MashmalloMan wrote: »Realistically, there is 3 types of players to which this effects, I can see all scenario's coming out neutral or positive.
- 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.
- 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%).
- 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).