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PTS Update 16 - Feedback Thread for Wardens

  • SodanTok
    SodanTok
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    Just throwing some idea about Animal Companion tree that i keep on me ever since Morrowind even though I dont expect any changes to that abilities ever.

    Dive
    • Increased damage and cost by 25%
    • Cliff racers deals 50% splash damage to enemies in 5m radius around the target
    • If target dodges cliff racer, he takes only the 50% splash damage
    Screaming Cliff Racer
    • Deals frost damage
    • Enemies affected by initial hit or splash damage take 4% increased damage from all sources for 3 seconds
    Cutting Dive
    • Deals Poison/Disease damage
    • Enemies affected by initial hit or splash damage take 8% increased crit damage from all sources for 3 seconds


    Feral Guardian
    • Increased healing received by 50%
    • If Guardian is below 20% HP, using ultimate attack will instead grant him rapid regeneration for 3 seconds
    Eternal Guardian
    • Has aura that decreases spell resistance of enemies around him by 1500
    • If Eternal Guardian drops below 20% health (even if he receives fatal hit) he will heal to max HP with 5-10 minute cooldown.
    Wild Guardian
    • Deals Poison/Disease damage
    • Each hit from Wild Guardian decreases physical resistance of the target by 500 for 5 seconds. Stacking 6 times.


    Bond with Nature - When one of your animal companions is killed or unsummoned, you restore 500 stam/mag to friendly targets around you

    'Wherever it fits' - Increase all your poison/disease damage by 6%
    Edited by SodanTok on September 23, 2017 6:12PM
  • MLGProPlayer
    MLGProPlayer
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    Zer0oo wrote: »
    All animations are still extremely slow and you almost want to barswap cancel all skills

    That's a huge reason why warden sucks. The only way to cancel most of their animations is with a bar swap. They have longer animations than any other class, yet their abilities do less damage/have less utility than abilities of other classes.
    Edited by MLGProPlayer on September 23, 2017 10:08PM
  • dodgehopper_ESO
    dodgehopper_ESO
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    Anhedonie wrote: »
    PvE-wise warden is still garbage. Pretty disappointed in tweaks.
    Damage is really bad, rotation is unrewarding and overlycomplicated, also spells are clunky.

    Nevertheless as Templar becomes a mere husk of what it once was, Warden feels more and more like what Templar use to be. Blinding Flashes is gone - my favorite cc - and replaced by a dps execute. This isn't the first time the tanking set of Templar has been messed with. Doesn't anyone else find it odd that Templar use to be the best class for resource management when the game was in development, and now it is the worst? As a general rule I'm finding Templar changes seem to be about taking bad morphs and making them worse (see the Solar Barrage changes - Why on earth did they think turning this instance skill into a 1 second long windup? Awful.). I'm not saying you can't make a functional Templar but I am saying that they are slowly sucking all the joy out of the class. It doesn't feel itself anymore, and I'll be honest I don't like where its going. I really wish this game were classless.

    I'm happy to see improvements to Warden but if it gets the Templar treatment I'm going to be really disappointed with the development team.
    Edited by dodgehopper_ESO on September 23, 2017 9:53PM
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    Just turn up the dial on everything sorry pvp if you hate wardens but pve needs love and its only gonna come if it hurts you guys


    This mindset ruins the balance of the game. Trust me when I say if you ruin the balance of pvp as you say, you're going to cause them to overshoot in other ways later and it is never good. In my view all balance in the game should be built around PvP first. They ought to make pve feel more like PvP as well, with npc's that bash, interrupt, cc break, etc. I really miss the concept they originally had (in beta I believe) for npc's that would run and get help as well.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • MLGProPlayer
    MLGProPlayer
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    Just turn up the dial on everything sorry pvp if you hate wardens but pve needs love and its only gonna come if it hurts you guys


    This mindset ruins the balance of the game. Trust me when I say if you ruin the balance of pvp as you say, you're going to cause them to overshoot in other ways later and it is never good. In my view all balance in the game should be built around PvP first. They ought to make pve feel more like PvP as well, with npc's that bash, interrupt, cc break, etc. I really miss the concept they originally had (in beta I believe) for npc's that would run and get help as well.

