ESO_Nightingale wrote: »I'm trying to get you there without sacrificing magden's identity.
thadjarvis wrote: »Think poison makes more sense than bleed imo. To my knowledge bleed didn’t enter into warden till divide change. Poison has been there from getgo, and RP wise makes sense when throwing bugs at people.
@ESO_Nightingale
I think the primary issue @Skjaldbjorn brought up was missed in your tooltips: PvE stamden usage. I may have missed it but I didn’t see something that buffs group damage directly or indirectly. Unless a class is a very high outlier DPS, group damage buff is what matters.
I’m getting a little lost as to what the pain points are with so many changes and how they’d inter relate. What are the 2 to 4 pain point changes in the tool tips?
ESO_Nightingale wrote: »thadjarvis wrote: »Think poison makes more sense than bleed imo. To my knowledge bleed didn’t enter into warden till divide change. Poison has been there from getgo, and RP wise makes sense when throwing bugs at people.
@ESO_Nightingale
I think the primary issue @Skjaldbjorn brought up was missed in your tooltips: PvE stamden usage. I may have missed it but I didn’t see something that buffs group damage directly or indirectly. Unless a class is a very high outlier DPS, group damage buff is what matters.
I’m getting a little lost as to what the pain points are with so many changes and how they’d inter relate. What are the 2 to 4 pain point changes in the tool tips?
Okay, I've updated the bear.
Skjaldbjorn wrote: »ESO_Nightingale wrote: »thadjarvis wrote: »Think poison makes more sense than bleed imo. To my knowledge bleed didn’t enter into warden till divide change. Poison has been there from getgo, and RP wise makes sense when throwing bugs at people.
@ESO_Nightingale
I think the primary issue @Skjaldbjorn brought up was missed in your tooltips: PvE stamden usage. I may have missed it but I didn’t see something that buffs group damage directly or indirectly. Unless a class is a very high outlier DPS, group damage buff is what matters.
I’m getting a little lost as to what the pain points are with so many changes and how they’d inter relate. What are the 2 to 4 pain point changes in the tool tips?
Okay, I've updated the bear.
4% for 3 seconds? Necros get 30% for 8 seconds with the fastest ulti gen in the game lol Nobody is bringing a Warden for that. Nobody.
ESO_Nightingale wrote: »it's a 4% constant buff.... for as long as the bear is attacking?
Skjaldbjorn wrote: »ESO_Nightingale wrote: »it's a 4% constant buff.... for as long as the bear is attacking?
Ah, I misread that. I thought it was related to the active on the ult. Sorry.
Skjaldbjorn wrote: »PROPOSED DIVE REDESIGN:
This is something for a down-the-road approach to Warden. Once Warden gets cleaned up and rebalanced, I think this would be the skill to invest the most work into. After giving it a lot of thought, I decided to try drawing some inspiration from other titles to find unique, dynamic concepts for both magicka and stamina versions that would bring a totally new flavor with brand new interactions.
Base Skill: Nature's Reach
Medium Ranged Spammable
Deals Magic Damage
Scales off Magicka
Magicka Morph: Frozen Shards
Medium Ranged Spammable
Deals Frost Damage
Applies Chilled
Scales off Magicka
MECHANIC: Once contacting an initial target, a spray of ice shards hit everything in a cone behind the target, fanning outward. (think a shotgun blast with buckshot). Shards do 40-60% initial damage, hitting each target once with a very small chance to apply Chilled.
VISUAL: Similar to crystal shards, actually, but ice. A bolt of ice that shatters on impact with small particles spraying behind/outward in a cone.
Stamina Morph: Rip and Tear
Melee Spammable
Deals Physical Damage
Scales off Stamina
MECHANIC: Each claw strike applies a stacking bleed effect (2 per global), stacking up to 6 times. The bleeds innately do minimal damage, but scale up for each bleed applied. Bleeds refresh on hit. In addition, targets leave a short trail only visible to the Warden. (PVP element to help counter invis as trackers). All bleed stacks cleansed by singular purge effect.
VISUAL: In my head, the vision was the hands changing to claws for a quick two-swipe laceration. Similar to some of the Werewolf attacks in design and feel. Could make the claws bear-like to drive home the Bear theme.
@ESO_Nightingale Thoughts from a PVPer?
Firstly, ESO_Nightingale - your changes look AMAZING! Please keep up the good work.
