ESO_Nightingale wrote: »Changes from Week 1
Before I wanted to jump in and be excited about arctic blast finally being a viable damage skill and the winter's revenge changes, i wanted to test it first before i made my conclusion. here are my results from one of my parses. this post is mostly intended to be feedback for @ZOS_Gilliam and @ZOS_BrianWheeler. and other developers.
Build and Parse results:As this is pts, things are a lot laggier and i missed a lot of sub assault hits due to it taking 1-2 extra seconds than listed to actually come up from the ground.
Arctic Blast
Tooltip:
Conclusion: Arctic Blast finally feels viable as a damage skill after 5 years of begging.
PvP notes: The stun-on cast is significantly better than having a delayed stun. if this effect provides too strong in the future, a stun on-cast effect should be given to another class skill, however, the current design of arctic blast as a 20 second sticky DoT and a burst heal upon cast is a very serviceable design which should remain.
Winter's Revenge
Tooltip:Conclusion: The collosal damage loss from this morph feels really bad especially when compared to other similar ground area of effects. while it's understandable that damage loss is necessary, this skill still needs some damage back, or it needs to be able to have some form of secondary effect that contributes to a noticable damage increase as currently, it's effects are very underwhelming compared to other class ground area of effect damage over time skills. having arctic blast be viable is fantastic, however a significant damage over time loss from winter's revenge sours this significantly. Arctic Blast's damage over time isn't overperforming compared to other similar skills so a huge hit to winter's revenge feels unnecessary.Other things that really need to change before Update 35 launches:
Scorch and it's morphs:
Timers:
The change to it's existing 3 second timer feels awful. a duration increase is a fine concept, however, not at cost of familiarity. it is highly recommended that both skills retain their 3 second intervals between dealing damage and that both morphs have a reason to be used in both pve and pvp as a damage dealer.
Major breach and minor breach are effects that tanks already apply, and thus don't generally have any impact in pve for damage dealers beyond better peneration uptime for the group in aoe.
I feel like a simple mistake that could be made is changing 1 morph to have an additional tick. this will overshadow one that ticks 1 less time in pve encounters. regardless of if the one that ticks less has major and minor breach. the reason why, is that it's generally a damage loss to cast a skill like this, more often. Another important detail is sustain, casting it more means more sustain lost, Deep Fissure is a noticable sustain hemorrhage for magicka builds which leads to subterranean assault outperforming it significantly in pve. in pvp having the ability to strip away the opponents armor and deal more damage per cast due to piercing cold just means that you will never have any reason to pick subterreanean assault in pvp or deep fissure in pve. as it currently exists, there is not really a meaningful choice between morphs. you will always pick subterranean assault in pve and deep fissure in pvp.
This skill is what i would call our anchor skill. it's our most defining gameplay changing skill, and it's the only point of gameplay difference between our class and other classes. it is for this reason that i suggest that in the future, deep fissure or subterranean assault be entirely reworked to be able to provide a different gameplay experience for the warden. skills that i can give reference to that already do this for other classes, are crystal weapon and crystal fragments for sorcerer or solar barrage and dark flare for templar.
Damage Type change:
Another significant change would be a damage type change for deep fissure and scorch at base, with subterranean assault remaining as a poison damage skill, or being changed to bleed. at this point in time, a damage type change to frost would be a significant help for frost dps builds while having no impact on any other build except for ones that specifically run war maiden. as frost damage has more interactions with item sets and passives on our own class than magic damage does, a change like this helps to make the class feel more interconnected as currently the animal companions damage skills do not have any form of connection to our winter's embrace damage skills, a change like this indirectly helps sets like frostbite to become more powerful for frost dps builds that are already noted as being underperforming. now is the time to improve class identity and to make item sets for niche builds outperform general item sets.
TL:DR:
ensure that both Subterranean Assault and deep fissure have a 3 second tick interval as well as a meaningful pick choice for both pve and pvp.