    PvE is always the more popular mode in MMOs, and with good reason. MMOs are not a competitive PvP experience because the games are balanced around two fundamentally different modes (balance is easier to achieve in PvE since it's a cooperative mode). People play shooters and MOBAs for a competitive PvP experience because those games are balanced strictly around PvP (there is no PvE mode in those games). MMO PvP is meant to be a fun diversion from PvE as it can never achieve competitive balance. I play Overwatch, CS:GO, HoTS, etc. on a daily basis yet I don't touch PvP in ESO.

    In any case, it's very easy to balance the warden without affecting PvP. The warden is considered OP in PvP because of 2 abilities: their healing ultimate and their undodgeable cliff racer. Those abilities can easily be tweaked.

    But even if you leave those abilities as is, it would be fine as warden needs buffs to its damage over time (this is what matters in PvE, and is largely irrelevant in PvP).
    Edited by MLGProPlayer on September 24, 2017 12:05AM
  • Faulgor
    Faulgor
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    First, ZOS has to state clearly if they actually intend to improve the situation for (magicka) Warden DPS, or what their intended goal is with this class. Otherwise it will be impossible to give constructive feedback.

    However, the points that come up consistenly as far as I can tell are these:
    1. Magicka Warden PvE DPS is ~20% behind other magicka classes
    2. Their burst damage should not be increased because this would affect PvP too much
    3. They have no group utility like the "Minor" buffs of other classes (DK: Brutality, NB: Savagery, etc)

    On point 2, the only two class DoTs that could be improved to increase mag Warden DPS are Swarm and Winter's Revenge.
    The morphs for Swarm always seemed a bit uninspired to me. Growing Swarm is not really helpful in single target situations discussed here, and even in AoE situations, having to wait 10 seconds for the effect isn't really exciting. Fetcher Infection doesn't seem to have any application that couldn't be replaced with "25% more damage".
    As for Winter's Revenge, the damage isn't actually terrible (the same as WoE). The main issue is the rather wonky animation, which makes integration into a smooth rotation difficult, as well as the duration. 12 seconds doesn't really work well with WoE's 8, or Swarm's 10.
    Alternatively, Arctic Blast damage could be improved to make it a viable DoT, but adding another skill to the rotation is not strictly necessary.

    On point 3, of course, Warden has Minor Toughness, but that is an insult to group play because that same buff is provided by Warhorn. As all other offensive minor buffs are already provided by other classes, a debuff would probably be more appropriate, as I don't think giving Wardens Minor Force would be a good idea.

    So, I'd make these moderate suggestions:

    Swarm: Increase base damage by 25%.
    Growing Swarm: Change to PBAoE, similar to Hurricane, growing in size over time.
    Fetcher Infection: Deals up to 200% more damage to enemies under 50% Health, effectively a Magicka Poison Injection.

    Impaling Shards: Increase base duration to 16 seconds.
    Winter's Revenge: Applies Minor Breech and Minor Fracture.

    Alternatively, frost damage as a whole could be improved, but convincing ZOS to abandon the frost staff tanking idea seems like another monumental task.
    Edited by Faulgor on September 24, 2017 11:37AM
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Jade1986
    Jade1986
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    Just turn up the dial on everything sorry pvp if you hate wardens but pve needs love and its only gonna come if it hurts you guys


    This mindset ruins the balance of the game. Trust me when I say if you ruin the balance of pvp as you say, you're going to cause them to overshoot in other ways later and it is never good. In my view all balance in the game should be built around PvP first. They ought to make pve feel more like PvP as well, with npc's that bash, interrupt, cc break, etc. I really miss the concept they originally had (in beta I believe) for npc's that would run and get help as well.

    PvE is always the more popular mode in MMOs, and with good reason. MMOs are not a competitive PvP experience because the games are balanced around two fundamentally different modes (balance is easier to achieve in PvE since it's a cooperative mode). People play shooters and MOBAs for a competitive PvP experience because those games are balanced strictly around PvP (there is no PvE mode in those games). MMO PvP is meant to be a fun diversion from PvE as it can never achieve competitive balance. I play Overwatch, CS:GO, HoTS, etc. on a daily basis yet I don't touch PvP in ESO.

