GusTheWizard wrote: »We are also trying to add more sources of damage to their damage focused skill line, so we can slowly look at shifting damage out of their tanking focused skill line.
Let us stop you right there zos I would say most wardens play this class because it is an ice focused class myself included, my least favorite part of the class are the animal companions skills, please don’t remove what we’ve been telling you we wanted for 6 years, we finally got good ice damage in the last year and a half.
I had another thought today, PERHAPS they are going to actually give Frost staff some actual damage in the Destruction Staff skill line. Now that would definitely go a long way to giving all classes the option to run a Frost mage build, which would be welcomed and a good step forward... because right now the only viable Frost mage class is Warden. However, I don't think they need to be touching Winter's Revenge or Arctic Blast. Yet, if they would give the +12% damage increase to all FROST skills when wielding a frost staff to the Destruction Staff skill line and removed it from Warden- it would be a fair trade. I mean, how many 'Frost' tanks are their in reality?? I'm doubting there are many. So to make a staff revolve around a niche build, seems a bit silly, so giving Frost damage capabilities would go a long way to adding more build diversity to the game IMO.
Galeriano2 wrote: »There's plenty of ice damage coming up with scribing.
Galeriano2 wrote: »There's plenty of ice damage coming up with scribing.
Yeah from what i have seen its 2 skills what are not that great for high end dps.
GusTheWizard wrote: »We are also trying to add more sources of damage to their damage focused skill line, so we can slowly look at shifting damage out of their tanking focused skill line.
Let us stop you right there zos I would say most wardens play this class because it is an ice focused class myself included, my least favorite part of the class are the animal companions skills, please don’t remove what we’ve been telling you we wanted for 6 years, we finally got good ice damage in the last year and a half.
They need to remove ice and add it to a new class
No because this will never happen we need to salvage what ice theme warden has left. I wish it was its ONLY theme to be honest.
IF by some miracle an actuall ice class version of fire DK became a thing I would understand but that is likely NOT happening. So we need to double down on frost warden until that actually can become a reality.
Anti_Virus wrote: »I personally wished the ice theme would disappear. It seems really out of place for the class tbh.
Step one: Separate the destro staves into separate skill lines
Step two: overhaul all classes to focus around two types of damage (dk has fire+poison, sorc should be physical+shock etc) as per @MashmalloMan suggestion from sorc thread
valenwood_vegan wrote: »Yeah this note was odd. A great example of a lack of an overall vision and random see-saw changes. Specific changes were made over the last year (or two? - hard to keep track) to make dps ice wardens an actual thing. Now it's gonna slowly be undone? I don't get it.
GusTheWizard wrote: »We are also trying to add more sources of damage to their damage focused skill line, so we can slowly look at shifting damage out of their tanking focused skill line.
Let us stop you right there zos I would say most wardens play this class because it is an ice focused class myself included, my least favorite part of the class are the animal companions skills, please don’t remove what we’ve been telling you we wanted for 6 years, we finally got good ice damage in the last year and a half.
valenwood_vegan wrote: »Yeah this note was odd. A great example of a lack of an overall vision and random see-saw changes. Specific changes were made over the last year (or two? - hard to keep track) to make dps ice wardens an actual thing. Now it's gonna slowly be undone? I don't get it.
MashmalloMan wrote: »valenwood_vegan wrote: »Yeah this note was odd. A great example of a lack of an overall vision and random see-saw changes. Specific changes were made over the last year (or two? - hard to keep track) to make dps ice wardens an actual thing. Now it's gonna slowly be undone? I don't get it.
As an advocate for ice warden, I'm cautiously optimistic, it becoming a thing is really cool, but they did it in such a poor way that completely destroyed stam warden and the animal companion skill line in the process, which is never something any of us asked for. It's also very half baked leaving ice wardens with a lot to be desired because they only really have 2 ice skills.
I take their select comments from "shifting" as a sign they merely want to rebalance the power budget to not be so weighted towards the tanking line as it is now, give more power back to the DPS line where it's missing, that doesn't mean destroying the fact that you can use Winter's Revenge, Arctic Blast, and Northern Storm as DPS skills. In my opinion, they will always deal DPS now, that's just how they're designed.
