Its a zerg busting skill on a zerg busting class
ESO_Nightingale wrote: »not a fan of the timing changes, still needs to deal frost damage.
ESO_Nightingale wrote: »not a fan of the timing changes, still needs to deal frost damage.
Still waiting for the day
Lughlongarm wrote: »I actually like it better this way.
-4 sec is arguably better for doing big burst combos. The extra 1 sec means nothing for damage output in PVP.
-You can now have the skill on your off-bar like some templars like to run power of the light.
-With 10 sec duration the skill will be active most of the time, even while doing buff rotations, healing, being CCed etc... The over all uptime of the skill for the average player will increase dramatically.
-Sure you lose some damage, but now Wardens are not forced to go ~35k health in order to have a reasonable burst heal. You can build purely for damage. I think you can push like ~5% more damage now compared to live from gear choices.
-Regarding, changing damage type and animation flavor, this could be a killer expansion feature, which I think also will have a very minimal balance application. So Ice version for deep fissure, Poison version of lava whip etc... Much better than a card game in my opinion. Its even a monetization opportunity.
Lughlongarm wrote: »I actually like it better this way.
-4 sec is arguably better for doing big burst combos. The extra 1 sec means nothing for damage output in PVP.
-You can now have the skill on your off-bar like some templars like to run power of the light.
Zodiarkslayer wrote: »Lughlongarm wrote: »I actually like it better this way.
-4 sec is arguably better for doing big burst combos. The extra 1 sec means nothing for damage output in PVP.
-You can now have the skill on your off-bar like some templars like to run power of the light.
-With 10 sec duration the skill will be active most of the time, even while doing buff rotations, healing, being CCed etc... The over all uptime of the skill for the average player will increase dramatically.
-Sure you lose some damage, but now Wardens are not forced to go ~35k health in order to have a reasonable burst heal. You can build purely for damage. I think you can push like ~5% more damage now compared to live from gear choices.
-Regarding, changing damage type and animation flavor, this could be a killer expansion feature, which I think also will have a very minimal balance application. So Ice version for deep fissure, Poison version of lava whip etc... Much better than a card game in my opinion. Its even a monetization opportunity.
Argh... PvP... 😉
I don't like it one bit. What good is a 100% uptime, if 80% of the time it's only a timer ticking down with no effect?
Lughlongarm wrote: »I actually like it better this way.
-4 sec is arguably better for doing big burst combos. The extra 1 sec means nothing for damage output in PVP.
-You can now have the skill on your off-bar like some templars like to run power of the light.
The issue is mostly Cadence, people like consistency. Some people already have issues aiming Shalks, now you have 2 bursts with different timing, those people are going to struggle even more.
Also you still have 8% damage nerf. Just sayin.
So... this is just from my perspective,
But I actually like these changes because I thought previously that sub assault clearly outclassed deep fissure due to the double hit, but I have always wanted to use deep fissure because I mainly play solo. So with these changes, it brings the dps of both abilities much closer, but I still get to have my 9k pen while soloing dungeons or in pvp, which is huge.
So... this is just from my perspective,
But I actually like these changes because I thought previously that sub assault clearly outclassed deep fissure due to the double hit, but I have always wanted to use deep fissure because I mainly play solo. So with these changes, it brings the dps of both abilities much closer, but I still get to have my 9k pen while soloing dungeons or in pvp, which is huge.
I don't think that many people object to having fissure hit twice, it's the timing changes and damage nerf that need to be adjusted.
MashmalloMan wrote: »Now do I agree with that mentality? Hell no. Lets just get rid of all class idenity all together at this point. When you balance class skills, pillars of what makes them unique against each other, you lose power fantasy. Class skills should be alowed to be OP when they are pretty much the sole reason to play the class in the first place.
You don't play a Warden if you don't enjoy Scorch, it's their thing.
It also doesn't take into full context what a class is capable of. What they should be good at. A Warden doesn't have as much delayed burst, but they're generally tankier than a Sorc.
The question should be what is a classes power fantasy, what are they meant to be good at and how can we support that idea through their kit.
The changes to classes simply don't take into context what Warden or Sorc are SUPPOSE to be good at.
Imo, at face value, Sorc should be squishy, relying on speed, evasion, delayed single target burst.. but ZOS is against that for some reason. Well okay, but if we don't have that, what do we have?
