Araneae6537 wrote: »Physical damage that scales with the warden’s max offensive stat, or leave as magical damage. I don’t see any logic in making it frost damage.
IMHO, it would have been ideal to make warden purely nature-based and cryomancer made a separate class.
Araneae6537 wrote: »Physical damage that scales with the warden’s max offensive stat, or leave as magical damage. I don’t see any logic in making it frost damage.
Araneae6537 wrote: »Physical damage that scales with the warden’s max offensive stat, or leave as magical damage. I don’t see any logic in making it frost damage.
Yup. Bear should do physical damage.
Araneae6537 wrote: »Physical damage that scales with the warden’s max offensive stat, or leave as magical damage. I don’t see any logic in making it frost damage.
Yup. Bear should do physical damage.
ESO_Nightingale wrote: »Araneae6537 wrote: »Physical damage that scales with the warden’s max offensive stat, or leave as magical damage. I don’t see any logic in making it frost damage.
Yup. Bear should do physical damage.
Wild Guardian Does physical damage, Eternal Guardian does Magic Damage. we are asking to change the magic damage variants of animal companions to Frost. so Wild Guardian would be unaffected.
Araneae6537 wrote: »Physical damage that scales with the warden’s max offensive stat, or leave as magical damage. I don’t see any logic in making it frost damage.
IMHO, it would have been ideal to make warden purely nature-based and cryomancer made a separate class.
Araneae6537 wrote: »Physical damage that scales with the warden’s max offensive stat, or leave as magical damage. I don’t see any logic in making it frost damage.
IMHO, it would have been ideal to make warden purely nature-based and cryomancer made a separate class.
I'm over Warden frost, should have been all nature based skills. Nature control/dd would have been better.
A Cryomancer DD skill line & we can all move on from this.
ESO_Nightingale wrote: »Araneae6537 wrote: »Physical damage that scales with the warden’s max offensive stat, or leave as magical damage. I don’t see any logic in making it frost damage.
Yup. Bear should do physical damage.
Wild Guardian Does physical damage, Eternal Guardian does Magic Damage. we are asking to change the magic damage variants of animal companions to Frost. so Wild Guardian would be unaffected.
The meaning of my statement is that ALL bears should do physical damage. The text I quoted allowed for the bear to retain magical damage, but my feeling is that this is a design that should be updated. (fixed my original response to remove that part of the quote)
ESO_Nightingale wrote: »Araneae6537 wrote: »Physical damage that scales with the warden’s max offensive stat, or leave as magical damage. I don’t see any logic in making it frost damage.
IMHO, it would have been ideal to make warden purely nature-based and cryomancer made a separate class.
I'm over Warden frost, should have been all nature based skills. Nature control/dd would have been better.
A Cryomancer DD skill line & we can all move on from this.
Our main rotational damage skills do not deal frost damage at all, when the class wants us to keep chilled applied for as much time as possible. Deep Fissure at the very least should deal frost damage, as it is a core part of the rotation even as a frost warden.
Honestly all but the Shalks should do physical damage. The animals summoned are supposed to be real animals, not "tales." The animals also almost all hail from Morrowind (besides the bear), which is not known for it's snowy environment. Finally, the Winter's Embrace line exists entirely to provide the frost element of the class, including an ability that pretty much guarantees the chilled status on its own, never mind with the rest of the frost damage one can put out.
And of course, ALL of this is against even the game's lore of what a Warden is, given that they follow the god Y'ffre, an elven god to mostly Valenwood Bosmer, which is far too south for frost magic to really fit the class anyway (And also the animals shouldn't be from Morrowind. . . Zo$ though).
Create more Frost DPS Skills in the Warden's Winter's Embrace Skill Tree.
ESO_Nightingale wrote: »Honestly all but the Shalks should do physical damage. The animals summoned are supposed to be real animals, not "tales." The animals also almost all hail from Morrowind (besides the bear), which is not known for it's snowy environment. Finally, the Winter's Embrace line exists entirely to provide the frost element of the class, including an ability that pretty much guarantees the chilled status on its own, never mind with the rest of the frost damage one can put out.