Let me paint a picture:
- Piercing Cold = Instead of 2% damage done or 12% with a frost staff, it should be 5% damage done or 12% with a frost staff.
- Glacial Presence = Instead of +200% status effect chance for Winter's Embrace, it should be +60% status effect chance for ALL frost damage.
- Winter's Revenge = Remove the +30% damage done with a frost staff, bake in 15-20% with no requirement. Keep the high chilled proc effect.
- Eternal Guardian = Damage type changed from magic to frost, passive damage reduced by 50%, but can now be 1 barred.
- Subterranean Assault = Damage type changed from poison to bleed.
- Deep Fissure = Damage type changed from magic to frost. Swap the damage bonus from the 9s hit to the 3s hit.
- Cutting Dive = Now applies off balance regardless of range.
- Screaming Cliff Racer = Damage type changed from magic to frost. Now applies off balance regardless of range.
- Growing Swarm = Increases pet damage dealt by 20%, eg. Deadric Prey for Warden Bear enthusiasts.
- Fetcher Infection = Damage type changed from magic to frost. Now deals +9% damage per tick instead of +60% every second cast.
- Bond With Nature = Now scales based on a stat. Maybe HP%, maybe max stam or mag. IDK.
- Flourish = Increase 12% regen to 18% or +200 mag/stam regen for slotting... Eg. Arcanist or Necromancer passive.
- Advanced Species = Simplify it. Now gives +12% critical damage/healing for slotting 1 companion skill instead of +4% per animal companion skill slotted.
- Add some type of bleed bonus to one of the passives.
While they're at it... they should probably nerf Polar Wind to only heal yourself or at the very least, reduce the amount on secondary targets. It's way over tuned and if it was coupled with Bond with Nature proccing from HP%, it would be even more broken.
This would be what I consider "shifting" because you're taking some of the power budget out of the tank line where it's heavily weighted and distributing it among companion skills to make them more worth slotting. All in all, if you played an Ice Warden, it shouldn't make a difference because you would be receiving more ice companion skills.
Like I said though... Cautiously optimistic. This is best case scenario.
MashmalloMan wrote: »valenwood_vegan wrote: »Yeah this note was odd. A great example of a lack of an overall vision and random see-saw changes. Specific changes were made over the last year (or two? - hard to keep track) to make dps ice wardens an actual thing. Now it's gonna slowly be undone? I don't get it.
As an advocate for ice warden, I'm cautiously optimistic, it becoming a thing is really cool, but they did it in such a poor way that completely destroyed stam warden and the animal companion skill line in the process, which is never something any of us asked for. It's also very half baked leaving ice wardens with a lot to be desired because they only really have 2 ice skills.
I take their select comments from "shifting" as a sign they merely want to rebalance the power budget to not be so weighted towards the tanking line as it is now, give more power back to the DPS line where it's missing, that doesn't mean destroying the fact that you can use Winter's Revenge, Arctic Blast, and Northern Storm as DPS skills. In my opinion, they will always deal DPS now, that's just how they're designed.
Let me paint a picture:
- Piercing Cold = Instead of 2% damage done or 12% with a frost staff, it should be 5% damage done or 12% with a frost staff.
- Glacial Presence = Instead of +200% status effect chance for Winter's Embrace, it should be +60% status effect chance for ALL frost damage.
- Winter's Revenge = Remove the +30% damage done with a frost staff, bake in 15-20% with no requirement. Keep the high chilled proc effect.
- Eternal Guardian = Damage type changed from magic to frost, passive damage reduced by 50%, but can now be 1 barred.
- Subterranean Assault = Damage type changed from poison to bleed.
- Deep Fissure = Damage type changed from magic to frost. Swap the damage bonus from the 9s hit to the 3s hit.
- Cutting Dive = Now applies off balance regardless of range.
- Screaming Cliff Racer = Damage type changed from magic to frost. Now applies off balance regardless of range.
- Growing Swarm = Increases pet damage dealt by 20%, eg. Deadric Prey for Warden Bear enthusiasts.
- Fetcher Infection = Damage type changed from magic to frost. Now deals +9% damage per tick instead of +60% every second cast.
