ZOS_GinaBruno wrote: »The purpose of this thread is to give you a place to post your current top two pain points with the Warden. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
Some thoughts on warden that I've left some time ago:
So the warden healer is suffering from core mechanics mostly. Game is action oriented and you need fast, smart targeted heals. This what makes templar so strong in healing department. Also, warden's healing lacks identity. It's like templar, but more slow and clunky. What I suggest is add secondary effects or make him defensive\HoT based healer. We have an offensive\HoT healer which is NB (could use some love too though), so I guess it would be only fitting. Adding healing over time effects to some skills like Fungal Growth and Healing Seed should help.
For example, Healing Seed could heal over time each second when cast on the ground and when it procs, it would heal for X amount, that could be either fixed as right now, or scale up, depending on the amount of time HS was on the ground.
Also, while I like the idea of Budding Seeds, it's awfully clunky. Maybe make it follow the rules of quick casting, so it would proc the same time the spell is placed on the ground, or remove it from GCD, so people can decide when they want it to proc. This 1 second delay messes things up a bit. Now to Fungal Growth. I can't even tell you how many times this skill bugged for me. Uneven terrain literally breaks this skill. Cast on stairs? Doesn't heal. There is small stump between you and a team mate - doesn't heal. And so on. Skill should be probably wider, but with shorter reach. But tbh I would prefer the complete redesign of that skill. Considering wardens are pretty mobile, maybe changing this skill's telegraph into circular AOE would be not a bad idea.
Also, changing it into healing over time spell. Oh and the warden would be at the centre of this spell. Strenght of the spell could also scale, depending on how long the target was affected by it. This would utilise warden's mobility and make skillful play rewarding.
Nature's Grasp - what a waste of an ability. This spell is the one I really dislike. Maybe making into chain healing spell? Also, add smart-target to it. Sends a beam of healing energy to the closest hurt player, heals for X over 3 seconds (Y amount per second) and then jumps to another player for the same effect. Jumps up to 3 players.
One morph could increase the amount of healing for each next target healed, another morph could increase total amount of targets healed to 5. After all, this is the last skill in the line and it should feel powerful enough.
Living Vines. I'm kinda ok with that spell, but it still somewhat lacking.
Passives. They are between ok and meh.
Nature's Gift could restore resources to you AND your target. Same cooldown rules apply.
Emerald Moss is meh. Right now wardens don't even use anough skills on the same bar to justify this passive. Should either scale differently or have a completely different effect. Maybe add stacks to the target. Each stack could increase the healing effects by 2%, up to 5 stacks. Again, this would reward players that follow their targets and not just cast whatever healing spell and run away. Or stacks could add some beneficial effects like increased spell\phys resistance.
Maturation - I mean, warhorn is at 90%+ uptime in most groups I've seen. Maybe add something interesting instead? After all, this is the last passive. Each healing spell has a X% chance to place a healing seed inside of friendly player for next 4 seconds. If a player's health falls below 20% during that time, he is healed by an X amount instead. Or maybe this passive could add something else.
I'd be happy if the birds lost extra damage based on distance travelled, and gained another effect instead. The range incentive just doesn't work at all with the rest of Warden's kit (Deep Fissure's range in particular) and only rewards those who spam birds from the back of a zerg. I can't see it being useful in end game PvE either.Change birds to have increased damage based on range as baseline.