And of course, ALL of this is against even the game's lore of what a Warden is, given that they follow the god Y'ffre, an elven god to mostly Valenwood Bosmer, which is far too south for frost magic to really fit the class anyway (And also the animals shouldn't be from Morrowind. . . Zo$ though).
well, seeing as i just logged into the actual game and clicked make a new warden character, and it gave me this
i definitely don't think they're real animals, especially not magicka warden's which deal magic damage anyway, unlike the real animals.
additionally, winter's revenge might be good at applying it, but good doesn't mean it always applies it, it also shouldn't need to always apply it either. we need to keep an uptime on chilled, which is one of the gameplay elements. making that 100% defeats the purpose of the passive, but anyway, since our main rotational skills, eg, dive and especially shalks, don't deal frost damage, the realistic chance is still quite spotty. and having these skills swap damage types means that we would have better chances to apply it just through our rotation.
So again, why is that a problem? Two skills of all the skills available to you don't apply chilled. So what?ESO_Nightingale wrote: »
ESO_Nightingale wrote: »Honestly all but the Shalks should do physical damage. The animals summoned are supposed to be real animals, not "tales." The animals also almost all hail from Morrowind (besides the bear), which is not known for it's snowy environment. Finally, the Winter's Embrace line exists entirely to provide the frost element of the class, including an ability that pretty much guarantees the chilled status on its own, never mind with the rest of the frost damage one can put out.
And of course, ALL of this is against even the game's lore of what a Warden is, given that they follow the god Y'ffre, an elven god to mostly Valenwood Bosmer, which is far too south for frost magic to really fit the class anyway (And also the animals shouldn't be from Morrowind. . . Zo$ though).
well, seeing as i just logged into the actual game and clicked make a new warden character, and it gave me this
i definitely don't think they're real animals, especially not magicka warden's which deal magic damage anyway, unlike the real animals.
additionally, winter's revenge might be good at applying it, but good doesn't mean it always applies it, it also shouldn't need to always apply it either. we need to keep an uptime on chilled, which is one of the gameplay elements. making that 100% defeats the purpose of the passive, but anyway, since our main rotational skills, eg, dive and especially shalks, don't deal frost damage, the realistic chance is still quite spotty. and having these skills swap damage types means that we would have better chances to apply it just through our rotation.
Magical "reality." There's a book in the game even: https://en.uesp.net/wiki/Online:Who_Are_the_Wardens? that refers to Warden magic as Conjuration/Alteration (In this case most likely conjuration). Conjuration summons real physical forms, and summons like Storm Atronach deal Shock damage because they are literally Lightning Elementals. ANYWAY.
From a gameplay perspective. . . Okay your first argument makes no sense to me. "It doesn't always apply and shouldn't need to always apply." Okay, so it's fine? It tries to apply every tick, so it's already at the same rate you could use a spammable. Plus, I'd imagine anyone who's interested in Chilled or frost damage in general is also running a Frost Staff (Which also indicates ZoS wants to keep frost "tank-oriented" anyway).So again, why is that a problem? Two skills of all the skills available to you don't apply chilled. So what?ESO_Nightingale wrote: »
ESO_Nightingale wrote: »Araneae6537 wrote: »Physical damage that scales with the warden’s max offensive stat, or leave as magical damage. I don’t see any logic in making it frost damage.
IMHO, it would have been ideal to make warden purely nature-based and cryomancer made a separate class.
Zos won't make an entirely new class just for frost damage. warden is the frost class.
the logic in the changes are as follows:
Gameplay
- Frost Based builds get more skills to synergise with their sets and class passives
- Frost Based builds get more chilled chance in their rotation which is vital for Chilled and Minor Brittle uptime, this is also helpful for players looking to build for frost critical builds in PvP.
