Can something be done about wardens armor buff? The only thing unique about it is that you can give to your allies which is not so useful at least from a PvP perspective since everyone already is using their own source of major ward/major resolve. The minor protection is nice but falls flat when compared to other armor buffs that grant resolve/ward/some and usually two additional effects in the form of damage or a minor/major buff.
Templar: effect 1 grants 50% bonus to resists if within. effect 2 has built-in "bull-netch" giving 400 regen.
Dragonknight: effect 1 reflects damage. effect 2 grants either a DoT or a shield depending on morph.
Sorcerer: effect 1 deals damage. effect 2 grants major or minor expedition depending on morph.
Necromancer: effect 1 creates a corpse. effect 2 is either pulling in ranged enemies or reduced cost on other abilities.
Nightblade: unique in that it is a class passive so also saves on barslot which is better than having two additional effects.
Now warden: effect 1 grants resists to allies. effect 2 depends on morph minor protection on one or larger aoe from effect 1.
Clearly warden and necromancer have gotten the short end of the stick as creating a corpse or giving armor to allies aren't as strong as what the 4 base classes in the game have. I have a maxed necromancer and have some ideas for them on the necromancer feedback thread as this is the warden thread. So, I think wardens armor buff should no longer have the functionality of giving the buff to allies and have something new. Also, recent patches have made minor protection redundant with that buff being added to turn evil and ransack which all stamina classes can use.
If it were up to me I would remove the being able to armor buff allies and have a new effect. This effect has to be a way to apply chilled to enemies so most likely a damage reflect or a damaging aura of frost around you. The reason being is that the other winter embrace abilities (impaling shards, frozen gate, arctic wind) are not widely used. The only way wardens really apply chilled to people is through permafrost or northern storm which benefit from the 200% applied chance passives. Same thing with new permafrost is that it shouldn't apply chilled as it already had a high % to do that from the passive, but that is out of scope for this post.
Luckylancer wrote: »
Netch change seems cute. 1 purge every 5 sec wont save anyones life for sure but the change is cute.
If it were up to me I would remove the being able to armor buff allies and have a new effect. This effect has to be a way to apply chilled to enemies so most likely a damage reflect or a damaging aura of frost around you. The reason being is that the other winter embrace abilities (impaling shards, frozen gate, arctic wind) are not widely used. The only way wardens really apply chilled to people is through permafrost or northern storm which benefit from the 200% applied chance passives. Same thing with new permafrost is that it shouldn't apply chilled as it already had a high % to do that from the passive, but that is out of scope for this post.
SCR sets off balance and there is a CP passive that invoices damage against off balance enemies by 10%
10s of Minor Vulnerability which affects all skills. and a Stam morph DoT.
Netch cleanse we will have to see if we can still spam it to remove an effects. otherwise this is a decent change.
But everyone lost a lot and had cost increases.
BrokenGameMechanics wrote: »The OP was responding how bad Magden (again) were literally one of the top 1 or 2 classes in nerfs despite the fact that there is near universal acknowledgement by the community that Magden the weakest class in the game, by a wide margin, and have been so since the class was released.
SCR sets off balance and there is a CP passive that invoices damage against off balance enemies by 10%
10s of Minor Vulnerability which affects all skills. and a Stam morph DoT.
Netch cleanse we will have to see if we can still spam it to remove an effects. otherwise this is a decent change.
But everyone lost a lot and had cost increases.
For SCR the damage was reduced 10%, the cost increased. The Off Balance Passive is basically unreachable for Magdens and is something that ZOS's combat team is fully aware. All of the CP abilities in that Tree are stamina related (besides Thaum). For a Magden to activate that passive they would need to put 75 pts into Thaum. But ZOS anticipated this and by super nerfing the Magdens DOTS as well.
Assume your SCR was 10,000 before. Well it is now 9,000 with an increased cost to your spammable with the added bonus of a worthless effect (for a Magden). Also note that the cost increased is SUBSTANTIAL. They increased a SPAMMABLE cost by 36%. Granted a HA would get you a knockdown, but from Magden DPS perspective it is flat useless. So lets just call it for what it is: a straight 10% damage nerf at a 36% cost increase (for a spammable no less) all for an absolutely USELESS effect. It is not just a nerf for Magdens; it is a Super Nerf. Seriously ZOS taking a Magden's spammable and nerfing it 10% at a 36% cost increase for an absolutely useless effect? What are you thinking here? 10% damage loss at a cost of 36% in resource for a completely USELESS Off Balance passive?!?!?! for what? a uselss Off Balance? <Sigh>
For a Stamden using DW the Off Balance absolutely synergies with the DW passive. But is is like the Combat Team's thinking was as follows: "OK, so we added a useless Off Balance to Birds which gave us an excuse to get that big nerf to Magden's spammable. But OMG this might actually be a BUFF for Stamdens so lets add some fine print that you have to be 15m away. That way we ensure the Off Balance is useless for BOTH Magdens as well as Stamdens." Seriously it is like they worked extra hard to ENSURE that the Bird's OB effect was useless in pretty much all scenarios.
