CatchMeTrolling wrote: »Can dodge dive now but didn't compensate for the change, it's honestly these type of changes that make me think the dev team is full of first timers; plus you guys constantly contradict yourselves. Yay nerfed dive but still haven't touched stam wardens which is ridiculous, I don't know why anyone would applaud this obvious incompetence.
Dives uniqueness is in its delay. It is fine, it deals high damage and even heals a bit. No compensation needed.
Pve warden needs stuff, but pvp, both specs are still good.
Waffennacht wrote: »CatchMeTrolling wrote: »Can dodge dive now but didn't compensate for the change, it's honestly these type of changes that make me think the dev team is full of first timers; plus you guys constantly contradict yourselves. Yay nerfed dive but still haven't touched stam wardens which is ridiculous, I don't know why anyone would applaud this obvious incompetence.
Dives uniqueness is in its delay. It is fine, it deals high damage and even heals a bit. No compensation needed.
Pve warden needs stuff, but pvp, both specs are still good.
Unique delay huh? Wtf kind of twisting is this?
It's strictly worse than: pulse, frag, or swallow. Why the F would you run a delayed, dodgeable, ability when you can run pulse which is instant, acts as 3 attacks and can apply a whole sort of effects?
Waffennacht wrote: »CatchMeTrolling wrote: »Can dodge dive now but didn't compensate for the change, it's honestly these type of changes that make me think the dev team is full of first timers; plus you guys constantly contradict yourselves. Yay nerfed dive but still haven't touched stam wardens which is ridiculous, I don't know why anyone would applaud this obvious incompetence.
Dives uniqueness is in its delay. It is fine, it deals high damage and even heals a bit. No compensation needed.
Pve warden needs stuff, but pvp, both specs are still good.
Unique delay huh? Wtf kind of twisting is this?
It's strictly worse than: pulse, frag, or swallow. Why the F would you run a delayed, dodgeable, ability when you can run pulse which is instant, acts as 3 attacks and can apply a whole sort of effects?
Because you can line it up with pulse and shalk. That is why. Come on MR 9 star. I thought that you would know delayed burst is best by now.
Only issue is its quite telegraphed, but I recall that magden has one of the biggest burst combos in game.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Dive will need a damage buff and a speed buff now. Making it dodgable completely destroys mag warden for pvp. Example burst combo: deep fissure, bird (dodged), light attack, bird (hit), light attack (dodged), crushing shock. Oh, the opponent didn't take much damage because they dodged 2 attacks... Now you HAVE to wait another 3 secs before you can get another burst combo off and that's IF you don't have to heal or go defensive. Not to mention... NO EXECUTE.
mdks? were really easy.Waffennacht wrote: »
They weren't before?
Who the f takes a warden to an NB or mDK fight?
OtarTheMad wrote: »Dive will need a damage buff and a speed buff now. Making it dodgable completely destroys mag warden for pvp. Example burst combo: deep fissure, bird (dodged), light attack, bird (hit), light attack (dodged), crushing shock. Oh, the opponent didn't take much damage because they dodged 2 attacks... Now you HAVE to wait another 3 secs before you can get another burst combo off and that's IF you don't have to heal or go defensive. Not to mention... NO EXECUTE.
Yeah agreed. Needs a bit of a buff/rework... along with other Warden skills but ZOS can't buff/rework Warden too much since you have to pay for Morrowind to play the class... that would probably get dangerously close to the "P2W" boat. They should just make Warden's a part of the base game and problem solved.
Waffennacht wrote: »Waffennacht wrote: »CatchMeTrolling wrote: »Can dodge dive now but didn't compensate for the change, it's honestly these type of changes that make me think the dev team is full of first timers; plus you guys constantly contradict yourselves. Yay nerfed dive but still haven't touched stam wardens which is ridiculous, I don't know why anyone would applaud this obvious incompetence.
Dives uniqueness is in its delay. It is fine, it deals high damage and even heals a bit. No compensation needed.
Pve warden needs stuff, but pvp, both specs are still good.
Unique delay huh? Wtf kind of twisting is this?
It's strictly worse than: pulse, frag, or swallow. Why the F would you run a delayed, dodgeable, ability when you can run pulse which is instant, acts as 3 attacks and can apply a whole sort of effects?
Because you can line it up with pulse and shalk. That is why. Come on MR 9 star. I thought that you would know delayed burst is best by now.
Only issue is its quite telegraphed, but I recall that magden has one of the biggest burst combos in game.
Well I'm on console so walking side ways is a hard counter to shalk
And roll dodge now counters the rest of the warden line up.
Seeing as I've played a warden for a time, I can tell you, no mag warden has compared to mDK or NBs in duels.
And in open world the Stam version is clearly superior (even arguably OP) which wasn't touched AT ALL.
Waffennacht wrote: »Waffennacht wrote: »CatchMeTrolling wrote: »Can dodge dive now but didn't compensate for the change, it's honestly these type of changes that make me think the dev team is full of first timers; plus you guys constantly contradict yourselves. Yay nerfed dive but still haven't touched stam wardens which is ridiculous, I don't know why anyone would applaud this obvious incompetence.
