PrinceShroob wrote: »You are attempting to retroactively force Wardens to be cyromancers, at the expense of both its original flavor as a druid and its competitive balance. You are doing this because, due to hardware limitations and your own inability to balance other than through erratic swings, you will not introduce a new cyromancer class.
You will not succeed because you are altering Warden too far from its roots and not far enough to be a workable cyromancer.
Either abandon your attempts or fully commit to them. Your current efforts are half-hearted and half-assed.
To wit, you have taken away about 8% flat damage increase and a 10% tooltip damage increase from Magic and Frost damage skills, to replace with a paltry 2% increase. This is unacceptable--particularly for a paid class.
I have never seen an incremental patch where all the changes are buffs and yet resoundingly rejected, which is a testament to your incompetence. And Gina has to market your madness, poor dear.
Take the following suggestions:
1. Adjust Advanced Species to provide an uncapped boost--Critical Chance, Spell and Weapon Damage, whatever. I really do not give a damn what you pick as long as it's not one of the only two capped stats in the game.
2. Adjust the weighting of Piercing Cold to be closer to 8-10% damage bonus flat with an additional 2% (or higher) for using a frost staff.
I have stayed within the boundaries of the patch changes, as I recognize that larger changes are unlikely to occur. That said, I strongly encourage you to make further adjustments to the changes you have implemented, as I can see you do want to atone for the damage you wrought in Update 35 and actually listening to feedback goes a long way to repairing the fractured relationship with your player base.
I mean Part of Warden's original flavor as expressed had Cryomancy as a main feature along with the Druidism. I don't think it was ever adequately expressed though and honestly still don't think it is with these changes.
That being said, Forcing Frost Staff upon all of warden players is not a great Idea, my suggestion is to make the damage bonus to instead be a more modest 6% damage and bump it up to 8-10% while a Winter's Embrace Skill is Active. Also with this remove the Destro staff dependance on Winter's Revenge.
I agree with Advanced Species Stuff though.
MurkyWetWolf198 wrote: »Has anyone been able to test the dps increase to chilled on wardens? Can a console player with no PTS access get some numbers please?
suggestions
Warden
Animal Companion
Advanced Species: Increased the Critical Damage bonus of this passive to 2/4% per ability slotted, up from 1/3%. Good
Winter’s Embrace
Glacial Presence: This passive now increases the damage done by your Chilled status effect based on a value determined by your highest offensive stats, rather than adding 10% Critical Damage and Healing to recently Chilled targets. Bad change no one ask for. [reverse the old passive].
Piercing Cold: Increased the damage done bonus of this passive to 6 and 12% with an Ice Staff equipped, up from 5 and 10%.
[change it to 6% and 12% while using ice staff].
MurkyWetWolf198 wrote: »Has anyone been able to test the dps increase to chilled on wardens? Can a console player with no PTS access get some numbers please?
Without Chilled Passive :
With Chilled Passive:
2807 > 6873
40% Increase
Mileage may vary, increase scales with your max stat and is also affected by if you have anything that increases frost damage, such as if you are wearing the Frostbite set. Which in this case, we were.
Depending on your setup, chilled can do some impressive damage:
Piercing Cold
Increases your damage done by 6%, this bonus is increased 10% when a Winter's Embrace Skill is active
MurkyWetWolf198 wrote: »Has anyone been able to test the dps increase to chilled on wardens? Can a console player with no PTS access get some numbers please?
gariondavey wrote: »Week 3 and no templar changes other than the backlash changes from week 1 (which are questionable at best). Not very impressed. If week 4 or 5 doesn't contain something good...
So, given that the "new" passive seems to make Chilled do comparable dps to Relequen's according to the screenshots previously posted (which is absolutely nuts, and I kinda like it), how is warden performing at the moment? What're it's parses at, how does it feel to use, etc.? I heard something about issues with sustain?MurkyWetWolf198 wrote: »MurkyWetWolf198 wrote: »Has anyone been able to test the dps increase to chilled on wardens? Can a console player with no PTS access get some numbers please?
Without Chilled Passive :
With Chilled Passive:
2807 > 6873
40% Increase
Mileage may vary, increase scales with your max stat and is also affected by if you have anything that increases frost damage, such as if you are wearing the Frostbite set. Which in this case, we were.
Depending on your setup, chilled can do some impressive damage:
Thank you!!
gariondavey wrote: »Week 3 and no templar changes other than the backlash changes from week 1 (which are questionable at best). Not very impressed. If week 4 or 5 doesn't contain something good...
Agree the nerf to only having one at a time is a big change and nerf.
Sorcerer Curse is a AOE explosion Warden Scorch is AOE, Dragonknight inhale is AOE, Necromancer blastbones is AOE, Nigthblade Death Stroke is single target but both morphs have some pretty nice effects compare to Templar Backlash skill and its morphs.
