Hi....what about Magdens? Speaking for PvP only.
None of the changes that are intended to boost the Stamina morph viability of the skills are kind to Magdens at all. Its all increased cost & reduced damage.
Would you say we were too strong? I don't think anyone would say Magdens were too strong.
I'd try it on the PTS.... but console players don't have access to the server and cannot give our input.
Arctic Blast - What kind of damage are we talking? It better be a lot. This skill was absolutely fine the way it was when used properly. Now I have to hope it lands 3 times in rapid succession instead of once, which was maybe 1/3 of the time I cast it and it wasn't dodged.
SCR - Reduced damage / increased cost. Off-Balance....great. This skill was a great spammable. Now its just weaker. Why did this skill need to do something other than just damage?
Fetcher Infection - Cut in half (FIFTY PERCENT!!!! As in 50%) and increased cost. Thank you, this should go nicely with our strong execute ability. You know, the one we have. Oh...
Minor Vulnerability wasn't necessary as it is already applied efficiently with a Shock Glyph.
The cleanse from Netch now occurs 1/5 of the time it was able to pre-PTS.
We gained nothing, lost considerable damage and have increased skill costs.
Why do they create these feedback threads when they don't listen to them?
U23 had plenty of feedback about DoT being too much and they went live with them anyway, only today to say we are creeping back the DoT damage because we overdid it.
If they do read these, then I would suggest a new feedback thread - How Players Feel About Character Meta Changing Every Three Months. You might be surprised at the answers to that one.
MinarasLaure wrote: »I dont see how Dive can be used as a spammable really, for both pve and pvp
TheGreatBlackBear wrote: »The new cutting dive seems poorly thought out. Strictly from a pve perspective it means that I'm out of Zaan range on my magden and out of bash range so I can't use Maarselok on my stamden. So given that you can't benefit from these added effects in a pve meta set up what exactly is the cost being increased for?
ESO_Nightingale wrote: »Still too fast to be used as a delayed burst skill and too slow to be used as a spammable. And the range thing sucks for our playstyle.
Skjaldbjorn wrote: »Warden should be the class that uses synergy within its own kit. Make the skills work off the others. Nature is all about symbiotic relationships.
Dive: This ability has received new functionality to help it stand alone as a spammable, but has received some reductions to the base functionality that were in place to make up for the fact that it lacked any gameplay altering effects.
Reduced the damage of these abilities by 10%, and increased their base cost to 2700 from 2430.
If you are at least 12 meters from the target upon dealing damage with these abilities, you now set them Off Balance.
Cutting Dive (morph): This morph no longer reduces the cost of the ability beyond the standard Stamina cost reduction. It now applies a Bleed to the target for 7 seconds if they are Off Balance, which can stack up to 7 times.
master_vanargand wrote: »Dive: This ability has received new functionality to help it stand alone as a spammable, but has received some reductions to the base functionality that were in place to make up for the fact that it lacked any gameplay altering effects.
Reduced the damage of these abilities by 10%, and increased their base cost to 2700 from 2430.
If you are at least 12 meters from the target upon dealing damage with these abilities, you now set them Off Balance.
Cutting Dive (morph): This morph no longer reduces the cost of the ability beyond the standard Stamina cost reduction. It now applies a Bleed to the target for 7 seconds if they are Off Balance, which can stack up to 7 times.
Dive can't roll dodge.
But, Dive Is further strengthened.
Seriously?
spammable hi damage, 28m range, can't roll dodge, off balance, bleed.
PvP will become Dive Online.
TheGreatBlackBear wrote: »Why not revert the nerf to the animal companions passive? Wardens were already struggling damagewise in pve and the straight nerf to their spammable and all their dots makes it even worse. The addition of minor vilnerability is nice but that's only for making solo parses look good and I guess maelstrom but in a trial it's a redundant debuff readily available from infal, and nightblades so it does nothing for warden dps more than likely.
ESO_Nightingale wrote: »TheGreatBlackBear wrote: »Why not revert the nerf to the animal companions passive? Wardens were already struggling damagewise in pve and the straight nerf to their spammable and all their dots makes it even worse. The addition of minor vilnerability is nice but that's only for making solo parses look good and I guess maelstrom but in a trial it's a redundant debuff readily available from infal, and nightblades so it does nothing for warden dps more than likely.
