Was the Piercing Cold change good?

MurkyWetWolf198
MurkyWetWolf198
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Edited by MurkyWetWolf198 on April 15, 2025 8:48PM

Was the Piercing Cold change good? 27 votes

Yes
55%
Stxssewallb14_ESOADarkloreMartoCatagamiMashmalloManUrzigurumashAfteripIncultaWolfLunaFloraZhuJiuyinThumbless_BotLinusMainZallionrandconfig 15 votes
No
44%
qwaurckMilitan1404VixxVexxESO_NightingaleScarletHawkeMurkyWetWolf198AthartiBasPthatnewcatsmellGoAvs34Hybridsmadmufffin 12 votes
  • ESO_Nightingale
    ESO_Nightingale
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    No
    No, but only because it's not tuned in a way that helps specifically non frost dps. Some people still want to use this line when not playing specifically frost based warden builds so that should be accounted for. The reintroduction of increased frost damage is awesome and should 100% stay but it needs additional changes that ALSO increase damage outside of frost.
    Edited by ESO_Nightingale on April 15, 2025 11:36PM
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  • Urzigurumash
    Urzigurumash
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    Yes
    Totally conversely from what I said in the Deep Fissure poll, it makes sense to me to make the line more portable to other classes for Frost Damage.

    But after I spent all that time making sure I was at 29k HP on my frontbar and 31k on my backbar..
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • ssewallb14_ESO
    ssewallb14_ESO
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    Yes
    Yes, the health gating thing was bad.
  • LunaFlora
    LunaFlora
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    Yes
    i am happy with it being increased Frost Damage again
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  • MashmalloMan
    MashmalloMan
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    Yes
    Realistically, there is 3 types of players to which this effects, I can see all scenario's coming out neutral or positive.
    1. No frost staff, but uses frost abilities, and Frost enchant. 8% damage done VS 10% to all frost abilities and Chilled procs now. Probably a wash, if not better the more frost skills you're stacking, even if it's a slight loss, I think this weird generic bonus should have never been there in the 1st place. The streamlined approach of the line makes more thematic sense, there is still a gigantic "generic" damage bonus from chilled without the need to identify as a frost mage entirely. It's that strong of a bonus.
    2. Frost staff + frost abilities; frost mage. 8% damage before VS 10% now, but they can drop Animal Companions which they never enjoyed in the 1st place for skill lines like Arcanist or Necromancer to get some more frost themed skills and strong passives to compliment the skills they already use. Additionally, there is now an incentive outside of the Chilled status effect to run Frost based skills over Fire ones where burning tends to compete pretty well despite having no direct bonus. It's a very tangible bonus you can easily see when comparing abilities such as Fiery Soul vs Chilling Soul, 1 clearly has a bonus to it that any player can understand VS trying to comprehend the RNG of proccing chilled on random skills that may or may not have good base chance to begin with like aoe dots (1%) vs direct single target (10%).
    3. No frost staff, no frost abilities, no Frost enchant. A Warden using Animal Companions for the only remaining damage skills would lose the 8% damage done, but it's so negligible when you consider the Animal Companion buffs + the ability to subclass the line out for abilities you would actually enjoy using. It also asks the question how they would proc the buff in the 1st place every 4s if they're not using a frost enchant, and if they were, well you still have the huge chilled bonus as I said in point 1.

    Now revisit Winter's Revenge and that terribly specific condition of requiring a Frost Staff. No class ability in the game should be tied to a weapon. Frost Staves need buffs within the line itself, it was a bit weird to have the 30k HP threshold in Warden, but I think that would make so much more sense on the Destruction Staff to finally separate the abilities between damage dealing and tanking, so we can avoid some skills being overtuned (Frost Reach) or have unnecessary negatives to cover all the crap it does (cost increase on Frost Blockade).
    Edited by MashmalloMan on April 16, 2025 8:32AM
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  • madmufffin
    madmufffin
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    No
    Realistically, there is 3 types of players to which this effects, I can see all scenario's coming out neutral or positive.
    1. No frost staff, but uses frost abilities, and Frost enchant. 8% damage done VS 10% to all frost abilities and Chilled procs now. Probably a wash, if not better the more frost skills you're stacking, even if it's a slight loss, I think this weird generic bonus should have never been there in the 1st place. The streamlined approach of the line makes more thematic sense, there is still a gigantic "generic" damage bonus from chilled without the need to identify as a frost mage entirely. It's that strong of a bonus.
    2. Frost staff + frost abilities; frost mage. 8% damage before VS 10% now, but they can drop Animal Companions which they never enjoyed in the 1st place for skill lines like Arcanist or Necromancer to get some more frost themed skills and strong passives to compliment the skills they already use. Additionally, there is now an incentive outside of the Chilled status effect to run Frost based skills over Fire ones where burning tends to compete pretty well despite having no direct bonus. It's a very tangible bonus you can easily see when comparing abilities such as Fiery Soul vs Chilling Soul, 1 clearly has a bonus to it that any player can understand VS trying to comprehend the RNG of proccing chilled on random skills that may or may not have good base chance to begin with like aoe dots (1%) vs direct single target (10%).
    3. No frost staff, no frost abilities, no Frost enchant. A Warden using Animal Companions for the only remaining damage skills would lose the 8% damage done, but it's so negligible when you consider the Animal Companion buffs + the ability to subclass the line out for abilities you would actually enjoy using. It also asks the question how they would proc the buff in the 1st place every 4s if they're not using a frost enchant, and if they were, well you still have the huge chilled bonus as I said in point 1.

    Now revisit Winter's Revenge and that terribly specific condition of requiring a Frost Staff. No class ability in the game should be tied to a weapon. Frost Staves need buffs within the line itself, it was a bit weird to have the 30k HP threshold in Warden, but I think that would make so much more sense on the Destruction Staff to finally separate the abilities between damage dealing and tanking, so we can avoid some skills being overtuned (Frost Reach) or have unnecessary negatives to cover all the crap it does (cost increase on Frost Blockade).

    The main issue is to make the change comparable, 80% of your damage needs to be frost damage, which is extremely unrealistic aside from an RP style frostden. You also just outright don't have the sustain to do that on Warden with all of the recovery passives being in the animal line. For the line to be viable as a non-tank line, you have to take two warden lines and most likely the Necro line. It's restricted the dps functionality of the line a lot, which I guess was their goal to make it so each class has a dps-healer-tank line. Had it been left the same, it probably would've been a very popular passive damage line for builds.
  • Atharti
    Atharti
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    No
    No frost damage buffs to magic damage abilities.
  • randconfig
    randconfig
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    Yes
    Yes, because the flat 30000 max health threshold messed with PvP dps builds, and since I like PvE and PvP, it kept me from touching the class.

    Also the passive used to be frost focused, and since it's on the only frost themed skill line in the game, I'm thrilled they reverted it, so now I can make an ice focused build. Also it's a slight nerf to stamden, which has been a bit overturned.
    Edited by randconfig on April 16, 2025 3:36PM
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
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