If ZOS is going to make only limit templar to a single backlash at a time. They could at least make the final explosion and AOE and give Power of the light both major and minor breach like Deep Fissure. Afterall Deep Fissure is also and AOE major and minor breach.
Stay safe
MurkyWetWolf198 wrote: »Has anyone been able to test the dps increase to chilled on wardens? Can a console player with no PTS access get some numbers please?
Without Chilled Passive :
With Chilled Passive:
2807 > 6873
40% Increase
Mileage may vary, increase scales with your max stat and is also affected by if you have anything that increases frost damage, such as if you are wearing the Frostbite set. Which in this case, we were.
Depending on your setup, chilled can do some impressive damage:
RaptorRodeoGod wrote: »MurkyWetWolf198 wrote: »Has anyone been able to test the dps increase to chilled on wardens? Can a console player with no PTS access get some numbers please?
Without Chilled Passive :
With Chilled Passive:
2807 > 6873
40% Increase
Mileage may vary, increase scales with your max stat and is also affected by if you have anything that increases frost damage, such as if you are wearing the Frostbite set. Which in this case, we were.
Depending on your setup, chilled can do some impressive damage:
Haha Warden go brrr
MurkyWetWolf198 wrote: »So, given that the "new" passive seems to make Chilled do comparable dps to Relequen's according to the screenshots previously posted (which is absolutely nuts, and I kinda like it), how is warden performing at the moment? What're it's parses at, how does it feel to use, etc.? I heard something about issues with sustain?MurkyWetWolf198 wrote: »MurkyWetWolf198 wrote: »Has anyone been able to test the dps increase to chilled on wardens? Can a console player with no PTS access get some numbers please?
Without Chilled Passive :
With Chilled Passive:
2807 > 6873
40% Increase
Mileage may vary, increase scales with your max stat and is also affected by if you have anything that increases frost damage, such as if you are wearing the Frostbite set. Which in this case, we were.
Depending on your setup, chilled can do some impressive damage:
Thank you!!
Also, how well does Winter's Revenge proc chilled in AoE encounters?
This is getting really tiring and frustrating.
Warden needs to not be tied to a specific weapon. Stamden needs love. Frost is one part of the warden's tool kit, stop trying to make it the entire class.
Some ideas:
Buff hemorraging damage for warden, like make it a dual bonus with the chilled damage
Remove the ice staff passive. No one wants to be confined to a specific weapon. Play how you want.
Return the Advanced Species passive to an uncapped stat, unless you remove the cap on warden it helps no one in optimized groups.
Piercing Cold
Increases Damage by +6%
Increases Frost Damage by +6%
I really don't want to see Piercing Cold drop below the 10% damage increase it's currently giving Magic and Frost skills, even if it means sticking me with a frost staff.
I main a PVP MagWarden, and really don't want to lose any damage, at all. Nerf to Deep Fissure damage in U35, as well as loss of Advanced Species/2% dmg increase, has hurt enough already.
I guess I'm echoing most of the voices hear by wishing we simply could be given more frost damage skills (frost shalks, or do something with useful with Icy Aura), so that we could get some synergy out of the Frostbite Set, rather than the greatly limiting proposal of having to equip an ice staff.
It would be really nice to hear what ZOS's vision of the warden class is for the future -- where they're trying to get to, for BOTH StamWarden and MagWarden (very different animals, imo) in both PVP and PVE.
Then maybe the community could make suggestions that complement and improve that vision.
My two cents as a Warden main;
- This is where the struggle lies. .../snip
Advanced Species: Increased the,.../snip
My two cents as a Warden main;
- This is where the struggle lies. .../snip
Advanced Species: Increased the,.../snip
Well, I'll eat my own words now. Quoting my original post and the 8.2.2 update it seems there is in fact a method to elevating the potential of frost damage and linking it with the use of an ice staff. This approach has certainly peaked my interest. Associating Glacial Presence with Piercing Cold and the use of chilled effect ties it all together nicely. It also doesn't shut the door on variability of builds. Clever. A frosty warden can now be a 100% uptimer for chilled. I wonder if Nanatuk would be of benefit here for major brittle. Though its uptime is a bit low it does open the door for a Warden providing substantial gains for a group with minor and major brittle. Looking forward to this going live to be honest. A genuine bravo to you guys.
Here is my disconnect, I have no problem elevating the potential of Frost Damage, or Ice Staff becoming better. In fact I want both of these to happen. The issue lies in the implementation.
Tying Weapons to Class Passives is a dangerous precedent for ESO. And if it goes live, I am sure zos will look to implement it in other classes.
Zos could raise the effectiveness of Frost inside Warden without including Frost Staff. Zos could improve Frost staff's effectiveness within the Destruction Staff skill line.