    In any case, it's very easy to balance the warden without affecting PvP. The warden is considered OP in PvP because of 2 abilities: their healing ultimate and their undodgeable cliff racer. Those abilities can easily be tweaked.

    But even if you leave those abilities as is, it would be fine as warden needs buffs to its damage over time (this is what matters in PvE, and is largely irrelevant in PvP).

    MMO balance should always be done around pvp, and then the pve content can be created around that balance. No static boss is going to complain about a class being 10 % weaker or stronger than the other class, that is all on the players, but in pvp, that balance , that 10% really matters. Games that have done this do actually achieve balance, but most games do not do this, and then you always have a balancing catastrophe.
  • Jade1986
    Jade1986
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    Faulgor wrote: »
    First, ZOS has to state clearly if they actually intend to improve the situation for (magicka) Warden DPS, or what their intended goal is with this class. Otherwise it will be impossible to give constructive feedback.

    However, the points that come up consistenly as far as I can tell are these:
    1. Magicka Warden PvE DPS is ~20% behind other magicka classes
    2. Their burst damage should not be increased because this would affect PvP too much
    3. They have no group utility like the "Minor" buffs of other classes (DK: Brutality, NB: Savagery, etc)

    On point 2, the only two class DoTs that could be improved to increase mag Warden DPS are Swarm and Winter's Revenge.
    The morphs for Swarm always seemed a bit uninspired to me. Growing Swarm is not really helpful in single target situations discussed here, and even in AoE situations, having to wait 10 seconds for the effect isn't really exciting. Fletcher Infection doesn't seem to have any application that couldn't be replaced with "25% more damage".
    As for Winter's Revenge, the damage isn't actually terrible (the same as WoE). The main issue is the rather wonky animation, which makes integration into a smooth rotation difficult, as well as the duration. 12 seconds doesn't really work well with WoE's 8, or Swarm's 10.
    Alternatively, Arctic Blast damage could be improved to make it a viable DoT, but adding another skill to the rotation is not strictly necessary.

    On point 3, of course, Warden has Minor Toughness, but that is an insult to group play because that same buff is provided by Warhorn. As all other offensive minor buffs are already provided by other classes, a debuff would probably be more appropriate, as I don't think giving Wardens Minor Force would be a good idea.

    So, I'd make these moderate suggestions:

    Swarm: Increase base damage by 25%.
    Growing Swarm: Change to PBAoE, similar to Hurricane, growing in size over time.
    Fletcher Infection: Deals up to 200% more damage to enemies under 50% Health, effectively a Magicka Poison Injection.

    Impaling Shards: Increase base duration to 16 seconds.
    Winter's Revenge: Applies Minor Breech and Minor Fracture.

    Alternatively, frost damage as a whole could be improved, but convincing ZOS to abandon the frost staff tanking idea seems like another monumental task.

    Its not just ZoS. People have spent time making good Warden Ice tank builds, if ZoS suddenly changed all the ice abilities to dps abilities, that would peeve the entire tank population.
  • Faulgor
    Faulgor
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    laced wrote: »
    Faulgor wrote: »
    First, ZOS has to state clearly if they actually intend to improve the situation for (magicka) Warden DPS, or what their intended goal is with this class. Otherwise it will be impossible to give constructive feedback.

    However, the points that come up consistenly as far as I can tell are these:
    1. Magicka Warden PvE DPS is ~20% behind other magicka classes
    2. Their burst damage should not be increased because this would affect PvP too much
    3. They have no group utility like the "Minor" buffs of other classes (DK: Brutality, NB: Savagery, etc)

    On point 2, the only two class DoTs that could be improved to increase mag Warden DPS are Swarm and Winter's Revenge.
    The morphs for Swarm always seemed a bit uninspired to me. Growing Swarm is not really helpful in single target situations discussed here, and even in AoE situations, having to wait 10 seconds for the effect isn't really exciting. Fletcher Infection doesn't seem to have any application that couldn't be replaced with "25% more damage".
    As for Winter's Revenge, the damage isn't actually terrible (the same as WoE). The main issue is the rather wonky animation, which makes integration into a smooth rotation difficult, as well as the duration. 12 seconds doesn't really work well with WoE's 8, or Swarm's 10.
    Alternatively, Arctic Blast damage could be improved to make it a viable DoT, but adding another skill to the rotation is not strictly necessary.

