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Wall of Frost is objectively overperforming — here's why

  • Koolio
    Koolio
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    Aliyavana wrote: »
    Ice wardens with perma and all those snares and roots man...
    Haashhtaag wrote: »
    There is no reason that the Templar cleanse has a snare.

    Since the recent snare changes this move definitely outshines any other move. Trying to fight a Stamplar on any melee MNB is so frustrating. I mean I still kill most of them but it so irritating.

    Maybe have it only apply if you standing in it when the move is casted for 1-3 seconds. But can be nullified if you walk out then back in or something like that.
  • Minno
    Minno
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    Haashhtaag wrote: »
    There is no reason that the Templar cleanse has a snare.

    except that we have no mobilty class options and no proactive defense along with no way to control fights like our other immobile cousin, DK.

    But i'd rather trade the snare for either of those things honestly. 30% is replaced by most 40% snares anyway lol.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • ccmedaddy
    ccmedaddy
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    I love my frostden but I have to agree. This skill does way too much. The least ZOS can do is reduce the snare strength to something like 20%. But I'd be cool with it losing the snare and gaining some sort of a DPS boost in some way. I bet this would make the PvE ice DPS folks happy too.
  • Mojomonkeyman
    Mojomonkeyman
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    TheYKcid wrote: »
    Try to imagine playing a slow setup built around stationary aoes without executes. Now picture yourself trying to finish off any stamina setup in the game when soloing in cyro... Ill tell you what - it wont happen even using the oh-so op (according to your definition) frost woe. A single sidestep, a single dodge-roll will reset the snare on the very next gcd. Honestly, when soloing I never expect my frost woe to snare any enemy longer than a single gcd - because that's how it usually plays out.

    60% snare might sound like a lot, not so much when it usually lasts only for a single gcd due to its narrow layout (compared to sticky snares or other ground snare aoes), does almost no dmg and cost 2k+ ressources.

    Try to rely on frost stave chilled immobilisation for control without additional investment via charged/frost enchant, its pitiful - the immobilization procs are so rare, you can count them on one hand over a lengthy pvp session.

    So, what you call overloaded and unconditional is actually VERY conditional and relying on both effects cooperating to generate reliable value. I get it, you wouldn't care if frost staves lose all of their pvp value, because you arw annoyed by /dont use them. Not everyone is a stamblade or magsorc tho and can benefit from superior mobility to secure kills.

    Faulty comparison, at best. Why would you run blockade in a solo openworld context, where mobility, versatility and burst are king? Obviously picking the most suboptimal use-case for an ability is going to reflect poorly on said ability.

    That would be like an NB complaining that Cloak performs poorly in organised GvG, and asking for Cloak buffs as a solution. A little absurd, right?

    The scenario in which Frost Blockade truly wrecks face is in static objective fights. Think flag/relic modes in BG, or holding a breach/scroll in openworld. The snare is absolutely unavoidable in such cases, and the immob is far from unreliable either—FYI, infused frost glyph + Frost Blockade backbar > Charged frontbar = a 96% chance to proc Chilled, and therefore immob, every 2.5 seconds.

    Obviously it goes without saying that you can't balance the entire game around a single content mode (eg. BGs), and the same can be said about solo openworld—so neither argument/counterargument is by itself a compelling or holistic one. I would absolutely be welcoming of adjustments that boosted the efficacy of Blockade in a solo openworld context (in which I, like you, do not find it problematic), if it was correspondingly accompanied by nerfs to the areas in which it genuinely overperforms.

    So, situationality aside, a more "apples-to-apples" comparison would be to contrast it with other skills that apply static ground snares. Templars' Sacred Ground passive, typically applied via purge? Half the snare value. DKs' Eruption? Slightly better snare at 70%, but a tiny radius of 5m—that's 74% less area covered than the 18×12m² Blockade.

    Not happy with the cost of Blockade? Ritual & Eruption cost 800 & 1000 more mag, respectively. What about counterplay? In a static fight, 18×12m² is absolutely not side-steppable as melee, and the Blockade user dictates the pace of the fight. Snare immunity is your only option engaging into such a situation, and Shuffle costs about as much stam as Blockade does mag, but with a 2.5s duration vs. 8s on the latter.

