Waffennacht wrote: »Seraphayel wrote: »Not saying I do know now 100% why such things happening, but I just saw @Alcast reading the pts patchnotes, at the deep fissure nerf, NO JOKE, he is saying " this skill is too strong and the nerf is good".
If those guys are in charge balancing and giving feedback to ZOS - good night. Did this guy every played a mag warden in pvp?
@Waffennacht @Hutch679 @MLGProPlayer we are dead haha
In my opinion, any ability that has high aoe damage, stun, aoe undodgeable dmg, aoe unblockable dmg is too strong yes.
That this is wardens only direct ability to get access to a stun in the class line is a whole other problem.
Cant agree here at all, this is just to simple reasoning. I see such answers quite often from my students though.
Just to give u some idea about what Im speaking and the reasoning behindert it:
U cant take that skill, put it in a box and dont look at the rest, not only warden skills, but any other skills.
We dont have the mobility of sorc. We dont have cloak to reset fights. We dont have an execute. We dont have an cheap instant burst stun ulti.
So, what im saying is, sorry, this is just dumb reasoning. Yes, such a skill u describing is strong, but, is it too strong on a class with the wardens kit? Thats totally different. Furthermore, saying that "no stun is a other problem" - no, exactly not. U build a class about defining skills, not about generalising them, because the are u are working with is always totally different from other classes...
Sorry, this is just cheap arguing -not only OM ESO, but in General.
wardens have an execute, would people please stop saying that. It may not be the one you want, but its there.
It's an Ultimate that you can activate maybe 4 times a minute and doesn't do much more damage than Impale or Wrath. That's a great execute.
4 times a minute is a lie lol
so basically you can regen 75 ult every 15 seconds?
(referring to pvp)
Heal, block, la/ha, is like 4.5 ult a sec, NB potion passive is approx 30 ult per min or .5 per sec? I think that alone is 75 ult every 15 sec.
Guess what else is totally insane on PTS?
Potion cool down enchantment + new jewelry trait + NB ult gain potion passive
Lol my friend, this is a warden thread. I have no idea why youre speaking about NB potion passive...
For reference: Warden
Animal Companions
Deep Fissure (Scorch morph): This morph no longer stuns the closest enemy hit. It now applies Major Breach to all enemies hit for 5 seconds.
Subterranean Assault (Scorch morph): This morph no longer applies Major Breach to enemies hit – it only applies Major Fracture. The duration of Major Fracture has been reduced to 5 seconds, down from 10 seconds.
Seraphayel wrote: »Why is it difficult to balance Magden because of Stamden? Just improve the skills they don't use: Flies, Magicka Cliffracer and the ice AoE. It's easy to improve Magden without even touching Stamden.
I disagree with some of what you have said lets go down the list...@ZOS_GinaBruno here are my thoughts about magicka warden DPS in end-game PVE.
Magicka warden is currently only viable if the bear ultimate is being used. High dps numbers are impossible to achieve without it as wardens don't have any spectacular damage abilities.
- What? The damage delve is higher than blockade of storms this is like saying hail of arrows is useless because it does not provide anything other than damage only Winter's Revenge does, it gets a double passive bonus to damage just from running blockade of storms as well. +6% Magic and Frost damage from Piercing Cold and +8% from ancient knowledge, the two combined are amazing. Chilled might not be the most amazing status effect compared to burning and concussed but that is the point of ice magic...It snares and weakens.Winter's revenge is a weaker ground DoT than blockade and the utility from it is mostly useless in group PVE.
- I actually disagree with this one the most on a personal basis, Fetcher Infection is the largest single target damage over time skill in the game, secondary effect? It is a DoT that hits very hard? Is that not enough?Fletcher infection is the weakest DoT the warden's have and it has no secondary effects whatsoever (also let's not forget it's a purely single target ability!).
- I agree with you on all points.Deep Fissure is a nice skill for trash packs but not worth using on boss fights since it's expensive and hard to fit in a rotation.
