Lets start with the Warden's Eternal Guardian Ultimate bug. Bear is not respawn instantly when it dies also character starting a summon animation this is happening first time bear dies (before cooldown start). Also sometimes bear disappearing when character activate ultimate. Bear is not coming back with recall command or not appearing when activating ultimate again. (stucking somewhere and appearing after combat end and move away from fight or its just dying itself and need to resummon it). For these I have video proof you can watch in this link.https://www.youtube.com/watch?v=LxFPdxkynIM&t=1s
And my balance suggestion for this bear ultimate. As we all know bear is almost completely useless. Its so slow and easily dodgeable even with non-sprint moves. When you activate ultimate bear starting to chase enemy but can't catch them most of the times and ultimate wasting for unsuccesfully attack. Also we have to slot bear on both bars which is extremly disadvantage for player. My suggestion is bring leap animation to bear as ultimate activation so it can jump on enemy and stun them. (Remove the stun from bear's heavy attack). This will bring balance to bear so it will worth to slot on both bars. When we watch the Morrowind teaser video first time we were really excited for bear companion will fight alongside us it was leaping on enemy in video.. But this is totally disappointment that we don't have this ability in game. Pleae consider this and bring before Summerset release.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_EveP @ZOS_BillE @ZOS_GaryA
Waffennacht wrote: »
So... Mag Warden is gonna be my RP fun guy thing
Hayden_Knight wrote: »Hayden_Knight wrote: »"Warden
Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged."
WHAT IS THIS MADNESS ... So magdens are loosing timed burst as well as the only useable CC ????
this is a shocker ! really
Surly it would of been better to leave the cliff racer time alone and add a CC to it? so its like javelin or something.... anything but this
What is this noise? Where did you see this?
Edit: wow just saw where this was posted. Seriously? ZOS hates wardens. Although thus will make it a better spamable, it does nothing for the fact wardens have no cc so it will difficult to land any sort of burst combination. How about giving them some sort of stun FFS.
Who is our warden community rep?
Who indeed - step up if you're out there Mr Warden rep you need to see this..
Lets start with the Warden's Eternal Guardian Ultimate bug. Bear is not respawn instantly when it dies also character starting a summon animation this is happening first time bear dies (before cooldown start). Also sometimes bear disappearing when character activate ultimate. Bear is not coming back with recall command or not appearing when activating ultimate again. (stucking somewhere and appearing after combat end and move away from fight or its just dying itself and need to resummon it). For these I have video proof you can watch in this link.https://www.youtube.com/watch?v=LxFPdxkynIM&t=1s
And my balance suggestion for this bear ultimate. As we all know bear is almost completely useless. Its so slow and easily dodgeable even with non-sprint moves. When you activate ultimate bear starting to chase enemy but can't catch them most of the times and ultimate wasting for unsuccesfully attack. Also we have to slot bear on both bars which is extremly disadvantage for player. My suggestion is bring leap animation to bear as ultimate activation so it can jump on enemy and stun them. (Remove the stun from bear's heavy attack). This will bring balance to bear so it will worth to slot on both bars. When we watch the Morrowind teaser video first time we were really excited for bear companion will fight alongside us it was leaping on enemy in video.. But this is totally disappointment that we don't have this ability in game. Pleae consider this and bring before Summerset release.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_EveP @ZOS_BillE @ZOS_GaryA
Make the bear gap close when you activate the ultimate so you can actually use a burst with it. Then it might be a thought to use it... for duels.
booksmcread wrote: »I have to say, I feel really disappointed and frustrated at the lack of positive Warden changes in this update, specifically regarding Magicka Warden. The class is very fun to play, but when it comes to end-game content, it just falls flat. The fact that the class has languished in its current state for so long and that they didn't address any of its pain points does not make me super optimistic for something to happen before the next update. The only thing I can think of at this point is to have a discussion here with very specific suggestions on changes to address deficiencies and maybe someone will take notice and squeeze some meaningful improvements in before this update goes live.