    Frost Blockade doesn't even add-up in the most direct comparison—to itself. As already mentioned, neither the flame nor shock variants have any equivalent to its snare.

    According to your logic suboptimal equals irrelevant. I disagree. I was trying to show you that there might be different perspectives on the matter and that skills like frost woe are enablers (just like old dynamic ult gen) allowing slow setups not blessed with superior mobility to actually have a shot in solo open world (despite being "suboptimal") by shutting down the mobility of faster setups (such as the ones listed in your signature which also happen to be the easiest classes to solo with) while still being hard enough to apply (see my first post).

    Your complaints in combination with the classes you identify with (source: your signature) just prove the changes to mobility could be perceived as working as intended by representing long overdue alternative to original mechanics (dynamic ult gen) that got deleted from the game. Back in time, before stamina setups were a thing, both standyourground and mobility were viable solo playstyles because of above-mentioned mechanic. Mobility just became king because magicka standyourground got nerfed hardest with its removal.

    To strengthen mobility restraining effects is an alternative way to make non-mobile playstyles more viable and therefore creating diversity and even ground for solo play. And it is helping setups that have a hart time playing solo (something that should be desirable, correct?), contrary to stamblade and magsorc who naturally as kings of mobility didnt suffer as much from those 1.4-1-5 changes in solo play and smallscale.

    Helping those slow setups basically means hurting the fast ones, the main reason slow setups cant compete is: 1) not being able to escape (frost woe helps a lot here btw) - immediately followed by: 2) they cant freaking secure kills on fast setups. So any improvement to 2) in favor of slow setups will cause tears from players which had the time of their life relying on unmatched mobility. In the grand scheme of things those changes might be an improvement despite those tears tho.

    I'm just trying to highlight that your pov might not account for all concerns of the various playstyles and they have good points, too.
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • StarOfElyon
    StarOfElyon
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    Haashhtaag wrote: »
    There is no reason that the Templar cleanse has a snare.

    I agree but I think it's because Templars are slow and don't have major expedition. I would gladly trade the snare for a root removal on the cleanse!!!
    Edited by StarOfElyon on January 31, 2019 6:03PM
  • GaunterODim
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    Yes 100% agree to OP. I am pro "being able to move" and this thing is broken.
  • TheYKcid
    TheYKcid
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    TheYKcid wrote: »
    Try to imagine playing a slow setup built around stationary aoes without executes. Now picture yourself trying to finish off any stamina setup in the game when soloing in cyro... Ill tell you what - it wont happen even using the oh-so op (according to your definition) frost woe. A single sidestep, a single dodge-roll will reset the snare on the very next gcd. Honestly, when soloing I never expect my frost woe to snare any enemy longer than a single gcd - because that's how it usually plays out.

    60% snare might sound like a lot, not so much when it usually lasts only for a single gcd due to its narrow layout (compared to sticky snares or other ground snare aoes), does almost no dmg and cost 2k+ ressources.

    Try to rely on frost stave chilled immobilisation for control without additional investment via charged/frost enchant, its pitiful - the immobilization procs are so rare, you can count them on one hand over a lengthy pvp session.

    So, what you call overloaded and unconditional is actually VERY conditional and relying on both effects cooperating to generate reliable value. I get it, you wouldn't care if frost staves lose all of their pvp value, because you arw annoyed by /dont use them. Not everyone is a stamblade or magsorc tho and can benefit from superior mobility to secure kills.

    Faulty comparison, at best. Why would you run blockade in a solo openworld context, where mobility, versatility and burst are king? Obviously picking the most suboptimal use-case for an ability is going to reflect poorly on said ability.

    That would be like an NB complaining that Cloak performs poorly in organised GvG, and asking for Cloak buffs as a solution. A little absurd, right?

