Every patch, complaining from people is bound to happen for all sorts of changes for all sorts of reasons. Sometimes the feedback isn't necessarily helpful or just plain mean to the developers. I understand that, which is why I will try my absolute hardest to provide as constructive feedback as possible for the presented warden changes. It seems to me, that the pain points that this class has about it are being misinterpreted by the developers, as there was an effort made to combat what the developers thought the problem was. So I will cover the pain points of each skill, why x thing is not suitable for y reason, and what the changes that have been presented as of week 1 will actually do. This is frankly a very disappointing patch for warden dps players, I've seen a lot discussion already for all aspects of the changes especially on the Frost Discord.
It's for reasons like this why the whole community keeps asking if we can have increased feedback from the developers, because we need to hash out these issues as soon as possible, the patch releases to live in a bit over a month, so this needs to be brought to Zenimax's attention asap. Now, to cover everything.
@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam
Week 1 Warden notes if you didn't see them:
Warden
Animal Companions
Feral Guardian
Wild Guardian (morph):
This morph now deals 10% more damage, up from 5%, to ensure it deals similar damage to Eternal Guardian when you take the Piercing Magic passive.
This morph now converts the damage to Bleed Damage instead of Physical, and each attack applies the Hemorrhaging status effect. Wild.
Scorch
Deep Fissure (morph): This morph now also applies Minor Breach to enemies hit for the duration.
Green Balance
Healing Seed
Corrupting Pollen (morph): This morph now also applies Minor Cowardice to enemies in the area, to help it gain some viability in PvE areas.
Winter’s Embrace
Arctic Wind
Arctic Blast (morph):
This morph now requires enemies to be damaged 5 times in order to be stunned, up from 3.
Reduced the duration of the stun to 3 seconds, down from 4.
Increased the duration of the stack counter to 3 seconds, up from 1.
Developer Comment:
Right now, this ability is offering too much offensive nature for the Warden, allowing them to line up their burst perfectly with Scorch to remove counter play. By increasing the stack count required, there should be less of a guarantee with this combination and require more reactive play from the caster, while the increased duration of tracking helps also reduce the ease of counter play by backing off for 1 second from the Warden to completely avoid the stun.
Crystallized Shield
Crystallized Slab (morph): This morph now also stuns the target upon dealing damage.
Developer Comment:
For the masters of Ice, Wardens are lacking a lot of hard control. Without giving them something too over the top to make them even more oppressive to melee attackers, we've opted to add in a reactive ranged stun option to help deter those ranged builds that naturally kite and hound Wardens.
Frost Armor
Expansive Frost Cloak (morph): Expanded the radius of this morph to 36 meters, up from 28.
Sleet Storm
Northern Storm (morph): This morph now grants 300 Weapon and Spell Damage for up to 30 seconds after casting, rather than up to 15% Max Magicka for 30 seconds. This should help the Ultimate be more impactful across play styles.
Animal Companions
(MAJOR) Wild Guardian:Pain Point reported by us: This morph is useless compared to Eternal Guardian because Eternal Guardian does more damage (via Piercing Cold) and has an auxilary effect.
Changes that were implemented to combat the Pain Point:
- Increased wild guardian's damage by 5%
- Changed the damage type to Bleed
- The bear dealing damage always applies the hemorrhaging status effect.
Problem:
This change appears to be spot on with the pain point, however this opens up a new can of troubling worms for the morphs.
This will take a bit of explaining, but long story short, This change literally just gets everyone to swap morphs to wild guardian. That's all it effectively does.
Eternal vs Wild:
Due to the nature of dps, the highest damaging morph will always be chosen unless the other morph is able to provide something significant enough to warrant it's use. Before high isle, everyone picked eternal guardian because it was statistically more damage, and it had a neat little effect for soloing. Wild Guardian offered nothing. so, we picked Eternal every time unless we didn't read the tooltips and thought that wild guardian was better because the green text said so. So, now that Wild Guardian does a ton more damage than Eternal Guardian, we have next to no reason to use Eternal Guardian. Even in duels where pets CAN DIE, having extra damage and hemorrhaging proc is huge compared to an extra respawn with a long cooldown and less damage, that respawn only happens once before you have to wait a while for it to work again. in pve, there's no reason to use Eternal, in pvp there is a
very niche reason to use Eternal. and now, that means that Eternal needs a buff in some other direction than damage otherwise we just have the same issue again.
