I feel I should start with a bit about where I'm coming from. A tl;dr is provided at the end.
- I love my Frostden. I care first for thematics and damage second.
- I am not a Warden main. This is due to already having two healers and not feeling like I need a third and it doing fairly poor in the realm of DPS.
- I take my Frostden into BG, non-DLC vet dungeon (save for the older ones which are pretty much easy mode), and normal trials. Not vet dungeons and not vet trials and on no character do I engage in large scale PvP.
- I do not tank in this game except in the sense of "there is no real tank and I'm top agro'er".
- I do tank in literally every other MMO and so have a solid idea as to what a tank actually is for.
- This is not my only problem with the patch notes, but this is the one that really irks me. At the same time, some of the community feedback concerns me.
- I rolled a Frostden because I love the aesthetic and am very willing to let function suffer for style's sake. Even though Frostden is an under-performing DPS, I will keep rolling it as pure-frost, eschewing things like either one of Scorch's morphs or the Bear since they don't fit in (Please, please, please ZOS, please give us a Polar Bear morph or skin!). Just wanted to reiterate this very important point.
That said, the Arctic Blast nerf is getting a lot of hate right now. Personally, I feel the angst is justified in the PvP space and, to a lesser degree, PvE. However, I also understand that as it is on Live, Arctic Blast has issues. Frankly, now that my initial revulsion has passed, I'm more displeased that they took a broken skill and broke it a bit more than I am about the devs "nerfing it into the dirt". Frankly, I don't feel like this is that much worse off.
On the one hand, it is annoying to melee. On the other, it's annoying to the Warden since it's a poorly controlled stun and CC immunity is a thing. I personally have not once found the stun on Arctic Blast to particularly useful in PvP. In PvE, I do find it useful when solo-ing non-overland content (ie, soloing group dungeons). However, I don't do that often, so from a functional stand point, I couldn't care less about the nerf to stun. In group content I use Polar Wind and in overland it doesn't matter because things just die (which frankly, I'm okay with since there is other, harder content I can do when I so choose and sometimes it's nice to feel like a god of icy death).
However, looking at this from the lens of a DPS—which is how most of the community seems to be taking it—seems inherently mistaken.
The entire Winter skill line is a tank line which happens to have non-tank morphs. Polar Wind is unequivocally the healing morph of Arctic Wind, but that doesn't make Arctic Blast the DPS morph. It is the tank morph. That is why you can't just remove the heal, as has been suggested, nor can you remove the utility. Because it is a tank morph and tanks want self-heal and utility. I may not tank in this game, but that's only because I don't like the way agro is managed. I tank in literally every other MMO I've played so I understand tanks are more than just damage sponges. They are about utility and control. They hold agro not so much to keep everyone else alive, but rather to manage the chaos. (I am fundamentally opposed to the mind-set that it's okay to let some mobs roam free, which is why I'll never tank in this game. Or, put differently, my OCD won't allow it.)
That all said, what do I actually suggest to do about it? The skill is not okay as is and the changes aren't great either.
@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam
Well, I would like to call to mind it's theme and purpose. The theme is Winter and the purpose is Utility (it's self-healing at it's base already). With this in mind, I prose the following:
- Keep the damage the same.
- Keep the heal the same. Maybe let it alternatively scale off something other than health, such as magicka and/or stamina.
- Get rid of the stun.
- Each stack lasts 2 seconds.
- Each stack after the first now adds a 10% snare. The first stack snares for 5%. At max stacks this is a 45% snare.
- At 3 stacks it procs a guaranteed chilled status. An alternative, perhaps each stack increases susceptibility to the chilled status effect.
How does this address the devs' concern.
Let's first remind ourselves of the devs' concern:
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.
They worry about the "hard stop". Well, this removes that hard stop. Simple as that. The chilled status effect can be turned into immobilize, but that requires additional effort from the Warden and still takes longer than the three seconds required on Live.
Why these changes? In general.
- I feel they are all thematically inline with a winter theme. Things slow down in the cold. In fact, I'd argue this is more wintry than what's on Live.
- There is no hard stop without the Warden doing something extra, such as casting Unstable Wall to turn the chilled status into an immobilization.
- In my opinion, a bad stun is worse than no stun.
- I like snares. If I were to ever start tanking I like the flow idea of dashing in with Rush of Agony and keeping things stacked thanks to the snare and immobilize.
- This both provides CC utility and also addresses the need for more frost DPS.
Why these changes? Specifically.
- This is a tank ability. Dealing damage by itself isn't the point.
- This is a tank ability, removing the heal is counter to this. For a tanking self-heal, the healing amount seems okay to me, as is how it scales off max health, especially in light of the Wardens existing heal kit. If you want the heal to be relevant to non-tanks (Yes, please!) it can alternatively scale with the higher of constant_1*max_health or constant_2*max_resource_stat.
- The stun seems to be the main problem, both for the players using this skill as well as playing against it. I feel it's bad for everyone. Thus, it goes.
- The 2 second thing is something that just feels right. 1 second seems to short to use reliably in PvP given the current state of the servers, and 3 seconds overly reduces the skill needed to make use of this. In PvE, it doesn't matter, but PvP has technically issues where players can "teleport" all over the place. Alternatively, ZOS, fix the servers.
- For reasons both thematic and functional, this needs some kind of CC. Rather than hard CC, I feel a soft-CC is more appropriate. As for why those numbers, the Frostden already gets a 30% snare and with the way the addition works, it would be weird if it hit 30% as there would actually be a dip at 3 stacks.
- My Frostden hurts for damage compared to all my other DPS. This provides an indirect damage boost, one which can be utilized by the rest of the group as well (since the team is what matters to the tank). As for why "3 stacks"? I picked a number.
tl;dr: Arctic Blast on Live is bad. Arctic Blast on PTS is slightly worse. The devs are right that something needs to change, but missed the mark in changing it. I suggest replacing the hard CC with soft CC that stacks with existing soft CC and adding in chilled for the damage utility (which is sorely needed). this allows the skill to retain its identity as a tank skill while also being more managable by all players in both PvP and PvE, foe and friend alike.
Response to some comments:
- Though the Warden already has soft CC, more soft CC won't hurt, and it does stack with the existing CC up to 105%. I wouldn't want to remove the hard CC without adding something back.
- It has been said that the chilled status proc is already in the kit. This is not entirely true. Permafrost does have a 100% proc, but it's damage is lacking, and can't be used all the time. Impaling Shards and its morphs have a higher chance of providing the debuff, and the Glacial Presence passive increases the chances of for all frost damage, but 100% uptime on chilled is not possible is currently not possible. At least not without multiple Wardens in a 12-person all cooling things down.
- I'm not saying the skill line is purely tanking. There are obviously some non-tank morphs. Unless I'm mistaken, every tanking skill in the game has a non-tank morph. I'm just saying this a tank-centric skill line. The other morph of Arctic Wind is a healer-cententric (whether it's used on healers, tanks, or DPS) and thus it makes sense for the other morph, Arctic Blast, to be inline with a tank's traditional purposes.
- I feel I may have given the impression that I want this to remain a tank skill. That is not the case. I don't tank, so I don't really care that much. However, I do want to propose an alternative to whats on Live and PTS that stays within the bounds of a tank skill simple because I fear any proposal that makes it more of a DPS skill will go in one ear and out the other.