TheGamerSeal wrote: »Hello. I've been following along with the PTS patch notes, and it doesn't seem like this nerf will be reverted without some intervention.
Adding a delay to the stun introduces two problems. Superficially, the delay will make it impossible to experience the thrill of bowling your way into a group of enemy NPCs and freeze them all. Practically, however, this ability will lose its excellent protection against one of the most overpowered and frustrating PvP subclasses: gankblades.
Arctic Blast as a self-heal already costs enough as it is, but adding a stun to it is worth the investment. Delaying that stun allows gankblades to thrive by giving them a window to roll away before the stun takes effect.
I do recognize that having a self-heal and a stun in one ability is arguably overpowered, but delaying that stun will ruin that ability's effectiveness. As an alternative, I suggest a reduction to the damage pulse's overall duration, perhaps 10 - 15 seconds down from 20 seconds, or a reduction to the stun time, perhaps 1.5 - 2 seconds down from 3 seconds.
Considering player reaction time and an enemy's potential to increase crowd control immunity, delaying that stun will remove one more defense against gankblades. Please reconsider this nerf.
TheGamerSeal wrote: »I do recognize that having a self-heal and a stun in one ability is arguably overpowered, but delaying that stun will ruin that ability's effectiveness.
TheGamerSeal wrote: »As an alternative, I suggest a reduction to the damage pulse's overall duration, perhaps 10 - 15 seconds down from 20 seconds, or a reduction to the stun time, perhaps 1.5 - 2 seconds down from 3 seconds.
It can be blocked, actually.Well lowering effectiveness was the point and it doesn't have much of an effect on pve (can simply hit it 2 secs before desired cc) while only sort of limiting it in pvp. You can just chase people and as long as you stay within 6m you'll get the cc. Sure against faster classes it can be a problem but it's really the only unblockable aoe (and therefore undodgeable) cc that's used.
Its overpowered. Your close to finishing someone they heal and stun you at the sametime its not good to have in game it needed change. Polar wind much better anyway try than on.
Its overpowered. Your close to finishing someone they heal and stun you at the sametime its not good to have in game it needed change. Polar wind much better anyway try than on.
JerBearESO wrote: »Y'all realize the change is an offensive buff right? Beetles then arctic so both will happen at the same time allows you to focus on the damage aspect of a burst combo rather than needing to arctic during the combo for the stun. Pvp wise this should give warden better kill opportunity, which is likely a favorable trade off for the reduced gank survivability
ESO_Nightingale wrote: »TheGamerSeal wrote: »Hello. I've been following along with the PTS patch notes, and it doesn't seem like this nerf will be reverted without some intervention.
Adding a delay to the stun introduces two problems. Superficially, the delay will make it impossible to experience the thrill of bowling your way into a group of enemy NPCs and freeze them all. Practically, however, this ability will lose its excellent protection against one of the most overpowered and frustrating PvP subclasses: gankblades.
Arctic Blast as a self-heal already costs enough as it is, but adding a stun to it is worth the investment. Delaying that stun allows gankblades to thrive by giving them a window to roll away before the stun takes effect.
I do recognize that having a self-heal and a stun in one ability is arguably overpowered, but delaying that stun will ruin that ability's effectiveness. As an alternative, I suggest a reduction to the damage pulse's overall duration, perhaps 10 - 15 seconds down from 20 seconds, or a reduction to the stun time, perhaps 1.5 - 2 seconds down from 3 seconds.
Considering player reaction time and an enemy's potential to increase crowd control immunity, delaying that stun will remove one more defense against gankblades. Please reconsider this nerf.
I completely agree but they ignored us this patch. It's going through
LittlePinkDot wrote: »ESO_Nightingale wrote: »TheGamerSeal wrote: »Hello. I've been following along with the PTS patch notes, and it doesn't seem like this nerf will be reverted without some intervention.
Adding a delay to the stun introduces two problems. Superficially, the delay will make it impossible to experience the thrill of bowling your way into a group of enemy NPCs and freeze them all. Practically, however, this ability will lose its excellent protection against one of the most overpowered and frustrating PvP subclasses: gankblades.
Arctic Blast as a self-heal already costs enough as it is, but adding a stun to it is worth the investment. Delaying that stun allows gankblades to thrive by giving them a window to roll away before the stun takes effect.
I do recognize that having a self-heal and a stun in one ability is arguably overpowered, but delaying that stun will ruin that ability's effectiveness. As an alternative, I suggest a reduction to the damage pulse's overall duration, perhaps 10 - 15 seconds down from 20 seconds, or a reduction to the stun time, perhaps 1.5 - 2 seconds down from 3 seconds.