For Warden, they should be the medium range brawler, frost damage for slows and maim for damage reduction supports this idea, Scorch is the bread and butter, and supports this idea, yet do they play that way? Are they best at that? How do you distinguish that from long range or short range melee like DK/Plar?
They're failing at class identity gloriously.
So... this is just from my perspective,
But I actually like these changes because I thought previously that sub assault clearly outclassed deep fissure due to the double hit, but I have always wanted to use deep fissure because I mainly play solo. So with these changes, it brings the dps of both abilities much closer, but I still get to have my 9k pen while soloing dungeons or in pvp, which is huge.
I don't think that many people object to having fissure hit twice, it's the timing changes and damage nerf that need to be adjusted.
Yeah, I actually really like both SA and DF hitting twice. In my perfect world SA and DF would both pop at 3 and 6 seconds and the damage would be tuned to DF being more damage in a rotation if you need the Major and Minor Breach (solo/PvP), and SA being more damage if you don't (getting them from a tank for instance). I'm really gonna miss the "off-spammable" feel of the skill if the 8/10 second duractions go live.
MashmalloMan wrote: »Mag now deals Frost damage.... Because it should.
MashmalloMan wrote: »Mag now deals Frost damage.... Because it should.
Remember when Zos went and made nearly all of DKs Magicka Morphs fire damage across all trees? That was an awesome stepping off point for DK. I wish they remembered that, so they could do that for Warden.
I wish we could use the Ice Storm and Ice Barrier spells that NPC Frost Mages use and that DKs could use the Fire Wave and Fire Runes spell that NPC Fire Mages use and that Necros could use the summons and empowering summon and dark magic spells that NPC Necromancers/Bonelords use. Why do NPCs have better class identity and skills than the players do?
MashmalloMan wrote: »Mag now deals Frost damage.... Because it should.
Remember when Zos went and made nearly all of DKs Magicka Morphs fire damage across all trees? That was an awesome stepping off point for DK. I wish they remembered that, so they could do that for Warden.
MashmalloMan wrote: »MashmalloMan wrote: »Mag now deals Frost damage.... Because it should.
Remember when Zos went and made nearly all of DKs Magicka Morphs fire damage across all trees? That was an awesome stepping off point for DK. I wish they remembered that, so they could do that for Warden.
Funny because DK was already the most element synergized class with Sorc and Warden needing a freshen up, but kudos to them, step in the right direction. Maybe thats good news for the future.
MashmalloMan wrote: »So... this is just from my perspective,
But I actually like these changes because I thought previously that sub assault clearly outclassed deep fissure due to the double hit, but I have always wanted to use deep fissure because I mainly play solo. So with these changes, it brings the dps of both abilities much closer, but I still get to have my 9k pen while soloing dungeons or in pvp, which is huge.
I don't think that many people object to having fissure hit twice, it's the timing changes and damage nerf that need to be adjusted.
Yeah, I actually really like both SA and DF hitting twice. In my perfect world SA and DF would both pop at 3 and 6 seconds and the damage would be tuned to DF being more damage in a rotation if you need the Major and Minor Breach (solo/PvP), and SA being more damage if you don't (getting them from a tank for instance). I'm really gonna miss the "off-spammable" feel of the skill if the 8/10 second duractions go live.
This is the most logical resolution to the issue imo. I'd add, they could apply major or minor breach to the base ability to help close the gap a bit in scenario's where the debuffs are common, while not forcing too much of a damage buff to stam.
Scorch - X Frost Damage after 3s and 6s delay, applies minor breach for 5s.
Sub Assault - X Poison Damage after 3s and 6s delay, applies minor breach for 5s.
- Costs stamina and now deals poison damage. Deals 15% more damage.
Deep Fissure - X Frost Damage after 3s and 6s delay, applies minor and major breach for 10s.
- Additionally applies major breach and doubles the duration of the debuffs from 5s to 10s.
Main points.
- Both morphs still include the -8% damage debuff to match whatever dumb standards ZOS is using from base.
- Stam has +15% more damage, that is really +5% more than magicka due to the Frost damage passive and 7% more than live.
- Mag has more utility and uptime on that utility for 5% less damage.
- Mag will come out on top for damage when major breach isn't provided, as well as offering more uptime for the rest of their offense.
- Mag now deals Frost damage.... Because it should.
