bar_boss_A wrote: »As a warden DD main I can say: perfectly on point!
I am quite used to sacrificing damage for lotus or frost mantle and that is not a good thing...
It would be really lovely if lotus blossom would get the "while slotted on either bar" treatment.
But I don't think you have a high chance of getting another damage morph for frost cloak as long as someone is capable of dealing 125k+ DPS-parses with the current state.
I totally think buffing/reworking lotus would be a good idea. As it stands, both morphs are basically useless. I say this as someone who uses the blue morph (for the crit chance mostly)… people think I’m crazy for doing so. It gives decent minor toughness uptimes but its just not enough to be considered over having a warden healer. It also has sad healing IMO. Might as well just slot budding seeds or radiating vigor.
I totally think buffing/reworking lotus would be a good idea. As it stands, both morphs are basically useless. I say this as someone who uses the blue morph (for the crit chance mostly)… people think I’m crazy for doing so. It gives decent minor toughness uptimes but its just not enough to be considered over having a warden healer. It also has sad healing IMO. Might as well just slot budding seeds or radiating vigor.
My ideas with Lotus Flower are:
1. Major Brutality and Major Sorcery for slotting on either bar
2. Cost is based on lower maximum resource and stays equivalent to live
3. Base skill and both morphs have 30 second duration on the activation
4. Radius reduction due to the power I'm suggesting introducing to the skills (maybe 12 or 15 meters?)
5. Green Lotus adds more than one additional target... possibly up to four total targets
6. Lotus Blossom loses some healing power (maybe cut in half or something) but adds a damage component to light attacks - either Bleed or Poison - the skill would need a rename and maybe a new icon I think
7. These changes go along with changes to Maturation & Nature's Gift
- Maturation now procs Minor Toughness on you and your group when you heal yourself or an ally with a Green Balance ability (note that non-grouped allies will no longer benefit)
- Nature's Gift can proc off of healing yourself
I feel like these changes would go a long way to addressing the issues with providing Minor Toughness as a DD and would add an additional DOT option within the class kit, as well as making one of our useful sustain bonuses actually worth using in PVE as a DD. I welcome any and all thoughts.
Panderbander wrote: »At least you don't have to cast the most expensive single target heal in the game while at full health (and hope you're not missing a single point of hp) to gain 3000 of the other resource like werewolves do.
I totally think buffing/reworking lotus would be a good idea. As it stands, both morphs are basically useless. I say this as someone who uses the blue morph (for the crit chance mostly)… people think I’m crazy for doing so. It gives decent minor toughness uptimes but its just not enough to be considered over having a warden healer. It also has sad healing IMO. Might as well just slot budding seeds or radiating vigor.
My ideas with Lotus Flower are:
1. Major Brutality and Major Sorcery for slotting on either bar
2. Cost is based on lower maximum resource and stays equivalent to live
3. Base skill and both morphs have 30 second duration on the activation
4. Radius reduction due to the power I'm suggesting introducing to the skills (maybe 12 or 15 meters?)
5. Green Lotus adds more than one additional target... possibly up to four total targets
6. Lotus Blossom loses some healing power (maybe cut in half or something) but adds a damage component to light attacks - either Bleed or Poison - the skill would need a rename and maybe a new icon I think
7. These changes go along with changes to Maturation & Nature's Gift
- Maturation now procs Minor Toughness on you and your group when you heal yourself or an ally with a Green Balance ability (note that non-grouped allies will no longer benefit)
- Nature's Gift can proc off of healing yourself
I feel like these changes would go a long way to addressing the issues with providing Minor Toughness as a DD and would add an additional DOT option within the class kit, as well as making one of our useful sustain bonuses actually worth using in PVE as a DD. I welcome any and all thoughts.
7. These changes go along with changes to Maturation & Nature's Gift
- Maturation now procs Minor Toughness on you and your group when you heal yourself or an ally with a Green Balance ability (note that non-grouped allies will no longer benefit)
- Nature's Gift can proc off of healing yourself
THIS and on overhealing
I totally think buffing/reworking lotus would be a good idea. As it stands, both morphs are basically useless. I say this as someone who uses the blue morph (for the crit chance mostly)… people think I’m crazy for doing so. It gives decent minor toughness uptimes but its just not enough to be considered over having a warden healer. It also has sad healing IMO. Might as well just slot budding seeds or radiating vigor.