Here are some initial thoughts I had.
Winter's Embrace
- Arctic Blast - Reduce healing, increase damage. This could be a decent AoE DoT for PVE and with the Glacial Presence passive, it could be a decent defensive ability in PVP while providing a small amount of melee damage.
- Frozen Retreat - Change to enemy targeted skill, leave Frozen Device as ground targeted. Instead of pulling an enemy to you, you slowly envelop your enemy in ice applying a 30% snare to them for 3 seconds. At the end of the effect, the enemy is encased in ice and stunned for 3 seconds. This would give Wardens the stun that they lack and would fit within the flavor of the skill line.
- Piercing Cold, Rank 2 - Increase your Magic Damage by 6% and your Frost Damage by 8%. Just a small uptick in frost damage to help out overall.
Animal Companions
- Swarm - Should be undodgeable. Every class needs one skill that cannot be evaded (i.e. Sorcerer's Daedric Curse).
- Bond with Nature - Change to Blood Thirst. Enemy's under 25% health, take X% more damage from from Animal Companion abilities. This would provide a quasi execute to help bump up PVE dps while also giving Wardens the ability to finish targets off in PVP. It would also be a unique style of execute not shared by the other classes. I'm not sure what a good number would be to keep it from being too powerful, but my initial thought was somewhere between 30% and 50%.
Green Balance
- Fungal Growth - Increase the width of the heal at the point of origin. In a game where movement is key to success, it is far to easy for this heal to completely miss people directly in front of you.
- Healing Seed - The synergy should remove two negative effects from the ally. It is not uncommon, at least in PVP, to have upwards of 20 negative effects on you. We need more sources of purge to remove some of them.
booksmcread wrote: »I have to say, I feel really disappointed and frustrated at the lack of positive Warden changes in this update, specifically regarding Magicka Warden. The class is very fun to play, but when it comes to end-game content, it just falls flat. The fact that the class has languished in its current state for so long and that they didn't address any of its pain points does not make me super optimistic for something to happen before the next update. The only thing I can think of at this point is to have a discussion here with very specific suggestions on changes to address deficiencies and maybe someone will take notice and squeeze some meaningful improvements in before this update goes live.
Here are some initial thoughts I had.
Winter's Embrace
- Arctic Blast - Reduce healing, increase damage. This could be a decent AoE DoT for PVE and with the Glacial Presence passive, it could be a decent defensive ability in PVP while providing a small amount of melee damage.
- Frozen Retreat - Change to enemy targeted skill, leave Frozen Device as ground targeted. Instead of pulling an enemy to you, you slowly envelop your enemy in ice applying a 30% snare to them for 3 seconds. At the end of the effect, the enemy is encased in ice and stunned for 3 seconds. This would give Wardens the stun that they lack and would fit within the flavor of the skill line.
- Piercing Cold, Rank 2 - Increase your Magic Damage by 6% and your Frost Damage by 8%. Just a small uptick in frost damage to help out overall.
Animal Companions
- Swarm - Should be undodgeable. Every class needs one skill that cannot be evaded (i.e. Sorcerer's Daedric Curse).
- Bond with Nature - Change to Blood Thirst. Enemy's under 25% health, take X% more damage from from Animal Companion abilities. This would provide a quasi execute to help bump up PVE dps while also giving Wardens the ability to finish targets off in PVP. It would also be a unique style of execute not shared by the other classes. I'm not sure what a good number would be to keep it from being too powerful, but my initial thought was somewhere between 30% and 50%.
Green Balance
- Fungal Growth - Increase the width of the heal at the point of origin. In a game where movement is key to success, it is far to easy for this heal to completely miss people directly in front of you.
- Healing Seed - The synergy should remove two negative effects from the ally. It is not uncommon, at least in PVP, to have upwards of 20 negative effects on you. We need more sources of purge to remove some of them.