Stam morph would inverse the damage (closer)
Mag morph: Every second cast deals more damage
Change swarm to a utility DoT. Damage can stay the same
birds:
-make screaming cliffracer deal ice damage and name it arctic cliffracer or arctic dive
-make cutting dive deal physical damage and make it deal a small bleed dot every time cutting crits
beetles:
-make beetles + morphs less clunky, maybe rework the animation
-make deep fissure deal frost damage and let it deal extra damage on chilled enemys / remove the spell pen debuff
-make subterean assault deal physical damage and poison damage overtime /remove the physical pen debuff
fetcher:
-fetcher infection (mag motph); let it deal increased damage the lower the enemys health is/ similar to poison injection
-growing swarm (stam morph); deals poison damage (dot) and reduces the enemys physical and spell pen
bear:
-eternal guardian; make it deal frost damage with its attacks and make its activate ability a frost cloak aoe dot that the bear carries whit him for some seconds; maybe call it northern predator or something that fits
-stam morph (forgott name); deals physical damage and its activate adds a gapcloser to its execute attack that deals extra damage based on the distance traveled (should be dodgeable and blockable )
just some brainstorming on the animal companion skills
p.s. make the bear actually smart and usefull and maybe do the same to sorc pets
birds:
-make screaming cliffracer deal ice damage and name it arctic cliffracer or arctic dive
-make cutting dive deal physical damage and make it deal a small bleed dot every time cutting crits
beetles:
-make beetles + morphs less clunky, maybe rework the animation
-make deep fissure deal frost damage and let it deal extra damage on chilled enemys / remove the spell pen debuff
-make subterean assault deal physical damage and poison damage overtime /remove the physical pen debuff
fetcher:
-fetcher infection (mag motph); let it deal increased damage the lower the enemys health is/ similar to poison injection
-growing swarm (stam morph); deals poison damage (dot) and reduces the enemys physical and spell pen
bear:
-eternal guardian; make it deal frost damage with its attacks and make its activate ability a frost cloak aoe dot that the bear carries whit him for some seconds; maybe call it northern predator or something that fits
-stam morph (forgott name); deals physical damage and its activate adds a gapcloser to its execute attack that deals extra damage based on the distance traveled (should be dodgeable and blockable )
just some brainstorming on the animal companion skills
p.s. make the bear actually smart and usefull and maybe do the same to sorc pets
All of this sounds good except for the removing of breach from magden toolkit entirely (8% damage on unshielded targets)
birds:
-make screaming cliffracer deal ice damage and name it arctic cliffracer or arctic dive
-make cutting dive deal physical damage and make it deal a small bleed dot every time cutting crits
beetles:
-make beetles + morphs less clunky, maybe rework the animation
-make deep fissure deal frost damage and let it deal extra damage on chilled enemys / remove the spell pen debuff
-make subterean assault deal physical damage and poison damage overtime /remove the physical pen debuff
fetcher:
-fetcher infection (mag motph); let it deal increased damage the lower the enemys health is/ similar to poison injection
-growing swarm (stam morph); deals poison damage (dot) and reduces the enemys physical and spell pen
bear:
-eternal guardian; make it deal frost damage with its attacks and make its activate ability a frost cloak aoe dot that the bear carries whit him for some seconds; maybe call it northern predator or something that fits
-stam morph (forgott name); deals physical damage and its activate adds a gapcloser to its execute attack that deals extra damage based on the distance traveled (should be dodgeable and blockable )
just some brainstorming on the animal companion skills
p.s. make the bear actually smart and usefull and maybe do the same to sorc pets
All of this sounds good except for the removing of breach from magden toolkit entirely (8% damage on unshielded targets)
there was another idea that i had that would add breach to arctic blast to its cc function but i was mainly thinking of adding more frost skills to warden and deep fissure would deal more damage on chilled enemys with the changes i had in mind
Some thoughts on warden that I've left some time ago:
So the warden healer is suffering from core mechanics mostly. Game is action oriented and you need fast, smart targeted heals. This what makes templar so strong in healing department. Also, warden's healing lacks identity. It's like templar, but more slow and clunky. What I suggest is add secondary effects or make him defensive\HoT based healer. We have an offensive\HoT healer which is NB (could use some love too though), so I guess it would be only fitting. Adding healing over time effects to some skills like Fungal Growth and Healing Seed should help.
For example, Healing Seed could heal over time each second when cast on the ground and when it procs, it would heal for X amount, that could be either fixed as right now, or scale up, depending on the amount of time HS was on the ground.
Also, while I like the idea of Budding Seeds, it's awfully clunky. Maybe make it follow the rules of quick casting, so it would proc the same time the spell is placed on the ground, or remove it from GCD, so people can decide when they want it to proc. This 1 second delay messes things up a bit. Now to Fungal Growth. I can't even tell you how many times this skill bugged for me. Uneven terrain literally breaks this skill. Cast on stairs? Doesn't heal. There is small stump between you and a team mate - doesn't heal. And so on. Skill should be probably wider, but with shorter reach. But tbh I would prefer the complete redesign of that skill. Considering wardens are pretty mobile, maybe changing this skill's telegraph into circular AOE would be not a bad idea.