My ideas with Lotus Flower are:
1. Major Brutality and Major Sorcery for slotting on either bar
2. Cost is based on lower maximum resource and stays equivalent to live
3. Base skill and both morphs have 30 second duration on the activation
4. Radius reduction due to the power I'm suggesting introducing to the skills (maybe 12 or 15 meters?)
5. Green Lotus adds more than one additional target... possibly up to four total targets
6. Lotus Blossom loses some healing power (maybe cut in half or something) but adds a damage component to light attacks - either Bleed or Poison - the skill would need a rename and maybe a new icon I think
7. These changes go along with changes to Maturation & Nature's Gift
- Maturation now procs Minor Toughness on you and your group when you heal yourself or an ally with a Green Balance ability (note that non-grouped allies will no longer benefit)
- Nature's Gift can proc off of healing yourself
I feel like these changes would go a long way to addressing the issues with providing Minor Toughness as a DD and would add an additional DOT option within the class kit, as well as making one of our useful sustain bonuses actually worth using in PVE as a DD. I welcome any and all thoughts.
Could make use of the base morph to give lotus 3 morphs: healer (more targets+more healing), magdps (frost dmg), and stamdps (bleed or poison). It wouldn't fit thematically persay but given how much stamdps is in the gutter right now, frost dmg being the unmorphed version and then bleed/poison (maybe with a damage increase?) being the morphed version would make sense to me.
ESO_Nightingale wrote: »I totally think buffing/reworking lotus would be a good idea. As it stands, both morphs are basically useless. I say this as someone who uses the blue morph (for the crit chance mostly)… people think I’m crazy for doing so. It gives decent minor toughness uptimes but its just not enough to be considered over having a warden healer. It also has sad healing IMO. Might as well just slot budding seeds or radiating vigor.
My ideas with Lotus Flower are:
1. Major Brutality and Major Sorcery for slotting on either bar
2. Cost is based on lower maximum resource and stays equivalent to live
3. Base skill and both morphs have 30 second duration on the activation
4. Radius reduction due to the power I'm suggesting introducing to the skills (maybe 12 or 15 meters?)
5. Green Lotus adds more than one additional target... possibly up to four total targets
6. Lotus Blossom loses some healing power (maybe cut in half or something) but adds a damage component to light attacks - either Bleed or Poison - the skill would need a rename and maybe a new icon I think
7. These changes go along with changes to Maturation & Nature's Gift
- Maturation now procs Minor Toughness on you and your group when you heal yourself or an ally with a Green Balance ability (note that non-grouped allies will no longer benefit)
- Nature's Gift can proc off of healing yourself
I feel like these changes would go a long way to addressing the issues with providing Minor Toughness as a DD and would add an additional DOT option within the class kit, as well as making one of our useful sustain bonuses actually worth using in PVE as a DD. I welcome any and all thoughts.
Could make use of the base morph to give lotus 3 morphs: healer (more targets+more healing), magdps (frost dmg), and stamdps (bleed or poison). It wouldn't fit thematically persay but given how much stamdps is in the gutter right now, frost dmg being the unmorphed version and then bleed/poison (maybe with a damage increase?) being the morphed version would make sense to me.
They never make the unmorphed version of a skill better than taking a morph. I highly doubt they'd do that.
ESO_Nightingale wrote: »I totally think buffing/reworking lotus would be a good idea. As it stands, both morphs are basically useless. I say this as someone who uses the blue morph (for the crit chance mostly)… people think I’m crazy for doing so. It gives decent minor toughness uptimes but its just not enough to be considered over having a warden healer. It also has sad healing IMO. Might as well just slot budding seeds or radiating vigor.
My ideas with Lotus Flower are:
1. Major Brutality and Major Sorcery for slotting on either bar
2. Cost is based on lower maximum resource and stays equivalent to live
3. Base skill and both morphs have 30 second duration on the activation
4. Radius reduction due to the power I'm suggesting introducing to the skills (maybe 12 or 15 meters?)
5. Green Lotus adds more than one additional target... possibly up to four total targets
6. Lotus Blossom loses some healing power (maybe cut in half or something) but adds a damage component to light attacks - either Bleed or Poison - the skill would need a rename and maybe a new icon I think
7. These changes go along with changes to Maturation & Nature's Gift
- Maturation now procs Minor Toughness on you and your group when you heal yourself or an ally with a Green Balance ability (note that non-grouped allies will no longer benefit)
- Nature's Gift can proc off of healing yourself
I feel like these changes would go a long way to addressing the issues with providing Minor Toughness as a DD and would add an additional DOT option within the class kit, as well as making one of our useful sustain bonuses actually worth using in PVE as a DD. I welcome any and all thoughts.