- PvE side of things I do agree, it does have its uses running front bar with Destro back bar for encounters that are not bear friendly. PvP I quite like the skill, good damage with solid protection.Northern storm is only ever slotted for the passive 8% max magicka it gives. It is outdpsed by destro ultimate so it's not worth actually using.
- Double barring is a problem for an ultimate skill, no way around that. That said I do not have a better suggestion, the damage this skill outputs is phenomenal, I have seen the execute crit upwards of 92,000 damage. The bear does have AoE damage but it is a problem in that of itself, the heavy attack (Where it stands on hind legs) stuns and deals area damage, however it only takes something moving 1m in any direction to miss this attack, I have lost SO MUCH DPS by this bear heavy attack that I despise watching it stand there wasting time with that animation more than any other class related issue, this heavy attack needs to be changed to some kind of better tracking attack like a ranged roar or ANYTHING ELSE. The rotation interruption is a massive problem as it absolutely ruins rotations. As for the pet disappearing, I do not notice this issue much in PvE but it happens all the time in PvP especially battleground maps, you have to be on top of telling your pet when to attack and whent o be passive but there are certain terrains it just will not follow you over.Eternal Guardian has great single target damage and is cheap, but that's where the pros end and the cons are plentiful. First off it has to be double barred, which is understandable since it's a pet just like the sorcerer's pets. Second, it has no AoE damage which makes it useless in trash packs. Third, the secondary effect is the BIGGEST LIE in any tooltip of a skill. "Bear respawns when killed", no it doesn't.... YOU ARE FORCED to recast it and that completely ruins your rotation and your dps plummets. Fourth, the bear has the same stupid AI that all pets have so sometimes it disappears (maybe it goes off to it's cave to sleep), sometimes it decides not to attack any target and refuse commands unti it is recast, and sometimes it just decides to switch aggro on it's own for no reason at all...
Easy access to minor int and endurance, while not exactly great for trial runs where people should be on potions this can help with pledges and pugs. (Like you pointed out sorcs can give minor int, we have both.)"Now let's talk about the group buffs and utility it brings to the table. Oh wait, there aren't any!"
-Magicka wardens need to be seriously buffed if they are to be expected to be played on a competitive level. My suggestions are:
- Buff winter's revenge damage or give it a synergy of some sort like the sorc's lightning flood.
- Buff fletcher's infection damage and give it a secondary effect like applying minor breach to the target or giving the group a minor buff.
- Replace the screaming cliff racer's damage boost from range with splash damage to 2 additional targets when the bird hits the target
- Buff Northern storm's damage so it's actually worth using instead of destruction staff ultimate.
- Give the bear cleave damage please! Why do sorcs get a pet which is not an ultimate and it has both great single target and AoE damage, and wardens get squat? Also, make the morph effect work properly! "Bear respawns when killed." != you recast the bear when it is killed.
I personally like this change, it allows for more penetration to be setup and clears the way for high damage burst, I dislike that there is now no class stun outside of ultimate (Bear heavy attack or Winter's embrace ultimate morph) but viewing the skill like Proximity detonation that requires proper setup for a big pay off I feel like this has more potential than just a stun.Animal Companions
Deep Fissure (Scorch morph): This morph no longer stuns the closest enemy hit. It now applies Major Breach to all enemies hit for 5 seconds.
Great addition, I already loved this skill for its heal over time or burst heal capability and adding ultimate generation to that just makes it even worthwhile.Green Balance
Bursting Vines (Nature’s Grasp morph): This morph now grants 10 Ultimate when used on an ally under 60% Health, and added a 4 second cooldown.
Nature’s Grasp: This ability and the Nature’s Embrace morph now grant 3 Ultimate when the healing over time completes
Arctic Wind is a skill I never saw the value in slotting, either moph is lackluster in healing done unless you are running a very specific build tailored to maximum health, the damage is also negligible from Arctic Blast and provides low value for a skill slot.Winter’s Embrace
Arctic Wind: Increased the initial heal done by this ability and its morphs to 12% of your Max Health from 10%.