- Bond With Nature = Now scales based on a stat. Maybe HP%, maybe max stam or mag. IDK.
- Flourish = Increase 12% regen to 18% or +200 mag/stam regen for slotting... Eg. Arcanist or Necromancer passive.
- Advanced Species = Simplify it. Now gives +12% critical damage/healing for slotting 1 companion skill instead of +4% per animal companion skill slotted.
- Add some type of bleed bonus to one of the passives.
While they're at it... they should probably nerf Polar Wind to only heal yourself or at the very least, reduce the amount on secondary targets. It's way over tuned and if it was coupled with Bond with Nature proccing from HP%, it would be even more broken.
This would be what I consider "shifting" because you're taking some of the power budget out of the tank line where it's heavily weighted and distributing it among companion skills to make them more worth slotting. All in all, if you played an Ice Warden, it shouldn't make a difference because you would be receiving more ice companion skills.
Like I said though... Cautiously optimistic. This is best case scenario.
Scrap your changes to Glacial presence and Polar wind and we can happily talk about the rest. Those should remain untouched.
Why? Winter is the climax of the natural cycle, heralding an end to the old cycle before the ushering in of new beginnings in the form of spring.
Alternativly, re-theme the animal companion line as a nature conjuration line that changes the magicka variants of each ability into something that fits the ice theme and doesn't have to be an animal.
Spectral wolf for for cliff racer.
Ice wraith for netch
Glacial spikes for fissue
A localized blizzard for fetcherflies.
GusTheWizard wrote: »We are also trying to add more sources of damage to their damage focused skill line, so we can slowly look at shifting damage out of their tanking focused skill line.
Let us stop you right there zos I would say most wardens play this class because it is an ice focused class myself included, my least favorite part of the class are the animal companions skills, please don’t remove what we’ve been telling you we wanted for 6 years, we finally got good ice damage in the last year and a half.
Agree with OP. Definitely not liking this idea.
The ice theme is really cool but if the line get made for tanks, as a solo oakensoul player I wouldn't need it anymore basically, and I don't want to get rid of my frosty damage and heals: yes, I don't want damage NOR heal to go away since Arctic and it's morphs are quite literally "my life".
(Shards is nice too btw)
I'm against the change and me myself I'm fine with how wardens are now.
If anything, I've seen others propose to change the animals skills to do frost damage instead of magic, making them all "blue-ish". Now that would be more cool 😎
GusTheWizard wrote: »Galeriano2 wrote: »There's plenty of ice damage coming up with scribing.
Two skills with ice damage, one is terrible and the other is just decent.
And the point is that warden has passives and buffs in its ice line to help make those skills better for them to use on warden, otherwise you might as well use fire or lightning damage because their status effects give better buffs.
YandereGirlfriend wrote: »Imagine Bird but instead of a Cliffracer it's an Ice Wraith.
Also Glacial Shalks and Frozen Fetcherflies or something. And Snow Bear ultimate.
These are easy changes to make they just... need to actually be made.
MashmalloMan wrote: »MashmalloMan wrote: »valenwood_vegan wrote: »Yeah this note was odd. A great example of a lack of an overall vision and random see-saw changes. Specific changes were made over the last year (or two? - hard to keep track) to make dps ice wardens an actual thing. Now it's gonna slowly be undone? I don't get it.
As an advocate for ice warden, I'm cautiously optimistic, it becoming a thing is really cool, but they did it in such a poor way that completely destroyed stam warden and the animal companion skill line in the process, which is never something any of us asked for. It's also very half baked leaving ice wardens with a lot to be desired because they only really have 2 ice skills.
I take their select comments from "shifting" as a sign they merely want to rebalance the power budget to not be so weighted towards the tanking line as it is now, give more power back to the DPS line where it's missing, that doesn't mean destroying the fact that you can use Winter's Revenge, Arctic Blast, and Northern Storm as DPS skills. In my opinion, they will always deal DPS now, that's just how they're designed.
Let me paint a picture:
- Piercing Cold = Instead of 2% damage done or 12% with a frost staff, it should be 5% damage done or 12% with a frost staff.
- Glacial Presence = Instead of +200% status effect chance for Winter's Embrace, it should be +60% status effect chance for ALL frost damage.