Because all this class is, is just slotted "increase raw damage". Nah i think it needs to actually have synergy with it's own skills. I hate all of this "increase raw damage" crap. This is completely horrible design and they're not really doing anything to fix that.
ESO_Nightingale wrote: »Here's the Magden painpoints following discussion today.
Changes aren't all sunshine and rainbows but there are some good things.
Dive- works against our close to medium range playstyle that exists because Scorch is our anchor skill for both Magden and Stamden. Needs to not be based on longer distance range whatsoever. We have reported this with nothing said about it! Off balance is nice though.
TheGreatBlackBear wrote: »ESO_Nightingale wrote: »TheGreatBlackBear wrote: »Why not revert the nerf to the animal companions passive? Wardens were already struggling damagewise in pve and the straight nerf to their spammable and all their dots makes it even worse. The addition of minor vilnerability is nice but that's only for making solo parses look good and I guess maelstrom but in a trial it's a redundant debuff readily available from infal, and nightblades so it does nothing for warden dps more than likely.
Because all this class is, is just slotted "increase raw damage". Nah i think it needs to actually have synergy with it's own skills. I hate all of this "increase raw damage" crap. This is completely horrible design and they're not really doing anything to fix that.
I get what you're saying but in all honestly internal class synergy doesn't get you a spot on the raid team. High numbers do. Group utility too to a lesser extent. I'm tired of warden dps offering neither of those things. And I'd much rather see the class get turned into a damage powerhouse than a lame duck buff [snip] (beause reallistally that's what devs like to do to wardens)
MLGProPlayer wrote: »ESO_Nightingale wrote: »Here's the Magden painpoints following discussion today.
Changes aren't all sunshine and rainbows but there are some good things.
Dive- works against our close to medium range playstyle that exists because Scorch is our anchor skill for both Magden and Stamden. Needs to not be based on longer distance range whatsoever. We have reported this with nothing said about it! Off balance is nice though.
They mentioned it in the live stream. They said to let them know what we prefer in feedback (they are fine with either condition: >12m or <12m).
<12m needs to happen. There are very few scenarios in PvE where you can position yourself at >12m. Shalks? Medium range. Wall of Elements? Medium range. Zaan? Medium range. Almost all abilities are designed for medium or short range use only.
All other classes operate in the short/medium range too, meaning we can't be standing off on our own somewhere, forcing healers to double cast in order to heal us.
It's also hard to gauge what 12m away even is.
MLGProPlayer wrote: »ESO_Nightingale wrote: »Here's the Magden painpoints following discussion today.
Changes aren't all sunshine and rainbows but there are some good things.
Dive- works against our close to medium range playstyle that exists because Scorch is our anchor skill for both Magden and Stamden. Needs to not be based on longer distance range whatsoever. We have reported this with nothing said about it! Off balance is nice though.
They mentioned it in the live stream. They said to let them know what we prefer in feedback (they are fine with either condition: >12m or <12m).
<12m needs to happen. There are very few scenarios in PvE where you can position yourself at >12m. Shalks? Medium range? Wall of Elements? Medium range. Zaan? Medium range. Almost all abilities are designed for medium or short range use only.
All other classes operate in the short/medium ranage too, meaning when it's time to stack and burn, we can't be standing >12m away.
It's also hard to gauge what 12m away even is.
TheGreatBlackBear wrote: »MLGProPlayer wrote: »ESO_Nightingale wrote: »Here's the Magden painpoints following discussion today.
Changes aren't all sunshine and rainbows but there are some good things.
Dive- works against our close to medium range playstyle that exists because Scorch is our anchor skill for both Magden and Stamden. Needs to not be based on longer distance range whatsoever. We have reported this with nothing said about it! Off balance is nice though.
They mentioned it in the live stream. They said to let them know what we prefer in feedback (they are fine with either condition: >12m or <12m).
<12m needs to happen. There are very few scenarios in PvE where you can position yourself at >12m. Shalks? Medium range? Wall of Elements? Medium range. Zaan? Medium range. Almost all abilities are designed for medium or short range use only.
All other classes operate in the short/medium ranage too, meaning when it's time to stack and burn, we can't be standing >12m away.
It's also hard to gauge what 12m away even is.
But you know what? Something like shouldn't even need feedback. Are the devs so far removed from the game that they don't know know that ideally mag DPS play within 8 metres if their target because oof how zaan works or that stam dps play within range of their dual wield abilities? Why tf does that need saying?