1. Deep Fissure: this morf applies "Earth Coldness" debuff to enemies instead of Major Breach. Based on your offensive stats Coldness increases frost damage taken by enemy (10% at max).
2. Lightning Splash: Conduit synergy can be taken by any player in group, not only singe ally per skill cast, just like Necrotic Orb. Each time while allies activate it, affected enemies get debuff for 20 seconds that increases incoming shock damage by 5% (10% at max).
Community comment: That changes could be a honorable alternative to Engulfing for other type of elemental damage. Also they make "magica" morph of Scorch viable again, since ZoS made everyone a hybrid and Subterranean Assault became better in all respects.
3. Frostbite set: Increases your damage done with Frost abilities by 10% (up from 8%).
Community comment: This set has to be adjusted to Ancient Knowledge passive, since it got a buff in U31.
4. Energized: Increases your Physical and Shock Damage by 5% and while Shock Staff equipped, your single target class abilities deal 10% more damage against concussed enemies.
Community comment: Could at least sorcerer be honorable user of shock staff?
5. Tri Focus: Shock Heavy Attacks damage nearby enemies for 100% of the damage done and Shock Light Attacks damage closest to target enemies for 30% (decreased AoE range and damage compared to Heavy)
Community comment: This change is nessesary to classify shock light attacks as AoE, so passives of Shock Staff can increase damage of its own light attacks. It's very important in weaving meta.
6. Wall of Storms affectes concussed enemies to get 10% more damage from your AoE abilities, instead sets them off balance.
7. Encratis's Behemoth: Dealing Flame Damage to an enemy grants you Behemoth's Aura for 12 seconds that reaches up to 12 meters. You and up to 11 group members in the aura reduce Flame Damage taken by 5%. Enemies in the aura increase their Flame, Shock and Frost Damage taken by 3%.
Dear ZoS, are these points really so unfair, unbalanced or difficult to implement?
I play the game for 1.5 years, I have 4 different fully-researched classes. Probably I'm not as experienced as the players who play from the release.
But probably just that fact do not allow me to come to terms the complete lack of variability in magica builds.
Okay, flame staff domination has been diluted... by daggers. Praise hybridization! But what about 2 other destruction staves?
Could we get relatable way to play as a mage with a bit different style then inferno slave?
People have to lobby frost damage dealer's thematic for years just to get viable frost spamable. How long should community wait to get primitive standardizated & balanced revisions like was written above? One year more? Three? Five?
I really do not understand ; _ ;
You are right! It could hurt nb's, plar's, warden's and vampire's smabable.If you buff shock and ice damage by 13%, then there will be even less reasons to use e.g. your magic damage class spammable instead of force pulse.
I thought it would be pretty enough to Unstable Wall having 10% from Warden passive and 10% from Frostbite. It would gives same +20% buff that Fire Wall has. Just like Storm Wall would have 10% from Ancient Knowlage and 10% from concussing enemies. And BOOM that abilities could be finally equal.the other massive problems are the unstable wall of frost morph still being supportive, icy rage being generally awful, and frost impulse's effect doing literally nothing for DDs while fire gets great benefits for all of those
You are right! It could hurt nb's, plar's, warden's and vampire's smabable.If you buff shock and ice damage by 13%, then there will be even less reasons to use e.g. your magic damage class spammable instead of force pulse.
Probably Screaming Cliff Racer morf should make frost damage instead of dealing more damage based on how far away the enemy is, templar's sweeps should make more burning light procs. etc. Or just nerf Force pulse by 10% :^Dnot 13%, because its already weaker as single target spamable, then e.g. Elemental WeaponI thought it would be pretty enough to Unstable Wall having 10% from Warden passive and 10% from Frostbite. It would gives same +20% buff that Fire Wall has. Just like Storm Wall would have 10% from Ancient Knowlage and 10% from concussing enemies. And BOOM that abilities could be finally equal.the other massive problems are the unstable wall of frost morph still being supportive, icy rage being generally awful, and frost impulse's effect doing literally nothing for DDs while fire gets great benefits for all of those
I agree with that Impulse and Icy Rage have also big problems being used by damage dealers and need reworks, I really forgot about them while writing this post.
unstable wall of fire does 20% more damage to burning targets and gets buffed by 10% from engulfing and 5% from encratis. unstable wall of frost does no specific damage boosts and is buffed by 18% from combined piercing cold and frostbite. it's far worse.
unstable wall of fire does 20% more damage to burning targets and gets buffed by 10% from engulfing and 5% from encratis. unstable wall of frost does no specific damage boosts and is buffed by 18% from combined piercing cold and frostbite. it's far worse.