Could make use of the base morph to give lotus 3 morphs: healer (more targets+more healing), magdps (frost dmg), and stamdps (bleed or poison). It wouldn't fit thematically persay but given how much stamdps is in the gutter right now, frost dmg being the unmorphed version and then bleed/poison (maybe with a damage increase?) being the morphed version would make sense to me.
They never make the unmorphed version of a skill better than taking a morph. I highly doubt they'd do that.
ESO_Nightingale wrote: »I totally think buffing/reworking lotus would be a good idea. As it stands, both morphs are basically useless. I say this as someone who uses the blue morph (for the crit chance mostly)… people think I’m crazy for doing so. It gives decent minor toughness uptimes but its just not enough to be considered over having a warden healer. It also has sad healing IMO. Might as well just slot budding seeds or radiating vigor.
My ideas with Lotus Flower are:
1. Major Brutality and Major Sorcery for slotting on either bar
2. Cost is based on lower maximum resource and stays equivalent to live
3. Base skill and both morphs have 30 second duration on the activation
4. Radius reduction due to the power I'm suggesting introducing to the skills (maybe 12 or 15 meters?)
5. Green Lotus adds more than one additional target... possibly up to four total targets
6. Lotus Blossom loses some healing power (maybe cut in half or something) but adds a damage component to light attacks - either Bleed or Poison - the skill would need a rename and maybe a new icon I think
7. These changes go along with changes to Maturation & Nature's Gift
- Maturation now procs Minor Toughness on you and your group when you heal yourself or an ally with a Green Balance ability (note that non-grouped allies will no longer benefit)
- Nature's Gift can proc off of healing yourself
I feel like these changes would go a long way to addressing the issues with providing Minor Toughness as a DD and would add an additional DOT option within the class kit, as well as making one of our useful sustain bonuses actually worth using in PVE as a DD. I welcome any and all thoughts.
Could make use of the base morph to give lotus 3 morphs: healer (more targets+more healing), magdps (frost dmg), and stamdps (bleed or poison). It wouldn't fit thematically persay but given how much stamdps is in the gutter right now, frost dmg being the unmorphed version and then bleed/poison (maybe with a damage increase?) being the morphed version would make sense to me.
They never make the unmorphed version of a skill better than taking a morph. I highly doubt they'd do that.
I know they don’t, they probably should though. Lots of things would benefit from a third morph.
ESO_Nightingale wrote: »Panderbander wrote: »At least you don't have to cast the most expensive single target heal in the game while at full health (and hope you're not missing a single point of hp) to gain 3000 of the other resource like werewolves do.
well that's not good but it also doesn't relate to warden whatsoever.
Panderbander wrote: »ESO_Nightingale wrote: »Panderbander wrote: »At least you don't have to cast the most expensive single target heal in the game while at full health (and hope you're not missing a single point of hp) to gain 3000 of the other resource like werewolves do.
well that's not good but it also doesn't relate to warden whatsoever.
It was in relation to the list of flat resource return abilities/passives.
Panderbander wrote: »ESO_Nightingale wrote: »Panderbander wrote: »At least you don't have to cast the most expensive single target heal in the game while at full health (and hope you're not missing a single point of hp) to gain 3000 of the other resource like werewolves do.
well that's not good but it also doesn't relate to warden whatsoever.
It was in relation to the list of flat resource return abilities/passives.
ESO_Nightingale wrote: »ESO_Nightingale wrote: »I totally think buffing/reworking lotus would be a good idea. As it stands, both morphs are basically useless. I say this as someone who uses the blue morph (for the crit chance mostly)… people think I’m crazy for doing so. It gives decent minor toughness uptimes but its just not enough to be considered over having a warden healer. It also has sad healing IMO. Might as well just slot budding seeds or radiating vigor.