This is going to be a long post, and I only write it because I really care about this class. I just hope someone at ZOS cares too and is willing to save them.
I’ve watched quite a lot of gameplay by now of Summerset PTS, and in particular Warden gameplay. It confirms what I thought about these changes, which are very clearcut in their effect on the Warden class.
I likely have more experience as Warden in PvE than anyone else on PS4 NA (I use Magicka Warden everywhere, and only use my Mag Sorc in serious trial runs) when it comes to trials. I have also played a ton of PvP on Mag Warden both in BGs and Cyrodiil. The reason for this is not because they are good, but because Warden is my favorite class as a whole. When I write all of this please understand that I base this off of the massive amount to effort I've put into making this class work in all roles and scenarios.
The impact of these changes are all very clear. Sorry if I don’t sound very hyped because the Warden community has asked for big changes and this patch did not deliver any overhauls we were looking for..... this is my feedback regarding the changes nonetheless. Please read the feedback that everyone is providing you in this thread @ZOS_Wrobel
Here's my feedback on each individual Warden skill change listed within the Summerset update:• Frozen Gate
This buff was very minor, and will unfortunately make no difference in actuality. Since it is not a DPS skill (rather tanks use it, though they might instead consider Silver Leash from the Fighter's guild skill line), the implications of this buff are almost negligible. It is more cosmetic than useful, and PvP Mag Wardens rarely have room for this skill anyway. I hope this was not an attempt to say Warden now has a new skill that “deals damage”, since they have less than half the amount of damage-dealing skills than any other class. Regardless it was something I recommended 12 months ago because it just made sense..... glad to see it finally happen.
• Nature's Grasp
This buff was a smart choice, and very fitting for their class-unique Ult regenerating methods. It will be a small buff to Wardens in PvP, though not useful in PvE (trial) content, where Warden’s based heals are not needed (different issue entirely). The extra buff to Bursting Vines is also interesting, though that specific change is something that needs more testing in actual use to give firm feedback on.
• Crystallized Shield
This nerf was *very* good. The cost was too low to justify the strength of this skill. It was unfair for Stam Wardens to so easily spam this skill, though it is also a nerf to PvE Warden tanks, as well as the already underperforming PvP Mag Warden.
• Arctic Wind
This skill is essentially unchanged. A 20% increase to the initial heal (10% to 12%) will not affect anyone's decision on whether or not it is worth using. The main issue is that the *concept* of this skill making up an entire active ability feels incorrect, and the current rendition is downright underperforming especially in PvP (even on Max Health builds). I will give much more feedback below for this specific skill.
• Subterranean Assault
A hefty nerf. In PvE, this means that having a Stam Warden DPS in group for their sole group utility of putting up Major debuffs asap in an AoE will no longer exist. This was their one excuse to run PvE content and truly feel useful, and it’s now gone. Meanwhile, good PvP-based Stam Wardens will barely notice a difference. In terms of PvE Healers/Tanks, it will also be a sizable nerf. Subterranean Assault is a skill that will likely get dropped from their bars entirely. Warden tanks will have even less of a presence, while Healers will remain absent in place of Templars for PvE roles.
• Deep Fissure
The CC has been removed, to coincide with a philosophy that the rest of the Classes and Weapon skill lines strangely do not follow..... besides this, the addition of Major Breach will be a buff to:
1. PvE Vet dungeons groups, who will be able to kill trash packs a few seconds faster.... though the process would have been way quicker anyway if they didn’t bring a Mag Warden in the first place
2. PvP Mag Wardens who spam skills with impunity, against small groups in particular. Their 50+ allies will provide the CC, while a zerging Mag Warden can now provide a free debuff too.
