[PVP Discussion]
I will strive to keep this short and simple.
Wardens are OP there is no denying it, frankly if someone disagrees with me on this, I will simply assume they main warden ^^. In this article however I will only take about stamina wardens, since they are the most op and most of the broken mechanics apply to magicka wardens anyway.
The problem with wardens, as I see it, is threefold.
1) Shimmering shield: This skill is ridiculous, how it was even implemented I struggle to understand. It is a huge damage shield that is also available to stamina players (which shouldn't be possible in the first place, stamina has dodge rolling and in most cases is more mobile and tanky) and it is basically a free cast, since the cost is refunded, making it possible for stamina builds to use this frequently. But that's not even the worst part! It also grants major heroism, an enormously strong buff, that this shield (which was already better than harness magicka basically) does not need, as it's already strong. Now major heroism is a fine thing to have, but what makes it nasty ist the "the tree ultimate". This is basically the healing ward ultimate for stamina builds, only that it is much cheaper and that it refunds a substantial part of its cost. This allows stamina wardens to spam their ultimate, making it completely impossible for ranged players (especially magicka users) to kill a warden by themselves: They can hardly get past the shields and if they do, the warden has an ultimate at the ready.
Remove the major heroism and it will still be strong !!!
2) Subterranean Assault (and Cutting Dive): Again we are simply dealing with an overpowered skill here. The ability to layer burst is innate to a lot of classes actually. Sorcerers can use curse and Templars have power of the light for example. Some classes also have a huge damage skill they can proc somewhat reliably i.e. sorc fragments and nb merciless resolve. But with wardens that is combined into one single skill. Subterranean assault deals an INSANE amount of damage and it can easily be COMBINED with another ability, since it only procs after 3 seconds (same is true for cutting dive btw). And if that was it I should be so happy. But Subterranean Assault is an AoE ability and it stuns enemies! It's getting ridiculous at this point and with stampede (that literally every stamden uses) it's really easy to aim the ability as well.
Take away the stun, increase the duration or reduce the damage just do something about it!
3) Healing: I mean I could accept the above mentioned points if warden were some sort of squishy low healing glass cannon. That would be a unique playstyle and would come with advantages as well as disadvantages but it is not so. Wardens have access to some great offensive buffs (berserk etc.) but also to defensive abilities that make them incredibly tanky. The heal over time abilities make heavy armour stamdens, near unkillable. Combine that with shimmering-shield/tree ulti spam and you've got a build that can do insane burst damage while retaining extreme tankiness - unless the stamina warden is completely incompetent it will be nigh impossible to kill him in a 1v1.
So what should we do about it? Well one option I have already mentioned above: Make wardens glass cannons. They can keep their insane burst but they should be medium armour squishies and not heavy armour tanks.
Another idea would to massively decrease their offensive potential, most other classes (with tanky builds) gain their damage from a smooth rotation and flawless animation cancelling. So my suggestion would be to change the wardens skill lines in a way that requires them to work for their damage pressure and doesn't allow them to simply burst enemies with THE simplest rotation in game: Sub assault > Dizzying swing > Dawbreaker (while the opponent is snared ofc).
Please comment and support this post, because wardens are quite literally breaking cyrodiil right now:/