BrokenGameMechanics wrote: »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.
This is just ridiculous if they in fact said that. All ZOS is doing is pitting the Warden Mag/Stam community to decide you to screw over.
Lets look at Dive from the Magdens perspective. We are getting a substantial increased cost for 10% lower damage for an Off Balance effect. The Magden does not receive the CP 10% damage bonus as that tree is Stam related. So big win for Stam, big nerf for Mag. Second, Stam gets a stacking bleed effect in their morph. Mag is retaining their linear 15% damage bonus for range. In other words, the close a Magden get to the target the WEAKER out Bird gets.
So now ZOS is asking the Warden community to decide between themselves who gets screwed. If we go with <12M then Magens who ARE decidedly NOT melee builds now have to reduce their damage to get the effect (which is useless to them anyway, besides once in a blue moon being able to get of a fully charged HA to get a ... wait for it ... a knockdown.) No Magden will survive long standing up close and personal in PVP melee holding a HA attack. i.e. This effect is worthless.
In summary, if it is changed to <12m then the Magden get nothing, nothing but screwed.
- Bird nerfed with 36% increased cost.
- Bird damage reduced 10%.
- Must stand at near max range to receive their full 15% damage morph., but then receives NO Off Balance effect.
- To receive the Off Balance effect they need to move into Melee distance give UP 2/3 of their Bird's Morph effect. So ANOTHER 10% Nerf.
I mean this is just ridiculous to the point of fantasy. The WHOLE POINT of this was to IMPROVE the class with additional effects NOT to further nerf Magdens into the ground. Magdens are already WAY bottom of the barrel in PVP and PVE. PVP Stamden vs Magden is not even close.
So in summary for a Magdens Birds. 36% cost increase. Damage reduced 10% at base. Does not receive the Off Balance CP passive bonus. (Assuming <12M) And then must surrender an additional 10% damage for their 15% damage morph AND must close to melee distance to even get the Off Balance effect. So a total of 20% damage nerf for a Magden to get the effect.
Beyond belief to be honest. Please if you want to buff the Stamden Bird's fine, but why do it with such a huge negative Magden Bird nerf? We get totally screwed with these changes.
Wardens are actually feeling pretty darn good for pvp right now on PTS. My only concern is stam cliff racer with its lower cost vs mag cliff racer is actually an incredibly potent spammable if all you’re looking for is straight up DPS spam. Directly spamming the skills gives more damage/cost by far than any other class spammable like necro’s skull (with comparable travel time). Bleed just stacks too many times it’s actually insane. Love the mag version of dice allowing for off balance making off balance more relevant and providing a stun with partial charged heavy. I actually like the direction this is going because it emphasizes an underutilized mechanic while adding more skill and timing required to get a hard CC off your opponent.
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.
Arctic wind feels great, not OP not weak, just about right for a skilled player to utilize.
Permafrost imho actually got stronger because it is super easy to get the extra 4s duration which gives 4 seconds (50% more) major protection and damage while the snare is buffed.
Swarm feels just about right.
Overall, wardens are definitely top tier next patch in pvp. My concern that doesn’t just apply to wardens is healing is quite potent compared with damage and wardens have a lot of sources of heals. It makes wardens and Templars powerhouses that are almost impossible to 1v1. Actually you can stalemate too easily on PTS duels at the moment. Dmg like dots should probably get scaled up a tiny bit while heals brought down a tiny bit. 10%~ increase in damage in the form of some underused skills getting buffed and 10% nerf to heals in general and you’ll have pvp sitting at a really good spot.
Lughlongarm wrote: »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.
Really? First purge will occur 5 sec after casting? This is confirmed?
FrancisCrawford wrote: »Upon review, the off-balance from Dive has to become rangeless (as opposed to long-range only AND also as opposed to short-range only). Most of the reasons have already been discussed, but I have one to add:
Healers will now have a chance to apply offbalance and vulnerability without Wall of Elements, charged lightning staffs and so on. So that's actually a use case for long-range magicka Dive off-balance.
Wardens are actually feeling pretty darn good for pvp right now on PTS. My only concern is stam cliff racer with its lower cost vs mag cliff racer is actually an incredibly potent spammable if all you’re looking for is straight up DPS spam. Directly spamming the skills gives more damage/cost by far than any other class spammable like necro’s skull (with comparable travel time). Bleed just stacks too many times it’s actually insane. Love the mag version of dice allowing for off balance making off balance more relevant and providing a stun with partial charged heavy. I actually like the direction this is going because it emphasizes an underutilized mechanic while adding more skill and timing required to get a hard CC off your opponent.