    On point 3, of course, Warden has Minor Toughness, but that is an insult to group play because that same buff is provided by Warhorn. As all other offensive minor buffs are already provided by other classes, a debuff would probably be more appropriate, as I don't think giving Wardens Minor Force would be a good idea.

    So, I'd make these moderate suggestions:

    Swarm: Increase base damage by 25%.
    Growing Swarm: Change to PBAoE, similar to Hurricane, growing in size over time.
    Fletcher Infection: Deals up to 200% more damage to enemies under 50% Health, effectively a Magicka Poison Injection.

    Impaling Shards: Increase base duration to 16 seconds.
    Winter's Revenge: Applies Minor Breech and Minor Fracture.

    Alternatively, frost damage as a whole could be improved, but convincing ZOS to abandon the frost staff tanking idea seems like another monumental task.

    Its not just ZoS. People have spent time making good Warden Ice tank builds, if ZoS suddenly changed all the ice abilities to dps abilities, that would peeve the entire tank population.

    Are there really Warden tanks that use frost staffs? Mine surely doesn't.
    Even so, crippling a whole build hasn't really stopped ZOS from making changes in the past, or I'd still have my attack speed Nightblade.

    But there are enough ways to improve Warden DPS without changing frost staffs. It's just odd Wardens get +6% frost damage when there is only one relevant frost damage skill.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Elsterchen
    Elsterchen
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    Astraous wrote: »
    This class is the only non-viable dps class.

    I mean stamina works but that's just because you use weapon skills, the magicka version of this class is a healer and that's it. The damage is poop on a stick.

    I guess you have misunderstood something. The healer class is supposed to be templars ...

    @ZOS_GinaBruno Please inform us about your visions for warden and templar classes. What is the direction (aim, motive, goal) ? What are the distinct differences between these classes ?
  • dodgehopper_ESO
    dodgehopper_ESO
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    Just turn up the dial on everything sorry pvp if you hate wardens but pve needs love and its only gonna come if it hurts you guys


    This mindset ruins the balance of the game. Trust me when I say if you ruin the balance of pvp as you say, you're going to cause them to overshoot in other ways later and it is never good. In my view all balance in the game should be built around PvP first. They ought to make pve feel more like PvP as well, with npc's that bash, interrupt, cc break, etc. I really miss the concept they originally had (in beta I believe) for npc's that would run and get help as well.

    PvE is always the more popular mode in MMOs, and with good reason. MMOs are not a competitive PvP experience because the games are balanced around two fundamentally different modes (balance is easier to achieve in PvE since it's a cooperative mode). People play shooters and MOBAs for a competitive PvP experience because those games are balanced strictly around PvP (there is no PvE mode in those games). MMO PvP is meant to be a fun diversion from PvE as it can never achieve competitive balance. I play Overwatch, CS:GO, HoTS, etc. on a daily basis yet I don't touch PvP in ESO.

    In any case, it's very easy to balance the warden without affecting PvP. The warden is considered OP in PvP because of 2 abilities: their healing ultimate and their undodgeable cliff racer. Those abilities can easily be tweaked.

    But even if you leave those abilities as is, it would be fine as warden needs buffs to its damage over time (this is what matters in PvE, and is largely irrelevant in PvP).