*********The implications of the CC removal from Deep Fissure are far reaching....
Wardens will no longer contain within their class skill trees a true class-based CC. The one exception is Permafrost, a 200 cost more of their Ultimate ability, Sleet Storm. Because of this, a PvP-based Magicka Warden will have no choice but to slot a Flame or Shock Destruction Staff in order to gain access to those specific versions of Destructive Touch. Not only is it shocking that a class no longer has a class-based CC, but this was the one class that could play the "Ice Mage" archetype. Due to the lack of a CC with the Ice Destruction Staff skill line, the archetype has been killed off.
***** one important concern - both Subterranean Assault and Deep Fissure MIGHT have become "dangerous" skills to use, because their debuffs have the potential to override Pierce Armor's duration. Since Deep Fissure in particular is not used within the typical single target DPS rotation, accidentally casting this right after a Pierce Armor is used might override it, lowering the duration of Major Breach from 10 seconds to 5 seconds. Needs testing to confirm. If the is not the case then this concern is negligent.
The overal impact on *Wardens* from Dragon Bones, pushing into Summerset PTS patch 1 is as follows:PvE
Healers remain lesser than Templar Healers, simply because their unique class-based heals cannot be effectively used. Their passives also do not synergize well outside of their skill-line. They do not offer a class purge, unique buffs/debuffs (a flaw of the whole class), or anything to aid the group that would have them considered to be worth taking over a Templar healer. Their Budding Seeds only heals once, so it’s not even worth casting in between Healing Springs. Nature’s Grasp has very little (mostly niche) use. Their other three Green Balance skills are entirely out of the question for slotting. In general, Warden Healers have very little place in trials. Even Healing Thicket is not worth it due to Warhorn rotations being necessary.
All in all, people choose Warden healers not to be effective, but because they like the green nature theme they bring - this is why we still only see 2x Templar healers in raids.
• Magicka DPS are currently (and carrying on into Summerset) not a viable class spec. This is especially true if you can't slot Eternal Guardian (which carries single target DPS). Even when you do, it means that you have to sacrifice your AoE damage and Ult-burst capability for slightly more on-par single target DPS.... a sacrifice no other class needs to make. This is also assuming the specific boss fight allows for Eternal Guardian to be viable.
• Stamina DPS are in a tight spot. Stamina-based Wardens, when using their Wild Guardian, are capable of putting out pretty good DPS. Enough DPS to be competitive. However, they quickly fall short and become the worst Stamina DPS once they are unable to use their Wild Guardian to full effectiveness or at all. Similar to Magicka Warden, they also lose out on the great AoE component of their Ult and overall burst. Losing the passive weapon damage from Flawless Dawnbreaker also hurts a bit.
• Tanks are strong. They have the means to absorb projectiles through the use of Shimmering Shield, also granting then increased Ult gen. Numerous tools are available to tank well, and their Major Resists buff provide itself to allies as well, with the extra added perk of free Minor Protection. They are not as easy to use as DK, and perhaps not as truly effective, but they are strong and don't need very much to become just as powerful as DK Tanks currently are. This can happen through indirect buffs meant to support Healers, meaning buffs to the Green Balance skill line.
PvP
• Magicka Builds launched in an interesting position. Defense was based on Crystallized Shield and Annulment, with the Ult gen from Shimmering Shield allowing them to cast trees (Healing Thicket) when needed, and lastly Nature's Grasp for unique mobility under certain scenarios. Damage was based on undodgeable cliffracers alongside Deep Fissure as an essential CC. Some Wardens risked their cramped bar space to slot Force Shock as well, lining up for increased burst damage.
Now that Healing Thicket, Shimmering Shield, and most importantly Dive and Deep Fissure have all bee nerfed, this class is in dire need of help. The lack of a CC forces them into using Destructive Touch for a CC.
They truly are a lesser version of any other Magicka class, and if you use a Two-Handed Sword in order to gain access to Forward Momentum, you are essentially a much lesser version of a Stamina Warden. That's the reality.