The 8% damage Minor Vulnerability is achieved by a losing a fairly effective morph for Magdens with a 50%!!! damage nerf to the skill. 50%!!! Growing Swarm was very effective in PVE for trash ads and most importantly for Set procing. For me Growing Swarm was THE skill for a Magden in 4-man dungeons as out single target DPS is so horrible (and now more horrible, see above). In addition, you could get solid uptime on Ice Heart etc. or other procing Sets from Growing spreading tic damage. Summary a pretty big double whammy on Magdens here.
One of the very few decent things left for the Magden was the purge on the Netch. Remember the Magden, by careful design by ZOS, and ZERO, NADA, ZILCH defensive capabilities. It can't run, no stamina. Similarly , it can't dodgeroll or block. It can't streak. It doesn't have Templar like Eclipse to force an opponent to "back off". It can't spam powerful AOE snares and do little girl circles around a rock like Templars. It can only basically stand there. Literally just stand there. The purge was a modest little thing to allow you to purge off the Templar's slow, or seige AOE, a bleed etc. The 5 sec cooldown is a definite NERF for sure. In PVP it may very well be in the Mega-Nerf range.
I really, really, really don't want to call the 2-second reduction in Netty duration a nerf as ZOS had been solid in consistently NOT giving a single BUFF in 3 YEARS to Magdens. I don't want ZOS to break their 3 years, 0 Buffs, Constant Nerfs record on something this small.
As mentioned the Magden had ZERO survival capabilities in its skill trees, no dodge, streak, run, snares, etc. One thing it could do was at least delay the inevitable by hitting an attacker with a ranged stun. A Magden is NOT a melee class. So losing our ranged, on demand stun is a pretty big nerf. I use the stun all the time on my Magden. Having the new morphs requiring 3 hits (3 secs) before the stun if just silly stupid when you look at the range as pretty much every melee skill has a range over 6 meters. So for a Magden to leverage their class stun as best I can envision it, ZOS's combat team is expecting the Magden to active the skill and (sigh) run around chasing opponents with the intent of positioning my Magen at LESS THEN melee distance to some DK or Templar. This is a HUGE nerf. In effect, once again the Magden has NO hard CC skill available to it.
The Permafrost loss of stun - Nerf. I can't believe ZOS did it and LEFT the stun on DBS. What are they thinking? Stam classes get the Big Damage + Stun ulti. But Magden get a DOT ulti that any Stam char can laugh off with a Vigor. Effectively Permafrost is now a crappy version of Elemental Rage. Loss of Permafrost for a Magden is pretty big. I'm really trying to think what is ZOS thinking here. Best I can come up with is they are trying to turn Permafrost in a defensive or "escape" Ulti. You fire off a permafrost if you (a Magden) are trying to run away out of a situation. In summary, Permafrost was the best thing going for a Magen. Emphasis on the "was". HUGE NERF here for a Madgen.
Gripping Shards was heavy nerfed last release. And SURPRISE in a release where AOE DOTS where supposed to be BUFFED, yep, the Magdens AOE was nerfed AGAIN. What ZOS has against Magdens I can't begin to wrap my hear around. But with +3 years of all Nerfs and no Buffs has to be some kind of ZOS record.
SidraWillowsky wrote: »Literal footage of Dive:
I mean.... I hate the change too, but landing Cutting Dive or Screaming Cliff Racer in PvP from 12+ meters away is definitely not impossible.... I might only be a lowly console player, but even I do it hundreds of times a night.
echo2omega wrote: »Nerf permafrost when?
The ultimate just completely over performs.
12 second duration
70% snare potency.
Chills all targets in the AOE each second.
AND
Major protection
That's 12 seconds of 30% damage reduction.
MLGProPlayer wrote: »Since Netch is a free cast the ability is slightly too powerful imo, one debuff clear per 8 seconds sounds more in line especially because it gives back more resource in a shorter duration now. Really, other classes need some debuff removal as well.
It used to purge on cast. The change to 5s is a nerf.
MLGProPlayer wrote: »[
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.