My ideas with Lotus Flower are:
1. Major Brutality and Major Sorcery for slotting on either bar
2. Cost is based on lower maximum resource and stays equivalent to live
3. Base skill and both morphs have 30 second duration on the activation
4. Radius reduction due to the power I'm suggesting introducing to the skills (maybe 12 or 15 meters?)
5. Green Lotus adds more than one additional target... possibly up to four total targets
6. Lotus Blossom loses some healing power (maybe cut in half or something) but adds a damage component to light attacks - either Bleed or Poison - the skill would need a rename and maybe a new icon I think
7. These changes go along with changes to Maturation & Nature's Gift
- Maturation now procs Minor Toughness on you and your group when you heal yourself or an ally with a Green Balance ability (note that non-grouped allies will no longer benefit)
- Nature's Gift can proc off of healing yourself
I feel like these changes would go a long way to addressing the issues with providing Minor Toughness as a DD and would add an additional DOT option within the class kit, as well as making one of our useful sustain bonuses actually worth using in PVE as a DD. I welcome any and all thoughts.
Could make use of the base morph to give lotus 3 morphs: healer (more targets+more healing), magdps (frost dmg), and stamdps (bleed or poison). It wouldn't fit thematically persay but given how much stamdps is in the gutter right now, frost dmg being the unmorphed version and then bleed/poison (maybe with a damage increase?) being the morphed version would make sense to me.
They never make the unmorphed version of a skill better than taking a morph. I highly doubt they'd do that.
I know they don’t, they probably should though. Lots of things would benefit from a third morph.
They certainly would but it's quite an undertaking to implement so many for so many different classes/weapons etc
Panderbander wrote: »My point was really that it could be worse and it was relevant in that it is part of the werewolf sustain package like the passive for warden is also part of its sustain package, particularly if we're bringing up the other class sustain passives. Clearly there was a misunderstanding here on the part of one or both parties. Forgive me for offering information I felt relevant.
ESO_Nightingale wrote: »ESO_Nightingale wrote: »I totally think buffing/reworking lotus would be a good idea. As it stands, both morphs are basically useless. I say this as someone who uses the blue morph (for the crit chance mostly)… people think I’m crazy for doing so. It gives decent minor toughness uptimes but its just not enough to be considered over having a warden healer. It also has sad healing IMO. Might as well just slot budding seeds or radiating vigor.
My ideas with Lotus Flower are:
1. Major Brutality and Major Sorcery for slotting on either bar
2. Cost is based on lower maximum resource and stays equivalent to live
3. Base skill and both morphs have 30 second duration on the activation
4. Radius reduction due to the power I'm suggesting introducing to the skills (maybe 12 or 15 meters?)
5. Green Lotus adds more than one additional target... possibly up to four total targets
6. Lotus Blossom loses some healing power (maybe cut in half or something) but adds a damage component to light attacks - either Bleed or Poison - the skill would need a rename and maybe a new icon I think
7. These changes go along with changes to Maturation & Nature's Gift
- Maturation now procs Minor Toughness on you and your group when you heal yourself or an ally with a Green Balance ability (note that non-grouped allies will no longer benefit)
- Nature's Gift can proc off of healing yourself
I feel like these changes would go a long way to addressing the issues with providing Minor Toughness as a DD and would add an additional DOT option within the class kit, as well as making one of our useful sustain bonuses actually worth using in PVE as a DD. I welcome any and all thoughts.
Could make use of the base morph to give lotus 3 morphs: healer (more targets+more healing), magdps (frost dmg), and stamdps (bleed or poison). It wouldn't fit thematically persay but given how much stamdps is in the gutter right now, frost dmg being the unmorphed version and then bleed/poison (maybe with a damage increase?) being the morphed version would make sense to me.
They never make the unmorphed version of a skill better than taking a morph. I highly doubt they'd do that.
I know they don’t, they probably should though. Lots of things would benefit from a third morph.
They certainly would but it's quite an undertaking to implement so many for so many different classes/weapons etc
Absolutely. Changing base morphs to be viable instead of adding an actual 3rd morph means they could change things slowly though and even skip adding a 3rd option for skills that don’t need one.
Not saying it’s realistic that ZOS would do this but feedback goes as feedback does.Panderbander wrote: »My point was really that it could be worse and it was relevant in that it is part of the werewolf sustain package like the passive for warden is also part of its sustain package, particularly if we're bringing up the other class sustain passives. Clearly there was a misunderstanding here on the part of one or both parties. Forgive me for offering information I felt relevant.
Walking into a house that’s on fire and saying “well at least there isn’t also lava like my house has” isn’t usually a welcome thing to do. The house is still on fire.