Suggestion:
My suggestion is making the summon time 1.5s instead of an instant respawn with a long cooldown, AND an instant teleport to the enemy that you target with Guardian's Wrath along with a short window for targets to be able to react to the incoming claw attack, this will make the ultimate a ton more consistent for PvP and give you a reason to use it over Wild Guardian in that sphere of play.
Bear's Damage:
My hemorrhaging proc damage went from something like 1% of my damage, all the way to about 5% of my damage. This is way too excessive. I will note that I really like the idea of changing Wild Guardian's damage type to bleed, but the hemorrhaging proc applying from all attacks is too much. Bear already is around 15% of our damage, but with this change it goes up to like roughly 18% of our damage which is genuinely insane. We are forced to use this ultimate in pve because if we don't use it, and instead try to use northern storm, we absolutely cripple our damage.
Suggestion:
Hemorrhaging should only always apply from the bear's casted heavy attack and the Guardian's Wrath portion of the bear. Not the light attack portion.
Here's the comparison:
build: Frostbite/Perf Whorl/Master and Mael Ice
(everything apart from the listed changes is the same, give or take some dps because of some lag/inconsistent weaving, name is edited out for being inappropriate, but these tests were still done by me.)
Wild Guardian (roughly around 18% of my damage):
Eternal Guardian: (roughly around 15% of my damage)
Northern Storm: (oof)
Deep Fissure:Pain Point reported by us: This morph is no longer used in pve because subterranean assault is more damage via more global cooldowns, way more sustain, and a better status effect leading us to a pvp and pve morph split while some of us still like deep fissure more than sub assault in pve but feel forced to use sub assault regardless of our preferences of rotation and thematics.
Perceived Pain Point:
unsure, (could we please have some clarification on what the pain point was?)
Change to combat the Pain Point:
- Added minor breach to the skill.
Problem:
Without knowing what the painpoint is which lead to this change, it's very hard to tell the whole picture. Regardless, the disparity between Deep Fissure and Subterranean Assault is a really tough problem to fix without doing a pretty big overhaul to either one of the skills, or both. Minor Breach was a really weird choice. It makes Deep Fissure even better for pvp, sure, but the problem we had with deep fissure was in the pve sphere of play, since that is where we want to be able to use it. Minor Breach really doesn't help much with pve, since penetration is usually covered for us already, so this effect just increases magden and stamden dps in pvp. This makes me think that what we reported, wasn't the focus. so clarification on why this change was made would
really help out.
Suggestion:
I honestly can't come up with a legitimate suggestion here without knowing the real intent behind the change.
Green Balance
Corrupting Pollen: Perceived Pain Point:
I'm assuming it's because of the morph's generally low pick-rate.
Change to combat the Pain Point:
- This morph now also applies Minor Cowardice to enemies in the area, to help it gain some viability in PvE areas.
Note:
Haven't tested this. but it's interesting. Budding is picked because it's burst is easier to control and because it also applies a small heal over time that makes accessing green balance passives easier. but I can't honestly say that i think this'll be used in either pvp or pve. Budding is a really strong option for group healers because you can reactively use the massive burst heal when you need it. corrupting doesn't have anywhere near as much control.
EDIT: Seems fairly strong. Glad that i had wrong initial impressions.
Winter's Embrace
(MAJOR) Northern Storm: Pain Point reported by us: This ultimate is not powerful enough in pve and the major protection nerfs made it feel too expensive for what it does in both pve and pvp.
Perceived Pain Point:
the Ultimate isn't impactful enough across play styles.
Change to combat the Pain Point:
- This morph now grants 300 Weapon and Spell Damage for up to 30 seconds after casting, rather than up to 15% Max Magicka for 30 seconds. This should help the Ultimate be more impactful across play styles.
Problem:
I think it's fantastic that you guys also think that the ultimate isn't impactful enough across playstyles, because thats true, but I would go even further to say that the ultimate isn't impactful enough in general. Back when major protection was nerfed that felt like the case, and slowly but surely, Northern Storm has dropped in usage simply because it's just too expensive for what it does. Compared to other 200 cost ultimates, it doesn't do nearly as much damage as them, compared to other defensive ultimates(even permafrost), it's not as impactful as them and it's buff can't make up for it's other weaknesses. It's supposed to be the damage morph of sleet storm, but it just cannot perform as needed. It's much easier to use Dawnbreaker of Smiting as it deals a hefty amount of burst damage for cheap, along with stunning and dealing some damage over time. Northern is a lot more expensive, doesn't do burst very well, and it's pressure is only alright. and in pve, why would you ever think to use anything other than bear especially after the changes to Wild Guardian. The weapon and spell damage effect that was updated for the morph is fine, but it's just no-where near enough to save the ultimate from having a low usage, especially in pve.
