Mojomonkeyman wrote: »All those sweet changes to magicka warden.. my initial reservations in regards to pvp magicka warden not being represented by any rep are blown away.
This is not aimed to belittle @Masel92 and his efforts, I'm sure he and the others did what they could. But honestly, there couldn't be any less outcome of this program so far for magicka wardens, especially pvp.
@Masel92
Could you give an honest reply on how you perceive ZOS thinking about those issues:
Does ZOS refuse to spend time talking about magicka warden or are they open to give such discussions at least the same space as for other classes with back and forth debating and insights being developed?
Do you feel they aknowledge the class having severe issues that have to be approached in timely manner?
Are you confident that we are on the right track with the mag warden program compared to other classes and their respective issues?
Hope you find the time to answer one or two of those questions, thanks in advance.
If you read the document from the June meeting and if you read the new document coming out from our Friday meeting you will notice that we (and by we I mean I) emphasised multiple times that wardens feel left out and that they need changes. We told them specifically that it would be disappointing if nothing happens.
What the devs do with our information is not in our hands. I can understand why you were disappointed, I think the class needs a rework to become more interesting...
Thing is: the meetings were mostly us talking and them asking questions about specific things. So we don't know their stance on all issues that are out there, but we definitely emphasised more than once that classes need more unique utility.
1. Not enough passives to support werewolves
2. Some skills/ passives are underwhelming, because mag/stam imballance
Amdar_Godkiller wrote: »1. Not enough passives to support werewolves
2. Some skills/ passives are underwhelming, because mag/stam imballance
We are the only class with major heroism on demand and our healing incerases our max health, which in turn increases our werewolf healing.
Warden is highly underrated for werewolf IMO.
namelessperson wrote: »1. Frost skill line: I agree with statements that Arctic Wind doesn't make sense. Make it scale off of magicka/spell damage. It just shouldnt be a heal, period.
knighting68 wrote: »namelessperson wrote: »1. Frost skill line: I agree with statements that Arctic Wind doesn't make sense. Make it scale off of magicka/spell damage. It just shouldnt be a heal, period.
This seems to be a common complaint, but try thinking outside the norm. I don't understand the distain for abilities scaling off of max health but it's probably because that doesn't fit the players own DPS play-style. Both Arctic Blast and Gripping Shards are two of the primary reasons that make my high health Magicka Warden Tank really fun and successful in PvE, giving the character enough damage output and healing (combined with other abilities and the right sets) to solo/duo most content and vet dungeons.
From my perspective as a hybrid tank:
1. Generally speaking, I think there needs to be an increase to Frost Damage. Perhaps change the Piercing Cold passive to increase Frost Damage by 1.5%/3% for each Winters Embrace ability slotted? That's just a thought, I have not done the math. Alternatively, at very least the Arctic Blast and Gripping Shards damage should be slightly increased to help make them more desirable to lower health magicka builds while providing high health tank builds with a bonus (since we have such low stamina & magicka).
2. Not just for the Warden, but since the Frost Staff uses magicka for blocking, we need a further reduction to blocking costs from the Ancient Knowledge passive or an increase to projectile blocking and/or bashing.
Please ZOS, keep the Arctic Wind skill line based on max health and not magicka/spell damage. Give those players asking for more DPS something else.
/cheers
Maura_Neysa wrote: »knighting68 wrote: »namelessperson wrote: »1. Frost skill line: I agree with statements that Arctic Wind doesn't make sense. Make it scale off of magicka/spell damage. It just shouldnt be a heal, period.
This seems to be a common complaint, but try thinking outside the norm. I don't understand the distain for abilities scaling off of max health but it's probably because that doesn't fit the players own DPS play-style. Both Arctic Blast and Gripping Shards are two of the primary reasons that make my high health Magicka Warden Tank really fun and successful in PvE, giving the character enough damage output and healing (combined with other abilities and the right sets) to solo/duo most content and vet dungeons.
From my perspective as a hybrid tank:
1. Generally speaking, I think there needs to be an increase to Frost Damage. Perhaps change the Piercing Cold passive to increase Frost Damage by 1.5%/3% for each Winters Embrace ability slotted? That's just a thought, I have not done the math. Alternatively, at very least the Arctic Blast and Gripping Shards damage should be slightly increased to help make them more desirable to lower health magicka builds while providing high health tank builds with a bonus (since we have such low stamina & magicka).