ESO_Nightingale wrote: »ESO_Nightingale wrote: »ESO_Nightingale wrote: »I totally think buffing/reworking lotus would be a good idea. As it stands, both morphs are basically useless. I say this as someone who uses the blue morph (for the crit chance mostly)… people think I’m crazy for doing so. It gives decent minor toughness uptimes but its just not enough to be considered over having a warden healer. It also has sad healing IMO. Might as well just slot budding seeds or radiating vigor.
My ideas with Lotus Flower are:
1. Major Brutality and Major Sorcery for slotting on either bar
2. Cost is based on lower maximum resource and stays equivalent to live
3. Base skill and both morphs have 30 second duration on the activation
4. Radius reduction due to the power I'm suggesting introducing to the skills (maybe 12 or 15 meters?)
5. Green Lotus adds more than one additional target... possibly up to four total targets
6. Lotus Blossom loses some healing power (maybe cut in half or something) but adds a damage component to light attacks - either Bleed or Poison - the skill would need a rename and maybe a new icon I think
7. These changes go along with changes to Maturation & Nature's Gift
- Maturation now procs Minor Toughness on you and your group when you heal yourself or an ally with a Green Balance ability (note that non-grouped allies will no longer benefit)
- Nature's Gift can proc off of healing yourself
I feel like these changes would go a long way to addressing the issues with providing Minor Toughness as a DD and would add an additional DOT option within the class kit, as well as making one of our useful sustain bonuses actually worth using in PVE as a DD. I welcome any and all thoughts.
Could make use of the base morph to give lotus 3 morphs: healer (more targets+more healing), magdps (frost dmg), and stamdps (bleed or poison). It wouldn't fit thematically persay but given how much stamdps is in the gutter right now, frost dmg being the unmorphed version and then bleed/poison (maybe with a damage increase?) being the morphed version would make sense to me.
They never make the unmorphed version of a skill better than taking a morph. I highly doubt they'd do that.
I know they don’t, they probably should though. Lots of things would benefit from a third morph.
They certainly would but it's quite an undertaking to implement so many for so many different classes/weapons etc
Absolutely. Changing base morphs to be viable instead of adding an actual 3rd morph means they could change things slowly though and even skip adding a 3rd option for skills that don’t need one.
Not saying it’s realistic that ZOS would do this but feedback goes as feedback does.Panderbander wrote: »My point was really that it could be worse and it was relevant in that it is part of the werewolf sustain package like the passive for warden is also part of its sustain package, particularly if we're bringing up the other class sustain passives. Clearly there was a misunderstanding here on the part of one or both parties. Forgive me for offering information I felt relevant.
Walking into a house that’s on fire and saying “well at least there isn’t also lava like my house has” isn’t usually a welcome thing to do. The house is still on fire.
It would be nice but i whenever i suggest things i try to keep things within the scope of possibility and keep with original design ideas and intentions as much as possible. I'm not saying you have to but its just what I've learned to do over many years of suggesting reworks and trying to promote positive changes for the class. The more grounded the idea, the higher the chances of it happening.
TheGreatBlackBear wrote: »I've seen you post feedback about warden for what seems like five years now and patch on patch things never seem to improve. Very depressing. But keep fighting the good fight. I appreciate you
MashmalloMan wrote: »TheGreatBlackBear wrote: »I've seen you post feedback about warden for what seems like five years now and patch on patch things never seem to improve. Very depressing. But keep fighting the good fight. I appreciate you
Wouldn't say that, as a result of these discussions Ice Staves have received a lot of improvements to make them viable. Chilled is now a strong proc for specifically Warden. Arctic Blast is finally a useful damage skill.
Gotta take the wins where you can.. unfortunately ZOS likes to come up with their own version of our requests and instead decided to nerf other areas of Warden to compensate frost staves.. I won't get it into it, but the ice staff requirement of the class was never our ask from them.
It's more of 2 steps forward, 1 step back.
TheGreatBlackBear wrote: »MashmalloMan wrote: »TheGreatBlackBear wrote: »I've seen you post feedback about warden for what seems like five years now and patch on patch things never seem to improve. Very depressing. But keep fighting the good fight. I appreciate you
Wouldn't say that, as a result of these discussions Ice Staves have received a lot of improvements to make them viable. Chilled is now a strong proc for specifically Warden. Arctic Blast is finally a useful damage skill.
Gotta take the wins where you can.. unfortunately ZOS likes to come up with their own version of our requests and instead decided to nerf other areas of Warden to compensate frost staves.. I won't get it into it, but the ice staff requirement of the class was never our ask from them.