Crystallized Shield: Increased the cost of this ability and its morphs to 3240 Magicka from 2701.
Frozen Gate: This ability and its morphs now deal Frost Damage to the enemy when the trap is triggered.
Feedback regarding the status of Warden from a Magicka perspectiveI personally like this change, it allows for more penetration to be setup and clears the way for high damage burst, I dislike that there is now no class stun outside of ultimate (Bear heavy attack or Winter's embrace ultimate morph) but viewing the skill like Proximity detonation that requires proper setup for a big pay off I feel like this has more potential than just a stun.Animal Companions
Deep Fissure (Scorch morph): This morph no longer stuns the closest enemy hit. It now applies Major Breach to all enemies hit for 5 seconds.Great addition, I already loved this skill for its heal over time or burst heal capability and adding ultimate generation to that just makes it even worthwhile.Green Balance
Bursting Vines (Nature’s Grasp morph): This morph now grants 10 Ultimate when used on an ally under 60% Health, and added a 4 second cooldown.
Nature’s Grasp: This ability and the Nature’s Embrace morph now grant 3 Ultimate when the healing over time completesArctic Wind is a skill I never saw the value in slotting, either moph is lackluster in healing done unless you are running a very specific build tailored to maximum health, the damage is also negligible from Arctic Blast and provides low value for a skill slot.Winter’s Embrace
Arctic Wind: Increased the initial heal done by this ability and its morphs to 12% of your Max Health from 10%.
Crystallized Shield: Increased the cost of this ability and its morphs to 3240 Magicka from 2701.
Frozen Gate: This ability and its morphs now deal Frost Damage to the enemy when the trap is triggered.
Crystallized Shield being increased in cost to make it not refund greater than the cost of the shield is a fair change for such a powerful defensive skill, this is fair.
Frozen Gate having more damage (Highest hit I saw PTS was 10.6k) is a great change, this skill has an arming time of 1.5 seconds where as fissure is 3, you can easily setup unsuspecting targets for high burst using this skill to pull them out of their group and the increased damage element added a slight value to this.
The issues
Eternal Guardian This is a big one, my greatest complaint after having been playing Warden for a year. In all content the Eternal Guardian has the capability to perform well on its own but the same issues with this skill have persisted since Vvardenfells launch.
The respawn effect - this interrupts rotations and plummets the Wardens DPS.
The heavy swipe - great damage, great AOE damage even however I need my target to be utterly comatose when he stands up to be hit by this attack, I am moving around all the time in combat and my targets move with me as a result getting this attack to land (Which takes THREE SECONDS) is impossible unless my target is heavily crowd controlled. Again a massive issue causing my DPS to sink and sink some more while the bear catches back up to my target resulting in this ultimate skill to not be contributing to my DPS at all for that period.
You lost at liking the deep fissure change. Didn't even bother reading the rest because it shows how disconnected you are from what warden needs. Mag Warden has to have a stun of some sort beyond permafrost....
I personally like this change, it allows for more penetration to be setup and clears the way for high damage burst, I dislike that there is now no class stun outside of ultimate (Bear heavy attack or Winter's embrace ultimate morph) but viewing the skill like Proximity detonation that requires proper setup for a big pay off I feel like this has more potential than just a stun.
JohnOfMarkarth wrote: »You know... most things written here are mostly bout 'dem pvp-ers'
but as said before... there is not much screaming about this. And that aint because there is no reason for it... Ots because you lot made even trying to use wardens so hard, unrewarding and downright obsolete, that noone wants to even play them.
So here is my piece... what could one change. And am PvE person...
So, one thing needs to be done before we approach what could change. And that is what mag wardens run around that other classes similar to them hold, which are Sorcs and DKs from perspective of being element specific and unique in the matter
- DKs run around fire damage.
- Fire staff bonus is 8% more single target damage.