Change the damage type of scorch and deep fissure to frost damage
Advanced Species
The change to this passive should be entirely reverted, or be given changes to ensure that it remains solid in pve situations. a change to penetration only hurts pve damage dealers. a penetration increasing passive could be implemented on icy aura or as a bleed damage related effect on another passive.
Dive
The off balance proc condition for being at a specific range away from a target does not feel good to use in pvp. as targets generally try to gap-close to you and hit you in melee range. this feels incredibly janky to proc, and thus a different more guarenteed option should be considered for the off balance proc condition. this skill is also insanely slow especially in melee range due to it's minimum travel time. perhaps this skill should instantly hit a target when in melee range and be considered as melee damage. only sending a projectile when the target is out of melee range. this would help sigificantly to increase the identity of warden as a class but also to improve the feel of the class in pvp.
Cutting Dive
It was a good idea to change this morph's effect away from off-balance. however, adding sustain back upon off-balance, and giving no significant damage related effect means that this morph is outperformed significantly by silver shards. yes it applies hemorrhaging more than it did normally, however this increase is not enough to consider using it over silver shards as wild guardian is already applying a ton of hemorraging anyway. this one should go back to the drawing board.
ESO_Nightingale wrote: »Changes from Week 1
Before I wanted to jump in and be excited about arctic blast finally being a viable damage skill and the winter's revenge changes, i wanted to test it first before i made my conclusion. here are my results from one of my parses. this post is mostly intended to be feedback for @ZOS_Gilliam and @ZOS_BrianWheeler. and other developers.
Build and Parse results:As this is pts, things are a lot laggier and i missed a lot of sub assault hits due to it taking 1-2 extra seconds than listed to actually come up from the ground.
Arctic Blast
Tooltip:
Conclusion: Arctic Blast finally feels viable as a damage skill after 5 years of begging.
PvP notes: The stun-on cast is significantly better than having a delayed stun. if this effect provides too strong in the future, a stun on-cast effect should be given to another class skill, however, the current design of arctic blast as a 20 second sticky DoT and a burst heal upon cast is a very serviceable design which should remain.
Winter's Revenge
Tooltip:Conclusion: The collosal damage loss from this morph feels really bad especially when compared to other similar ground area of effects. while it's understandable that damage loss is necessary, this skill still needs some damage back, or it needs to be able to have some form of secondary effect that contributes to a noticable damage increase as currently, it's effects are very underwhelming compared to other class ground area of effect damage over time skills. having arctic blast be viable is fantastic, however a significant damage over time loss from winter's revenge sours this significantly. Arctic Blast's damage over time isn't overperforming compared to other similar skills so a huge hit to winter's revenge feels unnecessary.Other things that really need to change before Update 35 launches:
Scorch and it's morphs:
Timers:
The change to it's existing 3 second timer feels awful. a duration increase is a fine concept, however, not at cost of familiarity. it is highly recommended that both skills retain their 3 second intervals between dealing damage and that both morphs have a reason to be used in both pve and pvp as a damage dealer.
Major breach and minor breach are effects that tanks already apply, and thus don't generally have any impact in pve for damage dealers beyond better peneration uptime for the group in aoe.
I feel like a simple mistake that could be made is changing 1 morph to have an additional tick. this will overshadow one that ticks 1 less time in pve encounters. regardless of if the one that ticks less has major and minor breach. the reason why, is that it's generally a damage loss to cast a skill like this, more often. Another important detail is sustain, casting it more means more sustain lost, Deep Fissure is a noticable sustain hemorrhage for magicka builds which leads to subterranean assault outperforming it significantly in pve. in pvp having the ability to strip away the opponents armor and deal more damage per cast due to piercing cold just means that you will never have any reason to pick subterreanean assault in pvp or deep fissure in pve. as it currently exists, there is not really a meaningful choice between morphs. you will always pick subterranean assault in pve and deep fissure in pvp.