It's more of 2 steps forward, 1 step back.
is it really though? I took a break from the game for a year and came back and found my warden in exactly the same spot having exactly the same problems, the majority of which have existed since the class' introduction:
1) warden's group buff minor toughness has zero damage effects, and there's no real way to give it to the group without incurring a significant damage loss so there's zero reason to bring a warden dps when making a raid comp. Minor Brittle is already covered by the tank as well.
2) despite having its damage cut time after time you are still forced to use the bear which is largely single target, has to manually run to an enemy to attack and despite what ZOS claims is still prone to straight up missing. Special shoutout to the mag morph which effectively does nothing extra for 75% of the fight.
3) wardens have so a lot of buffs/debuffs present in their base kit and the numbers are balanced around having access to those so they don't really scale that well with group buffs.
4) advanced species is largely useless in organised play as the crit cap is easy to reach.
5) all the skills are like 10% too expensive and it feels bad having to slot netch just to sustain as the other buff you get from it is covered by pots.
with the exception of new mechanics like brittle and the change to crit damage these are all issues I faced since Morrowind.
TheGreatBlackBear wrote: »I've seen you post feedback about warden for what seems like five years now and patch on patch things never seem to improve. Very depressing. But keep fighting the good fight. I appreciate you
ESO_Nightingale wrote: »Hey all, today I wanted to make a continuation post to my previous one now that Update 40 is about to wrap up development and i know we'll recieve very few class balance changes.
As always, my posts are primarily intended for ZOS, @ZOS_GinaBruno , @ZOS_BrianWheeler @ZOS_Gilliam
I wanted to focus on a major pain point today in order to hopefully see it addressed in the future. Giving fewer but more important pain points for ZOS to work on seems like it'll help fix issues faster rather than dumping multiple at various levels of importance at once. I believe this is a bigger issue overall than just having damage and sustain issues, however, addressing these problems can also help to fix those problems too in PvE environments.
The overall theme today is:Warden's utility and sustain is too hard to access as a damage dealer without significant tradeoff
Because of this, this causes a multitude of issues when it comes to building a trial composition. As we all know, Warden healers are by far the most popular support to bring to a trial and have been for years, when you look at the reasons why, some issues become clear.
Firstly, Warden has awful access to it's own class utility when playing as a damage dealer.
Secondly, Warden's utility is so strong and unique that it cannot be sourced elsewhere without extremely significant tradeoff.
there's also the fact that warden's healing output is quite good and access to the harvest synergy is quite nice, however, neither of these are a problem.
Minor Toughness:This is the most important part of our class utility that we struggle to gain access to spreading. It's condition to spread it to allies is it's main problem. Warden DPS characters cannot slot an ability and they cannot gain some form of healing allies around them without sacrificing damage beyond using a healing orb synergy which is very infrequent and has a small radius when it comes to buff application. Some slightly more cost effective methods such as lotus blossom take forever to apply to everyone in the group and still fail to provide unique benefit for the dps role.Nature's Gift:
Every other class has easy conditions for them to achieve such as
(Nightblade)Dealing Critical Damage
(Templar) Casting an ability in the skill line
(Sorcerer) Casting an ability in the skill line
(Dragonknight) Casting an ability in the skill line
and (Arcanist) Casting a class ability.
All of these make sense because every role within those classes has some reason to take an ability from that line, or the reason is open enough where you will always be able to proc it within 20 seconds of the duration. Warden is the only class with one of these passives that cannot reasonably do this with one of their roles. A simple sounding solution would be to make it apply to everyone in an area when you activate it on yourself, or through some other condition that is easily replicable within 20 seconds such as applying a debuff or buff to enemies/allies. Fixing this would allow trial compositions to step a little bit closer towards not always needing a warden healer.Sticking with the idea that green balance passives are hard to gain access to, there is also Nature's Gift. If there is one thing that Warden damage dealers struggle with right now other than damage output, it's sustaining skills, this is one of the passives we have for sustain which is insanely hard to access as it's condition specifically requires not only healing, but healing an ally with a green balance skill. This is quite possibly one of the most restrictive requirements for any class passive in the game. What makes this problem worse is that the green balance line has nothing that actively helps a damage dealer's output, so we ignore this skill line nearly entirely unless doing solo content or small group content because the trade-off is not worth it.Major Resolve:This is a powerful group buff to have and would be fantastic if it was able to at least have 1 morph have some form of damage component so that dps warden would at least be able to share the utility with tanks or supports. Even with some sort of cost to range, favoring supports and tanks.
