BananaBender wrote: »Skjaldbjorn wrote: »As a longtime Warden main, I'm baffled by the changes to Wardens. You guys put in so much effort in the last two years to solidify their identity as a frost mage. Now, it feels like you're going back on that work. Why?
My guess would be because the modification necessary to make Frost Staff DPS a thing killed any other iteration of Warden that wasn't a support. That's not good design.
Making warden just another class that fully relies on Rapid Strikes and Maelstrom 2h isn't good design either. As of this patch I feel like warden has no identity what so ever. It feels like a necromancer with green skills and less damage. Frost damage was the only thing making warden stand out even in the slightest
Skjaldbjorn wrote: »BananaBender wrote: »Skjaldbjorn wrote: »As a longtime Warden main, I'm baffled by the changes to Wardens. You guys put in so much effort in the last two years to solidify their identity as a frost mage. Now, it feels like you're going back on that work. Why?
My guess would be because the modification necessary to make Frost Staff DPS a thing killed any other iteration of Warden that wasn't a support. That's not good design.
Making warden just another class that fully relies on Rapid Strikes and Maelstrom 2h isn't good design either. As of this patch I feel like warden has no identity what so ever. It feels like a necromancer with green skills and less damage. Frost damage was the only thing making warden stand out even in the slightest
And honestly, the biggest thing that made the frost damage so damn good wasn't even the staff, it was the massive buffs to chilled. Chilled is a HUGE portion of our damage now, which is also very unique. Master frost still guarantees chilled, so it should still be fairly competitive.
Skjaldbjorn wrote: »BananaBender wrote: »Skjaldbjorn wrote: »As a longtime Warden main, I'm baffled by the changes to Wardens. You guys put in so much effort in the last two years to solidify their identity as a frost mage. Now, it feels like you're going back on that work. Why?
My guess would be because the modification necessary to make Frost Staff DPS a thing killed any other iteration of Warden that wasn't a support. That's not good design.
Making warden just another class that fully relies on Rapid Strikes and Maelstrom 2h isn't good design either. As of this patch I feel like warden has no identity what so ever. It feels like a necromancer with green skills and less damage. Frost damage was the only thing making warden stand out even in the slightest
But...they still use frost damage. Winter's, Arctic Blast, frozen enchant, etc are all still very good. Using a different weapon doesn't really make you "unique", because tons of weapons are used in various content. Bow/bow is hella good on Taleria. If a Warden uses bow/bow for Taleria, are they suddenly unique?
Skjaldbjorn wrote: »Not very happy with the Warden changes. From a PVP perspective polar over performs. Arctic blast did not. I would rather make polar do what has been suggested and leave arctic blast as is.
Please leave the damage passive as is or just reduce it to 10%. This is a drastic change that no one is really asking for.
Just for context, imagine if they treated the other classes with the absurd idea they gave Warden.
Necros only get their damage passive when wielding a 2h weapon.
DKs only get theirs when wielding a fire staff.
Templar only gets theirs when dual wielding.
NB only gets theirs when using a bow.
Sorcs only get theirs when using a lightning staff.
This was terrible design from jump. No one wants this, and no one should. Warden shouldn't be punished with it.
Skjaldbjorn wrote: »BananaBender wrote: »Skjaldbjorn wrote: »As a longtime Warden main, I'm baffled by the changes to Wardens. You guys put in so much effort in the last two years to solidify their identity as a frost mage. Now, it feels like you're going back on that work. Why?
My guess would be because the modification necessary to make Frost Staff DPS a thing killed any other iteration of Warden that wasn't a support. That's not good design.
Making warden just another class that fully relies on Rapid Strikes and Maelstrom 2h isn't good design either. As of this patch I feel like warden has no identity what so ever. It feels like a necromancer with green skills and less damage. Frost damage was the only thing making warden stand out even in the slightest
And honestly, the biggest thing that made the frost damage so damn good wasn't even the staff, it was the massive buffs to chilled. Chilled is a HUGE portion of our damage now, which is also very unique. Master frost still guarantees chilled, so it should still be fairly competitive.
master_vanargand wrote: »Don't change "Undeath" to vampire stage 1.
The current PTS forces everyone to be a vampire in PvP.
Max 10% damage reduction for free with almost no risk is a terrible idea.
"Undeath" should be vampire stage 3.
Don't penalize non-vampire players in PvP.
BananaBender wrote: »Skjaldbjorn wrote: »BananaBender wrote: »Skjaldbjorn wrote: »As a longtime Warden main, I'm baffled by the changes to Wardens. You guys put in so much effort in the last two years to solidify their identity as a frost mage. Now, it feels like you're going back on that work. Why?
My guess would be because the modification necessary to make Frost Staff DPS a thing killed any other iteration of Warden that wasn't a support. That's not good design.