    PvE is the more popular mode in gaming in general, not just MMO's. Just look at the available content on Steam some time and a cursory sampling will make my point rather clear. My point remains though. DC Online became a better game overall when they tried to design their PVE content around PVP balance. It made it easier to keep both systems in check, at least while I was playing it. I've never seen an MMO come to any semblance of balance when PVE systems had primacy. I'm not disagreeing with you but I do believe there is a subtle mindset change I'd like to see the developers take. Imagine for instance that trial bosses and dungeon difficulty were built around the nerfed heals and the rest of it that players have to go through in PVP. It would change balance but it could certainly be done. On a side note I think it would be very bad if Cliff Racers were not undodgeable for the same reason it would be bad if Templar laserbeam were dodgeable. It would nullify those two skills and at any regard I personally like the notion that blocking has a needed use. I also wish blocking were better and as I'm sure you're aware of previous tanking posts where we have spoken, I think they should have gone a different route in balancing Block in general. I find it strange you can not regenerate your pool while blocking, and I personally feel the balance should have come in making Block less substantial in effect. That's where the tweaking on the devs part would really come into play, but it would in my opinion be a better system.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    laced wrote: »
    Faulgor wrote: »
    First, ZOS has to state clearly if they actually intend to improve the situation for (magicka) Warden DPS, or what their intended goal is with this class. Otherwise it will be impossible to give constructive feedback.

    However, the points that come up consistenly as far as I can tell are these:
    1. Magicka Warden PvE DPS is ~20% behind other magicka classes
    2. Their burst damage should not be increased because this would affect PvP too much
    3. They have no group utility like the "Minor" buffs of other classes (DK: Brutality, NB: Savagery, etc)

    On point 2, the only two class DoTs that could be improved to increase mag Warden DPS are Swarm and Winter's Revenge.
    The morphs for Swarm always seemed a bit uninspired to me. Growing Swarm is not really helpful in single target situations discussed here, and even in AoE situations, having to wait 10 seconds for the effect isn't really exciting. Fletcher Infection doesn't seem to have any application that couldn't be replaced with "25% more damage".
    As for Winter's Revenge, the damage isn't actually terrible (the same as WoE). The main issue is the rather wonky animation, which makes integration into a smooth rotation difficult, as well as the duration. 12 seconds doesn't really work well with WoE's 8, or Swarm's 10.
    Alternatively, Arctic Blast damage could be improved to make it a viable DoT, but adding another skill to the rotation is not strictly necessary.

    On point 3, of course, Warden has Minor Toughness, but that is an insult to group play because that same buff is provided by Warhorn. As all other offensive minor buffs are already provided by other classes, a debuff would probably be more appropriate, as I don't think giving Wardens Minor Force would be a good idea.

    So, I'd make these moderate suggestions:

    Swarm: Increase base damage by 25%.
    Growing Swarm: Change to PBAoE, similar to Hurricane, growing in size over time.
    Fletcher Infection: Deals up to 200% more damage to enemies under 50% Health, effectively a Magicka Poison Injection.

    Impaling Shards: Increase base duration to 16 seconds.
    Winter's Revenge: Applies Minor Breech and Minor Fracture.

    Alternatively, frost damage as a whole could be improved, but convincing ZOS to abandon the frost staff tanking idea seems like another monumental task.

    Its not just ZoS. People have spent time making good Warden Ice tank builds, if ZoS suddenly changed all the ice abilities to dps abilities, that would peeve the entire tank population.

    The complaints you're talking about have happened to me on other classes before, often multiple times. I personally like the frost tanking route they've gone with though. It gives us something different to play with.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • C0ndor
    C0ndor
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    The only change that I would like is bird of prey and living trellis duration encrease from 10s to 16s
  • Jade1986
    Jade1986
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    laced wrote: »
    Faulgor wrote: »
    First, ZOS has to state clearly if they actually intend to improve the situation for (magicka) Warden DPS, or what their intended goal is with this class. Otherwise it will be impossible to give constructive feedback.

    However, the points that come up consistenly as far as I can tell are these:
    1. Magicka Warden PvE DPS is ~20% behind other magicka classes
    2. Their burst damage should not be increased because this would affect PvP too much
    3. They have no group utility like the "Minor" buffs of other classes (DK: Brutality, NB: Savagery, etc)

    On point 2, the only two class DoTs that could be improved to increase mag Warden DPS are Swarm and Winter's Revenge.
    The morphs for Swarm always seemed a bit uninspired to me. Growing Swarm is not really helpful in single target situations discussed here, and even in AoE situations, having to wait 10 seconds for the effect isn't really exciting. Fletcher Infection doesn't seem to have any application that couldn't be replaced with "25% more damage".
    As for Winter's Revenge, the damage isn't actually terrible (the same as WoE). The main issue is the rather wonky animation, which makes integration into a smooth rotation difficult, as well as the duration. 12 seconds doesn't really work well with WoE's 8, or Swarm's 10.
    Alternatively, Arctic Blast damage could be improved to make it a viable DoT, but adding another skill to the rotation is not strictly necessary.

