All animations are still extremely slow and you almost want to barswap cancel all skills
PvE-wise warden is still garbage. Pretty disappointed in tweaks.
Damage is really bad, rotation is unrewarding and overlycomplicated, also spells are clunky.
Mettaricana wrote: »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
dodgehopper_ESO wrote: »Mettaricana wrote: »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.
MLGProPlayer wrote: »dodgehopper_ESO wrote: »Mettaricana wrote: »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).
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.
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.
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.
MLGProPlayer wrote: »dodgehopper_ESO wrote: »Mettaricana wrote: »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).
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.
dodgehopper_ESO 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.
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.
SirCritical wrote: »
Deceptive Predator.
SirCritical wrote: »
Deceptive Predator.
PFFT! So much for me planning to use the other!
Emphatic_Static wrote: »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.
ZOS_GinaBruno wrote: »
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.
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_GinaBruno wrote: »
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.
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.
ZOS_GinaBruno wrote: »
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.
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.
You mean the section that has nothing in it? LOL, that totally fits the information we're getting on Warden fixes