MashmalloMan wrote: »So... this is just from my perspective,
But I actually like these changes because I thought previously that sub assault clearly outclassed deep fissure due to the double hit, but I have always wanted to use deep fissure because I mainly play solo. So with these changes, it brings the dps of both abilities much closer, but I still get to have my 9k pen while soloing dungeons or in pvp, which is huge.
I don't think that many people object to having fissure hit twice, it's the timing changes and damage nerf that need to be adjusted.
Yeah, I actually really like both SA and DF hitting twice. In my perfect world SA and DF would both pop at 3 and 6 seconds and the damage would be tuned to DF being more damage in a rotation if you need the Major and Minor Breach (solo/PvP), and SA being more damage if you don't (getting them from a tank for instance). I'm really gonna miss the "off-spammable" feel of the skill if the 8/10 second duractions go live.
This is the most logical resolution to the issue imo. I'd add, they could apply major or minor breach to the base ability to help close the gap a bit in scenario's where the debuffs are common, while not forcing too much of a damage buff to stam.
Scorch - X Frost Damage after 3s and 6s delay, applies minor breach for 5s.
Sub Assault - X Poison Damage after 3s and 6s delay, applies minor breach for 5s.
- Costs stamina and now deals poison damage. Deals 15% more damage.
Deep Fissure - X Frost Damage after 3s and 6s delay, applies minor and major breach for 10s.
- Additionally applies major breach and doubles the duration of the debuffs from 5s to 10s.
Main points.
- Both morphs still include the -8% damage debuff to match whatever dumb standards ZOS is using from base.
- Stam has +15% more damage, that is really +5% more than magicka due to the Frost damage passive and 7% more than live.
- Mag has more utility and uptime on that utility for 5% less damage.
- Mag will come out on top for damage when major breach isn't provided, as well as offering more uptime for the rest of their offense.
- Mag now deals Frost damage.... Because it should.
Pretty much this, although I think minor breach needs to get removed from SubA seeing as sundered will already apply it. I'd rather them remove it entirely to make way for more damage on the skill than keep it and use whatever spreadsheet backwards logic they use to keep the skill from hitting hard enough.
SubA always seemed weird to me that it was a lonely poison damage skill when there's no passives for it and DKs already lay claim to it.
Now that bear does bleed, it makes more sense to me to dig into the identity as a frost mage/bleed bruiser, strip most (not all) magic damage skills and change some passives around so we now get a bleed bonus.
In my ideal vision:
- Deep Fissure (which already sounds like a glacier fissure) does frost damage and applies major and minor breach, fires once after 3 seconds
- SubA does bleed and applies major breach and deals more raw damage over Deep Fissure, fires at 3, then 6 seconds after cast
- Fetcher Infection remains magic damage but does bonus damage to chilled enemies
- Growing Swarm stays as bleed but has increased chance to apply hemorrhage
- Icy Aura gets reworked into a new passive that gives a Warden guaranteed Minor Brittle when applying chill, regardless of weapon (right now, only ice staff will apply Minor Brittle) and increases hemorrhaging status by 2 ticks
- Piercing Cold drops magic damage and switches it to bleed damage
- Arctic Blast no longer heals. It deals instant frost damage and stuns the enemy for 4 seconds and always applies chilled status
- Winter's Revenge drains magicka over its duration such as DK's Ash Cloud and gains a damage bonus against chilled enemies
This would start to give warden more identity in my limited view. There's still dead skills that just need to be reworked like Dive and Frozen Device.
I dunno, it seems weird to lock an entire status behind one specific sub-type of a weapon. If other classes want minor brittle, then make them use a frost staff. Wardens are the masters of ice, but we can't create minor brittle without the help of a frost staff? That doesn't seem right to me.
I'm against swarm as a stun because swarm is an extremely slow projectile, unless you're suggesting that the new swarm morph would change into something entirely new.
ESO_Nightingale wrote: »I dunno, it seems weird to lock an entire status behind one specific sub-type of a weapon. If other classes want minor brittle, then make them use a frost staff. Wardens are the masters of ice, but we can't create minor brittle without the help of a frost staff? That doesn't seem right to me.
I'm against swarm as a stun because swarm is an extremely slow projectile, unless you're suggesting that the new swarm morph would change into something entirely new.
in groups no-one would run an ice staff dps at all if you give minor brittle to a class. that's the only thing holding it up at the moment.