damage 10%
⦁ If you are in combat, you also gain 3 Ultimate. This can only occur once every 6 seconds.
NIGHTBLADE:
⦁ Increases damage dealt by Critical Damage done by 10%.
⦁ Dealing Critical Damage grants you and your group Minor Savagery, increasing Weapon Critical Strike rating by 1320 for 20 seconds.
⦁ Increases your Weapon and Spell Critical ratings by 438 for each Assassination ability slotted.
⦁ Increases your Physical and Spell Penetration against enemies you are flanking by 2974.
⦁ Activating a Siphoning ability grants 2 Ultimate. This effect has a 4 second cooldown.
⦁ After drinking a potion you gain 20 Ultimate.
⦁ Increases Max Magicka by 8% while a Siphoning ability is slotted.
SORCEROR:
⦁ Reduces the cost of Ultimate abilities by 15%.
⦁ Activating a Dark Magic ability grants Minor Prophecy to nearby allies, increasing Spell Critical rating by 1314 for 20 seconds.
⦁ Increases Spell Damage and Weapon Damage by 2% for each Sorcerer ability slotted.
⦁ Increases your damage done against enemies by 1% for every 10% current Health they have.
⦁ Increases your Physical and Shock Damage by 5%.
ARCANIST:
⦁ When you are restored Magicka or Stamina, increase your Weapon and Spell Damage by 5% for 10 seconds.
⦁ Your attacks wound the mind with heretical knowledge, increasing damage dealt by Status Effects by 15% and Status Effect Chance by 75%.
⦁ Increase your Physical and Spell Penetration by 991 per Herald of the Tome ability slotted.
⦁ When you consume Crux, gain 4 Ultimate. This effect can occur once every 8 seconds.
WARDEN:
⦁ When you cast an Animal Companions ability while you are in combat, you generate 4 Ultimate. This effect can occur every 8 seconds.
⦁ Increases your Critical Damage by 4% for each Animal Companion ability slotted.
⦁ Increases your damage done by 2%, which increases to 12% when wielding an Ice Staff.
⦁ Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%. Increases the damage of your Chilled status effect by (x). This effect scales off your highest offensive stats.
The reason I posted all of this is for comparison. I vividly remember, when the Warden passive that gave flat damage was altered from flat damage to Penetration, and then eventually critical damage, the core reasoning was the developers sought to move away from large, flat damage percentage gains.
Fair enough, then why not convert it to Animal Companion skill damage? Or Bleed + Frost damage? Or Physical + Frost? Why are other passives still working off flat damage percentage gains, yet Warden gets shoehorned into a stat with a very clear maximum and little to no upside?
Why is the largest Warden damage gain chained to a specific weapon? No other class in the game is saddled with such requirements.
In fact, Warden is the only class in the game where a specific specialization is required to apply their "Unique Class Buff" with any consistency. Any DK can slot armaments and give the buff to their group with a single cast, no other requirements necessary. Nightblades simply have to crit once. Templars must only cast any ability from a given tree, same with Sorceror.
Why, then, are Wardens required to actively heal a specific target to apply their buff? Why not cast any skill from a given tree? Why not when healing anyone, including yourself, it applies to the entire group? Why not give the option for Wardens other than healers to consistently, reliably apply their sole class buff? Especially considering the "procs can't proc procs" changes which removed even tanks from reliably applying it with altar.
Warden has received some of the most wildly inconsistent, nonsensically heavy "triggers" of any class in ESO. No other class has to jump through hoops to apply their core class buffs and self-buffs. No other class is locked into a damage bonus that requires a specific weapon type to function. No other class relies on a single status effect for massive chunks of their damage. No other class requires a double bar ultimate pet to function at even a decent level.
I've been playing Warden for a long, long time. I actually have a screenshot saved of a DM I sent to
@Zos_Gina on Discord, showing logs for an ENTIRE PATCH CYCLE where I was the only Stamina Warden in vSS HM at all. Not a week. Not a month. An entire patch cycle.
I'm not asking to be top DPS. In fact, I've rolled my Arcanist and I will probably ride it until the nerf hammer crushes it into the ground. But come on, Zos. You can do better. Warden deserves better. The first DLC class has spent more time in the basement than is in any way deserving.
I understand Warden can be suffocating in PVP, but there's plenty of places to alter/buff Warden that have little to no impact on PVP. In fact, you just released a Mythic that chains a damage buff to solely work against monsters - what a wonderous idea, I can't imagine where that could be used here.
TL;DR: Warden DPS, especially the "stam" variant, is in a not good place, and hasn't been for a while. It's sad and completely avoidable. The changes to the class have been wildly inconsistent, often hypocritical to previous changes or overall "design standards" and have left a class crippled.
Sincerely,
Bjorn