Suggestions:
Because it's problem is that it's just too weak for it's cost, there's a ton of options that can be implemented to make the ultimate more impactful. Here's a list of options, where any one of them would be fantastic and would make the ultimate a lot more impactful in a lot more situations.
- Swap major protection for major brittle on the northern storm morph
- reduce the cost to 150 ultimate at base
- Increase the duration to 12 seconds at base
- increase the damage of each tick by a solid amount on the northern storm morph
(MAJOR) Crystallized Slab:
(BUG AS OF WEEK 1: Re-casting this skill while it is active does not fire the projectile when the next one is absorbed. This was tested against NPCs.)Pain Point reported by us: This morph is incredibly niche, only being useful against ranged damage dealers, while at the same time being very frustrating for them to fight against.
Perceived Pain Point:
For the masters of Ice, Wardens are lacking a lot of hard control. Without giving them something too over the top to make them even more oppressive to melee attackers, we've opted to add in a reactive ranged stun option to help deter those ranged builds that naturally kite and hound Wardens.
Change to combat the Pain Point:
Problem:
Yes. you're absolutely right. We're lacking hard control. We've said this for a long time. But here's the biggest problem with warden's lack of cc. (i'll explain
again) what
we lack is a ranged offensive stun. Something that we can control easily, is on-demand and it goes to our enemies, like old shock clench's stun or heck, even arctic blast 2.0's stun. But what we did
not ask for was a reactionary stun. That is the entire problem with Arctic Blast that we've had since dragonhold, and that is the reason why we were oppresive in melee range in the first place. Zenimax, we
need a ranged offensive stun, not reactionary stuns, i'm sorry if i'm being too blunt, it's just that we've reported this so many times only to see the same mistake made again.
I'll include a list of ranged offensive stuns that already exist or have existed in the game that can serve as a basis for what we need:
- Binding Javelin
- Old Shock Clench
- Arctic Blast 2.0
- Magnum Shot
- Stone Fist's 3rd cast
- Flame Clench
All of these are ranged, are targeted projectiles that travel to a target, stunning them when they hit. The good ones also dealt some burst damage.
We need that. not something that randomly ticks and then eventually stuns a target after 5 seconds, not something that relies on an enemy shooting projectiles around, not something that relies on an enemy facing you, not something that knocks an enemy out of our shalks and not something that relies on using a specific type of destruction staff. I hope that this provides a clear enough picture of what we need. Please, don't give us more reactionary stuns.
Crystallised Slab with a stun:
Finally, onto the skill itself, no, we don't need this to stun in it's current form. As explained before in the pain points, crystallized slab is a very powerful skill for a specific niche, it's very obnoxious to fight against as a projectile character ever since the damage was increased to make it viable, if this also stuns, it becomes even more oppressive, while also doing exactly nothing against melee characters which is a problem because we need a solid stun. In regards to being oppressive to melee attackers, please check the arctic blast section below.
Suggestion:
Rework this morph entirely or leave it be until you can, please remove the stun from it in the meantime.
(MAJOR) Arctic Blast: Pain Point reported by us: The stun is really annoying to use and fight against, the skill doesn't know what it wants to focus on, because it does everything from damage over time, healing, healing over time and stunning over time and it is the best candidate to be a really nice frost dps cloak skill for pve and pvp, but it's stuck in limbo.
Perceived Pain Point:
Right now, this ability is offering too much offensive nature for the Warden, allowing them to line up their burst perfectly with Scorch to remove counter play. By increasing the stack count required, there should be less of a guarantee with this combination and require more reactive play from the caster, while the increased duration of tracking helps also reduce the ease of counter play by backing off for 1 second from the Warden to completely avoid the stun.
Change to combat the Pain Point:
- This morph now requires enemies to be damaged 5 times in order to be stunned, up from 3.
- Reduced the duration of the stun to 3 seconds, down from 4.
- Increased the duration of the stack counter to 3 seconds, up from 1.