    The scenario in which Frost Blockade truly wrecks face is in static objective fights. Think flag/relic modes in BG, or holding a breach/scroll in openworld. The snare is absolutely unavoidable in such cases, and the immob is far from unreliable either—FYI, infused frost glyph + Frost Blockade backbar > Charged frontbar = a 96% chance to proc Chilled, and therefore immob, every 2.5 seconds.

    Obviously it goes without saying that you can't balance the entire game around a single content mode (eg. BGs), and the same can be said about solo openworld—so neither argument/counterargument is by itself a compelling or holistic one. I would absolutely be welcoming of adjustments that boosted the efficacy of Blockade in a solo openworld context (in which I, like you, do not find it problematic), if it was correspondingly accompanied by nerfs to the areas in which it genuinely overperforms.

    So, situationality aside, a more "apples-to-apples" comparison would be to contrast it with other skills that apply static ground snares. Templars' Sacred Ground passive, typically applied via purge? Half the snare value. DKs' Eruption? Slightly better snare at 70%, but a tiny radius of 5m—that's 74% less area covered than the 18×12m² Blockade.

    Not happy with the cost of Blockade? Ritual & Eruption cost 800 & 1000 more mag, respectively. What about counterplay? In a static fight, 18×12m² is absolutely not side-steppable as melee, and the Blockade user dictates the pace of the fight. Snare immunity is your only option engaging into such a situation, and Shuffle costs about as much stam as Blockade does mag, but with a 2.5s duration vs. 8s on the latter.

    Frost Blockade doesn't even add-up in the most direct comparison—to itself. As already mentioned, neither the flame nor shock variants have any equivalent to its snare.

    According to your logic suboptimal equals irrelevant. I disagree. I was trying to show you that there might be different perspectives on the matter and that skills like frost woe are enablers (just like old dynamic ult gen) allowing slow setups not blessed with superior mobility to actually have a shot in solo open world (despite being "suboptimal") by shutting down the mobility of faster setups (such as the ones listed in your signature which also happen to be the easiest classes to solo with) while still being hard enough to apply (see my first post).

    Your complaints in combination with the classes you identify with (source: your signature) just prove the changes to mobility could be perceived as working as intended by representing long overdue alternative to original mechanics (dynamic ult gen) that got deleted from the game. Back in time, before stamina setups were a thing, both standyourground and mobility were viable solo playstyles because of above-mentioned mechanic. Mobility just became king because magicka standyourground got nerfed hardest with its removal.

    To strengthen mobility restraining effects is an alternative way to make non-mobile playstyles more viable and therefore creating diversity and even ground for solo play. And it is helping setups that have a hart time playing solo (something that should be desirable, correct?), contrary to stamblade and magsorc who naturally as kings of mobility didnt suffer as much from those 1.4-1-5 changes in solo play and smallscale.

    Helping those slow setups basically means hurting the fast ones, the main reason slow setups cant compete is: 1) not being able to escape (frost woe helps a lot here btw) - immediately followed by: 2) they cant freaking secure kills on fast setups. So any improvement to 2) in favor of slow setups will cause tears from players which had the time of their life relying on unmatched mobility. In the grand scheme of things those changes might be an improvement despite those tears tho.

    I'm just trying to highlight that your pov might not account for all concerns of the various playstyles and they have good points, too.

    Ability to secure solo kills is not the be-all-end-all measure of a build's viability—and you seem awfully fixated on this one metric for someone who encourages the consideration of multiple viewpoints.

    A Guardbot isn't any less impactful to their group simply because they can't secure solo kills. Likewise, a Magden dropping Shards, Frost Wall and Perma can singlehandedly win an engagement for their team, time after time, despite not being the one mopping-up the last hits. PvP is about more than chasing players down.

    it's also a little amusing that you seem to view the dynamic ultgen era as a good thing.