Dives uniqueness is in its delay. It is fine, it deals high damage and even heals a bit. No compensation needed.
Pve warden needs stuff, but pvp, both specs are still good.
Unique delay huh? Wtf kind of twisting is this?
It's strictly worse than: pulse, frag, or swallow. Why the F would you run a delayed, dodgeable, ability when you can run pulse which is instant, acts as 3 attacks and can apply a whole sort of effects?
Because you can line it up with pulse and shalk. That is why. Come on MR 9 star. I thought that you would know delayed burst is best by now.
Only issue is its quite telegraphed, but I recall that magden has one of the biggest burst combos in game.
Well I'm on console so walking side ways is a hard counter to shalk
And roll dodge now counters the rest of the warden line up.
Seeing as I've played a warden for a time, I can tell you, no mag warden has compared to mDK or NBs in duels.
And in open world the Stam version is clearly superior (even arguably OP) which wasn't touched AT ALL.
I don't disagree with any of what is said. Shalks are risk/reward heavy, but if you run a 2h, it shouldn't be countered too heavy. Not quite sure about the console bit.
Yeah duel NB/DK is on top, but the game isn't quite balanced around it, if balanced around anything at all. The group support and OW that warden has is still above quite a few other classes. As for stamden, I don't quite know. 7th is hit, so the broken survival should go down, but not quite sure what to change without hitting magden, which outside of birdspam is quite balanced.
Attacks that cannot be blocked or dodged
- Damage on the ground such as Wall of Elements, Caltrops, or Lightning Splash.
- Effects that are on or inside a player character, such as Daedric Curse, or Backlash. (Damage over time effects)
Waffennacht wrote: »CatchMeTrolling wrote: »Can dodge dive now but didn't compensate for the change, it's honestly these type of changes that make me think the dev team is full of first timers; plus you guys constantly contradict yourselves. Yay nerfed dive but still haven't touched stam wardens which is ridiculous, I don't know why anyone would applaud this obvious incompetence.
Dives uniqueness is in its delay. It is fine, it deals high damage and even heals a bit. No compensation needed.
Pve warden needs stuff, but pvp, both specs are still good.
Unique delay huh? Wtf kind of twisting is this?
It's strictly worse than: pulse, frag, or swallow. Why the F would you run a delayed, dodgeable, ability when you can run pulse which is instant, acts as 3 attacks and can apply a whole sort of effects?
Waffennacht wrote: »Waffennacht wrote: »CatchMeTrolling wrote: »Can dodge dive now but didn't compensate for the change, it's honestly these type of changes that make me think the dev team is full of first timers; plus you guys constantly contradict yourselves. Yay nerfed dive but still haven't touched stam wardens which is ridiculous, I don't know why anyone would applaud this obvious incompetence.
Dives uniqueness is in its delay. It is fine, it deals high damage and even heals a bit. No compensation needed.
Pve warden needs stuff, but pvp, both specs are still good.
Unique delay huh? Wtf kind of twisting is this?
It's strictly worse than: pulse, frag, or swallow. Why the F would you run a delayed, dodgeable, ability when you can run pulse which is instant, acts as 3 attacks and can apply a whole sort of effects?
Because you can line it up with pulse and shalk. That is why. Come on MR 9 star. I thought that you would know delayed burst is best by now.
Only issue is its quite telegraphed, but I recall that magden has one of the biggest burst combos in game.
Well I'm on console so walking side ways is a hard counter to shalk
And roll dodge now counters the rest of the warden line up.
Seeing as I've played a warden for a time, I can tell you, no mag warden has compared to mDK or NBs in duels.
And in open world the Stam version is clearly superior (even arguably OP) which wasn't touched AT ALL.
I don't disagree with any of what is said. Shalks are risk/reward heavy, but if you run a 2h, it shouldn't be countered too heavy. Not quite sure about the console bit.
Yeah duel NB/DK is on top, but the game isn't quite balanced around it, if balanced around anything at all. The group support and OW that warden has is still above quite a few other classes. As for stamden, I don't quite know. 7th is hit, so the broken survival should go down, but not quite sure what to change without hitting magden, which outside of birdspam is quite balanced.
Its above a mag templar? No. Above a mag dk? No. Above a mag NB? No. What about a stam warden? Nope. So then surely a stam templar? Oh its not... hmmm well at least their bird are still undodg... Oh yeah.... There's that...
I ran force shock 100% of the time, the point was landing shalk-dive-shock/ult at the same time.Waffennacht wrote: »CatchMeTrolling wrote: »Can dodge dive now but didn't compensate for the change, it's honestly these type of changes that make me think the dev team is full of first timers; plus you guys constantly contradict yourselves. Yay nerfed dive but still haven't touched stam wardens which is ridiculous, I don't know why anyone would applaud this obvious incompetence.
Dives uniqueness is in its delay. It is fine, it deals high damage and even heals a bit. No compensation needed.
Pve warden needs stuff, but pvp, both specs are still good.