Also, changing it into healing over time spell. Oh and the warden would be at the centre of this spell. Strenght of the spell could also scale, depending on how long the target was affected by it. This would utilise warden's mobility and make skillful play rewarding.
Nature's Grasp - what a waste of an ability. This spell is the one I really dislike. Maybe making into chain healing spell? Also, add smart-target to it. Sends a beam of healing energy to the closest hurt player, heals for X over 3 seconds (Y amount per second) and then jumps to another player for the same effect. Jumps up to 3 players.
One morph could increase the amount of healing for each next target healed, another morph could increase total amount of targets healed to 5. After all, this is the last skill in the line and it should feel powerful enough.
Living Vines. I'm kinda ok with that spell, but it still somewhat lacking.
Passives. They are between ok and meh.
Nature's Gift could restore resources to you AND your target. Same cooldown rules apply.
Emerald Moss is meh. Right now wardens don't even use anough skills on the same bar to justify this passive. Should either scale differently or have a completely different effect. Maybe add stacks to the target. Each stack could increase the healing effects by 2%, up to 5 stacks. Again, this would reward players that follow their targets and not just cast whatever healing spell and run away. Or stacks could add some beneficial effects like increased spell\phys resistance.
Maturation - I mean, warhorn is at 90%+ uptime in most groups I've seen. Maybe add something interesting instead? After all, this is the last passive. Each healing spell has a X% chance to place a healing seed inside of friendly player for next 4 seconds. If a player's health falls below 20% during that time, he is healed by an X amount instead. Or maybe this passive could add something else.
Leeching vines is the strongest healing spell non ultimate existing on this game, it gives somthing between 1000-3000 heal per sec if you crit (for the 3000 ofc, and without any debuff, so why am i saying this), and minor lifesteal on evey1 in the range, its just insane.
Nature-grasp i cant be less agree with Skander, its the mobility spell in group of the warden, no idea why any1 would want to touch it.
the healing power of a warden is really strong, the only thing why its not better than a templar (in pvp) is because the warden got no purge (dont start with bluebelly i swear to god), and no major protection on his healing ult like the templar.
Some thoughts on warden that I've left some time ago:
So the warden healer is suffering from core mechanics mostly. Game is action oriented and you need fast, smart targeted heals. This what makes templar so strong in healing department. Also, warden's healing lacks identity. It's like templar, but more slow and clunky. What I suggest is add secondary effects or make him defensive\HoT based healer. We have an offensive\HoT healer which is NB (could use some love too though), so I guess it would be only fitting. Adding healing over time effects to some skills like Fungal Growth and Healing Seed should help.
For example, Healing Seed could heal over time each second when cast on the ground and when it procs, it would heal for X amount, that could be either fixed as right now, or scale up, depending on the amount of time HS was on the ground.
Also, while I like the idea of Budding Seeds, it's awfully clunky. Maybe make it follow the rules of quick casting, so it would proc the same time the spell is placed on the ground, or remove it from GCD, so people can decide when they want it to proc. This 1 second delay messes things up a bit. Now to Fungal Growth. I can't even tell you how many times this skill bugged for me. Uneven terrain literally breaks this skill. Cast on stairs? Doesn't heal. There is small stump between you and a team mate - doesn't heal. And so on. Skill should be probably wider, but with shorter reach. But tbh I would prefer the complete redesign of that skill. Considering wardens are pretty mobile, maybe changing this skill's telegraph into circular AOE would be not a bad idea.
Also, changing it into healing over time spell. Oh and the warden would be at the centre of this spell. Strenght of the spell could also scale, depending on how long the target was affected by it. This would utilise warden's mobility and make skillful play rewarding.
Nature's Grasp - what a waste of an ability. This spell is the one I really dislike. Maybe making into chain healing spell? Also, add smart-target to it. Sends a beam of healing energy to the closest hurt player, heals for X over 3 seconds (Y amount per second) and then jumps to another player for the same effect. Jumps up to 3 players.