2. Not just for the Warden, but since the Frost Staff uses magicka for blocking, we need a further reduction to blocking costs from the Ancient Knowledge passive or an increase to projectile blocking and/or bashing.
Please ZOS, keep the Arctic Wind skill line based on max health and not magicka/spell damage. Give those players asking for more DPS something else.
/cheers
The problem isn't that Arctic Wind scales on max health, its that both morphs are only for tanks, the smallest population in the game. The Fix is to move Arctic Blast to the base morph. Even at 50k this skill is only 500 DPS. Then Polar Wind would maintain its current Alley heal and give a little DPS (useful for Life and Magic Steal and Chilled Proc) Then just as with Impaling Shards, have the other morph convert into a DPS ability scaling off of Spell Damage and Max Magicka.
Also agree. Frost Staves have 3 weakness to S&B and only 1 advantage. Battle Field Mobility - 60% increased movement speed while blocking. Suggested counter - Give Frost Staves Ice Aura passive, reduced effectiveness of Snares. Deflect Bolts - 15% additional damage blocked from projectiles. Suggested counter, 15% additional damage blocked from melee attacks. A Shields worth of resistance. Suggested counter, change the Ice Staff so that you conjure an Ice Shield with said resistances.
The one advantage is Wall of Elements proc'ing you weapon glyph with an easy 90%+ up time
Amdar_Godkiller wrote: »Maura_Neysa wrote: »knighting68 wrote: »namelessperson wrote: »1. Frost skill line: I agree with statements that Arctic Wind doesn't make sense. Make it scale off of magicka/spell damage. It just shouldnt be a heal, period.
This seems to be a common complaint, but try thinking outside the norm. I don't understand the distain for abilities scaling off of max health but it's probably because that doesn't fit the players own DPS play-style. Both Arctic Blast and Gripping Shards are two of the primary reasons that make my high health Magicka Warden Tank really fun and successful in PvE, giving the character enough damage output and healing (combined with other abilities and the right sets) to solo/duo most content and vet dungeons.
From my perspective as a hybrid tank:
1. Generally speaking, I think there needs to be an increase to Frost Damage. Perhaps change the Piercing Cold passive to increase Frost Damage by 1.5%/3% for each Winters Embrace ability slotted? That's just a thought, I have not done the math. Alternatively, at very least the Arctic Blast and Gripping Shards damage should be slightly increased to help make them more desirable to lower health magicka builds while providing high health tank builds with a bonus (since we have such low stamina & magicka).
2. Not just for the Warden, but since the Frost Staff uses magicka for blocking, we need a further reduction to blocking costs from the Ancient Knowledge passive or an increase to projectile blocking and/or bashing.
Please ZOS, keep the Arctic Wind skill line based on max health and not magicka/spell damage. Give those players asking for more DPS something else.
/cheers
The problem isn't that Arctic Wind scales on max health, its that both morphs are only for tanks, the smallest population in the game. The Fix is to move Arctic Blast to the base morph. Even at 50k this skill is only 500 DPS. Then Polar Wind would maintain its current Alley heal and give a little DPS (useful for Life and Magic Steal and Chilled Proc) Then just as with Impaling Shards, have the other morph convert into a DPS ability scaling off of Spell Damage and Max Magicka.
Also agree. Frost Staves have 3 weakness to S&B and only 1 advantage. Battle Field Mobility - 60% increased movement speed while blocking. Suggested counter - Give Frost Staves Ice Aura passive, reduced effectiveness of Snares. Deflect Bolts - 15% additional damage blocked from projectiles. Suggested counter, 15% additional damage blocked from melee attacks. A Shields worth of resistance. Suggested counter, change the Ice Staff so that you conjure an Ice Shield with said resistances.
The one advantage is Wall of Elements proc'ing you weapon glyph with an easy 90%+ up time
Then their are two advantages, because the fact that Ice staff allows a tank to block using both resources is most definitely its primary appeal.
cpuScientist wrote: »I would like to propose some changes.
1.The ice ultimate having the Magicka tied to it instead of to a passive is an even worst system than the magSorcs have. Put that in a passive and make that morph do something interesting. Like I dunno everyone in it hains minor beserk or something whatever.
2.Let the bear remain double slotted for the actual livinf pet bear. But if single slotted it becomes a single target ultimate basically it will just do the large swipe damage not actually summon the pet. a spirit bear lunges out whatever. This would give warDens strong flexibility to use sets with major slayer and the like. And allow them to slot destro ulti as well for big trash pulls, and give stamDens a choice vs dawnbreaker to use war machine, while they can on fights that dont want the physical bear this would be a good option on others the double bear would.be brought in. But the highest damage would be with the bear always being present. THIS WOULD ADD ALOT OF FLEXIBILITY!!!