Destruction staff for a long time has fallen behind DW/2H due to the lack of several things, such as consistent Damage buffs across all three elements, a lack of an Execute, also forcing tanking onto Frost Staff, which I know is a tired subject. If Zos focused on improving the Destro Line, to make it better across the board, people would want to use it instead of feeling the need to use it because it has one specific skill or because in warden's case, you will lose out on a LOT of damage otherwise.
There are smarter and more interesting ideas to make Frost Warden good, Tying Frost Staff to it should be reworked in some way to keep the desired effect, without tangling weapons into class trees.
Here is my disconnect, I have no problem elevating the potential of Frost Damage, or Ice Staff becoming better. In fact I want both of these to happen. The issue lies in the implementation.
Tying Weapons to Class Passives is a dangerous precedent for ESO. And if it goes live, I am sure zos will look to implement it in other classes.
Zos could raise the effectiveness of Frost inside Warden without including Frost Staff. Zos could improve Frost staff's effectiveness within the Destruction Staff skill line.
Destruction staff for a long time has fallen behind DW/2H due to the lack of several things, such as consistent Damage buffs across all three elements, a lack of an Execute, also forcing tanking onto Frost Staff, which I know is a tired subject. If Zos focused on improving the Destro Line, to make it better across the board, people would want to use it instead of feeling the need to use it because it has one specific skill or because in warden's case, you will lose out on a LOT of damage otherwise.
There are smarter and more interesting ideas to make Frost Warden good, Tying Frost Staff to it should be reworked in some way to keep the desired effect, without tangling weapons into class trees.
I see what you are saying but I dont think they are there yet. Changing the frost staff to that extent has the potential to disrupt many many tanks in the game. We are already short on tanks. What would be the backbar option for a tank if frost was converted to dps? This is a rabbit hole and something that I am apprehensive to bring up though. So in its current guise I think they are trying to find a solution by tying it into the class passives. What do you think?
Here is my disconnect, I have no problem elevating the potential of Frost Damage, or Ice Staff becoming better. In fact I want both of these to happen. The issue lies in the implementation.
Tying Weapons to Class Passives is a dangerous precedent for ESO. And if it goes live, I am sure zos will look to implement it in other classes.
Zos could raise the effectiveness of Frost inside Warden without including Frost Staff. Zos could improve Frost staff's effectiveness within the Destruction Staff skill line.
Destruction staff for a long time has fallen behind DW/2H due to the lack of several things, such as consistent Damage buffs across all three elements, a lack of an Execute, also forcing tanking onto Frost Staff, which I know is a tired subject. If Zos focused on improving the Destro Line, to make it better across the board, people would want to use it instead of feeling the need to use it because it has one specific skill or because in warden's case, you will lose out on a LOT of damage otherwise.
There are smarter and more interesting ideas to make Frost Warden good, Tying Frost Staff to it should be reworked in some way to keep the desired effect, without tangling weapons into class trees.
I see what you are saying but I dont think they are there yet. Changing the frost staff to that extent has the potential to disrupt many many tanks in the game. We are already short on tanks. What would be the backbar option for a tank if frost was converted to dps? This is a rabbit hole and something that I am apprehensive to bring up though. So in its current guise I think they are trying to find a solution by tying it into the class passives. What do you think?
Here is my disconnect, I have no problem elevating the potential of Frost Damage, or Ice Staff becoming better. In fact I want both of these to happen. The issue lies in the implementation.
Tying Weapons to Class Passives is a dangerous precedent for ESO. And if it goes live, I am sure zos will look to implement it in other classes.
Zos could raise the effectiveness of Frost inside Warden without including Frost Staff. Zos could improve Frost staff's effectiveness within the Destruction Staff skill line.
Destruction staff for a long time has fallen behind DW/2H due to the lack of several things, such as consistent Damage buffs across all three elements, a lack of an Execute, also forcing tanking onto Frost Staff, which I know is a tired subject. If Zos focused on improving the Destro Line, to make it better across the board, people would want to use it instead of feeling the need to use it because it has one specific skill or because in warden's case, you will lose out on a LOT of damage otherwise.
There are smarter and more interesting ideas to make Frost Warden good, Tying Frost Staff to it should be reworked in some way to keep the desired effect, without tangling weapons into class trees.
I see what you are saying but I dont think they are there yet. Changing the frost staff to that extent has the potential to disrupt many many tanks in the game. We are already short on tanks. What would be the backbar option for a tank if frost was converted to dps? This is a rabbit hole and something that I am apprehensive to bring up though. So in its current guise I think they are trying to find a solution by tying it into the class passives. What do you think?
Warden is not a frost only class. Currently stamden is getting the short end of the frost stick and being forced into using a specific weapon to even be close to viable in "end game" groups.
I can not express how frustrating this is after your play how you want mantra is introduced. Please acknowledge this does not support your vision. And while you're at it, fix warden shalks hitting Taleria.
Listen to your players or at least please improve communications.
@ZOS_GinaBruno