    On point 3, of course, Warden has Minor Toughness, but that is an insult to group play because that same buff is provided by Warhorn. As all other offensive minor buffs are already provided by other classes, a debuff would probably be more appropriate, as I don't think giving Wardens Minor Force would be a good idea.

    So, I'd make these moderate suggestions:

    Swarm: Increase base damage by 25%.
    Growing Swarm: Change to PBAoE, similar to Hurricane, growing in size over time.
    Fletcher Infection: Deals up to 200% more damage to enemies under 50% Health, effectively a Magicka Poison Injection.

    Impaling Shards: Increase base duration to 16 seconds.
    Winter's Revenge: Applies Minor Breech and Minor Fracture.

    Alternatively, frost damage as a whole could be improved, but convincing ZOS to abandon the frost staff tanking idea seems like another monumental task.

    Its not just ZoS. People have spent time making good Warden Ice tank builds, if ZoS suddenly changed all the ice abilities to dps abilities, that would peeve the entire tank population.

    The complaints you're talking about have happened to me on other classes before, often multiple times. I personally like the frost tanking route they've gone with though. It gives us something different to play with.

    So do I, it would really make me kind of irked if it became all dps. This game is dps centric ENOUGH.
  • Jade1986
    Jade1986
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    C0ndor wrote: »
    The only change that I would like is bird of prey and living trellis duration encrease from 10s to 16s

    They already are doing that with next patch =).
  • Fherrit
    Fherrit
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    I'd like to thank all the contributors to the post who have shown me via their detailed suggestions and commentary, any urges at playing a Warden is just going to be a long exercise in frustration and wasted time.
  • MLGProPlayer
    MLGProPlayer
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    Fherrit wrote: »
    I'd like to thank all the contributors to the post who have shown me via their detailed suggestions and commentary, any urges at playing a Warden is just going to be a long exercise in frustration and wasted time.

    ZOS needs to add a disclaimer to the character creation screen to save people the agony of making a warden. It should inform players that it's only a PvP class (although you can complete beginner content like overland questing and base game dungeons too). If they want to do endgame PvE content, they should pick something else.
    Edited by MLGProPlayer on September 25, 2017 1:52AM
  • C0ndor
    C0ndor
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    laced wrote: »
    C0ndor wrote: »
    The only change that I would like is bird of prey and living trellis duration encrease from 10s to 16s

    They already are doing that with next patch =).

    Nope, just one of the 2 morph, and not the one that I use :D
  • Jade1986
    Jade1986
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    C0ndor wrote: »
    laced wrote: »
    C0ndor wrote: »
    The only change that I would like is bird of prey and living trellis duration encrease from 10s to 16s

    They already are doing that with next patch =).

    Nope, just one of the 2 morph, and not the one that I use :D

    which one is it?
  • SirCritical
    SirCritical
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    laced wrote: »
    C0ndor wrote: »
    laced wrote: »
    C0ndor wrote: »
    The only change that I would like is bird of prey and living trellis duration encrease from 10s to 16s

    They already are doing that with next patch =).

    Nope, just one of the 2 morph, and not the one that I use :D

    which one is it?

    Deceptive Predator.
  • Dakmor_Kavu
    Dakmor_Kavu
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    Can we talk about wardens as healers for a minute as well? When it comes to raw healing power the warden is almost unmatched. However, their group support utility is rather low.

    I would love to see the warden be able to offer more unique buffs both offensive and defensive to the group. Even something like a magika steak version of vines, or giving fungal bloom a more offensive buff, rather than one that can already be gotten in a host of other ways.

    Just my 2 cents as a warden healer. Help us help the group more!