3.Let some of the healing on ourself synergize with the bear. If we cast vines it should also hit the bear along with one other person. Our passive healing should affect the bear.
4.Give the morphs more than heyo it's now physical damage.
5.Reduce costs on some of the core DPS skills, and or up the return of the betties. I would suggest reducing costs. As it is the shalk is not really used as it is a slight DPS gain but a major sustain hit.
6.Fetcher just feels bad and weak, and having to recast it feels like a punishment, not fun and usable or unique. Baseline the damage and give it better morph.
7.Finally the shalk, this wouldn't really be that big of a deal in PvP but in PvE it could be. Let the shalk do either ice or posion and leave a trail of ice or poison AOE where it traverses that lingers for X seconds, this would allow leaving it for a bit longer before reuse in pve and in PvP it can just be walked out of. No snare or anything. And just in the cone it landed.
These are some of the ideas me and other friends who play warden alot have come up with.
I know these are out there some of them. But 1&2 especially should be looked at. Would really darn help the warden. Like totes alot Bro's.
Maura_Neysa wrote: »Amdar_Godkiller wrote: »Maura_Neysa wrote: »knighting68 wrote: »namelessperson wrote: »1. Frost skill line: I agree with statements that Arctic Wind doesn't make sense. Make it scale off of magicka/spell damage. It just shouldnt be a heal, period.
This seems to be a common complaint, but try thinking outside the norm. I don't understand the distain for abilities scaling off of max health but it's probably because that doesn't fit the players own DPS play-style. Both Arctic Blast and Gripping Shards are two of the primary reasons that make my high health Magicka Warden Tank really fun and successful in PvE, giving the character enough damage output and healing (combined with other abilities and the right sets) to solo/duo most content and vet dungeons.
From my perspective as a hybrid tank:
1. Generally speaking, I think there needs to be an increase to Frost Damage. Perhaps change the Piercing Cold passive to increase Frost Damage by 1.5%/3% for each Winters Embrace ability slotted? That's just a thought, I have not done the math. Alternatively, at very least the Arctic Blast and Gripping Shards damage should be slightly increased to help make them more desirable to lower health magicka builds while providing high health tank builds with a bonus (since we have such low stamina & magicka).
2. Not just for the Warden, but since the Frost Staff uses magicka for blocking, we need a further reduction to blocking costs from the Ancient Knowledge passive or an increase to projectile blocking and/or bashing.
Please ZOS, keep the Arctic Wind skill line based on max health and not magicka/spell damage. Give those players asking for more DPS something else.
/cheers
The problem isn't that Arctic Wind scales on max health, its that both morphs are only for tanks, the smallest population in the game. The Fix is to move Arctic Blast to the base morph. Even at 50k this skill is only 500 DPS. Then Polar Wind would maintain its current Alley heal and give a little DPS (useful for Life and Magic Steal and Chilled Proc) Then just as with Impaling Shards, have the other morph convert into a DPS ability scaling off of Spell Damage and Max Magicka.
Also agree. Frost Staves have 3 weakness to S&B and only 1 advantage. Battle Field Mobility - 60% increased movement speed while blocking. Suggested counter - Give Frost Staves Ice Aura passive, reduced effectiveness of Snares. Deflect Bolts - 15% additional damage blocked from projectiles. Suggested counter, 15% additional damage blocked from melee attacks. A Shields worth of resistance. Suggested counter, change the Ice Staff so that you conjure an Ice Shield with said resistances.
The one advantage is Wall of Elements proc'ing you weapon glyph with an easy 90%+ up time
Then their are two advantages, because the fact that Ice staff allows a tank to block using both resources is most definitely its primary appeal.
No thats actually its second biggest drawback. My Stamina is for 2 things only, Block and Pierce Armor. My magic is for my buffs, healing, debuffs and CC.
Being stuck on the wrong bar because you need a skill thats on the other but cant afford to block with at resource.
The other being 2 seconds of horror waiting for a HA to charge up while watching someone die to something you could have saved them from with a taunt.
Up side is that since Tri-Focus is useless there is no problem not taking it and everything is fine.
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!
asuitandtyb14_ESO wrote: »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!