One morph could increase the amount of healing for each next target healed, another morph could increase total amount of targets healed to 5. After all, this is the last skill in the line and it should feel powerful enough.
Living Vines. I'm kinda ok with that spell, but it still somewhat lacking.
Passives. They are between ok and meh.
Nature's Gift could restore resources to you AND your target. Same cooldown rules apply.
Emerald Moss is meh. Right now wardens don't even use anough skills on the same bar to justify this passive. Should either scale differently or have a completely different effect. Maybe add stacks to the target. Each stack could increase the healing effects by 2%, up to 5 stacks. Again, this would reward players that follow their targets and not just cast whatever healing spell and run away. Or stacks could add some beneficial effects like increased spell\phys resistance.
Maturation - I mean, warhorn is at 90%+ uptime in most groups I've seen. Maybe add something interesting instead? After all, this is the last passive. Each healing spell has a X% chance to place a healing seed inside of friendly player for next 4 seconds. If a player's health falls below 20% during that time, he is healed by an X amount instead. Or maybe this passive could add something else.
Nature grasp is the best non-ultimate ability a warden can have. If they touch that, i'm leaving.
Some thoughts on warden that I've left some time ago:
So the warden healer is suffering from core mechanics mostly. Game is action oriented and you need fast, smart targeted heals. This what makes templar so strong in healing department. Also, warden's healing lacks identity. It's like templar, but more slow and clunky. What I suggest is add secondary effects or make him defensive\HoT based healer. We have an offensive\HoT healer which is NB (could use some love too though), so I guess it would be only fitting. Adding healing over time effects to some skills like Fungal Growth and Healing Seed should help.
For example, Healing Seed could heal over time each second when cast on the ground and when it procs, it would heal for X amount, that could be either fixed as right now, or scale up, depending on the amount of time HS was on the ground.
Also, while I like the idea of Budding Seeds, it's awfully clunky. Maybe make it follow the rules of quick casting, so it would proc the same time the spell is placed on the ground, or remove it from GCD, so people can decide when they want it to proc. This 1 second delay messes things up a bit. Now to Fungal Growth. I can't even tell you how many times this skill bugged for me. Uneven terrain literally breaks this skill. Cast on stairs? Doesn't heal. There is small stump between you and a team mate - doesn't heal. And so on. Skill should be probably wider, but with shorter reach. But tbh I would prefer the complete redesign of that skill. Considering wardens are pretty mobile, maybe changing this skill's telegraph into circular AOE would be not a bad idea.
Also, changing it into healing over time spell. Oh and the warden would be at the centre of this spell. Strenght of the spell could also scale, depending on how long the target was affected by it. This would utilise warden's mobility and make skillful play rewarding.
Nature's Grasp - what a waste of an ability. This spell is the one I really dislike. Maybe making into chain healing spell? Also, add smart-target to it. Sends a beam of healing energy to the closest hurt player, heals for X over 3 seconds (Y amount per second) and then jumps to another player for the same effect. Jumps up to 3 players.
One morph could increase the amount of healing for each next target healed, another morph could increase total amount of targets healed to 5. After all, this is the last skill in the line and it should feel powerful enough.
Living Vines. I'm kinda ok with that spell, but it still somewhat lacking.
Passives. They are between ok and meh.
Nature's Gift could restore resources to you AND your target. Same cooldown rules apply.
Emerald Moss is meh. Right now wardens don't even use anough skills on the same bar to justify this passive. Should either scale differently or have a completely different effect. Maybe add stacks to the target. Each stack could increase the healing effects by 2%, up to 5 stacks. Again, this would reward players that follow their targets and not just cast whatever healing spell and run away. Or stacks could add some beneficial effects like increased spell\phys resistance.
Maturation - I mean, warhorn is at 90%+ uptime in most groups I've seen. Maybe add something interesting instead? After all, this is the last passive. Each healing spell has a X% chance to place a healing seed inside of friendly player for next 4 seconds. If a player's health falls below 20% during that time, he is healed by an X amount instead. Or maybe this passive could add something else.
Nature grasp is the best non-ultimate ability a warden can have. If they touch that, i'm leaving.