This skill is what i would call our anchor skill. it's our most defining gameplay changing skill, and it's the only point of gameplay difference between our class and other classes. it is for this reason that i suggest that in the future, deep fissure or subterranean assault be entirely reworked to be able to provide a different gameplay experience for the warden. skills that i can give reference to that already do this for other classes, are crystal weapon and crystal fragments for sorcerer or solar barrage and dark flare for templar.
Damage Type change:
Another significant change would be a damage type change for deep fissure and scorch at base, with subterranean assault remaining as a poison damage skill, or being changed to bleed. at this point in time, a damage type change to frost would be a significant help for frost dps builds while having no impact on any other build except for ones that specifically run war maiden. as frost damage has more interactions with item sets and passives on our own class than magic damage does, a change like this helps to make the class feel more interconnected as currently the animal companions damage skills do not have any form of connection to our winter's embrace damage skills, a change like this indirectly helps sets like frostbite to become more powerful for frost dps builds that are already noted as being underperforming. now is the time to improve class identity and to make item sets for niche builds outperform general item sets.
TL:DR:
ensure that both Subterranean Assault and deep fissure have a 3 second tick interval as well as a meaningful pick choice for both pve and pvp.
Change the damage type of scorch and deep fissure to frost damage
Advanced Species
The change to this passive should be entirely reverted, or be given changes to ensure that it remains solid in pve situations. a change to penetration only hurts pve damage dealers. a penetration increasing passive could be implemented on icy aura or as a bleed damage related effect on another passive.
Dive
The off balance proc condition for being at a specific range away from a target does not feel good to use in pvp. as targets generally try to gap-close to you and hit you in melee range. this feels incredibly janky to proc, and thus a different more guarenteed option should be considered for the off balance proc condition. this skill is also insanely slow especially in melee range due to it's minimum travel time. perhaps this skill should instantly hit a target when in melee range and be considered as melee damage. only sending a projectile when the target is out of melee range. this would help sigificantly to increase the identity of warden as a class but also to improve the feel of the class in pvp.
Cutting Dive
It was a good idea to change this morph's effect away from off-balance. however, adding sustain back upon off-balance, and giving no significant damage related effect means that this morph is outperformed significantly by silver shards. yes it applies hemorrhaging more than it did normally, however this increase is not enough to consider using it over silver shards as wild guardian is already applying a ton of hemorraging anyway. this one should go back to the drawing board.
Don't forget to demand your buff to Ysgramor's Birthright. That set was locked at 400spell damage because previously you could get that bonus on your light attacks for weaving. That's gone on PTS, so the set should grant 600 just like Swamp Raider and Warmaiden.
Since my new character concept is a Nord Frost Tank -- some of this does make me a bit happier with the upcoming patch - may have to just stay with that character as the one who will be fun to play ......
Then again, it may shortly be.... Wardens, wardens..... wardens everywhere......
Auldwulfe
ESO_Nightingale wrote: »Since my new character concept is a Nord Frost Tank -- some of this does make me a bit happier with the upcoming patch - may have to just stay with that character as the one who will be fun to play ......
Then again, it may shortly be.... Wardens, wardens..... wardens everywhere......
Auldwulfe
as a tank you won't gain much out of using arctic blast anymore, as it's now a dps morph. are you saying that you're excited for the increased heal over time on an ally? i could see that being quite helpful.
ESO_Nightingale wrote: »Since my new character concept is a Nord Frost Tank -- some of this does make me a bit happier with the upcoming patch - may have to just stay with that character as the one who will be fun to play ......
Then again, it may shortly be.... Wardens, wardens..... wardens everywhere......
Auldwulfe
as a tank you won't gain much out of using arctic blast anymore, as it's now a dps morph. are you saying that you're excited for the increased heal over time on an ally? i could see that being quite helpful.
I don't just tank, I also do overland stuff -- yeah, I don't mow things the way my DPS guys do, but I still finish stuff, and get exp and items, or at least harvest some craft ingredients ..... so I do slot in some things like the Arctic Blast, as needed, during those times ......
Big difference, for me, is fun ... when it becomes and unfun grind, I go looking for another game.