1. All the "Animal Companions" skills that deal damage are frustrating. Cliff racers the feels unresponsive. There is no immediacy to it, I hit it and wait, not sure if it even went off, waiting a good 3-5 seconds to see it impact. Shalks has a similar issue. I hit it, and wait. Between these two abilities it's frustrating just waiting to make sure they go off. The third ability is a DoT, which is fine. It highlights how frustrating the previous two skills are, because with the flies I use them once, and then they don't need to be applied again for awhile. That leaves me with two other abilities that in an entire damage skill tree that are not enjoyable.
2. The bear doesn't fit with the "Animal Companions" skills. It should be in the frost skills, changed to a different animal, or removed. All the other animals in the "Animal Companions" skills are creatures from Morrowind. The bear is not. It feels very awkward to theme a skill line around Morrowind, and then throw in a random bear. If it was a guar, nix-ox, or netch that would make sense.
There are my two, hope it helps.
asuitandtyb14_ESO wrote: »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!
1. All the "Animal Companions" skills that deal damage are frustrating. Cliff racers the feels unresponsive. There is no immediacy to it, I hit it and wait, not sure if it even went off, waiting a good 3-5 seconds to see it impact. Shalks has a similar issue. I hit it, and wait. Between these two abilities it's frustrating just waiting to make sure they go off. The third ability is a DoT, which is fine. It highlights how frustrating the previous two skills are, because with the flies I use them once, and then they don't need to be applied again for awhile. That leaves me with two other abilities that in an entire damage skill tree that are not enjoyable.
2. The bear doesn't fit with the "Animal Companions" skills. It should be in the frost skills, changed to a different animal, or removed. All the other animals in the "Animal Companions" skills are creatures from Morrowind. The bear is not. It feels very awkward to theme a skill line around Morrowind, and then throw in a random bear. If it was a guar, nix-ox, or netch that would make sense.
There are my two, hope it helps.
In regards to the bear seeming out of place. That is because they changed, Cliff racer, Scorch, Swarm and Netch to be Morrowind themed animals so that it matched with the release of Vvardenfell, the bear has always been the wardens theme. Also Falcons Swiftness is Falcon wings, which isnt Morrowind themed.
If anything they should change the Morrowind animals to generic ones.
dodgehopper_ESO wrote: »asuitandtyb14_ESO wrote: »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!
1. All the "Animal Companions" skills that deal damage are frustrating. Cliff racers the feels unresponsive. There is no immediacy to it, I hit it and wait, not sure if it even went off, waiting a good 3-5 seconds to see it impact. Shalks has a similar issue. I hit it, and wait. Between these two abilities it's frustrating just waiting to make sure they go off. The third ability is a DoT, which is fine. It highlights how frustrating the previous two skills are, because with the flies I use them once, and then they don't need to be applied again for awhile. That leaves me with two other abilities that in an entire damage skill tree that are not enjoyable.
2. The bear doesn't fit with the "Animal Companions" skills. It should be in the frost skills, changed to a different animal, or removed. All the other animals in the "Animal Companions" skills are creatures from Morrowind. The bear is not. It feels very awkward to theme a skill line around Morrowind, and then throw in a random bear. If it was a guar, nix-ox, or netch that would make sense.
There are my two, hope it helps.
In regards to the bear seeming out of place. That is because they changed, Cliff racer, Scorch, Swarm and Netch to be Morrowind themed animals so that it matched with the release of Vvardenfell, the bear has always been the wardens theme. Also Falcons Swiftness is Falcon wings, which isnt Morrowind themed.
If anything they should change the Morrowind animals to generic ones.
I would love to be able to reskin the Cliff Racer to a Hawk and the Shalks to be Ice Wraiths (or something along those lines).
Passives
Flourish
Old: Increase your Magicka Recovery and Stamina Recovery by 12% if an Animal Companion ability is slotted
New: Increase your Magicka Recovery and Stamina Recovery by 12%
Piercing Cold
Old: Increase your Magic and Frost Damage by 6%
New: Light and Heavy Attacks deal 20% extra damage to targets below 25%.
Passives
Flourish
Old: Increase your Magicka Recovery and Stamina Recovery by 12% if an Animal Companion ability is slotted
New: Increase your Magicka Recovery and Stamina Recovery by 12%
Piercing Cold
Old: Increase your Magic and Frost Damage by 6%
New: Light and Heavy Attacks deal 20% extra damage to targets below 25%.
That piercing cold rework looks like a another nerf to magden... if that were in addition to the current passive then maybe... but it would still be a bit underwhelming