- Heavy attacks with fire staff also deal more damage on single target
- Blockade deals more damage on burning targets
- They have fire damage bonuses and burning effect extensions
- Engulfing flames provide further 10% fire damage
- Multiple powerful dots based on heavily buffed fire damage.
- Sorcs Run around lightning.
- Lightning staff bonus is 8% more Aoe DMG
- Heavy attacks with lightning deal 108% or so aoe dmg around the main target
- Blockade sets off-balance giving a chance for a great damage boost
- They also have dual execution ability from both passive and mage's fury
- There are at least 4 Abilities that sorc's bonus lightning damage passive benefit from
- Their lightning based skills deal much higher damage
- Very powerful cheap ultimates
- Wardens run around ice damage
- Ice staff has 0 damage bonus passives
- Their class ice damage buff of 6% is only ever so useful on 2 abilities they hold. one of them ultimate
- Blockade Immobilizes. No damage potential from it
- Mediocre damage ultimates
MagWardens are not bad only because of their abilities alone
they are also bad because they run around an elemental damage that reaps little to 0 bonuses from being used.
Ice staves have very little dps utility. And as destruction staves of an element a class is heavily affected by, they should also have some efficient damage bonus
For instance, from a fancy perspective of what ice magic is...
- Give Heavy ice attacks 6% more crit damage.
- Give ice staff ancient knowledge bonus for all single traget abilities to deal 6% more crit damage
- Make Ice staff cause blocking cost magicka, a default thing without need of using a passive for it.
- Perhaps even make destructive ice touch have the same passive as ancient knowledge has, for being slotted but a bit less effective, removing it from Ancient knowledge
And then the class abilities
- Make Impaling shards scale from magicka and spell damage by default and make the winter's revenge deal say 80% (Changeable number)more damage to chars under 25% as a similar story to steel tornado
- Make Crystalized slab scale from max magicka and spell damage and increase the base damage of it at least a bit
This is what I think anyways. People might get some better ideas how to and where to correct me.
But I firmly believe that ice staff is much to blame for warden's mediocrity along its lack of proper ice skills
If there are any changes to this sill it should be to convert Crystallized Slab into an offensive weapon. Something like Flames of Oblivion. You could also add Engulfing's buff here, to boost the Frost Damage.
If there are any changes to this sill it should be to convert Crystallized Slab into an offensive weapon. Something like Flames of Oblivion. You could also add Engulfing's buff here, to boost the Frost Damage.
I know it would make it dangerously close to mimicking the offensive psijic orb passive, but I think it would be nice to see something along the lines of "Any shields that remain at the end of the duration turn into an icy bolt and fires at a nearby enemy dealing X% more damage per remaining shield"
@mb10LOL wow this thread was on page FOUR of the PTS forums...
No one cares about Warden lmao let alone a Magicka one.
There's only a few of us left guys/gals
We all seem to agree on the same things pretty much so hopefully see some changes in PTS for Monday...
@mb10LOL wow this thread was on page FOUR of the PTS forums...
No one cares about Warden lmao let alone a Magicka one.
There's only a few of us left guys/gals
We all seem to agree on the same things pretty much so hopefully see some changes in PTS for Monday...
Dragonknight balance thread:
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Nightblade balance thread:
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Templar balance thread:
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Tbh, not even surprised. Legit no one cares about Warden. Everyone just gave up.
@mb10LOL wow this thread was on page FOUR of the PTS forums...
No one cares about Warden lmao let alone a Magicka one.
There's only a few of us left guys/gals
We all seem to agree on the same things pretty much so hopefully see some changes in PTS for Monday...
Dragonknight balance thread:
• 5.0K views
• 333 comments
Nightblade balance thread:
• 4.8K views
• 332 comments
Sorcerer balance thread:
• 4.5K views
• 217 comments
Templar balance thread:
• 4.9K views
• 276 comments
Warden balance thread:
• 3.1K views
• 167 comments
Tbh, not even surprised. Legit no one cares about Warden. Everyone just gave up.