Maura_Neysa wrote: »Roots and Damage can’t come from the same source.
Vercingetorix wrote: »Cold damage right now has little to no benefit for players and the shoddy attempt at tanking as a passive for cold damage is hurting the damage type the most. Magical tanking should be overhauled with a new skill line dedicated to supporting it, just like stamina has. The suggestions below remove the tanking concept of cold damage and instead create a competitive reason for cold damage to finally be used:
- The Chilled status now instead afflicts the enemy with Minor Breach for the duration of the status.
- Tri-Focus passive now instead does: "Fully-charged Frost Staff Heavy Attacks cause the enemy to take 10% additional damage from all cold damage for 5 seconds."
- The Ancient Knowledge passive for Ice Staves now instead does: "Equipping a Frost Staff increases your damage done to enemies affected by status effects by 8%."
Cold damage in the ES series is often associated with crippling enemies and providing some measure of defensive utility. These changes allow cold damage to inherit the idea of ice slowly wearing down an enemies defenses and worsening the damage they suffer as a result. Wall of Frost can now effectively hinder enemies with its existing snare and chilled immobilizations with the added benefit of stripping enemy defenses and supplying more outgoing damage.
This change is especially effective with Wardens since they have a penchant for higher Chilled status uptime and can take greater advantage of the Ancient Knowledge frost staff passive. The chilled status will strip defenses further against the enemy and allow the Warden to hit much harder as a result. The best part? Since the AK passive gives a 8% buff to ALL outgoing damage the frost staff user does, that player gets the benefit of 8% improved damage to BOTH AoE and single target damage - just as long as the Warden keeps the enemy under status effects.
While this cold damage change is by no means a fix to the Warden's dps potential, it is a strong step forward in improving them and allowing the Warden to bring a dps utility to the trial group. Since talking about Warden changes or an Alteration Staff skill line would be outside the scope of this post, I'll leave it for a another future discussion. I wanted to see how the community would feel about these cold damage changes first.
Vercingetorix wrote: »Cold damage right now has little to no benefit for players and the shoddy attempt at tanking as a passive for cold damage is hurting the damage type the most. Magical tanking should be overhauled with a new skill line dedicated to supporting it, just like stamina has. The suggestions below remove the tanking concept of cold damage and instead create a competitive reason for cold damage to finally be used:
- The Chilled status now instead afflicts the enemy with Minor Breach for the duration of the status.
- Tri-Focus passive now instead does: "Fully-charged Frost Staff Heavy Attacks cause the enemy to take 10% additional damage from all cold damage for 5 seconds."
- The Ancient Knowledge passive for Ice Staves now instead does: "Equipping a Frost Staff increases your damage done to enemies affected by status effects by 8%."
Cold damage in the ES series is often associated with crippling enemies and providing some measure of defensive utility. These changes allow cold damage to inherit the idea of ice slowly wearing down an enemies defenses and worsening the damage they suffer as a result. Wall of Frost can now effectively hinder enemies with its existing snare and chilled immobilizations with the added benefit of stripping enemy defenses and supplying more outgoing damage.
This change is especially effective with Wardens since they have a penchant for higher Chilled status uptime and can take greater advantage of the Ancient Knowledge frost staff passive. The chilled status will strip defenses further against the enemy and allow the Warden to hit much harder as a result. The best part? Since the AK passive gives a 8% buff to ALL outgoing damage the frost staff user does, that player gets the benefit of 8% improved damage to BOTH AoE and single target damage - just as long as the Warden keeps the enemy under status effects.
While this cold damage change is by no means a fix to the Warden's dps potential, it is a strong step forward in improving them and allowing the Warden to bring a dps utility to the trial group. Since talking about Warden changes or an Alteration Staff skill line would be outside the scope of this post, I'll leave it for a another future discussion. I wanted to see how the community would feel about these cold damage changes first.
While I dont support taking away tools(2nd weapon) from the tanking toolbox to give magicka DPS a 3rd weapon choice, assuming you gave tanks an alteration staff or something to replace ice, I think your skill rework is definitely a step in the right direction and works well with cold damage(things hurt more when you are cold...really hurts to bang your hand if you do so right before it goes numb so the chilled status reflecting this in some way is great). That being said...people need to stop thinking of the Warden as an ice mage...they aren't any more an ice mage than a templar is a fire mage. The warden is nature-magic type skill line(think druid). They NEED to make a frostcaster class to really take advantage of a cold damage skill line...but until they do make a class with more than a few cold abilities, and ice mage will never be competitive, even with the changes suggested. Once they mage a frostcaster class and an alteration staff skill line to give tanks to replace the ice staff, I would support your changes, but not until both those qualifications are met.
