EDIT: WEEK 3 POST
https://forums.elderscrollsonline.com/en/discussion/619148/warden-changes-v8-2-2
Hey again everyone, including
@ZOS_Gilliam,
@ZOS_BrianWheeler and
@ZOS_GinaBruno. it's time for the update 36 warden and frost warden notes, and the feedback for them. Again, i'll try to keep this as brief as possible, but as always, there's a lot to talk about because there's a lot of repercussions with making changes like these. I appologise for the size of this post but it is necessesary to cover everything.
Piercing Cold's changes:
Piercing Cold: This passive now increases your damage done by 1/2% which increases to 5/10% while wielding an Ice Staff, rather than increasing your Magic and Frost Damage by 5/10%.
Developer Comment:
This passive is currently creating issues with morph choices in the class, as Wardens have a healthy mix of damage types outside of Magic and Frost. Many morphs that are meant to focus on damage are either close to or even eclipsed by the more utility driven morphs that retain Magic Damage, and the lack of more DPS focused Ice Damage abilities (since they are predominantly made for tanks or utility) create a situation where this passive isn’t helping the unique identity of Ice Mages keep up with other play styles. By shifting the focus of the passive over to generic damage that contextually gets stronger for the audience the passive is made for, we hope to help bring that playstyle up a bit more.
I like that you're trying to help frost dps builds and are continuing to keep them in consideration when making changes, however, has you may have seen, people are extremely adverse to this type of bonus, it was already very controversial when it was introduced to winter's revenge and it still is. I'm aware that this is to close the gap between frost staves and non frost staff weapons specifically on warden, but beyond the atrocious balancing of this change the perception is really a big problem here. It goes against the whole mantra of play how you want because of the reference to specific weapons, generally people will be more inclined to go "oh damn i have to use this to get full benefit from my passives?" even if it doesn't actually make it best in slot, however, the initial balancing appears to make that the case 2% is absolutely nothing, and 10% for all damage is huge. weapon specific bonuses shouldn't be attached to a class, it just creates massive problems like we're seeing here.
Previously, a frost damage increase did pretty much the same effect except it was not something that was locked away from normal builds. it was exceedingly good at increasing the damage done when using a frost staff as it effected light and heavy attack, status effect, set and skill damage. by changing a frost damage increase to a normal damage increase, all that's being incentivized with your frost staff, is to use better damage types than frost damage. these being flame, bleed and poison as they all have better damage dealing status effects and flame damage is always buffed by trial groups which is an ongoing problem. this change removes any reason to use frost damage skills unless absolutely necessary and as such this is not desirable by frost mage builds. I understand the thought process and I did like the idea on paper, as it effectively gives frost staff a damage increase buff that it currently lacks, but to do it on a class using this wording and these numbers, and locking damage from a passive away from people who don't want to use a frost staff, just feels absolutely awful and takes away the power of frost damage in order to make the frost staff just a stat stick.
The only way to fix the problem with frost damage being undesirable as a dps is to introduce something like a mythic or monster set that increases SPECIFICALLY Chilled's direct damage. Chilled is the best reason/incentivization we have to use a lot of frost damage so making an item set that increases ALL status effect damage will not fix anything. it has to be specifically Chilled.
The problem that you are trying to address ("the passive is currently hurting many morph options that are meant to offer damage, as the class has a myriad of damage types that are not being affected by the passive.") is purely the fault of the magic damage bonus on piercing cold not the frost bonus. Currently there are no frost damage skills that have morphs with another damage type on the class. We wish that the passive increased bleed/frost damage with an update to animal companion damage types to match, but with the current state of the morphs and proposed changes to all damage dealt, there will be no specific damage benefit to specializing in the frost skills or sets, stripping away a reason to make that engaging pure frost build. but this direction, as long as it's raw damage, people will be incentivized to run the best damage types possible, this lowers the value of frost skills and effects. going in the direction of frost damage and bleed damage animal companions skills, will make the class a lot more synergistic with itself while indirectly suggesting to the player that it would be a good idea to make builds around those 2 damage types. please do not force a specific weapon on us. not everyone wants to play a frost mage.