Problems:The painpoints: this is so confusing to me, it's actually pretty hard to accurately line up the "perfect burst" if the target isn't standing still or if they stun you etc, theres already counterplay in those options because the skill is delayed, however it is still oppresive because it still feels cheap when you get stunned by it, because it wasn't a button press immediately linked to the stun, no, it was just punishing the attacker for being in melee range with an almost random stun.
I should emphasise (and I will go on a tangent here because there's a lot of interlocking reasons as to how we got to where we are today), the other reason why we are obnoxious in melee range, is because arctic blast is/
or i guess, was our primary stun. After the nerfs it has recieved again and again, it should be clear that
Arctic Blast's core design is the problem. We had always used a ranged offensive stun because that was what worked best with our kit, and it was also fair to fight against, they mainly worked best with scorch, when those options were removed, suddenly we had to completely redo how we played and arctic blast was the next best thing. Except, it inherited a completely different type of stun from permafrost and it got broken healing scaling. permafrost's old function was as a lockdown ultimate, because of that, and shifting the stun to a much smaller aoe, the purpose of the stun changed from a group lockdown, to a defensive, melee stun. our class design was never about being in melee specifically all the time. it hadn't been designed that way from the gameplay. we are a mid-range class. not purely melee but definitely not purely ranged, and because of our identity anchoring skill in scorch, we are most comfortable within mid and melee range, but not locked into 1 or the other. this is why a ranged offensive stun worked so nicely with our kit, because we weren't always in melee. with the removal of the offensive ranged stuns and the addition of super powered healing on arctic blast that offset our naturally poor healing without major mending, it completely changed the gameplay of warden with 1 skill. most of us want to go back to how it was before with a ranged offensive stun and none of this obnoxious and oppressive reactionary stun stuff. Arctic Blast is the problem with our gameplay. It should not stun like it does currently.
The changes:
With these changes, Arctic Blast is definitely dead. After using it in several duels, it did nearly nothing for me except for healing, and it takes an absolute eternity to stun now, it honestly feels like the stun doesn't exist on it anymore because it takes that long. there's very little incentive to use this skill going forward.
Suggestion:
I recognise that time is of the essence now that we are in week 1, so i'll try and suggest something that probably isn't as intensive? I don't know.
I think the stuns should be completely removed from arctic blast and crystallised slab, and instead, temporarily placed on frozen retreat instead of an enemy pull and immobilise, even if only a temporary change, it's still better for the gameplay design of warden. Arctic blast's duration and ticks should be doubled in order for it to finally become a pve dps skill (we've been asking for this for more than 4 years).
However, if you are willing to hear a really outlandish suggestion that has a lot of design thought put into it, I still think that Arctic Blast 4.0 is the right move. Essentially, it adds a fun little line-moving aoe frost tornado to arctic blast in place of the burst heal, and that tornado is what stuns, along with dealing some alright burst damage and keeping that really nice frost damage aoe with doubled duration. This will turn it into both a pve damage skill that is very thematic and a pvp stun that works with the rest of the kit, to balance this, it will keep it's very high cost.
However, again, I understand that time is of the essence and you want to fix important pain points presumably with as few resources as possible.
Expansive Frost Cloak: Pain Point reported by us: This skill and it's morphs are boring.
Perceived Pain Point: The range on expansive frost cloak isn't enough
Change to combat the Pain Point:
- Expanded the radius of this morph to 36 meters, up from 28.
Notes: Not much to note here. Solid change for the functionality. Still boring but it does it's job.
TL:DR:
Arctic Blast and Crystallized Slab's changes are a step in the wrong direction. These skills honestly should not function as they currently do on the the pts server. We have needed an offensive ranged class stun that we cast towards/on an enemy since Dragonhold, and instead we got yet another reactive stun that we neither asked for, nor needed.
Wild Guardian is massively overtuned because it applies hemo every single damage tick and there is now very little incentive to ever pick eternal guardian, completely reversing the problem.
Northern Storm's change is no-where near enough to help the skill out of the hole it's currently in.
I don't know what's going on with Deep Fissure.
EDIT:
Arctic Blast and Crys slab in a duel, being more of a hinderance to me than a help because they dish out free cc immunity and cannot be reliably controlled due to their design.
https://www.youtube.com/watch?v=kE2jiHm_u88
I have been writing this for over 6 hours with few breaks. I apologise if this is messy, i'm going to comb through it and try to fix any issues i find.