Personally the ice/nature doesn’t jell well.
Should of been two separate classes. Full on warden that’s like a Druid and a cryomancer full on ice damage. But hey don’t think they will break a class to remake it and create a new one.
But ya never know...
Wolfchild07 wrote: »Also, shalks should be reverted to the turtles that were supposed to release with the class. Or just make them all not Vvardenfell related. That was a weird decision to begin with. It's releasing with insect zone, so make some of the animal skills insect zone related, is just silly. So many creatures they could've drawn off of, but bees (I'm ok with this one), cockroaches (again insects), flying jellyfish (may as well be an insect), is too much.
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....)
We already have classes dealing nearly all fire damage (DK), shock damage (Sorc), magic damage (NB and Templar), and an equal amount of all elements (Necro).
It really would've been best to keep Wardens as a nature "druid" sort of class while having a new class focused on cold-related stuff. Given that Warden is our "ice" class though.... I think it would make sense to let their abilities deal lots of Frost Damage so we have one class which specializes in it.
YandereGirlfriend wrote: »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....)
We already have classes dealing nearly all fire damage (DK), shock damage (Sorc), magic damage (NB and Templar), and an equal amount of all elements (Necro).
It really would've been best to keep Wardens as a nature "druid" sort of class while having a new class focused on cold-related stuff. Given that Warden is our "ice" class though.... I think it would make sense to let their abilities deal lots of Frost Damage so we have one class which specializes in it.
I would definitely not lump Sorcerer as a class that deals primarily Shock Damage. It has the same awkward identity crisis that Wardens current have being split between Shock and Magic, except that Sorcerers don't even have a class passive that buffs Magic Damage.
They might have some "on paper" skills that deal Shock Damage but your heaviest hitters (e.g. Frags, Curse, Light Attacks) and biggest individual contributors to DPS don't deal Shock Damage. Simply enumerating Shock Damage abilities also includes abilities that are basically useless currently in PvE such as Streak and Overload. The problem is compounded further if you opt to be a non-pet magSorc.
Which is why, right after Warden gets their Companions and Winter's Embrace skills converted to Frost Damage abilities, Sorcerers need to be right behind them in converting their core abilities to deal Shock 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.
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)
Dark_Lord_Kuro 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.
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)
Exept conjured one like the one we get
Dark_Lord_Kuro 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.
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)
Exept conjured one like the one we get
No. All bears. Conjured. Real. Imaginary. Football players.... all Bears.
Dark_Lord_Kuro wrote: »Dark_Lord_Kuro 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.
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)
Exept conjured one like the one we get
No. All bears. Conjured. Real. Imaginary. Football players.... all Bears.
That not what the tooltip say
Also we play in world with dragon, vampire, humanoid cat and lizard, roll of paper that got divine power, and much more weird stuff, how, in a world like that, can you be so certain that a bear that we make appear out of thin air would work like a regular one?
Just make the magika morph icy nature theme and the stam morph can remain physical/bleed and be the regular nature theme
I would want the skills to make sense instead of only dealing frost damage just because magWardens would benefit from it more.
So pick one (or many) of these:Rest stays as is because mag warden ult is already good and we ran out of icy creatures for the Netch and Bear. The bear could be recoloured to be a snow bear on the magicka morph though just for the matching thematic.
- Screaming Cliff Racer becomes Ice Wraith.
- Deep Fissure becomes Frost Bite (with Frost Bite spiders)
- Fetcher Infection becomes Angry Wisps