I should add, adding a damage bonus effect to the frost staff is a great idea, but the way in which it's done needs to be done very carefully as the blocking bonus is very powerful, this can likely be achieved through a kiss curse item set that removes the blocking bonuses of ancient knowledge for an effect equivalent to a weapon bonus in addition to a 5 piece item set.
If i am to suggest a change for the meantime, it would be to drop the bonus when specifically using an ice staff, and instead add back increased frost damage done for +6% frost damage done and +6% damage done. this will be a lot less abrasive of a change, and it also means that it'll at least temporarily Band-Aid the problem in piercing cold.
Suggestion:
Remove any bonus on the class that specifically pertains to using a specific weapon in order to gain the bonus. this includes winter's revenge. these types of bonuses should stick to weapons, item sets and maybe cp.
Piercing Cold:
Change this to +6% frost damage done and +6% all damage done.
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Advanced Species changes:
Pentration to Crit Damage
While this change is technically better, it's only marginally so. yes it's useful in pvp and pve now, except now it directly interferes with medium armor as opposed to light armor. AND It's still a capped stat meaning at a certain point it loses value, it'll lose that value a lot faster if you're wearing medium armor and it invalidates the khajiit race pick. It's also important to mention that we already have glacial presence. it already provides a +10% bonus to critical damage when attacking a chilled enemy. critical damage isn't the right pick for advanced species.
we're still lacking a confirmed reason as to why it was changed away from % raw damage in the first place. if you want to make this passive useful, reverting it back to raw damage, changing it to weapon and spell damage, or just making it critical chance, are the only ways in which to make this passive design not feel like it was changed for the worse and specifically not for any 1 build type, mag or stam. the passive changes this and last update have not been improvements. they've just hurt the class. i understand that you want to help the class, so please let the community help you by listening to our feedback.
Suggestion: Change this bonus to one of the following:
- +2% damage done for every animal companions skill slotted
- +x weapon and spell damage for every animal companions skill slotted
- +x critical chance for every animal companions skill slotted
TL:DR
Piercing Cold losing it's bonus to frost damage, to instead gain increased damage with an ice staff equipped goes against the "play how you want" mantra previously expressed as players will believe that they will need to run an ice staff just to get the most out of their passives. this problem is much worse when it turns out to actually be the case like it is now. 2% is insultingly bad for non frost staff users, and a 10% increase to all damage while using a frost staff is too strong of a difference.
It's important to note that the listed change also hurts pure frost builds as now better damage types (with better damaging status effects) will gain the same bonus that only frost damage skills gained before. it might lead to more dps for those builds, but at the cost of the entire reason to run a frost mage build in the first place, using frost damage skills with a frost staff. this is a significant problem with this new design as frost skills are generally weaker in damage and have a worse damaging status effect. turning the frost staff into a stat stick for all damage types and builds does not help, it just makes everyone use it, and it also makes people drop sources of frost damage that were slightly stronger than other options when they had the +10% frost damage increase. IF you want to help frost mage builds, there are 2 ways to make this playstyle better at the same time as increasing their damage. 1 is that mythic/monster set idea i've previously listed, and the other is to increase the amount of frost damage skills. magic damage animal companions skills are the prime candidates to swap damage types.
Winter's Revenge and Ice Staff DPS: It is worth mentioning that this is also a major problem with winter's revenge, that locks damage away from the skill, making it weak unless you specifically run a destruction staff. this is not the way to make the ice and destruction staves more popular. that issue has to be solved with the weapons themselves, and for the ice staff specifically, having something like a mythic or monster helmet that increases SPECIFICALLY chilled's direct damage is going to be what makes it viable for dpsing. this is because of the amount of chilled procs obtainable on frost damage dealer builds. We generate so many procs of chilled, but we have no way to meaningfully increase their damage to a point where it becomes more powerful to invest in using as much frost damage as possible rather than just stacking bleeds, fire and poison.
Advanced Species:
This passive change just reverses the issue, instead of light armor builds getting screwed over, it'll be medium armor builds because of the cap, we also already have a great passive that increases critical damage in the first place. we still have yet to receive any reasoning for why Advanced Species was changed in the first place. The only options for this passive that will work without hurting a specific build are: Weapon and Spell damage, Raw Damage(like it was) and Critical Chance, it should be changed BACK or to one of these other 2 options.