If you're only wanting this for PvP, why does the taunt even matter? Frost staves already have good crowd control. You said it yourself that they'll never be competitive in pve as a dps option. Right now they're fine in PvP and good as a pve tank option. Your changes aren't even necessary.
In PvP the taunt can actually be helpful when used with tremorscale and knight slayer, or the PvP tanking set (name evades me atm).
There's nothing wrong with frost staves as is.
Btw, blockade with frost staff already chills enemies, and chill applies minor maim to reduce enemy damage by 15%. Concussed from lightning staves already increases enemy damage taken by 8%.
If you're only wanting this for PvP, why does the taunt even matter? Frost staves already have good crowd control. You said it yourself that they'll never be competitive in pve as a dps option. Right now they're fine in PvP and good as a pve tank option. Your changes aren't even necessary.
In PvP the taunt can actually be helpful when used with tremorscale and knight slayer, or the PvP tanking set (name evades me atm).
There's nothing wrong with frost staves as is.
I rarely PVP myself so I don't know exactly what goes on in there. However, for the most part, I understand people usually use inferno staves. I simply want ice staves to be somewhat competitive in both PVE and PVP situations. With competitive being the main point. I want it to be something that you may decide on using instead of always choosing inferno/lightning staff. For PVE, it is difficult for ice staff to become competitive for DPS but could become useful for healers.
In my opinion, ice staff tanking tend to be very poor/inefficient and simply ineffective when it comes to more difficult content. There are just simply not enough passives/support for it, leaving it in this limbo state where the damage is poor and tanking is poor also.
luen79rwb17_ESO wrote: »Current system is lackluster and used by a tiny minority of players. Change it back or do something about it. It's the least popular weapon by a huge margin.
I know this has probably been brought up many times previously and nothing is likely to change in the soon future but I think it would be nice to see ice staves getting modified at some point.
Destruction staves, by name, should all be focused on doing damage. Get rid of the ice staff tanking completely because although it offers an option, it is never going to be as good as sword and board without overloading the destructo skill tree/passives and it just stays in this limbo of mediocrity and rarely ever get used.
Inferno staves are focused on single target damage and burning effects.
Lightning staves are focused on AOE damage. (IMO, range for destro ult should be bigger than fire and ice morphs after the range nerf takes place)
Ice staves should be focused on crowd controlling/supportive and can be an useful addition in PVP situations. (Let's be honest, ice staves will most likely not be competitive in PVE unless chilled enemies take more damage like concussion/offbalance but better)
Similar to what we have now, ice damage will slow and immobilize the enemies. And their crowd control effects should be significantly more prominent in comparison to inferno staves (eg. clench). Longer duration or even a slight stamina drain will be helpful to cement ice staves' crowd control identity. In addition, like I mentioned before, ice blockade applying a chill effect that increases damage can be an interesting mechanic to add, making it more viable in PVE settings. This can be an supportive damage source separate from lighting staff concussion to be added for healers to be using backbar ice staff especially with the reduced offbalance up time coming up.
I know I'm just beating a dead horse but I'm interested in what everyone else thinks.
TLDR: Get rid of the taunt on ice staff, get rid of the shield, focus on the crowd control abilities and make it meaningful.
https://youtu.be/So3A13kSefQI get the logic of why Ice staff tanking was brought in, so you could tank with magicka instead of stam...
But I do think reworking the Ice staff for that was a bad call, get Ice staffs viable for dps...get something else for magicka tanking...
I have an icemage with a warden...and well I notice the difference in dps. Haven't taken him into vet dungeons for this reason.
If you're only wanting this for PvP, why does the taunt even matter? Frost staves already have good crowd control. You said it yourself that they'll never be competitive in pve as a dps option. Right now they're fine in PvP and good as a pve tank option. Your changes aren't even necessary.
In PvP the taunt can actually be helpful when used with tremorscale and knight slayer, or the PvP tanking set (name evades me atm).
There's nothing wrong with frost staves as is.
I rarely PVP myself so I don't know exactly what goes on in there. However, for the most part, I understand people usually use inferno staves. I simply want ice staves to be somewhat competitive in both PVE and PVP situations. With competitive being the main point. I want it to be something that you may decide on using instead of always choosing inferno/lightning staff. For PVE, it is difficult for ice staff to become competitive for DPS but could become useful for healers.
In my opinion, ice staff tanking tend to be very poor/inefficient and simply ineffective when it comes to more difficult content. There are just simply not enough passives/support for it, leaving it in this limbo state where the damage is poor and tanking is poor also.
KanedaSyndrome wrote: »I'm all for an update to the schizophrenic ice staff, just don't remove its damage potential as I'm having great fun with my ice warden, well knowing that he will never be relevant in any endgame content.
I support ice staves having a focus area of control as which is its current role, but to make it relevant in PvE, we need to change the way that content is dealt with in ESO towards a need for actually using crowd control in dungeons etc. Right now damage is king, and everything is being burned through, boss mechanics are ignored, trash mobs are ignored/nuked to oblivion without them ever posing a risk to the group if they're not dealt with correctly.
How this should be changed to allow for CC in PvE? We have to move towards what we had in World of Warcraft dungeons, (as an example) where if you didn't employ CC to great effect on trash mobs and boss fights you'd most likely wipe as every enemy was a threat on scale of an ESO boss (trash mobs would 1-3 shot a healer np).
Funny thing? ESO was intended to work that way, it was designed that way from the beginning, but then along came a bug known as animation cancelling. ZOS tried to fix this, as it allowed players to output about 1000% more damage than the game was designed for, but ZOS couldn't fix it, they gave up and decided to deem animation cancelling (weaving) an intended "feature". Thus breaking the tradional dungeon methodology that would have seen CC as an important factor in PvE.
A few years later, power creep (champion points / new op gear sets) have taken care of the rest, nothing outside trials/PvP probably pose a threat to even the squishiest healer/DPS.
That said, I love my "ice mage" and hope that if they do update the ice staff that it will be in a direction of damage orientation and not more tanking.
I get the logic of why Ice staff tanking was brought in, so you could tank with magicka instead of stam...
But I do think reworking the Ice staff for that was a bad call, get Ice staffs viable for dps...get something else for magicka tanking...
I have an icemage with a warden...and well I notice the difference in dps. Haven't taken him into vet dungeons for this reason.
EvilAutoTech wrote: »As someone who mains a tank I'm in favor of making the frost staff a damage weapon again if we can get a ranged taunt that is available at low levels. Trying to level a tank with just puncture is a pain. Can't even get the Undaunted skill line before level 45 anymore. Though the frost staff is a poor alternative as the heavy attack takes too long to be useful when there a multiple ranged enemies.
I would like to see role skill lines that give you a boost for whatever role you choose. Unlocking the skill line could be acquired by successfully completing a dungeon in that specific role on that specific character.
Tank line active abilities would be taunting and cc with passives boosting survivability.
Heal actives would be heals and group buffs with passives geared towards escape.
Dps is of course all about the damage. With frost, fire, lightning and physical damage abilities. Passives just increase your output for the different types of damage.
The morphs for all actives should be one magicka and one stamina. I don't know if ultimates should be included.
Tanks could invest in deeps to have more damage when solo. Dps could invest in tanking passives for survival or healing passive for escape, etc.
But, but, but we don't need that, we has CP. Well, I say remove combat passives from the CP trees or just get rid of the CP system altogether.
We could then have builds with more flavor and it would be less confusing for newer players to build a character that is viable for more than questing and farming mats.
I know, way too OP, but a boy can dream...
EvilAutoTech wrote: »Can't even get the Undaunted skill line before level 45 anymore.