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.
Arctic wind feels great, not OP not weak, just about right for a skilled player to utilize.
Permafrost imho actually got stronger because it is super easy to get the extra 4s duration which gives 4 seconds (50% more) major protection and damage while the snare is buffed.
Swarm feels just about right.
Overall, wardens are definitely top tier next patch in pvp. My concern that doesn’t just apply to wardens is healing is quite potent compared with damage and wardens have a lot of sources of heals. It makes wardens and Templars powerhouses that are almost impossible to 1v1. Actually you can stalemate too easily on PTS duels at the moment. Dmg like dots should probably get scaled up a tiny bit while heals brought down a tiny bit. 10%~ increase in damage in the form of some underused skills getting buffed and 10% nerf to heals in general and you’ll have pvp sitting at a really good spot.
MLGProPlayer wrote: »<12m is better for magden too. All our other abilities are medium range.
BrokenGameMechanics wrote: »Lughlongarm wrote: »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.
Really? First purge will occur 5 sec after casting? This is confirmed?
This is a pretty substantial nerf in PVP for the Magden. e.g. I could stand on a siege Ram by keeping up buffs, heals and purging off Oils etc. No can do now. I could purge off 1-by-1 the layered single target dots and bleeds. I could clear a snare to escape ( or try to anyway, Magdens are the road kill of PVP). All of that is now gone.
Back in the day when I used to run a "true" animal Stamden I would often slot Mag morph just for that purge alone. So yet again, we have a modest buff here for a Stamden, solid hit nerf for the Magden.
We have and continue to get nothing.
BrokenGameMechanics wrote: »Lughlongarm wrote: »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.
Really? First purge will occur 5 sec after casting? This is confirmed?
This is a pretty substantial nerf in PVP for the Magden. e.g. I could stand on a siege Ram by keeping up buffs, heals and purging off Oils etc. No can do now. I could purge off 1-by-1 the layered single target dots and bleeds. I could clear a snare to escape ( or try to anyway, Magdens are the road kill of PVP). All of that is now gone.
Back in the day when I used to run a "true" animal Stamden I would often slot Mag morph just for that purge alone. So yet again, we have a modest buff here for a Stamden, solid hit nerf for the Magden.
We have and continue to get nothing.
I wish ppl would actually do testing first on PTS before crying. Purge on cast is still there, u can spam it to purge. On top of this, u also get autopurge every 5 sec. So pls, stop spreading lies before actually testing things. Thank u.
I wish ppl would actually do testing first on PTS before crying. Purge on cast is still there, u can spam it to purge. On top of this, u also get autopurge every 5 sec. So pls, stop spreading lies before actually testing things. Thank u.
Yes the CP Off Balance Passive takes 75 into Thaum, but unfortunately i wouldnt doubt zos to just say... the option is still here -_-
I wish ppl would actually do testing first on PTS before crying. Purge on cast is still there, u can spam it to purge. On top of this, u also get autopurge every 5 sec. So pls, stop spreading lies before actually testing things. Thank u.
Skjaldbjorn wrote: »Growing Swarm (morph): This morph has been redesigned into a Stamina-based ability that deals Bleed Damage. The Swarm no longer spreads to nearby enemies upon completion, instead granting other Animal Companion abilities a bonus effect when damaging a target affected by Growing Swarm.
Cutting Dive: Applies a small, stacking bleed effect
Subterranean Assault: Increases the damage vs targets affected by Growing Swarm by 5-10%
Guardian's Savagery: Grants the Warden 5-10% additional crit chance for 5-10 seconds.
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.
MLGProPlayer wrote: »
It used to purge on cast. The change to 5s is a nerf.
BrokenGameMechanics wrote: »MLGProPlayer wrote: »<12m is better for magden too. All our other abilities are medium range.
This is clearly FALSE. The Magden Bird spammable morph is a linear range 15% bonus to damage. i.e We get the full 15% at MAX range and 0% at 0 range. At 12M we lose 2/3 of that morph bonus, i.e. only 5% losing 10% (on top of the 10% we already lost at base). As you move in closer from 12M the Magden Bird damage continues to drop. Effectively, if a Magden sits at 12M or less then this change forces us to lose out on our Bird Morph. It will do nothing. So Magden loses their morph (effectively) and Stamden get stacking Bleed. Not really fair IMHO.