    No one wants to hamstring your solo openworld mobility/countermobility. Go and campaign for buffs in this area if you want to, I'd be all for it; the vast majority of my playtime is solo, split between Cyro and BGs. I don't even think we're arguing with each other—I've specifically stated the cases in which I think Frost Wall overperforms, and they don't seem to overlap with yours.
    Edited by TheYKcid on January 31, 2019 6:48PM
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • Mojomonkeyman
    Mojomonkeyman
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    TheYKcid wrote: »
    TheYKcid wrote: »
    Try to imagine playing a slow setup built around stationary aoes without executes. Now picture yourself trying to finish off any stamina setup in the game when soloing in cyro... Ill tell you what - it wont happen even using the oh-so op (according to your definition) frost woe. A single sidestep, a single dodge-roll will reset the snare on the very next gcd. Honestly, when soloing I never expect my frost woe to snare any enemy longer than a single gcd - because that's how it usually plays out.

    60% snare might sound like a lot, not so much when it usually lasts only for a single gcd due to its narrow layout (compared to sticky snares or other ground snare aoes), does almost no dmg and cost 2k+ ressources.

    Try to rely on frost stave chilled immobilisation for control without additional investment via charged/frost enchant, its pitiful - the immobilization procs are so rare, you can count them on one hand over a lengthy pvp session.

    So, what you call overloaded and unconditional is actually VERY conditional and relying on both effects cooperating to generate reliable value. I get it, you wouldn't care if frost staves lose all of their pvp value, because you arw annoyed by /dont use them. Not everyone is a stamblade or magsorc tho and can benefit from superior mobility to secure kills.

    Faulty comparison, at best. Why would you run blockade in a solo openworld context, where mobility, versatility and burst are king? Obviously picking the most suboptimal use-case for an ability is going to reflect poorly on said ability.

    That would be like an NB complaining that Cloak performs poorly in organised GvG, and asking for Cloak buffs as a solution. A little absurd, right?

    The scenario in which Frost Blockade truly wrecks face is in static objective fights. Think flag/relic modes in BG, or holding a breach/scroll in openworld. The snare is absolutely unavoidable in such cases, and the immob is far from unreliable either—FYI, infused frost glyph + Frost Blockade backbar > Charged frontbar = a 96% chance to proc Chilled, and therefore immob, every 2.5 seconds.

    Obviously it goes without saying that you can't balance the entire game around a single content mode (eg. BGs), and the same can be said about solo openworld—so neither argument/counterargument is by itself a compelling or holistic one. I would absolutely be welcoming of adjustments that boosted the efficacy of Blockade in a solo openworld context (in which I, like you, do not find it problematic), if it was correspondingly accompanied by nerfs to the areas in which it genuinely overperforms.

    So, situationality aside, a more "apples-to-apples" comparison would be to contrast it with other skills that apply static ground snares. Templars' Sacred Ground passive, typically applied via purge? Half the snare value. DKs' Eruption? Slightly better snare at 70%, but a tiny radius of 5m—that's 74% less area covered than the 18×12m² Blockade.

    Not happy with the cost of Blockade? Ritual & Eruption cost 800 & 1000 more mag, respectively. What about counterplay? In a static fight, 18×12m² is absolutely not side-steppable as melee, and the Blockade user dictates the pace of the fight. Snare immunity is your only option engaging into such a situation, and Shuffle costs about as much stam as Blockade does mag, but with a 2.5s duration vs. 8s on the latter.

    Frost Blockade doesn't even add-up in the most direct comparison—to itself. As already mentioned, neither the flame nor shock variants have any equivalent to its snare.

    According to your logic suboptimal equals irrelevant. I disagree. I was trying to show you that there might be different perspectives on the matter and that skills like frost woe are enablers (just like old dynamic ult gen) allowing slow setups not blessed with superior mobility to actually have a shot in solo open world (despite being "suboptimal") by shutting down the mobility of faster setups (such as the ones listed in your signature which also happen to be the easiest classes to solo with) while still being hard enough to apply (see my first post).

    Your complaints in combination with the classes you identify with (source: your signature) just prove the changes to mobility could be perceived as working as intended by representing long overdue alternative to original mechanics (dynamic ult gen) that got deleted from the game. Back in time, before stamina setups were a thing, both standyourground and mobility were viable solo playstyles because of above-mentioned mechanic. Mobility just became king because magicka standyourground got nerfed hardest with its removal.