Considering player reaction time and an enemy's potential to increase crowd control immunity, delaying that stun will remove one more defense against gankblades. Please reconsider this nerf.
I completely agree but they ignored us this patch. It's going through
I have a question for you.
Do you think the monster set Sellistrix can make a good stun for a warden using polar wind?
JerBearESO wrote: »Y'all realize the change is an offensive buff right? Beetles then arctic so both will happen at the same time allows you to focus on the damage aspect of a burst combo rather than needing to arctic during the combo for the stun. Pvp wise this should give warden better kill opportunity, which is likely a favorable trade off for the reduced gank survivability
JerBearESO wrote: »Y'all realize the change is an offensive buff right? Beetles then arctic so both will happen at the same time allows you to focus on the damage aspect of a burst combo rather than needing to arctic during the combo for the stun. Pvp wise this should give warden better kill opportunity, which is likely a favorable trade off for the reduced gank survivability
It's not a buff lmao. It's the difference between controlling how the fight flows and trying to play a waiting game like how balorgh users play. If I'm fighting multiple people, let's say 5+ and I need to get them off me, the difference between 2 seconds can be substantial. I need to create space now, not 2 seconds later because I'm not trying to be offensive. It's literally the difference of being able to control a fight and not being able to control a fight at your whim.
Conversely on the offensive side, you are FORCED to play much slower than you normally would. Slow burning in PVP is not good PVP, people want low time to kill, and having a slow stun, makes TTK longer and fights drag out and become harder than what they should be. It's the main reason why old arctic blast wasn't a good skill either, they had to constantly stick to you in order for you to stun them. Not to mention with this change, it's not going to work against people who run away or like to passively keep distance in a fight, how am I supposed to stun those players with a 2 second delay?.
People have to be forced to run dawnbreaker of smiting or meteor in order to get a stun to properly combo and time things, and for some reason people think this is a good change when all it does it make warden harder to DPS with and remove build diversity because now you're forced to run an ultimate with a stun on it.
ESO_Nightingale wrote: »Its overpowered. Your close to finishing someone they heal and stun you at the sametime its not good to have in game it needed change. Polar wind much better anyway try than on.
while i don't disagree that there is too much loaded on one ability, it's the healing that should go, not the stun power. we have so many offensive stat scaling abilities in green balance that we don't use unless we're a healer, why not make one of those ones heal the user to the equivalent of what arctic blast currently heals? that's still a significant nerf since you're removing the heal and the stun from the same gcd in addition to requiring another skill slot to obtain it (one thing that's hard to sacrifice on warden). that's a really fair trade-off. in return, reducing the cost of arctic blast or increasing it's damage power would significantly help warden dps where it suffers in pve.
Turtle_Bot wrote: »At this point, I'm just going to switch my hybrid stamden back to polar wind and find room for fighters guild fear like I used to run or maybe switch to zoals if I want the defensive stun instead.ESO_Nightingale wrote: »Its overpowered. Your close to finishing someone they heal and stun you at the sametime its not good to have in game it needed change. Polar wind much better anyway try than on.
while i don't disagree that there is too much loaded on one ability, it's the healing that should go, not the stun power. we have so many offensive stat scaling abilities in green balance that we don't use unless we're a healer, why not make one of those ones heal the user to the equivalent of what arctic blast currently heals? that's still a significant nerf since you're removing the heal and the stun from the same gcd in addition to requiring another skill slot to obtain it (one thing that's hard to sacrifice on warden). that's a really fair trade-off. in return, reducing the cost of arctic blast or increasing it's damage power would significantly help warden dps where it suffers in pve.
I actually like this idea, give wardens some more damage on the stun (helpful for PvE and when going on the offense) and move the heal into the healing line to get that lines benefits when healing instead of leaving it on the tank/utility line.
In the meantime, frozen retreat is still useless and hasn't been touched since JC turned water into wine.
Maybe, that's just a theory, and it must be the absolute first time this is evocated, this thing can be the instant stun pvpers have been requesting for the longest time.
TheGamerSeal wrote: »Its overpowered. Your close to finishing someone they heal and stun you at the sametime its not good to have in game it needed change. Polar wind much better anyway try than on.
Honestly, I think there are users here that actively downplay player complaints and feedback - I think I've personally gotten at least one on each of my discussions.
TheGamerSeal wrote: »Its overpowered. Your close to finishing someone they heal and stun you at the sametime its not good to have in game it needed change. Polar wind much better anyway try than on.
Honestly, I think there are users here that actively downplay player complaints and feedback - I think I've personally gotten at least one on each of my discussions.