- Winter's Revenge = Remove the +30% damage done with a frost staff, bake in 15-20% with no requirement. Keep the high chilled proc effect.
- Eternal Guardian = Damage type changed from magic to frost, passive damage reduced by 50%, but can now be 1 barred.
- Subterranean Assault = Damage type changed from poison to bleed.
- Deep Fissure = Damage type changed from magic to frost. Swap the damage bonus from the 9s hit to the 3s hit.
- Cutting Dive = Now applies off balance regardless of range.
- Screaming Cliff Racer = Damage type changed from magic to frost. Now applies off balance regardless of range.
- Growing Swarm = Increases pet damage dealt by 20%, eg. Deadric Prey for Warden Bear enthusiasts.
- Fetcher Infection = Damage type changed from magic to frost. Now deals +9% damage per tick instead of +60% every second cast.
- Bond With Nature = Now scales based on a stat. Maybe HP%, maybe max stam or mag. IDK.
- Flourish = Increase 12% regen to 18% or +200 mag/stam regen for slotting... Eg. Arcanist or Necromancer passive.
- Advanced Species = Simplify it. Now gives +12% critical damage/healing for slotting 1 companion skill instead of +4% per animal companion skill slotted.
- Add some type of bleed bonus to one of the passives.
While they're at it... they should probably nerf Polar Wind to only heal yourself or at the very least, reduce the amount on secondary targets. It's way over tuned and if it was coupled with Bond with Nature proccing from HP%, it would be even more broken.
This would be what I consider "shifting" because you're taking some of the power budget out of the tank line where it's heavily weighted and distributing it among companion skills to make them more worth slotting. All in all, if you played an Ice Warden, it shouldn't make a difference because you would be receiving more ice companion skills.
Like I said though... Cautiously optimistic. This is best case scenario.
Scrap your changes to Glacial presence and Polar wind and we can happily talk about the rest. Those should remain untouched.
- I'm not ZOS. I'm trying to spin their comment in a positive light.
- I would happily give up +200% to a few skills to improve everything else. The value I proposed doesn't matter, it was simply an example of how they could shift power without destroying the DPS of Winter's Revenge and Arctic Blast. Note: WR has x5 status effect chance (5% base) and AB has x15 status effect chance (15% base), these wouldn't change. You would still have high chilled uptime, just not specifically from these 2 skills only, with my suggestions, you could have Scorch, Flies, Cliff Racer, and Bear to contribute towards chilled which is why I think they use the term "shift".
- If you think Polar Wind's off healing is fine the way it is, I don't know what else to say to you. It's busted in pvp and really besides the actual point of my comment.
MashmalloMan wrote: »Let me paint a picture:
- Piercing Cold = Instead of 2% damage done or 12% with a frost staff, it should be 5% damage done or 12% with a frost staff.
- Glacial Presence = Instead of +200% status effect chance for Winter's Embrace, it should be +60% status effect chance for ALL frost damage.
- Winter's Revenge = Remove the +30% damage done with a frost staff, bake in 15-20% with no requirement. Keep the high chilled proc effect.
- Eternal Guardian = Damage type changed from magic to frost, passive damage reduced by 50%, but can now be 1 barred.
- Subterranean Assault = Damage type changed from poison to bleed.
- Deep Fissure = Damage type changed from magic to frost. Swap the damage bonus from the 9s hit to the 3s hit.
- Cutting Dive = Now applies off balance regardless of range.
- Screaming Cliff Racer = Damage type changed from magic to frost. Now applies off balance regardless of range.
- Growing Swarm = Increases pet damage dealt by 20%, eg. Deadric Prey for Warden Bear enthusiasts.
- Fetcher Infection = Damage type changed from magic to frost. Now deals +9% damage per tick instead of +60% every second cast.
- Bond With Nature = Now scales based on a stat. Maybe HP%, maybe max stam or mag. IDK.
- Flourish = Increase 12% regen to 18% or +200 mag/stam regen for slotting... Eg. Arcanist or Necromancer passive.
- Advanced Species = Simplify it. Now gives +12% critical damage/healing for slotting 1 companion skill instead of +4% per animal companion skill slotted.
- Add some type of bleed bonus to one of the passives.