• Stamina Builds are quite powerful, and the only Warden-based class spec that could be considered very strong or overperforming. Shimmering Shield gaining a cost increase was a very good change. Their burst damage may need to be toned down. It would be recommended for the strength of Stamina Warden to be looked at as an example for how powerful all PvP setups should be at their peak, and to please not buff them.
• Max Health Builds are very bad. I'm only including this because two entire active skills are dedicated to a Max Health style of play. This type of build is very weak and should not be encouraged.
Actual changes I'd propose.....
Animal Companions:
• Dive: Deals 5% more damage.
• Cutting Dive (Dive morph): Now deals up to 10% increased damage based on your distance from the target. This effect synergizes very well with Stamina when forced away from the target, and specifically buffs Bow builds to help them possibly be viable in endgame.
• Screaming Cliff Racer (Dive morph): No longer increase damage based on distance. This morph now has a 50% chance to pierce through the original target and strike two nearby targets for X Magic Damage (maybe around half of this skill's original damage). The pierce makes it more on par with the slight AoE component of Force Pulse.
It also grants you 1 Ult when you strike a target with this skill (though not the AoE/pierce component). This is meant to give mainly PvE Mag Warden DPS a bit more Ult as a way to incentivize actually using this skill in place of Force Pulse.
• Betty Netch: Should also provide Major Brutality in the base morph.
• Bull Netch (Betty Netch morph): Needs to grant something small/weak as an extra effect. Currently you are punished with no secondary effect for picking the Stam morph.
• Subterranean Assault : Reduce Damage dealt by this morph by 15%.
• Swarm: Increase tooltip damage by 5%. Mainly give this skill a secondary effect of some sort. Right now it is the only DoT in the game with no secondary effect. Perhaps Minor Breach in order to incentivize having a Mag Warden DPS?
Winter's Embrace:
• Winter's Revenge (morph of Impaling Shards): Give this morph a small burst of initial hit damage, equal to 3 ticks of the DoT. The purpose is to increase DPS slightly when not making use of the full duration, since it is usually recasted around the 8-10 second mark in rotations. Causes Winter's Embrace skills to gain 100 Spell and Weapon damage while slotted. Also fix the bug that is causing this skill to critically strike less than intended. Lastly reduce the duration of this skill by 2 seconds, which will be given back through a passive.
• Arctic Wind: This skill feels very plain. It also doesn't feel like it has two meaningful morphs. Give this skill the current Arctic Blast morph as part of the base effect.
• Polar Wind (morph of Arctic Wind): Increase the heal to 15% of Max Health immediately, and 5% every second for 3 seconds. Now heals up to 3 other players for the initial healing amount
• Arctic Blast (morph of Arctic Wind): Arctic Blast now scales off of Maximum Magicka and Spell Damage. This skill casts a ball of permafrost that is targeted at an enemy, which deals a burst of Frost Damage (not greater than Dive) to the target and nearby enemies (6m radius), stuns the target for 2 seconds, and afflicts on your target a Frost Damage DoT for 8 seconds.
Your target is afflicted with a debuff that causes them to take 3% increased Cold Damage from all sources for 15 seconds. If this skill is cast on the enemy again, the debuff is increased by another 3%, and the duration is reset to 15 seconds. This debuff can be stacked 5 times, up to 15% increased Cold Damage taken.
When the debuff reaches its maximum potential (15%), you are returned 1 Ultimate for every 10 seconds the debuff is active at this strength.
This skill gives Magicka Warden the CC they lost in Deep Fissure, as well as a powerful tool for DPS which is mainly only useful in PvE. It also fits the "Ice Mage" theme and probably makes them pretty decent in actual use. Lastly the Ult gen further fits the unique Ult-gen theme that Wardens have.
(here from 1:55 -1:58 is the animation)
• Piercing Cold: Grants 2%/5% Poison and Magic damage, and 5%/10% Frost Damage.