Its because I have a different perspective of you, I think the nerf is justified and changes the dynamic. Its sucks that stun and heal are connected. Now its delayed so one can use it on the backbar and attack and stun on the frontbar this makes sense. So I don't downplay I support the change. Its a good change, well done by ZOS
TheGamerSeal wrote: »Its overpowered. Your close to finishing someone they heal and stun you at the sametime its not good to have in game it needed change. Polar wind much better anyway try than on.
Honestly, I think there are users here that actively downplay player complaints and feedback - I think I've personally gotten at least one on each of my discussions.
Its because I have a different perspective of you, I think the nerf is justified and changes the dynamic. Its sucks that stun and heal are connected. Now its delayed so one can use it on the backbar and attack and stun on the frontbar this makes sense. So I don't downplay I support the change. Its a good change, well done by ZOS
It's funny to me how players don't see how similar this is in function to pre-buffed arctic blast, where you need to constantly stick to players to feasibly stun anything. Though it's not as poor as old arctic blast because it doesn't require you to get 3 stacks of arctic blast to stun them, but it's still delayed in nature, which means you have to stick to the person to actually get a stun off on them. No one wanted to play warden then because of how poor that was functionally, this is just a slightly better version of that.
Also good luck fighting runners in pvp, because you're never gonna stun them as they'll just run away or kite away from you during the downtime of the delay effect. This isn't PVE where enemies will just stay still for 2 seconds while you parse them down and warden has no tangible way to stick to an enemy. We aren't templars where we can just toppling charge an enemy.
TheGamerSeal wrote: »Its overpowered. Your close to finishing someone they heal and stun you at the sametime its not good to have in game it needed change. Polar wind much better anyway try than on.
Honestly, I think there are users here that actively downplay player complaints and feedback - I think I've personally gotten at least one on each of my discussions.
Its because I have a different perspective of you, I think the nerf is justified and changes the dynamic. Its sucks that stun and heal are connected. Now its delayed so one can use it on the backbar and attack and stun on the frontbar this makes sense. So I don't downplay I support the change. Its a good change, well done by ZOS
It's funny to me how players don't see how similar this is in function to pre-buffed arctic blast, where you need to constantly stick to players to feasibly stun anything. Though it's not as poor as old arctic blast because it doesn't require you to get 3 stacks of arctic blast to stun them, but it's still delayed in nature, which means you have to stick to the person to actually get a stun off on them. No one wanted to play warden then because of how poor that was functionally, this is just a slightly better version of that.
Also good luck fighting runners in pvp, because you're never gonna stun them as they'll just run away or kite away from you during the downtime of the delay effect. This isn't PVE where enemies will just stay still for 2 seconds while you parse them down and warden has no tangible way to stick to an enemy. We aren't templars where we can just toppling charge an enemy.
TheGamerSeal wrote: »Its overpowered. Your close to finishing someone they heal and stun you at the sametime its not good to have in game it needed change. Polar wind much better anyway try than on.
Honestly, I think there are users here that actively downplay player complaints and feedback - I think I've personally gotten at least one on each of my discussions.
Its because I have a different perspective of you, I think the nerf is justified and changes the dynamic. Its sucks that stun and heal are connected. Now its delayed so one can use it on the backbar and attack and stun on the frontbar this makes sense. So I don't downplay I support the change. Its a good change, well done by ZOS
It's funny to me how players don't see how similar this is in function to pre-buffed arctic blast, where you need to constantly stick to players to feasibly stun anything. Though it's not as poor as old arctic blast because it doesn't require you to get 3 stacks of arctic blast to stun them, but it's still delayed in nature, which means you have to stick to the person to actually get a stun off on them. No one wanted to play warden then because of how poor that was functionally, this is just a slightly better version of that.
Also good luck fighting runners in pvp, because you're never gonna stun them as they'll just run away or kite away from you during the downtime of the delay effect. This isn't PVE where enemies will just stay still for 2 seconds while you parse them down and warden has no tangible way to stick to an enemy. We aren't templars where we can just toppling charge an enemy.
I main a warden in PVP and use polar wind.., no one was playing warden because of all the classes they did not had a reliable burst heal it was not about the stun. The buff given to this skill and its success is because its a good heal and both morphs have great function of healing and additional effects. This is a slight change and still strong but its requires bit more skillful planning. And sorry if it changes your offense mode they huge annoying factor of this skill was the stun and heal on execution. Bit braindead oh I am almost dead I heal up and leave the attackers stunned and I am out of execution danger with 1 press.
SandandStars wrote: »It is highly likely that its effectiveness as protection against gankblades was the primary reason it was nerfed.