Main concerns with Magden, particularly in PVP:
1. Need an execute. (Bear is clunky and not usually a good option... anywhere.)
2. Damage feels lower in pvp and pve than other mag classes. DPS is lower AND burst is lower.
Especially with no execute, this can make it very difficult to compete with other classes. Add on top of that lack of any usable class stun. Basically the offence feels like a wet noodle compared to the potential of other classes in both pvp and pve. I mean, aren't we meant to be frost mages? Surely we should be able to freeze people!
ESO_Nightingale wrote: »Updated it again.
SilverIce58 wrote: »ESO_Nightingale wrote: »Updated it again.
No link?
Skjaldbjorn wrote: »In regards to the new passive, AsianGod posted a terrific video detailing how it works, what the uptime is likely to be, the best ways to apply it and its actual impact in functional content.
https://www.youtube.com/watch?v=I3wionuilO0&feature=emb_logo
So essentially, it's probably a few hundred DPS increase, perhaps 1k.
For a Magden.
Whoo.
The worst DPS class in the game got a 500-1k DPS increase. It's party time.
stevenyaub16_ESO wrote: »Current issue is warden DD is often regarded as the bottom feeder of the pile. I don't agree with just buffing dps to make them viable, but instead give them utility that would make them more desirable.
1. I would like to suggest a change that could help (that is nothing to do with DPS tuning) by adding a synergy to the bear ultimate
When bear Ultimate is activated, it applies a synergy on target "one with the pack" empowering light attacks and major heroism to nearby allies for 6 seconds.
DPS wise it would only increase group dps by 1% (for stam) and 2% for magicka) in a trial environment however it would provide major heroism which is not commonly given to other players.
and also give tanks another source of synergy for small scale dungeons, something missing from warden toolkit.
2. Remove the minimum range for Dive (cliff racer). These promote wardens to play at range (which is fine my prefered playstyle is bow/bow), but penalises melee characters.
To add more desirable to magwardens I would change the 15% bonus damage in range to 200% execute below 50%
Due to the incoming offbalance nerf. Remove the offbalance requirement on stamina morph but reduce the bleed damage by half.
ESO_Nightingale wrote: »While i think bear having some group buff is fine, major heroism is an absurdly powerful group buff. The execute bonus you've listed on SCR would feel very powerful but i don't know if that is necessarily very fair to fight against. I think a smaller amount of execute bonus damage like +50% would be fine. Maybe even too much. Dive has one critical issue right now, which is it's speed being too slow to be a better spammable/It's speed being too fast to combo with it's toolkit. Then after that, the off balance proc condition being more than 7 meters from the target forces you to create distance which is just awful design.
I'd argue what DPS warden needs next to group utility is fleshed out identity. Magden needs a unique damage skill and/or reliable offensive stun. Both need to gain an actual damage identity. Magden with frost damage on Animal Companions skills and stamden with more bleeds/bleed related effects on it's Animal Companions skills.
stevenyaub16_ESO wrote: »ESO_Nightingale wrote: »While i think bear having some group buff is fine, major heroism is an absurdly powerful group buff. The execute bonus you've listed on SCR would feel very powerful but i don't know if that is necessarily very fair to fight against. I think a smaller amount of execute bonus damage like +50% would be fine. Maybe even too much. Dive has one critical issue right now, which is it's speed being too slow to be a better spammable/It's speed being too fast to combo with it's toolkit. Then after that, the off balance proc condition being more than 7 meters from the target forces you to create distance which is just awful design.
I'd argue what DPS warden needs next to group utility is fleshed out identity. Magden needs a unique damage skill and/or reliable offensive stun. Both need to gain an actual damage identity. Magden with frost damage on Animal Companions skills and stamden with more bleeds/bleed related effects on it's Animal Companions skills.
I'm not a developer who has run the math. So it's more the idea than the actual %. My point is to streamline those dive skills to add value to them, situational spammables are not a good design.
As for the bear synergy. The point here is that dps is just a bandaid fix that changes with the tide. But a buff like heroism adds value in a different way and put wardens in a unique position in trials.
It's up to Devs to adjust and decide the numbers, we are just giving ideas.
Trancestor wrote: »Is changing all magicka morphs of dmg animal companion skills to frost something zos would ever do? I kinda doubt that they would change a theme of a whole skill line. They would also have to change a bunch of animations and i doubt they care enough to bother.
With that said something really should be done, this green for stamina blue for magicka identity is really boring, and magden synergy is just awful. I dont understand how there are so many magden mains suddenly, its such a boring class to play.