• Icy Aura: Dealing Frost Damage gives you a 5%/10% chance to create a subtle aura of frost around your feet that deals X Frost Damage over 2/4 seconds, beginning with a radius of 4 meters and expanding 1 meter each second. This effect can only occur once every 6 seconds. Dealing Physical Damage gives you a 5%/10% chance to create a subtle aura of cold wind around your feet that deals X Physical Damage over 2/4 seconds, beginning with a radius of 4 meters and expanding 1 meter each second. This effect can only occur once every 6 seconds.
• Glacial Presence: Now also reduces effectiveness of snares on caster by 7%/15%, and increases the duration of all abilities that deal Frost Damage and by 1second/2seconds.
Green Balance:
• Fungal Growth: Slightly increase cone size.
• Healing Seeds: Add a small HoT each second to those standing inside the circle - this makes in worth casting in between Healing Springs casts. **The synergy effect should be a heal AND purge the synergy user**
• Budding Seeds (Healing Seed morph): Allies within should gain Minor Vitality as well. Incentivizes a Warden Healer to actually be considered through the use of this skill, since the other morph is PvP-based.
• Lotus Flower: Should heal the caster AND a nearby ally on each light attack. Might be worth using on a DPS when the team needs off heals. The current version does not warrant use except if you need it for Major Prophecy.
• Accelerated Growth: Possibly nerf this if too strong when paired with the new Healing Seed.
• Maturation: Grant some other group buff which is actually deemed valuable.
Anyway that's my feedback. Even if absolutely nothing here is taken into consideration, please take into consideration what the whole community is saying. When all Wardens are telling you the class is flawed, and we have players from all other classes saying the same.... well it should be clear there's an issue.
With the empower change I could see empower given to cutting dive (or base ability) as some small buff given how the ability kinda underperforms currently. It is literally nothing but slow moving dodgeable spammable that does... damage and basic (physical or magical) to even not proc any status effect
Here's what I would really like to see happen to bring up all aspects of the warden class to where they need to be:
Green Balance
Fungal Growth & Morphs: either increase the width of the conal effect, or make this a square effect like combat prayer or Refreshing path. Right now it is simply too difficult to aim, particularly on moving targets.
Healing Seed & Morphs: Make healing seed (initial ability) a 8 second heal over time, restoring health every 2 seconds and having the large burst heal at the end of the duration. Make budding seeds increase the duration to 16 seconds, and allow the user to trigger the ability again to instantly grant the burst heal. Remove the heal from corrupting pollen and make it deal disease damage over 8 seconds and apply major defile to enemies in the area.
This gives tanks a burst heal option via budding seeds, where the tank can lay down a 16 second effect and then use the burst heal when it's needed, while providing healing over time to melee dps. Stamina or magicka characters can use corrupting pollen as an aoe DPS supplemental ability (costs magicka and scales with spell damage/max magicka, but gains benefits from disease damage boosts via champion points, allowing it to be moderately useful for both roles).
Living Vines - Leeching Vines Morph: Make this morph self-cast only (not on an ally), remove the minor lifesteal, and cause it to restore magicka and stamina whenever you take damage (in addition to the health restore). This would make it a more useful sustain tool for tank wardens, where often times the ability casts on someone who isnt actively taking damage instead of yourself. Also synergizes with nature's gift better for tanks.
Lotus Flower & Morphs: Make this ability heal you -and- a nearby ally on light and heavy attacks, rather than you -or- an ally. This is a survival tool for the user as much as it is for your team.
Nature's Grasp & Morphs: Completely overhaul this ability. The pull self to an ally and wonky targeting are, currently, terrible and render this ability unused by all but a few niche pvp builds. I would suggest the following:
Nature's Grasp: Encases an enemy with choking vines, reducing movement speed by 40% and dealing X magic damage over 10 seconds.
Morph: Bursting Vines: When the effect ends or is purged, the vines explode for X magic damage to all nearby enemies.