Making warden just another class that fully relies on Rapid Strikes and Maelstrom 2h isn't good design either. As of this patch I feel like warden has no identity what so ever. It feels like a necromancer with green skills and less damage. Frost damage was the only thing making warden stand out even in the slightest
And honestly, the biggest thing that made the frost damage so damn good wasn't even the staff, it was the massive buffs to chilled. Chilled is a HUGE portion of our damage now, which is also very unique. Master frost still guarantees chilled, so it should still be fairly competitive.
I only got to do a little bit of testing with Master's Ice staff before my CMX broke down, but the damage was a good 10-15k lower than on other setups. Even Asylum Inferno out performed it as did a scribing spammable.
Chilled is a good source or damage still, but none of your skill choices reflect that. You no longer build your setup around it like you used to. Which I can see someone seeing a bit boring since it was the only way to do good damage on Magden, but at least it was something different. Now it's a nice extra that you might notice after the fight if you look at your CMX, but other than that you don't see that reflected in your gameplay.
Skjaldbjorn wrote: »Not very happy with the Warden changes. From a PVP perspective polar over performs. Arctic blast did not. I would rather make polar do what has been suggested and leave arctic blast as is.
Please leave the damage passive as is or just reduce it to 10%. This is a drastic change that no one is really asking for.
Just for context, imagine if they treated the other classes with the absurd idea they gave Warden.
BananaBender wrote: »Now it's a nice extra that you might notice after the fight if you look at your CMX, but other than that you don't see that reflected in your gameplay.
tsaescishoeshiner wrote: »Ice staff is still fine on Warden DPS, it's just that other weapons were buffed. We went from +12% damage for ice staff wardens to +8% damage for all DPS.
So players who enjoy ice staff haven't lost much. Frost Reach, Master's Ice Staff, and Chilled Procs all still work.
The fact that other weapons might deal more doesn't prevent frost warden from doing just about everything they do on Live.
It's impossible for them to make every weapon the best over all others, so I think it's better to make more build options viable.
Except you forget that other weapons have their own statlines, so you actual loose much more than the 6 percent (12%->8%) because you missout the crit from dual dagger etc.
Also the piercing cold passive didnt prevent you from using other weapons either, i fail to see the logic there, it just raised froststaffs to the lvl of other weapons. You can turn this whole argument around, tbh
My thoughts so far:
...
Scribing: people asked for longer duration on major buffs, instead you nerf them all down to 10 sec.
Did you guys ever use trample before? Do you seriously expect me to use a 1.5 second cast time skill that randomly fires off down yonder unless I precisely aim to gain major savagery for 10 whole seconds?
Btw Elemental explosion doesn't have prophecy and savagery...
Skjaldbjorn wrote: »
Yeah, it definitely did chief. 2% damage vs 12%. Our only damage ramp in our passive kit. We were entirely chained to frost staves. Crit from the daggers wasn't making up that gap, especially when you consider how strong the Master staff was with guaranteed chill. Also, it's 4%, not 6%. 8 + 4 = 12.
To your own logic, this new passive doesn't prevent you from using frost staves. It just means they're not the only viable option.
Really think about this in context. Trial groups require Major Berserk because 10% is a lot of damage. Trial groups require Major Vuln because 10% is a lot of damage. Trial groups require Major Slayer because 10% is a lot of damage.
However, when it comes to this passive, magically, 10% is negligible. This wasn't 10% to frost. This was 10% to everything. 10% to chilled, to shalks, to bear, to literally everything.
Aces-High-82 wrote: »My thoughts so far:
Arcanist: Honestly good change, especially.for pvp. Finally arcanist will have to spend Crux on the offensive instead of just spamming shields ad nauseum.
Nb: i like them moving skills in the proper skill lines, but in was hoping it would be accompanied by some healthy downward adjustments to their burst dmg. No class wearing 3 proc sets should be hitting 12-15knburst with their skills on top.
Sorc: Hardened ward is the most complained about skill atm and instead of addressing it they gave sorcs max range shalks.
Templar: the one change to dark flare isnt going to make the skill usable. Lose the empower from this morph for a better buff or debuff. No heavy attack builds will use a cast time spammable when the other morph is a 22 sec duration aoe that deals passive damage.
Warden: Soft caps? Also, tanky 45k hp wardens sure needed the extra block mitigation.
Necro: you have given in class access to major buffs, but this only brings necro to where bad classes were like 5 years ago. We have arcanist, dk, nightblades and sorcs getting every buff under the sun just for slotting already powerful skill on any bar, and instead of doing that for necro you put their major buffs on offensive abilities. Ask templars how many of them use sun fire for the major prophecy.
Scribing: people asked for longer duration on major buffs, instead you nerf them all down to 10 sec.
Did you guys ever use trample before? Do you seriously expect me to use a 1.5 second cast time skill that randomly fires off down yonder unless I precisely aim to gain major savagery for 10 whole seconds?
Btw Elemental explosion doesn't have prophecy and savagery...
Ohh...Curse ist now applying 10k pen?
It does full aoe damage around the target.