    Edit: the tree ultimate is a great healing resource for any oh s**t heal moments, but in trials war horn is still king for healers. I would love to see the frost ultimate work on more than just 6 people, similar to how the Templar nova can cover a group. I feel like this would be fair since the warden ultimate wouldn't have a synergy component.
    Edited by Dakmor_Kavu on September 25, 2017 5:24PM
  • Emphatic_Static
    Emphatic_Static
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    @ZOS_GinaBruno

    Swarm and it's morphs are counting as direct damage effects - ZOS has never commented on if this is intended or not, but if it is intended, you may want to update the tooltip to reflect that.

    Winter's Revenge seems to not be critting on par with other skills, at an average deficit of 10% leading to the suspicion that it is not being benefited by Major Prophecy.

    Can we at least get a comment on these issues? They have been brought up for AN ENTIRE YEAR and yet ZOS has never commented on either issue that I have seen.
    Static

    Stamina sORCerer
  • Jade1986
    Jade1986
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    laced wrote: »
    C0ndor wrote: »
    laced wrote: »
    C0ndor wrote: »
    The only change that I would like is bird of prey and living trellis duration encrease from 10s to 16s

    They already are doing that with next patch =).

    Nope, just one of the 2 morph, and not the one that I use :D

    which one is it?

    Deceptive Predator.

    PFFT! So much for me planning to use the other!
  • C0ndor
    C0ndor
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    laced wrote: »
    laced wrote: »
    C0ndor wrote: »
    laced wrote: »
    C0ndor wrote: »
    The only change that I would like is bird of prey and living trellis duration encrease from 10s to 16s

    They already are doing that with next patch =).

    Nope, just one of the 2 morph, and not the one that I use :D

    which one is it?

    Deceptive Predator.

    PFFT! So much for me planning to use the other!

    Exactly. I’ll start use this morph just if gives major evasion instead of minor for 16s.
  • MLGProPlayer
    MLGProPlayer
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    Winter's Revenge seems to not be critting on par with other skills, at an average deficit of 10% leading to the suspicion that it is not being benefited by Major Prophecy.

    This was fixed the last time I looked at a damage report. Unless I didn't pay attention.
  • Talrol
    Talrol
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    el7kof5j0p07.jpg

    daacnqabhf7i.png

    Dragonknight
    • Earthen Heart
      • Updated the morph effect tooltip text for Fossilize and Shattering Rocks to match their current functionality. 

    Nightblade
    • Assassination
      • Relentless Focus (Grim Focus morph): Fixed an issue where this morph could not be cast while silenced.
    • Shadow
      • Aspect of Terror: Fixed an issue with this ability and its morphs where the visual effects would not appear if a target with CC-immunity was within the area of effect.

    Templar
    • Dawn’s Wrath
      • Solar Barrage (Solar Flare morph):
        • Fixed an issue where the effect applied by this morph was being treated as a debuff instead of a buff.
        • Updated this ability's tooltip and morph effect tooltip to better describe its current function.
        • Solar Barrage can no longer be interrupted due to it being a melee ability.

    Weapon
    • Dual Wield
      • Lacerate: Fixed an issue where this ability and its morphs would not heal you for the damage caused if they were extended with the Chaotic Whirlwind Item Set. 

    eqtqy348882m.png
    Item Sets
    • Selene: Fixed an issue where the telegraph created by the proc of this Item Set would swivel toward its target.
    • Stinging Slashes: Fixed an issue where this Item Set's bonus was not applying to the final tick of Rending Slashes.
    • Unfathomable Darkness: Fixed an issue where this Item Set's proc could critically strike.

    @ZOS_MichaelServotte @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_GaryA @ZOS_TristanK
    All these fixes for other classes, weapon skills, and set pieces but not a damn word on fixes for broken warden skills. I just want to know why are wardens being completely ignored. It was a class that required an additional purchase to play and yet they seem to be completely ignored for fixes. I'm not even talking about buffing them to bring them to the level of other classes, I'm speaking of fixing skills that are currently broken. I.E. Maturation passive.
  • Jade1986
    Jade1986
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    CSessions wrote: »
    el7kof5j0p07.jpg

    daacnqabhf7i.png

    Dragonknight
    • Earthen Heart
      • Updated the morph effect tooltip text for Fossilize and Shattering Rocks to match their current functionality. 