Unique delay huh? Wtf kind of twisting is this?
It's strictly worse than: pulse, frag, or swallow. Why the F would you run a delayed, dodgeable, ability when you can run pulse which is instant, acts as 3 attacks and can apply a whole sort of effects?
I'm actually not sure why wardens weren't using force pulse to begin with?
8% boost to the ice damage made it similar to sorcs running destro force pulse for so long with their boost to lighting.
ZOS_GinaBruno wrote: »
Developer Comment - Block and Dodge Rulesets: We’ve updated several abilities so they better adhere to our block and dodge mechanics. The system is set up to be intuitive – attacks on the ground such as fire or Caltrops cannot be blocked or dodged. We also want dodging to be useful during some instances, and blocking to be useful at other times. The ruleset is as follows:
Exceptions to these rules will be stated each ability’s tooltip, such as Fiery Grip which cannot be dodged or reflected.
- Attacks that can be blocked, but not dodged
- AoE explosions such as Radial Sweep, Spear Shards’ initial hit, or Drain Power.
- Beam attacks such as Radiant Destruction, Lightning Staff, or Soul Strike.
Hey, are magwarden duelers ded now?
Waffennacht wrote: »Waffennacht wrote: »CatchMeTrolling wrote: »Can dodge dive now but didn't compensate for the change, it's honestly these type of changes that make me think the dev team is full of first timers; plus you guys constantly contradict yourselves. Yay nerfed dive but still haven't touched stam wardens which is ridiculous, I don't know why anyone would applaud this obvious incompetence.
Dives uniqueness is in its delay. It is fine, it deals high damage and even heals a bit. No compensation needed.
Pve warden needs stuff, but pvp, both specs are still good.
Unique delay huh? Wtf kind of twisting is this?
It's strictly worse than: pulse, frag, or swallow. Why the F would you run a delayed, dodgeable, ability when you can run pulse which is instant, acts as 3 attacks and can apply a whole sort of effects?
Because you can line it up with pulse and shalk. That is why. Come on MR 9 star. I thought that you would know delayed burst is best by now.
Only issue is its quite telegraphed, but I recall that magden has one of the biggest burst combos in game.
Well I'm on console so walking side ways is a hard counter to shalk
And roll dodge now counters the rest of the warden line up.
Seeing as I've played a warden for a time, I can tell you, no mag warden has compared to mDK or NBs in duels.
And in open world the Stam version is clearly superior (even arguably OP) which wasn't touched AT ALL.
I don't disagree with any of what is said. Shalks are risk/reward heavy, but if you run a 2h, it shouldn't be countered too heavy. Not quite sure about the console bit.
Yeah duel NB/DK is on top, but the game isn't quite balanced around it, if balanced around anything at all. The group support and OW that warden has is still above quite a few other classes. As for stamden, I don't quite know. 7th is hit, so the broken survival should go down, but not quite sure what to change without hitting magden, which outside of birdspam is quite balanced.
Its above a mag templar? No. Above a mag dk? No. Above a mag NB? No. What about a stam warden? Nope. So then surely a stam templar? Oh its not... hmmm well at least their bird are still undodg... Oh yeah.... There's that...
OW: Magplar. Yes. MagDK. Yes. StamDK, yes. Stamsorc. Yes Magblade. Nope. Stamden. Nope. Stamplar. About same. Magsorcs, About same.
Group utility: Magplar: No. MagDK: Yes StamDK: Far yes. Stamsorc: Yes. MagNB. Same. Stamden. Yes. Stamplar. Yes. Magsorc. Same.
They have very high burst damage, delayed bird, shalks being shalks, good healing, (for groups too), good sustain and decent mobility. The only place I would say they aren't good in is duels. That is literally it.
I ran force shock 100% of the time, the point was landing shalk-dive-shock/ult at the same time.Waffennacht wrote: »CatchMeTrolling wrote: »Can dodge dive now but didn't compensate for the change, it's honestly these type of changes that make me think the dev team is full of first timers; plus you guys constantly contradict yourselves. Yay nerfed dive but still haven't touched stam wardens which is ridiculous, I don't know why anyone would applaud this obvious incompetence.
Dives uniqueness is in its delay. It is fine, it deals high damage and even heals a bit. No compensation needed.
Pve warden needs stuff, but pvp, both specs are still good.
Unique delay huh? Wtf kind of twisting is this?
It's strictly worse than: pulse, frag, or swallow. Why the F would you run a delayed, dodgeable, ability when you can run pulse which is instant, acts as 3 attacks and can apply a whole sort of effects?
I'm actually not sure why wardens weren't using force pulse to begin with?
8% boost to the ice damage made it similar to sorcs running destro force pulse for so long with their boost to lighting.
Oakmontowls_ESO wrote: »Will you be speeding up the dive animation to compensate for it being dodgeable? I remember the justification for dive being undodgeable was that it was too easy to see coming.
Also this changes nothing since everyone has access to an undodgeable attack in Force shock. It costs a little more and does a little bit less damage but it is effected by racial passives and has some innate penetration.