Skjaldbjorn wrote: »BananaBender wrote: »Now it's a nice extra that you might notice after the fight if you look at your CMX, but other than that you don't see that reflected in your gameplay.
What? On a Stamden parse with DW/2h my chilled does 8-10k. How is that a "nice extra?" That's a massive chunk of damage.
tonyaccount wrote: »As a player who only plays one character(which is a necro) the necro changes are largely awesome and I'm happy with them. But now that we are at finally at fixing and it probably takes a while until it happens again, I would propose the following changes:
1. As others have mentioned, moving the Major Sorcery/Brutality from Skeletal Mage to Grave Lord's Sacrifice would make it more accessible for PvP without really having impact on PvE. Skeletal Mage is quite bad in PvP and necros desperately need the extra slot to be somewhat competitive.
2. Make the Major Sorcery/Brutality/Prophecy/Savagery work on both bars, allowing them to be slotted on backbar if necessary. Again a nice QOL change that adds a little bit of flexibility.
3. Give Necro a respectable CC. I would suggest Empowering Grasp stunning anything that it hits, up to a maximum of 2 players, prioritizing closer targets. It is quite difficult to line up against a distant target, but when used well would do a good job.
4. Make the Avid Boneyard morph purely selfish and buff its size from 6m to 8m. Change the synergy damage back to pre-nerf damage a few patches ago(slight buff), and change the tooltip to "You or an ally standing in the graveyard can activate the Grave Robber Synergy, dealing X Frost Damage to enemies in the area and healing for the damage done." This will be useful in both PvP and PvE, giving you a reliable burst synergy and a heal that others can't steal. A unique and fun interaction that the game needs more of.
5. Buff the Skeletal Mage to a viable state and make it attack the target your Blastbones/heavy attack targets. Since U35 this ability has just been low impact and necro could use a PvE damage buff. We are talking about pretty much doubling the damage of the mage, that's how bad this ability is.
Twohothardware wrote: »tonyaccount wrote: »As a player who only plays one character(which is a necro) the necro changes are largely awesome and I'm happy with them. But now that we are at finally and it probably takes a while I would propose the following changes:
1. As others have mentioned, moving the Major Sorcery/Brutality from Skeletal Mage to Grave Lord's Sacrifice would make it more accessible for PvP without really having impact on PvE. Skeletal Mage is quite bad in PvP and necros desperately need the extra slot to be somewhat competitive.
2. Make the Major Sorcery/Brutality/Prophecy/Savagery work on both bars, allowing them to be slotted on backbar if necessary. Again a nice QOL change that adds a little bit of flexibility.
3. Give Necro a respectable CC. I would suggest Empowering Grasp stunning anything that it hits, up to a maximum of 2 players, prioritizing closer targets. It is quite difficult to line up against a distant target, but when used well would do a good job.
4. Make the Avid Boneyard morph purely selfish and buff its size from 6m to 8m. Change the synergy damage back to pre-nerf damage a few patches ago(slight buff), and change the tooltip to "You or an ally standing in the graveyard can activate the Grave Robber Synergy, dealing X Frost Damage to enemies in the area and healing for the damage done." This will be useful in both PvP and PvE, giving you a reliable burst synergy and a heal that others can't steal. A unique and fun interaction that the game needs more of.
5. Buff the Skeletal Mage to a viable state and make it attack the target your Blastbones/heavy attack hits. Since U35 this ability has just been low impact and necro could use a PvE damage buff. This is the ability to buff.
All of these are solid recommendations.
For the last 5 years not a single person has been intentionally running Skeletal Mage on Necro in PvP so to tie the largest most important Major buff to that skill is not really helping the class. Skeletal Mage does next to no damage to players in PvP and is a wasted skill slot.
Put Major Brutality/Sorcery on a different widely used skill like Blastbones so that whether you’re in PvE or PvP your most important buff is on a skill everyone uses.
I did Vateshran last night, and it occurred to me that with the new warden passives, after next patch I would have to forego picking up the red health orbs to avoid lowering ALL my damage by 8%. Only class that would be hindered in that way. This makes no sense. And it would make the class even more complex and inaccessible with esoteric gotchas.
Bone Armor - Change Minor Resolve to something else since Vigor already has Minor Resolve, for example Minor Vitality it will be useful for pve and pvp
Why ? Who stated that it was "restrictive", and too powerful ? Actually you're not removing the restrictiveness. You're just making it a stage 1 "bonus" because you nerfed something that didn't need to be nerfed.We're taking a different approach now, granting bonuses at a base line to remove its restrictiveness, while also reducing the power density so it is far less enabling for survivability.
master_vanargand wrote: »I did Vateshran last night, and it occurred to me that with the new warden passives, after next patch I would have to forego picking up the red health orbs to avoid lowering ALL my damage by 8%. Only class that would be hindered in that way. This makes no sense. And it would make the class even more complex and inaccessible with esoteric gotchas.
Well, it may be inconvenient, but when I did the RTA, I ignored all the orbs.
Don't worry, there's no problem.