Mojomonkeyman wrote: »Some thoughts on warden that I've left some time ago:
So the warden healer is suffering from core mechanics mostly. Game is action oriented and you need fast, smart targeted heals. This what makes templar so strong in healing department. Also, warden's healing lacks identity. It's like templar, but more slow and clunky. What I suggest is add secondary effects or make him defensive\HoT based healer. We have an offensive\HoT healer which is NB (could use some love too though), so I guess it would be only fitting. Adding healing over time effects to some skills like Fungal Growth and Healing Seed should help.
For example, Healing Seed could heal over time each second when cast on the ground and when it procs, it would heal for X amount, that could be either fixed as right now, or scale up, depending on the amount of time HS was on the ground.
Also, while I like the idea of Budding Seeds, it's awfully clunky. Maybe make it follow the rules of quick casting, so it would proc the same time the spell is placed on the ground, or remove it from GCD, so people can decide when they want it to proc. This 1 second delay messes things up a bit. Now to Fungal Growth. I can't even tell you how many times this skill bugged for me. Uneven terrain literally breaks this skill. Cast on stairs? Doesn't heal. There is small stump between you and a team mate - doesn't heal. And so on. Skill should be probably wider, but with shorter reach. But tbh I would prefer the complete redesign of that skill. Considering wardens are pretty mobile, maybe changing this skill's telegraph into circular AOE would be not a bad idea.
Also, changing it into healing over time spell. Oh and the warden would be at the centre of this spell. Strenght of the spell could also scale, depending on how long the target was affected by it. This would utilise warden's mobility and make skillful play rewarding.
Nature's Grasp - what a waste of an ability. This spell is the one I really dislike. Maybe making into chain healing spell? Also, add smart-target to it. Sends a beam of healing energy to the closest hurt player, heals for X over 3 seconds (Y amount per second) and then jumps to another player for the same effect. Jumps up to 3 players.
One morph could increase the amount of healing for each next target healed, another morph could increase total amount of targets healed to 5. After all, this is the last skill in the line and it should feel powerful enough.
Living Vines. I'm kinda ok with that spell, but it still somewhat lacking.
Passives. They are between ok and meh.
Nature's Gift could restore resources to you AND your target. Same cooldown rules apply.
Emerald Moss is meh. Right now wardens don't even use anough skills on the same bar to justify this passive. Should either scale differently or have a completely different effect. Maybe add stacks to the target. Each stack could increase the healing effects by 2%, up to 5 stacks. Again, this would reward players that follow their targets and not just cast whatever healing spell and run away. Or stacks could add some beneficial effects like increased spell\phys resistance.
Maturation - I mean, warhorn is at 90%+ uptime in most groups I've seen. Maybe add something interesting instead? After all, this is the last passive. Each healing spell has a X% chance to place a healing seed inside of friendly player for next 4 seconds. If a player's health falls below 20% during that time, he is healed by an X amount instead. Or maybe this passive could add something else.
Nature grasp is the best non-ultimate ability a warden can have. If they touch that, i'm leaving.
I'd highly prefer an enemy targetable hot/dot gapcloser moprh instead. I dislike nature's grasp a lot since its too restricting (useless in solo play) and not really worth a slot if you play in a stand-your-ground grp.
Mojomonkeyman wrote: »
I'd highly prefer an enemy targetable hot/dot gapcloser moprh instead. I dislike nature's grasp a lot since its too restricting (useless in solo play) and not really worth a slot if you play in a stand-your-ground grp.
Mojomonkeyman wrote: »
I'd highly prefer an enemy targetable hot/dot gapcloser moprh instead. I dislike nature's grasp a lot since its too restricting (useless in solo play) and not really worth a slot if you play in a stand-your-ground grp.
Well there are 2 morphs. An offensive gap closer makes no sense but a tether like Scourge Harvester would be nice.
The skill looks like it has good synergy with the bear ultimate but the ultimate sucks for most gameplay and you can't even target the bear or any other pets with the skill. They create a pet baased class but give the class 0 pet synergy.
The skill is great if you have slower mount speed than your group xD
MLGProPlayer wrote: »Ragnarock41 wrote: »
DPS wardens don't have a single buff in their kit. They need to attach some of those buffs to the class' DPS skills.