Morph: Nature's Embrace: Also applies minor lifesteal for 10 seconds, causing allies to heal for 600 every 1 second when dealing damage to the target.
Winter's Embrace
Arctic Wind & Morphs: Remove the healing effect from this skill entirely. Tank wardens can get their burst heal with the budding seeds change listed above. Instead, this ability now does the following:
Arctic Wind: Envelop yourself in a windstorm, Periodically pulling enemies within 15 meters to you over 10 seconds. This makes the ability a gathering skill for tanks - you pop it and it sucks enemies in, like an automatic chains for close range enemies. Probably at a rate of 1 enemy every 1 or 2 seconds.
Polar Wind: Enemies pulled toward you by the wind are afflicted by minor vulnerability, increasing the damage they take by 8% for 10 seconds. This would be the primary tank morph, causing your group to deal additional damage, and giving wardens something on-par with engulfing flames as a unique debuff that cant really be obtained elsewhere (except through sets).
Arctic Blast: No longer pulls enemies towards you. Instead deals frost damage in an area around you every second for 10 seconds. This is the DPS morph, essentially functioning in a similar fashion to hurricane/boundless storm (but no ramp up).
Crystallized Shield & Morphs: Remove this as a damage shield, and instead have these abilities create a wall of ice on the ground in front of you (just like NPCs use). While you are within 5 meters of the wall, it absorbs projectiles directed at you. This creates a stationary gameplay mechanic, making the shield less powerful in pvp situations. Revert the cost changes.
Frozen Gate & Morphs Get rid of this ground-placed pull idea. As useful as it can be at times, it just pales in comparison to DK chains or the new silver leash for pulling purposes. I would propose a new ability in it's place:
Frozen Shard: Throw a javelin of ice to impale an enemy, knocking the target down and dealing frost damage.
Morph 1: Frozen Grip: Yanks impaled enemies back to your location and afflicts them with major maim for 4 seconds. This is the new version of the ability as a tank pull.
Morph 2: Coldsnap: Frozen shard now deals 50% additional damage to chilled enemies, and 100% additional damage to frozen enemies (Frozen, in this case, would count as any enemy rooted by gripping shards or wall of frost). The dps morph, obviously.
Piercing Cold (Passive): Rather than increasing all frost and magic damage by 6%, change this ability to give you a flat 6% damage bonus to any enemy that is chilled. This would allow you to get the bonus when using non-frost abilities, and also help out stamina wardens by boosting physical/poison/disease damage types against chilled enemies as well.
Animal Companions
Feral Guardian & Morphs: Aside from combat changes, we would really like to see other animal skins made available for this ability. It's clear that was the intention when it was designed and released with a gray war bear skin option. I'd like to see senche, direwolf, etc. as options.
That said, on to the changes:
Eternal Guardian is obviously bugged and not working as intended with the animation on revival, so I suggest removing that effect entirely. Instead, change eternal guardian to Winter Guardian: Activating the guardian's attack creates a blizzard, dealing frost damage every second for 10 seconds to enemies around it (in addition to the current execute-claw attack). This gives it an aoe option.
Wild Guardian also needs improvements, as it currently offers nothing over the base ability. Suggested change: When activating the attack of the guardian, it will charge at the target up to 28 meters away and snares them for 1 second.
Cutting Dive: As with the wild guardian, this ability gives no real benefit over the base ability. Cutting Dive should grant you empower for 5 seconds.
Swarm & Morphs: The base damage of swarm and both morphs should be increased by approximately 20%.
Fetcher Infection should be made into a stamina ability dealing disease damage. Rather than granting extra damage on every other cast, recasting fetcher infection on a target already afflicted by it should deal additional up-front damage. This would make it necessary to recast at the last second in order to get the most damage and efficiency out of the ability, adding some skill play.
Growing swarm should be changed to a ground placed AoE effect, spawning a cloud of swarming insects that deal damage to all enemies in the area. The cloud should grow in radius and damage every 3 seconds, with a total duration of 12 seconds, essentially acting like a placed hurricane effect.