Who knows maybe net-net Magden is better off a <12m, maybe net-net better at >12M. The real issue here is the Magicka Bird morph effect is 180 degrees out of phase with the skills effect. We have to pick one or the other. Get close, get Off Balance, lose damage bonus from morph. Stand far, receive full morph damage, lose skills Off Balance effect. Its a KISS-CURSE by design for Magdens.
This can't be the best we can do here.
Lughlongarm wrote: »BrokenGameMechanics wrote: »MLGProPlayer wrote: »<12m is better for magden too. All our other abilities are medium range.
This is clearly FALSE. The Magden Bird spammable morph is a linear range 15% bonus to damage. i.e We get the full 15% at MAX range and 0% at 0 range. At 12M we lose 2/3 of that morph bonus, i.e. only 5% losing 10% (on top of the 10% we already lost at base). As you move in closer from 12M the Magden Bird damage continues to drop. Effectively, if a Magden sits at 12M or less then this change forces us to lose out on our Bird Morph. It will do nothing. So Magden loses their morph (effectively) and Stamden get stacking Bleed. Not really fair IMHO.
Who knows maybe net-net Magden is better off a <12m, maybe net-net better at >12M. The real issue here is the Magicka Bird morph effect is 180 degrees out of phase with the skills effect. We have to pick one or the other. Get close, get Off Balance, lose damage bonus from morph. Stand far, receive full morph damage, lose skills Off Balance effect. Its a KISS-CURSE by design for Magdens.
This can't be the best we can do here.
I agree.
I like the off-balance range (>12 M) As it is now. This is giving the warden a pseudo range stun with either Staff or Bow + long range pressure option.
Warden have already many CC options for close/mid range .
Perhaps they can make it > 10 for just tiny bit more flexibility but making it <12 will be just bad. Plz don't do it.
RiskyChalice863 wrote: »Question that I think is fairly relevant: Previously, Growing Swarm could proc the 1260 heal from the animal companions skill multiple times. As in, if you cast it on someone, when it ended, you’d get 1260 healing, but if it spread to 3 others then you’d get another 3780 healing (1260x3=3780) after those effects ended. Does Growing Swarm still potentially give you more than just 1260 healing? In other words, I’d the ability hits 3 people, do you only get 1260 healing when the effect ends or would you get 3780 healing because there are three effects?
Canned_Apples wrote: »@MLGProPlayer @Lughlongarm
Based on the limited testing I was able to do, I can confirm that both morphs purge on cast.
I say limited because none of the 10 people on the pts are actually willing to test things.
They're more interested in optimizing their duel builds so they can face roll everyone when the patch goes live.
I feel a little bit disapointed with the change of this class (my main btw).
The new artic wind is kind of good, but doesn't last long and have a very short range. Not very usable in pvp nor pve. I feel it could use something like 10 second duration with the old 2 second tics HoT and being in line with melee range.
As the update is suppose give class more unique purpose, I also feel that the nearly full magique damage kit of the warden should be frost damage. The 6% frost damage increase would be useful, the frost sets would be usable and the chilled passive bonus (with an extention to all warden abilities of course) would be very effective.Skjaldbjorn wrote: »Growing Swarm (morph): This morph has been redesigned into a Stamina-based ability that deals Bleed Damage. The Swarm no longer spreads to nearby enemies upon completion, instead granting other Animal Companion abilities a bonus effect when damaging a target affected by Growing Swarm.
Cutting Dive: Applies a small, stacking bleed effect
Subterranean Assault: Increases the damage vs targets affected by Growing Swarm by 5-10%
Guardian's Savagery: Grants the Warden 5-10% additional crit chance for 5-10 seconds.
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.
I absolutly love the idea of synergies between skills. This is something that is really missing in this game.

RiskyChalice863 wrote: »Question that I think is fairly relevant: Previously, Growing Swarm could proc the 1260 heal from the animal companions skill multiple times. As in, if you cast it on someone, when it ended, you’d get 1260 healing, but if it spread to 3 others then you’d get another 3780 healing (1260x3=3780) after those effects ended. Does Growing Swarm still potentially give you more than just 1260 healing? In other words, I’d the ability hits 3 people, do you only get 1260 healing when the effect ends or would you get 3780 healing because there are three effects?
The previous Arctic could be dodged and blocked and reflected and dealt no damage at all and scaled with health, so it was only good for high max health tanks. This change it nice for MagDen.