- Regular Fire/Fire based builds get more chilled chance in AoE increasing their critical chance even if they aren't specced into frost based skills or sets
Lore-wise
- Magic Damage animal companions skills and the "master storyteller whose nature tales become magical reality" line tells us that these are not real animals, and instead warden magic. and because frost magic is warden's unique damage element, the animals can easily inherit the damage type with no problems.
ESO_Nightingale wrote: »ESO_Nightingale wrote: »Honestly all but the Shalks should do physical damage. The animals summoned are supposed to be real animals, not "tales." The animals also almost all hail from Morrowind (besides the bear), which is not known for it's snowy environment. Finally, the Winter's Embrace line exists entirely to provide the frost element of the class, including an ability that pretty much guarantees the chilled status on its own, never mind with the rest of the frost damage one can put out.
And of course, ALL of this is against even the game's lore of what a Warden is, given that they follow the god Y'ffre, an elven god to mostly Valenwood Bosmer, which is far too south for frost magic to really fit the class anyway (And also the animals shouldn't be from Morrowind. . . Zo$ though).
well, seeing as i just logged into the actual game and clicked make a new warden character, and it gave me this
i definitely don't think they're real animals, especially not magicka warden's which deal magic damage anyway, unlike the real animals.
additionally, winter's revenge might be good at applying it, but good doesn't mean it always applies it, it also shouldn't need to always apply it either. we need to keep an uptime on chilled, which is one of the gameplay elements. making that 100% defeats the purpose of the passive, but anyway, since our main rotational skills, eg, dive and especially shalks, don't deal frost damage, the realistic chance is still quite spotty. and having these skills swap damage types means that we would have better chances to apply it just through our rotation.
Magical "reality." There's a book in the game even: https://en.uesp.net/wiki/Online:Who_Are_the_Wardens? that refers to Warden magic as Conjuration/Alteration (In this case most likely conjuration). Conjuration summons real physical forms, and summons like Storm Atronach deal Shock damage because they are literally Lightning Elementals. ANYWAY.
From a gameplay perspective. . . Okay your first argument makes no sense to me. "It doesn't always apply and shouldn't need to always apply." Okay, so it's fine? It tries to apply every tick, so it's already at the same rate you could use a spammable. Plus, I'd imagine anyone who's interested in Chilled or frost damage in general is also running a Frost Staff (Which also indicates ZoS wants to keep frost "tank-oriented" anyway).So again, why is that a problem? Two skills of all the skills available to you don't apply chilled. So what?ESO_Nightingale wrote: »
Magical Reality is still Magic. you can throw a book at me, but it doesn't change anything. if the animal companions that are created via magic, and deal magic damage, when frost magic is also offensively part of a warden's toolkit, why shouldn't they be able to deal frost damage?
When it comes to the winter's revenge thing having one skill always apply chilled defeats the purpose of the whole passive in the first place. applying chilled naturally through rotation is the way it should be and why this passive exists. Always applying chilled via one skill is basically the same as saying that skill should just give you +10% critical damage done to enemies inside of the AoE instead.
That skill is fine as it is and doesn't need any more chance either. Our rotation currently has nothing to do with our class's natural desire to apply the chilled status effect outside of winter's revenge when it could, relatively easy with no downside that negitively effects the existing fire/fire playstyle. conditional bonuses are far more fun than flat bonuses. warden has many of which.
also, not sure where you're getting the "2" skills from seeing as animal companions has 3 normal, and 1 ultimate skill that all deal magic damage and are actively used in those rotations.
Sylvermynx wrote: »I'm just not into ever using the frost stuff. I'm a fire person when it comes to in-game magic. I play my wardens as much on the "nature" side of things as possible (because I'm still missing my druids....)
Sylvermynx wrote: »I'm just not into ever using the frost stuff. I'm a fire person when it comes to in-game magic. I play my wardens as much on the "nature" side of things as possible (because I'm still missing my druids....)
I always choose a nature archetype in every mmo due to the WoW Druid.
A healing tree and boomkin, what more could you ask for?!