Unfortunately, as a skill in the winter's embrace line that has no damage output at all tied to it whatsoever, this means it cannot proc the chilled status effect and it likewise also has no unique benefit for using as a DPS. This is a special group buff that, outside of having it tied to your class's rotation, can only be obtained from item sets or from a skill that does not lead to active dps gain which is never worthwhile. Frost Cloak gaining some form of damage morph would heavily assist in not only the utility that dps wardens bring, but it would also grant us another frost damage skill, which would allow us to further build around frost damage. As without it, it's only uniquely provided by non-damage warden roles.
With these types of changes to open up the green balance passives and frost cloak to the dps role, Warden Healers would become less of a strict requirement in trial compositions and more of a good option to have as a healer or tank without downright deleting them from viability, while also allowing warden damage dealers greater access to utility within their class that they currently lack.
Final Note:
When it comes to slotted standardisation changes, i believe that betty netch and its morphs should offer major sorcery and brutality while the ability is slotted. It should be granted on both bars, at all times. this allows the ability to be used only when necessary, helping to heavily reduce the amount of time spent on buff management.
Skullstachio's User Note: base chance would be 10% but thusly would go up to 20% by improving said chance by 100% and making the chance to apply chilled akin to having an enchantment or poison on a weapon.
I also know there could be a few tweaks here to ground the idea a bit more and also that the frost damage component may not be worded right, and yes, "stahlrim based" frost magic is highly questionable from a lore standpoint.
Skullstachio's user note: minor toughness from Maturation could be a permanent buff to the user and to allied group members, but outside of group compositions, it can retain its original function which helps buff pets, NPC's and random players in overland content without snubbing what it brings to the stony table.
The reason for having minor vitality here as well is because there really isn't too many ability based sources of minor vitality that has a form of group application outside of armor sets, dragonknights can get this easily as a solo application with green dragonblood but I would digress since it is about the wardens tool kit.
Skullstachio wrote: »ESO_Nightingale wrote: »Hey all, today I wanted to make a continuation post to my previous one now that Update 40 is about to wrap up development and i know we'll recieve very few class balance changes.
As always, my posts are primarily intended for ZOS, @ZOS_GinaBruno , @ZOS_BrianWheeler @ZOS_Gilliam
I wanted to focus on a major pain point today in order to hopefully see it addressed in the future. Giving fewer but more important pain points for ZOS to work on seems like it'll help fix issues faster rather than dumping multiple at various levels of importance at once. I believe this is a bigger issue overall than just having damage and sustain issues, however, addressing these problems can also help to fix those problems too in PvE environments.
The overall theme today is:Warden's utility and sustain is too hard to access as a damage dealer without significant tradeoff
Because of this, this causes a multitude of issues when it comes to building a trial composition. As we all know, Warden healers are by far the most popular support to bring to a trial and have been for years, when you look at the reasons why, some issues become clear.
Firstly, Warden has awful access to it's own class utility when playing as a damage dealer.
Secondly, Warden's utility is so strong and unique that it cannot be sourced elsewhere without extremely significant tradeoff.
there's also the fact that warden's healing output is quite good and access to the harvest synergy is quite nice, however, neither of these are a problem.
Minor Toughness:This is the most important part of our class utility that we struggle to gain access to spreading. It's condition to spread it to allies is it's main problem. Warden DPS characters cannot slot an ability and they cannot gain some form of healing allies around them without sacrificing damage beyond using a healing orb synergy which is very infrequent and has a small radius when it comes to buff application. Some slightly more cost effective methods such as lotus blossom take forever to apply to everyone in the group and still fail to provide unique benefit for the dps role.Nature's Gift:
Every other class has easy conditions for them to achieve such as
(Nightblade)Dealing Critical Damage
(Templar) Casting an ability in the skill line
(Sorcerer) Casting an ability in the skill line
(Dragonknight) Casting an ability in the skill line
and (Arcanist) Casting a class ability.
