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.
Can't you still do 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.
Can't you still do that?
Not if birds are dodgable. They roll then block after as they heal. Then have another 3 to 4 seconds before they get a burst combo again. Just ruined mag wardens burst and buffed stam wardens indirectly by making medium armor stronger. Gg.
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.
Not with this change. You're way off lol. Sorcs have an execute. Mag dk group utility with being tanky and mass air cc is much better. Mag nb is hardly "the same". Some BOLD statements you're making. Tell me what a mag warden is slotting to have "good" heals. They've nerfed healing thicket and budding seeds. Solo which skill you referring to for healing? Please say a resto staff skill lol pleaseeeee
Nice all the complainers, constantly ruin this game...thanks let's go ahead and make everything in the game dodgable now? Maybe if people learned to get better, instead of wanting all these nerfs the game would be enjoyable. Why can't we get a whole new pvp map instead? There's no way that these nerfs are occurring when we have alot of broken skills in the game? I need to upload the videos I have been taking of the game being messed up, I wish they would stop focusing on the wrong stuff.
If flame lash and searing strikes are dodgable then you guys should increase the damage, or nerf sets and abilities that grant a bonus to dodging if you haven't already.
@Bfish22090Bfish22090 wrote: »Dark flare spam coming to your local pvp campaign
You need to read it again, my friend.Dark Flare is the other morph. Solar Barrage is the AoE morph nobody uses. This change (as well as all the other abilities made undodgeable, like whirlwind and cleave) is to make sure you can't i-frame through AoEs like it's some Dark Souls kind of s**t. It also means the best counter to dodgeroll spammers will be AoEing them to hell.Templar
- Dawn’s Wrath
- Solar Barrage (Solar Flare morph): The damage from this morph can now be blocked, but cannot be dodged.
ma' dude thanks, but I'm not really playing currently. if I were tho, i'd say that the change would pretty much put magwardens on lowest tier. They really had unreliable combos already, but now it will be next to impossible to put any kind of meaningful preassure agaisnt competent players. Perhaps dropping dive altogether for clench or something, I don't really know.Hey, are magwarden duelers ded now?
I can count on one hand the mag wardens I found to be respectable, and you are one of em. If anyone can still make it work effectively, its you.
My angst isn't directed towards you tho, but rather the legions of people who never leave the safety of numbers and gleefully spam this one damn skill at stam small scalers. And then if caught alone, frantically flee while holding block and spamming tree ultis till they get back to a friendly keep/zerg. Almost as disgraceful of a play style as the Xv1 ganker.
arkansas_ESO wrote: »...
[*] Every weakness of the Warden class (lack of a reliable burst ultimate like Incap or Take Flight, lack of an execute that isn't tied to your ultimate) can be made up for in the world and weapon skill lines. This is why Deep Fissure is balanced in the context of a Magic Warden, with no execute or burst ultimate, but Subterranean Assault is overperforming in the context of a Stamina Warden, with Reverse Slice and Dawnbreaker. I don't think it'll ever happen, but the Subterranean Assault morph should be changed to a second magicka morph, or to have it's damage spread out over 8-10 seconds as a DOT. When you can combine that AOE burst with an AOE burst ultimate like Dawnbreaker, and an AOE execute like Steel Tornado or Reverse Slice, it's too much.
....
[/list]
Goodbye my beloved MDK, I'll see you again in 5-10 major updates.
Whip dodgeable +
Searing Strike: The initial direct damage from this ability and its morphs can now be blocked and dodged.
So 2 unblockable undodgeable Attacks Searing Strike and Power lash. Undodgeable unblockable CC. Undodgeable unblockable Ultimate.
About time.
Holy crap.... the birds are dodgeable........... THIS PATCH JUST GOT AMAZING.
Unfortunately yes "Dive: The damage from this ability and its morphs can now be dodged."
Can't believe that. My MagWarden is *** in PvE Damage and now you steal his Bird-Attack in PvP. What should I do in PvP then? Be a healer or tank?
Should switch to a twohand-stamina then for PvP... seems to be better. Bye Bye my Warden.
Goodbye my beloved MDK, I'll see you again in 5-10 major updates.
Whip dodgeable +
Searing Strike: The initial direct damage from this ability and its morphs can now be blocked and dodged.
Goodbye my beloved MDK, I'll see you again in 5-10 major updates.
Whip dodgeable +
Searing Strike: The initial direct damage from this ability and its morphs can now be blocked and dodged.
prime example of people looking for things to complain about. The dot for those has always been dodgeable. don't know how many times i've had to triple apply it because of shuffle dodges. the initial hit is negligible so this change means nothing lol.
Noice!ZOS_GinaBruno wrote: »
UI
- Added the ability to search for the various Elven Outfit Styles via their -mer names. For example, the High Elf style will now also appear when searching for "Altmer".
ZOS_GinaBruno wrote: »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.[/i][/b]
- 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.
- 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)
- Attacks that can be dodged, but not blocked
- Secondary effects that penetrate Block such as the Damage over Time from Sunfire, the surprise attack armor debuff, or the snare from Low Slash snare.
- Note: Block continues to provide stun immunity, so it will stop a secondary effect like the stun from Stonefist.
ZOS_GinaBruno wrote: »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.[/i][/b]
- 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.
- 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)
- Attacks that can be dodged, but not blocked
- Secondary effects that penetrate Block such as the Damage over Time from Sunfire, the surprise attack armor debuff, or the snare from Low Slash snare.
- Note: Block continues to provide stun immunity, so it will stop a secondary effect like the stun from Stonefist.
Does this mean Eye of the storm will now be blockable? Because it is neither a ground effect nor a secondary effect.
Mojomonkeyman wrote: »arkansas_ESO wrote: »...
[*] Every weakness of the Warden class (lack of a reliable burst ultimate like Incap or Take Flight, lack of an execute that isn't tied to your ultimate) can be made up for in the world and weapon skill lines. This is why Deep Fissure is balanced in the context of a Magic Warden, with no execute or burst ultimate, but Subterranean Assault is overperforming in the context of a Stamina Warden, with Reverse Slice and Dawnbreaker. I don't think it'll ever happen, but the Subterranean Assault morph should be changed to a second magicka morph, or to have it's damage spread out over 8-10 seconds as a DOT. When you can combine that AOE burst with an AOE burst ultimate like Dawnbreaker, and an AOE execute like Steel Tornado or Reverse Slice, it's too much.
....
[/list]
That sums it up. Add the stamina scaling class heal and access to gapclosers through weapons to it and you have a spot-on guideline on how to break balance: Give stamina scaling morphs to the magicka toolset without considering that the stamina toolset in its current form was designed to be self-sufficient and viable even without a single class skill added.
I sincerely hope ZOS understood by now that they need to alter the whole system before making such experiments to not create overperformers. StaminaWarden is unique in that regard. Like the first representative of more sophisticated species (cuz allmighty ZOS didn't bother to lift the rest up to the same level of evolution).
ZOS_GinaBruno wrote: »General
- Corrected delivery of the Hide Helmet and Hide Your Helm collectibles.
ZOS_GinaBruno wrote: »UI
- Added the ability to search for the various Elven Outfit Styles via their -mer names. For example, the High Elf style will now also appear when searching for "Altmer".