Yep, I know. Thats why i suggested to make Encratis debuff multi-elemental and give people alternative debuffs to Engulfing from e.g. Deep Fissure and Conduit (Frost and Shock respectively). Please re-read the original post.
23%. 10% Piercing Cold + 10% Engulfing alternative + 3% Encratis. 33% with Frostbite, that is not even stronger then Kinras (6% vs 10%), so everything is fair. And all this are exclusively for Warden.i think a combined 28% damage boost to frost damage is excessive
The problem is that the Animal Summons class is magic damage, and should stay magic damage.
There are no Frost Shalks. There are Flame Shalks and Thunderbugs and Assassin beetles. There are no "Frost Cliff Racers" either.
Wardens are basically druids, not "Mages that cast elemental spells to look like animals." Tbh, they just threw Ice Magic into wardens to fix the lack of a class having ice magic! I don't want them breaking the lore and integrity of the gameplay further just to satisfy some lack of Ice-Magic sets.
ESO_Nightingale wrote: »This line of logic ignores things zos has already done, like with existing warden shalks, cliff racer, fetcher flies and bears as well as shock scamp and twilight, and frost flesh atro.
if everything was supposed to be realistic and fit the lore exactly, sorcs would deal fire damage with their class skills, there would be no frost damage flesh atro ultimate and warden's only source of magic based damage would be from flame damage shalks. But that isn't the case.
there's no reason to be upset at the concept of frost shalks because if you're upset at lore breaking damage types why aren't you mad at the existing shalks? it's just following zos's own logic while making the class more synergistic with itself. It doesn't break existing lore. Most of these aren't real breathing animals, they ARE spells. the fact that shalks and cliff racer are see-through is easy enough to see. they're "nature tales that become magical reality" as the class itself tells you. Bear and betty are the only ones that are permanant enough, and realistic enough where i'd say frost damage on them is a bit weird, but the line has been crossed before, and it's not like betty even does damage anyway.
there's a need for more viable frost SKILLS. not just sets. frost DPS only use frost reach and winter's revenge at the moment because every other frost skill is just bad and still a dps loss compared to fire. Warden as the frost class is in need of more synergy with it's own kit. frost shalks is a great start.
It's not about being afraid of frost spells, it's about twisting the abilities to suit Frost magic users because they want more.
I agree with the Frost Wind idea people have passed around, to match that of the NPC's version we've always seen.
The problem is that the Animal Summons class is magic damage, and should stay magic damage.
There are no Frost Shalks. There are Flame Shalks and Thunderbugs and Assassin beetles. There are no "Frost Cliff Racers" either.
Wardens are basically druids, not "Mages that cast elemental spells to look like animals." Tbh, they just threw Ice Magic into wardens to fix the lack of a class having ice magic! I don't want them breaking the lore and integrity of the gameplay further just to satisfy some lack of Ice-Magic sets.
What players should be asking for instead:
2 "class skill ability lines", and only 2 "class passives" chosen at the start of a character creation. Choose Frost Magic Skill Line, and Necro's Living Death.
(Sure, someone may find a meta combination, but they always do, even with the current class system)
But isn't this the freedom people wanted? I think people are more frustrated that they can't be a decent "Shock and Flame mage" because the half the Shock magic is under sorc and half Flame Magic is under Dragonknight.
I say only 2 class skill lines because 3 is too much to balance and you can't even use that many skills, unless you don't need weapon/world skills (big doubt).
TES fans get their freedom, MMO fans get their freedom, ability combinations increases, and players have to rebuild their favorite characters. This would be the dawn of a class-change token as well.
YandereGirlfriend wrote: »The inconvenient truth facing your argument, though, is that 'druid' is not a thing historically in the TES series, so trying to maintain the 'druid' purity of the Warden is as ahistorical as any drive to convert more skills to Frost Damage.
Sure, there are 'druids' in the lore of various places but that has never existed as a playable class in the series. And if the argument is simply, "Well, that's okay because ESO is doing its own thing with classes and a Warden must be some strange cousin of the Glenmoril Wyrd or something" then a Frost Warden is equally within their rights to say, "And I say that Wardens are actually the prototypical Frost Mages that have existed in the TES lore and in every game that has ever existed in the series." IMO, the Frost Warden holds the trump card in that exchange because you can at least play as an actual Frost Mage in every TES game whereas you've never been able to play as a 'druid' or 'beastmaster' in a game.
TLDR; Most classes in ESO are an abomination from a lore perspective but at least the Frost Mage achetype is something that has existed as a playable role in TES games in the past.