Netch & Morphs: No combat/mechanic changes are needed, but I would really like to see the 'beam' effect removed entirely (simply make a pulsing blue or green aura around the netch to indicate it's functioning), and I would love to see skins for this ability to turn it into an owl or something instead of a floating jellyfish.
Falcon's Swiftness & Morphs: All morphs of this ability should have the 14 second duration (better yet, 20 seconds, as precedence is already set by grim focus / merciless resolve for nightblades).
1 more thing about warden skills. We've seen throwable ice shard (spear) in Morrowind teaser video but in Winter's Embrace skill line there is no skill like that. Instead the "impaling shards" is a AoE skill

With the empower change I could see empower given to cutting dive (or base ability) as some small buff given how the ability kinda underperforms currently. It is literally nothing but slow moving dodgeable spammable that does... damage and basic (physical or magical) to even not proc any status effect
Is it still slow? They buffed the speed by quite a bit (33% faster) on PTS. I think Cutting Dive is the only ranged stamina spammable and Screaming Cliff Racer is hardest hitting magic ranged spammable in the game. They have a bit of a niche, but I do think Cutting Dive in particular could give something for sure.
I'm more confused as to why one of Fletcher Flies skills is not Stamina morph, tbh. An extra dot would help stam DPS quite a bit. They think it might buff them too much for PvP? Who knows.
Total amount of each class Ranked:
Hel Ra Citadel:
DK: 184
Sorc: 187
NB: 181
Templar: 169
Warden: 19
Aetherian Archive
DK: 160
Sorc: 183
NB: 190
Templar: 162
Warden: 17
Sanctum Ophidia
DK: 187
Sorc: 201
NB: 188
Templar: 172
Warden: 20
Dragonstar Arena
DK: 76
Sorc: 81
NB: 81
Templar: 58
Warden: 7
Maw of Lorkhaj
DK: 143
Sorc: 141
NB: 159
Templar: 131
Warden: 9
Halls of Fabrication
DK: 129
Sorc: 130
NB: 143
Templar: 121
Warden: 8
Asylum Sanctorium
DK: 53
Sorc: 77
NB: 147
Templar: 65
Warden: 4
Weekly (HoF)
DK: 16
Sorc: 15
NB: 16
Templar: 14
Warden: 1
Warden is extremely under-represented and I completely don't understand why the developers aren't doing anything to help remedy it. I know a lot of these trials have been around for a long time, and Warden is still fairly new in comparison, but the newer trials and even the weekly trial should have had better numbers if there wasn't a problem.
@ the stun remove from another poster:
The "reasoning" is one of the most extraordinary examples of dev hypocrisy I've seen yet.
Dev quote;
"In the same vein that snare abilities should either be short and powerful or long and weak, abilities should be low damage and CC, or high damage and no CC."
Buuuut.... Nightblades keeps fear (long CC and high damage) Incap (high damage + CC) and DK keeps Leap (high damage + CC), dizzying swing (high damage + cc) etc....
But they take our stun away completely. Neglecting to realize that the skill as it is already has several downsides that justify it having high damage with cc, and fail to acknowledge that its a pivotal skill for a Warden's offense AND defense.
Again, trying to understand this thought process is nothing short of infuriating.
Well Fear doesnt deal damage its just a long CC (which enables the user to deal high amounts of damage) and the other two are Class Ultimates.
I think what the devs mean is that its a High Damage skill with a stun that can be used every 3 seconds.
Joy_Division wrote: »Well Fear doesnt deal damage its just a long CC (which enables the user to deal high amounts of damage) and the other two are Class Ultimates.
I think what the devs mean is that its a High Damage skill with a stun that can be used every 3 seconds.
If they meant that, then they'd do something about Dizzying Swing which is a high Damage skill that can be used every 2 seconds