echo2omega wrote: »Looks like a massive case of the class is always greener on the other side.
ESO_Nightingale wrote: »I absolutely can't speak for any of the base classes and I'm sure they need help. What i do know is that warden is in a bad long term position. Does it need to be done before other classes? I dunno. We could try to do something similar to dragonhold and focus on class identities for a patch in the future. I don't think any class should be left out.
I want to keep this as short as possible because I've been talking about this for a couple of years and I'm kind of tired of repeating myself so I'll try to keep it shorter
Warden relies on raw damage passives in order to achieve success as opposed to class skills. This is because our class damage skills are quite lacking, literally. Out of all of the classes in the game. Warden has the least amount of actually viable normal class damage skills that don't have some kind of condition that prevents them from being useful in most scenarios. (This category includes crystallised slab, arctic wind and frozen device.) This leaves us with Dive, Swarm, Winter's Revenge and Scorch as the only skills.
Out of these skills dive is only good in pve where basically maximum damage output is the most important thing. It's effects and drawbacks mean that it isn't used a lot of the time. It used to be apart of a magden combo when it was slower and more of a delayed damage skill. During summerset, zos made it faster, but not fast enough to be a great spammable in pvp leaving it in a limbo of being a spammable and delayed damage skill.
Winter's Revenge is very hard to use in PvP effectively. Like all class ground AoE DoTs.
Swarm is one of the 2 actual class damage skills we use. It's a generic ranged ST DoT that applies minor vulnerability and does good damage. It's alright but it's not anything to write home about.
Scorch is the entire damage identity of our class. It's class defining and there isn't too much wrong with it other than magicka warden's damage type being magic instead of frost. But It's very strong.
This is but one problem. We just don't have an identity other than shalks. Because both damage subclasses use all of the 4 skills the only thing that seperates them at that point is weapons. And we all know that stamina has access to great weapon skills and a better scaling dawnbreaker. And this consistently shows. What magicka warden needs in this regard is another damage skill that fits into a slightly different playstyle than stamina warden.
echo2omega wrote: »Looks like a massive case of the class is always greener on the other side.
techyeshic wrote: »echo2omega wrote: »Looks like a massive case of the class is always greener on the other side.
I voted necro and I main a templar. Lord knows my own class has been dumbed down at very least, but I realize how bad some classes designs are. Not OP vs UP. Just...like.. boring and don't mesh. Lacking flavor or key signature abilities
While I fully agree with the distinction between class rework and buff, I find this paragraph self-contradictory. As you point out, Templar's theme is literally holy "bright light", it's the unifying theme that pours into all 3 skill lines. In fact, Templar and NB are the thematically most coherent classes in the game. Light is literally the Templar's weapon, and that's part of what makes the class great. People may like this theme or find it dull, but the class has a clear thematic identity.Sanguinor2 wrote: »On the other hand, Templar has virtually no class identity past "bright light", no coherent theme to tie its skills together, and aside from Jabs and Focus, which carry the class hard, no skills that stand out as worthy of mention. When you look at a Necro and see them raise the dead, or pummel foes into submission with Colossus, or turn themselves into a horrifying abomination, you get a good idea of what the class is like. When you look at a Warden and see them summon animals to aid them against their foes, or call upon the power of nature to restore their allies, or summon the freezing winds of winter, you get a good idea of what they do. When you see a Templar stab with light, or shield with light, or throw light in the form of a spear, or just light in the form of light, or a light DOT, or another DOT made of light, you have ABSOLUTELY NO IDEA what theme ZOS was trying to achieve with the class, because it's just a bunch of yellow on your screen. Templar should have been something more akin to a paladin, a holy crusader of vengeance laying Divine judgment upon their foes, but instead it's just some homeless dude with a flashlight. No offense, but it really seems as though Templar was just an afterthought.
Starlight_Knight wrote: »Warden because their identity is in a crisis.. a morrowind pet theamed ice mage; only you cant actually play an ice mage becuase ice staves are for tanks...
Butchered burst potential when they increased the speed of cliff racer.
also, imagine being a woodelf that summons cliff racers lol.
imho the warden was a gimmic to get people to buy the morrowind dlc and has struggled to find its place ever since.
DKs, Templars and Sorc need their passives looked at. Nightblade's are pretty good, but the two paid for classes have insane passives. The other three are far behind.
