Skjaldbjorn wrote: »Skjaldbjorn wrote: »For PVE, these changes are terrific. I don't PVP. But from a purely end-game PVE perspective, this is exactly what Warden needed.
What kind of PvE? Because this change seems horrible for Archive builds, in a patch that updates Archive no less.
That's fair. I know archive builds are typically super tanky. It does kind of smack those, which sucks. That's the only spot it's really concerning though, and I have no idea how to fix it tbh. Though in my somewhat limited experience in IA, I would think ~29.5k HP with a lot of mitigation would probably still perform "okay" in a status effect build.
Skjaldbjorn wrote: »xylena_lazarow wrote: »They've gone back on quite a few designs, such as ranged burst proc stacking. They've powercrept the damage of Sorc and NB to the sky, Warden is barely keeping up, this pushes Warden further back in the race for no reason.Skjaldbjorn wrote: »Apparently Zos doesn't think so. It wasn't that long ago the 3/6% passive was "too much" which gave us the 2/12 terrible idea.
I don't know what to tell you my dude. It's very clear their perspective on this. If they didn't find issues with flat % damage gains, that frost staff passive would have been 6/12% for frost staff and 3/6% with anything else. They chose 2% because the only way they felt they could "justify" that large of a damage gain was to stipulate it with frost staff jail. That was clearly a very specific, very calculated design choice.
Skjaldbjorn wrote: »xylena_lazarow wrote: »They've gone back on quite a few designs, such as ranged burst proc stacking. They've powercrept the damage of Sorc and NB to the sky, Warden is barely keeping up, this pushes Warden further back in the race for no reason.Skjaldbjorn wrote: »Apparently Zos doesn't think so. It wasn't that long ago the 3/6% passive was "too much" which gave us the 2/12 terrible idea.
I don't know what to tell you my dude. It's very clear their perspective on this. If they didn't find issues with flat % damage gains, that frost staff passive would have been 6/12% for frost staff and 3/6% with anything else. They chose 2% because the only way they felt they could "justify" that large of a damage gain was to stipulate it with frost staff jail. That was clearly a very specific, very calculated design choice.
“Flat percent damage gains” is very confusing. Flat and percent mean opposite things. The damage was flat. It was fine, but pvpers who died to shalks and birds cried. So “flat” damage was taken out of warden skill and moved to percent increases that reward building for damage. This meant that overall, warden damage suffered unless you really put effort into optimizing it. None of this was ever necessary. But this is how we got into this situation where other classes have way more raw damage than wardens.
Flat damage increases help tanks. Percent increases do not. You’re confusing two different concepts.
What kind of PvE? Because this change seems horrible for Archive builds, in a patch that updates Archive no less.
Skjaldbjorn wrote: »They chose 2% because the only way they felt they could "justify" that large of a damage gain was to stipulate it with frost staff jail.
What kind of PvE? Because this change seems horrible for Archive builds, in a patch that updates Archive no less.
That's something I forgot to talk about the Piercing Cold indeed, I was seeing those changes on both PvE & PvP perspective but forgot the Archive. Even if I thought about Oak users.
That change will indeed be annoying for Archive builds T_TSkjaldbjorn wrote: »They chose 2% because the only way they felt they could "justify" that large of a damage gain was to stipulate it with frost staff jail.
I think the main problem about that "frost staff jail" is not that we get stuck with only the frost staff but that they did not gave, instead of that little % bonus for general damage, a same passive in companion animal for a stamina weapon to allow people to play something else than magicka build.
Because being stuck with forst staff for magicka build that's not really a problem, we only have 3 kind of destruction staff and we would be using fire staff like every other class. So in fact we were already stuck with a specific staff.
At least the frost staff give to warden a little unique way to build themself and then to have the specific role to apply minor brittle (even if they get theft by arcanist, but that's another subject).
But not having a mirror of that bonus for the stamina was stupid, the bow was there waiting to finally shine and to fullfill the warden hunter/ranger bow user cliché. But nope, another good idea miss...
Of course that would have still stuck the warden to a ranged, but the base class spam skill is anyway a ranged skill that got bonus when done long range so.
ESO_Nightingale wrote: »Bow has damage passives already. It's not the same thing
ESO_Nightingale wrote: »Bow has damage passives already. It's not the same thing
If anything, we should deal increased bleed and frost damage.
ESO_Nightingale wrote: »Bow has damage passives already. It's not the same thing
Yeah but that's still the less used stamina weapon.
I'm talking about the fact they should have give the same kind of % passive for bow to make it more viable than the other stamina weapon for stamina warden as they did for the frost staff. In the warden passives, not the bow passives.
Skjaldbjorn wrote: »Hard, HARD pass. Being chained to a weapon, regardless of what weapon it is, is god awful game design and should never be encouraged. In fact, it should be utterly vilified.
Skjaldbjorn wrote: »Hard, HARD pass. Being chained to a weapon, regardless of what weapon it is, is god awful game design and should never be encouraged. In fact, it should be utterly vilified.
Well as I said on another answer, the "meta" already chain us to a specific weapon choice so.
Even if we get "free" of the frost staff we would be still be chained to one or two weapons option to do the best damage possible. Which will be the same as all the other class.
You would never saw bow or sword and board being good enough to compet with dual and fire staff.
All we got is Illusion of Choice.
Skjaldbjorn wrote: »Being able to have options for my back bar is always going to be better to me than having one janky, niche, gimmicky setup that makes people "feel" good because it's what we're forced to run regardless of circumstances by bad development decisions.