Vercingetorix wrote: »Maura_Neysa wrote: »Roots and Damage can’t come from the same source.
Sure they can. The extra damage capability is tied to afflicting the enemy with status effects first. If an enemy uses proper LoS and keeps debilitating effects from piling up, the windows for additional incoming damage from the enemy are reduced. A frost mage must continuously apply pressure and must be as relentless as winter itself in order to win the fight. I see no issue here.
Also, roots and damage already exist together on other abilities:
- NB's have Crippling Grasp ability and no one in Cyrodiil cares.
- Dragonknights have Talons and no one in Cyrodiil cares.
- Sorcerers have Shattering Prison and no one in Cyrodiil cares.
Each of these abilities can provide damage/root on the fly with no upfront requirements. My suggestion requires a status condition to first be applied for the extra damage to kick in, so if anything, it is MORE balanced.
Maura_Neysa wrote: »Vercingetorix wrote: »Maura_Neysa wrote: »Roots and Damage can’t come from the same source.
Sure they can. The extra damage capability is tied to afflicting the enemy with status effects first. If an enemy uses proper LoS and keeps debilitating effects from piling up, the windows for additional incoming damage from the enemy are reduced. A frost mage must continuously apply pressure and must be as relentless as winter itself in order to win the fight. I see no issue here.
Also, roots and damage already exist together on other abilities:
- NB's have Crippling Grasp ability and no one in Cyrodiil cares.
- Dragonknights have Talons and no one in Cyrodiil cares.
- Sorcerers have Shattering Prison and no one in Cyrodiil cares.
Each of these abilities can provide damage/root on the fly with no upfront requirements. My suggestion requires a status condition to first be applied for the extra damage to kick in, so if anything, it is MORE balanced.
No roots and damage don’t exist together. By the way, the skills you listed do laughable amounts of damage. The skills that did do damage and CC though.....
Wrecking blow - nerfed
Teleport Strike - nerfed
Critical Charge - nerfed
Werewolf Pounce - nerfed
Cristal Frag - nerfed
Deep Fissure - nerfed
Soul Magic - nerfed
Off-Balance - nerfed
Tremor Scale - nerfed
Focused Charge - nerfed
Or they could actually change the passives of the Destruction Staff tree in the sense that if you want to tank you can put points in X passive or if you want to do damage you can put point in Y passive, leaving without points and unneffective the passives you don want or to prevent players to take everything, dissable them once you chose something.
Vercingetorix wrote: »Maura_Neysa wrote: »Vercingetorix wrote: »Maura_Neysa wrote: »Roots and Damage can’t come from the same source.
Sure they can. The extra damage capability is tied to afflicting the enemy with status effects first. If an enemy uses proper LoS and keeps debilitating effects from piling up, the windows for additional incoming damage from the enemy are reduced. A frost mage must continuously apply pressure and must be as relentless as winter itself in order to win the fight. I see no issue here.
Also, roots and damage already exist together on other abilities:
- NB's have Crippling Grasp ability and no one in Cyrodiil cares.
- Dragonknights have Talons and no one in Cyrodiil cares.
- Sorcerers have Shattering Prison and no one in Cyrodiil cares.
Each of these abilities can provide damage/root on the fly with no upfront requirements. My suggestion requires a status condition to first be applied for the extra damage to kick in, so if anything, it is MORE balanced.
No roots and damage don’t exist together. By the way, the skills you listed do laughable amounts of damage. The skills that did do damage and CC though.....
Wrecking blow - nerfed
Teleport Strike - nerfed
Critical Charge - nerfed
Werewolf Pounce - nerfed
Cristal Frag - nerfed
Deep Fissure - nerfed
Soul Magic - nerfed
Off-Balance - nerfed
Tremor Scale - nerfed
Focused Charge - nerfed
Everything you just listed is a stun-based ability, not a root. Your argument against "root and damage" is invalid as you've clearly veered off-track to something unrelated.
They could still do all the things suggested in this and just add a separate passive for tanking. The problem with just being an ice staff (magicka) tank is you really still need sword/board for the debuffs. There are ways to fix magic tanks by just changing your skills to magicka based by equipping a mace and stamina if a sword is equipped with a shield. There are so many different ways to go with frost staff and magicka tanking and it feels like they took the lazy way instead of something fun. I dont see anything changing any time soon if ever although I do love to see all the ideas that players can come up with.