It'd be nice for all classes to have a proper class spammable too. Stam specs of DK, Necro, Warden and Stam sorc are all pigeonholed into 2h for pvp. None of their spammables are that great. Mag sorc is stuck with a destro too.
I feel like mag DK, mag warden and mag necro really lack kill closing power without procs, which I think is an issue.
Mag NB's burst is too obvious and too slow. Yeh, a lot of classes have predictable burst, but you aren't killing anything with a (non gank) magblade without merciless. If someone blocks or dodges, it takes a while to create another burst window.
magDK lacks burst, mobility, gap closer and SUSTAIN. Especially in PvP, being a DoT class and having them purged constantly is rough.
It would be nice if we had a perk for a bit of purge resistance or something..
magDK lacks burst, mobility, gap closer and SUSTAIN. Especially in PvP, being a DoT class and having them purged constantly is rough.
It would be nice if we had a perk for a bit of purge resistance or something..
Maybe a potion effect that prevents people within 20 meters from purging for the duration.
Nightblade is so gimp at Tanking and Healing and half the DPS abilities are just not fun to use.
Warden actually has alot of uniqueness in most of its skills and passives, same with necro from a systemic point of view, they will simply play differently due to inherent design within the classes.
this is to be expected as those classes came later and had to be shiny to encourage sales.
the reason i voted DK, because i main them but would gladly switch given a class change token.
is that its unique features are gone, classes should have at least 2-3 skills that define them slightly as well as make anyone on another class go "oh thats really cool i want to play that!"
NB has things like its switch teleport and claok
Sorc has things like streak and huricane
Warden actually has alot of uniqueness in most of its skills and passives, same with necro from a systemic point of view, they will simply play differently due to inherent design within the classes.
this is to be expected as those classes came later and had to be shiny to encourage sales.
templar is in a similar boat to DK in that it does not have many shiny skills that are flashy and make others want to play it, the difference is that its skills are rock solid and plain just strong, it has the best heals in the game, it has the best cleanses in the game, it has the best class spamable in the game, and with just two of its very first 3 skills, bol, and jabs, you can go through most content in the game without any issue.
for those reasons i ALWAYS recommend templar to new players, jabs, heal, and go.
DK not only had its signature skills gutted (wings) ages ago, it was never given anything to compensate, same with its sustain, same with its damage. there was a time pre 1.5 when DK was the strongest class in the game due too dynamic ult gen and its passive to restore resources on ult use.
there were DK pvp builds that would not even have damage skills slotted, they were vampires that would just pop bats and wade through people.
everything about that particular style is gone. dynamic ult gen is gone, bats are gone, the resource restore on ults is gutted, etc.
DK has no:
cleanse
solid heal
mobility
spamable
sustain
streak
cloak
execute
signature skills
etc.
no class has to deal with all of this at once other then DK, some dont have to deal with any of it.
I have a dk dd vamp and it has solid heals. Stonefish filled up health very well. Dw has two self heals that trigger earth gore as well. I think you are way off base
Power Creep is an unfortunate reality in the gaming industry for many reasons: bringing in newer players and sources of revenue, overturning a stagnant meta, and giving a reason for older veterans to continue grinding for the absolute best new gear or to come back to the series. ESO however was meant to follow a horizontal progression, where sets and classes are equally balanced and newer ones merely open up more options and diversify the range of experiences in-game rather than render old content obsolete. Over time, though, it feels as though ZOS has drifted away from the same standards to which they held the base 4 classes, and allowed for newer options that would not have been considered balanced according to their original design philosophy. With the removal of proc sets in Cyrodiil highlighting the gap between certain classes for all to see, it's long past time to consider giving some much-needed attention to the older elements of the game, including standardizing or reworking older skills and even classes. With that in mind, which class, if any, would you most agree needs work or requires changes? I realize that many people will simply vote for their main, but by rework I don't simply mean "buff"; it could be as simple as bringing certain skills up to par with those of other classes or as drastic as changing the nature of the skills entirely. Along with your choice of class, feel free to include why you picked that option and what changes to it you would most like to see.
Templar. The class has turned into a one trick pony at this point with everything revolving around that silly jabs move. If there is a way to be an effective Templar in PvP aside from building around that one move then I don't know it. Every other strategy has pretty much been eviscerated by the developers.