All of these make sense because every role within those classes has some reason to take an ability from that line, or the reason is open enough where you will always be able to proc it within 20 seconds of the duration. Warden is the only class with one of these passives that cannot reasonably do this with one of their roles. A simple sounding solution would be to make it apply to everyone in an area when you activate it on yourself, or through some other condition that is easily replicable within 20 seconds such as applying a debuff or buff to enemies/allies. Fixing this would allow trial compositions to step a little bit closer towards not always needing a warden healer.Sticking with the idea that green balance passives are hard to gain access to, there is also Nature's Gift. If there is one thing that Warden damage dealers struggle with right now other than damage output, it's sustaining skills, this is one of the passives we have for sustain which is insanely hard to access as it's condition specifically requires not only healing, but healing an ally with a green balance skill. This is quite possibly one of the most restrictive requirements for any class passive in the game. What makes this problem worse is that the green balance line has nothing that actively helps a damage dealer's output, so we ignore this skill line nearly entirely unless doing solo content or small group content because the trade-off is not worth it.Major Resolve:This is a powerful group buff to have and would be fantastic if it was able to at least have 1 morph have some form of damage component so that dps warden would at least be able to share the utility with tanks or supports. Even with some sort of cost to range, favoring supports and tanks.
Unfortunately, as a skill in the winter's embrace line that has no damage output at all tied to it whatsoever, this means it cannot proc the chilled status effect and it likewise also has no unique benefit for using as a DPS. This is a special group buff that, outside of having it tied to your class's rotation, can only be obtained from item sets or from a skill that does not lead to active dps gain which is never worthwhile. Frost Cloak gaining some form of damage morph would heavily assist in not only the utility that dps wardens bring, but it would also grant us another frost damage skill, which would allow us to further build around frost damage. As without it, it's only uniquely provided by non-damage warden roles.
With these types of changes to open up the green balance passives and frost cloak to the dps role, Warden Healers would become less of a strict requirement in trial compositions and more of a good option to have as a healer or tank without downright deleting them from viability, while also allowing warden damage dealers greater access to utility within their class that they currently lack.
Final Note:
When it comes to slotted standardisation changes, i believe that betty netch and its morphs should offer major sorcery and brutality while the ability is slotted. It should be granted on both bars, at all times. this allows the ability to be used only when necessary, helping to heavily reduce the amount of time spent on buff management.
I had a few ideas and I'd like to get some thoughts about them.
Expansive frost cloak: Reworked into Frost armaments. Frost Armaments Coat you and your allies weapons in Stahlrim based Frost magic for 20 seconds, causing direct damage Martial Melee Weapon abilities and Frost Damage Abilities to deal a very small amount of frost damage once every 2 seconds to the initial target with a higher chance to apply chilled.Skullstachio's User Note: base chance would be 10% but thusly would go up to 20% by improving said chance by 100% and making the chance to apply chilled akin to having an enchantment or poison on a weapon.
I also know there could be a few tweaks here to ground the idea a bit more and also that the frost damage component may not be worded right, and yes, "stahlrim based" frost magic is highly questionable from a lore standpoint.
Maturation: slight rework, Grants minor toughness to you and up to 11 other group members within 28 meters at all times, increasing maximum health by 10%.
When you heal an ally, grant them minor toughness for 10/20 seconds. when healing yourself or an ally already affected by minor toughness, they gain minor Vitality for 10/20 seconds, increasing healing received by 8%.Skullstachio's user note: minor toughness from Maturation could be a permanent buff to the user and to allied group members, but outside of group compositions, it can retain its original function which helps buff pets, NPC's and random players in overland content without snubbing what it brings to the stony table.
The reason for having minor vitality here as well is because there really isn't too many ability based sources of minor vitality that has a form of group application outside of armor sets, dragonknights can get this easily as a solo application with green dragonblood but I would digress since it is about the wardens tool kit.
Natures Gift: moderate rework: when you heal an ally with a green balance ability, they restore 500/1000 magicka or 500/1000 stamina over 4 seconds, whichever resource pool is lower. you restore for the same amount in addition to 250/500 of the other resource over 4 seconds. this effect can occur once every 4 seconds per target, you and allies can only be affected by one instance of Natures gift.
I would also agree with you on the slotted standardisation changes regarding the netch in the room, it should grant major brutality/sorcery at all times while slotted on either bar and be used primarily for sustain utility and passively one debuff removal on cast and every 5 seconds, while also contributing 4% extra crit damage from advanced species on the bar used for damage.
Pretty sure someone else brought this up too by the way which is off-topic, but I would agree when it was said that subterranean assault should deal bleed damage and have the shalks in that ability morph replaced with assassin beetles since it would be somewhat lore-friendly in that regard.