No amount of "we will make you grind until you buy our store items to get around it" has ever worked at keeping me in a game.
Auldwulfe
I have an outlandish idea, how about 2% damage done?In regards to the Advanced Species passive....Unsure what to change it too but i dont think pen is the right one.
MashmalloMan wrote: »
MashmalloMan wrote: »
ESO_Nightingale wrote: »MashmalloMan wrote: »
outrageous! that's like a fraction of a percent worse than fighter's guild slotted passive!
Skjaldbjorn wrote: »ESO_Nightingale wrote: »MashmalloMan wrote: »
outrageous! that's like a fraction of a percent worse than fighter's guild slotted passive!
Well, FG passive is weapon/spell damage, not raw damage scaling. But still, point stands.
Skjaldbjorn wrote: »
Skjaldbjorn wrote: »
for pve yes, but would be good for pvp, where you generally dont use 5 light.
Skjaldbjorn wrote: »
for pve yes, but would be good for pvp, where you generally dont use 5 light.
Skjaldbjorn wrote: »Skjaldbjorn wrote: »
for pve yes, but would be good for pvp, where you generally dont use 5 light.
I don't really PVP, so I tend to view things solely from a PVE perspective.
MashmalloMan wrote: »Skjaldbjorn wrote: »
for pve yes, but would be good for pvp, where you generally dont use 5 light.
I don't think a single competitive pvp warden(inb4 the 1 person says they use it) relies on cliff racer in pvp, so the point is kind of mute until they completely rehaul the projectile and animation time to make them actually usable outside dummy parsing.
Also, it costs mag, it would still mostly be used by mag wardens, thus they're more likely to be using Light Armor and over penetrating. Problem is just shifted.
Damage Done has the same effect with no cap, the only reason I can see them changing it is because they wanted parity between Advanced Species and Frozen Armor in that they now provide the same values on opposite sides of the spectrum.
You know.. balance.
Skjaldbjorn wrote: »Skjaldbjorn wrote: »
for pve yes, but would be good for pvp, where you generally dont use 5 light.
I don't really PVP, so I tend to view things solely from a PVE perspective.
Even for pvp though. Pen is very easy to access. Sure the bonus damage isn't as good in pvp but damage is damage. It's Wardens #1 damage passive. There's other passives that need reworking that could have Pen slapped on it, like Icy Aura. Everyone universally agrees that Icy Aura is next to useless. So rework that Zos.
ESO_Nightingale wrote: »Skjaldbjorn wrote: »Skjaldbjorn wrote: »
for pve yes, but would be good for pvp, where you generally dont use 5 light.
I don't really PVP, so I tend to view things solely from a PVE perspective.
Even for pvp though. Pen is very easy to access. Sure the bonus damage isn't as good in pvp but damage is damage. It's Wardens #1 damage passive. There's other passives that need reworking that could have Pen slapped on it, like Icy Aura. Everyone universally agrees that Icy Aura is next to useless. So rework that Zos.
icy aura is literally useless now that falcon's swiftness clears soft cc. it needs to be entirely changed.
Skjaldbjorn wrote: »
for pve yes, but would be good for pvp, where you generally dont use 5 light.
Skjaldbjorn wrote: »
for pve yes, but would be good for pvp, where you generally dont use 5 light.
It's a nerf for PvP too. 1% mitigation is 660 armor. In order to match current advanced species, the new passive would need to give us 1320 per skill.
It's a nerf. I'd rather have that raw damage attached to scorch.
MindOfTheSwarm wrote: »Winter’s Revenge was the biggest mess up of the entire patch for me. It is CENTRAL to a Frost DD damage output. If no direct buff is coming I don’t know what to suggest for it.
Maybe 100% guaranteed to apply Chill on each tick. That would essentially add an extra 700ish per second on a damage spec.
It really galls me that the “returned it to 10 seconds.” It’s a clear sign of not knowing the class and is downright unprofessional. Maybe it was poor wording in the notes and that could be more forgivable but I doubt it was that.