    Nightblade
    • Assassination
      • Relentless Focus (Grim Focus morph): Fixed an issue where this morph could not be cast while silenced.
    • Shadow
      • Aspect of Terror: Fixed an issue with this ability and its morphs where the visual effects would not appear if a target with CC-immunity was within the area of effect.

    Templar
    • Dawn’s Wrath
      • Solar Barrage (Solar Flare morph):
        • Fixed an issue where the effect applied by this morph was being treated as a debuff instead of a buff.
        • Updated this ability's tooltip and morph effect tooltip to better describe its current function.
        • Solar Barrage can no longer be interrupted due to it being a melee ability.

    Weapon
    • Dual Wield
      • Lacerate: Fixed an issue where this ability and its morphs would not heal you for the damage caused if they were extended with the Chaotic Whirlwind Item Set. 

    eqtqy348882m.png
    Item Sets
    • Selene: Fixed an issue where the telegraph created by the proc of this Item Set would swivel toward its target.
    • Stinging Slashes: Fixed an issue where this Item Set's bonus was not applying to the final tick of Rending Slashes.
    • Unfathomable Darkness: Fixed an issue where this Item Set's proc could critically strike.

    @ZOS_MichaelServotte @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_GaryA @ZOS_TristanK
    All these fixes for other classes, weapon skills, and set pieces but not a damn word on fixes for broken warden skills. I just want to know why are wardens being completely ignored. It was a class that required an additional purchase to play and yet they seem to be completely ignored for fixes. I'm not even talking about buffing them to bring them to the level of other classes, I'm speaking of fixing skills that are currently broken. I.E. Maturation passive.

    That, and the problem with netch which literally points you out to the enemy while in stealth.
  • C0ndor
    C0ndor
    ✭✭
    CSessions wrote: »
    el7kof5j0p07.jpg

    daacnqabhf7i.png

    Dragonknight
    • Earthen Heart
      • Updated the morph effect tooltip text for Fossilize and Shattering Rocks to match their current functionality. 

    Nightblade
    • Assassination
      • Relentless Focus (Grim Focus morph): Fixed an issue where this morph could not be cast while silenced.
    • Shadow
      • Aspect of Terror: Fixed an issue with this ability and its morphs where the visual effects would not appear if a target with CC-immunity was within the area of effect.

    Templar
    • Dawn’s Wrath
      • Solar Barrage (Solar Flare morph):
        • Fixed an issue where the effect applied by this morph was being treated as a debuff instead of a buff.
        • Updated this ability's tooltip and morph effect tooltip to better describe its current function.
        • Solar Barrage can no longer be interrupted due to it being a melee ability.

    Weapon
    • Dual Wield
      • Lacerate: Fixed an issue where this ability and its morphs would not heal you for the damage caused if they were extended with the Chaotic Whirlwind Item Set. 

    eqtqy348882m.png
    Item Sets
    • Selene: Fixed an issue where the telegraph created by the proc of this Item Set would swivel toward its target.
    • Stinging Slashes: Fixed an issue where this Item Set's bonus was not applying to the final tick of Rending Slashes.
    • Unfathomable Darkness: Fixed an issue where this Item Set's proc could critically strike.

    @ZOS_MichaelServotte @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_GaryA @ZOS_TristanK
    All these fixes for other classes, weapon skills, and set pieces but not a damn word on fixes for broken warden skills. I just want to know why are wardens being completely ignored. It was a class that required an additional purchase to play and yet they seem to be completely ignored for fixes. I'm not even talking about buffing them to bring them to the level of other classes, I'm speaking of fixing skills that are currently broken. I.E. Maturation passive.

    Ehm you checked the wrong part of patch notes, warden skills fix and changes are under morrowind section
  • Talrol
    Talrol
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    You mean the section that has nothing in it? LOL, that totally fits the information we're getting on Warden fixes
  • SodanTok
    SodanTok
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    CSessions wrote: »
    You mean the section that has nothing in it? LOL, that totally fits the information we're getting on Warden fixes

    Have you actually tried PTS? Maturation bug is fixed. (or at least could not reproduce it in short time I was willing to waste on it)
    Edited by SodanTok on September 26, 2017 9:18PM
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