    To strengthen mobility restraining effects is an alternative way to make non-mobile playstyles more viable and therefore creating diversity and even ground for solo play. And it is helping setups that have a hart time playing solo (something that should be desirable, correct?), contrary to stamblade and magsorc who naturally as kings of mobility didnt suffer as much from those 1.4-1-5 changes in solo play and smallscale.

    Helping those slow setups basically means hurting the fast ones, the main reason slow setups cant compete is: 1) not being able to escape (frost woe helps a lot here btw) - immediately followed by: 2) they cant freaking secure kills on fast setups. So any improvement to 2) in favor of slow setups will cause tears from players which had the time of their life relying on unmatched mobility. In the grand scheme of things those changes might be an improvement despite those tears tho.

    I'm just trying to highlight that your pov might not account for all concerns of the various playstyles and they have good points, too.

    Ability to secure solo kills is not the be-all-end-all measure of a build's viability—and you seem awfully fixated on this one metric for someone who encourages the consideration of multiple viewpoints.

    A Guardbot isn't any less impactful to their group simply because they can't secure solo kills. Likewise, a Magden dropping Shards, Frost Wall and Perma can singlehandedly win an engagement for their team, time after time, despite not being the one mopping-up the last hits. PvP is about more than chasing players down.

    it's also a little amusing that you seem to view the dynamic ultgen era as a good thing.

    No one wants to hamstring your solo openworld mobility/countermobility. Go and campaign for buffs in this area if you want to, I'd be all for it; the vast majority of my playtime is solo, split between Cyro and BGs. I don't even think we're arguing with each other—I've specifically stated the cases in which I think Frost Wall overperforms, and they don't seem to overlap with yours.

    The dynamic ult gen era was awesome!

    You are entitled to whatever opinion you might have. I will continue to have & represent mine - thats okay for me.
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • danno8
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    I use Ice staff in PvP quite frequently. I would be willing to see the snare gone and instead have Frost WoE do additional damage to moving targets.

    I know it doesn't fit into the "tanking" version of Ice staves we have now, but it would make Ice Staves relevant for PvP while getting rid of the annoying slowness factor. Also still punishes fast movers without snaring them so it maintains some functionality.
  • TheYKcid
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    danno8 wrote: »
    I use Ice staff in PvP quite frequently. I would be willing to see the snare gone and instead have Frost WoE do additional damage to moving targets.

    I know it doesn't fit into the "tanking" version of Ice staves we have now, but it would make Ice Staves relevant for PvP while getting rid of the annoying slowness factor. Also still punishes fast movers without snaring them so it maintains some functionality.

    Interesting idea that certainly addresses the pain points on both sides.

    While I'm not sure that Frost Wall should get any extra benefits over the other elemental variants (and would rather see frost staves made better in other ways), I most definitely prefer your suggestion to what we currently have.
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • ChunkyCat
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    Burn the Ice Mages at the Stake!!
  • _Ahala_
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    Nerf the blockade of frost snare and tone down the blockade, reach, and rage roots so ice can get a true dps rework
    Edited by _Ahala_ on January 31, 2019 10:06PM
  • TheRealSniker
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    Ice blockade is one of the most annoying things in this game currently.
    And the worst thing is that Battleground matchups are completely filled with them, you walk, feel, eat and breathe Ice blockades.
  • validifyedneb18_ESO
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    just roll 4head
    Edited by validifyedneb18_ESO on February 3, 2019 3:39AM
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • Kadoin
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    Sounds like an NB got caught by frost wall and found out the hard way that cloak won't get you out of it :D
  • Trinity_Is_My_Name
    Trinity_Is_My_Name
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    Yeah...LOL!
  • Adenoma
    Adenoma
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    Baby it’s cold outside.
    Adenoma-Badenoma-Sadenoma
  • ATomiX96
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    Kinda ironic that the people who defend this ability are the ones abusing it in bgs, exclusively running 4 stacks with aoe snare cancer.
    Outside of BGs its *** trash, maybe for some larger scale groups you might wanna stack blockades on choke points but besides that no use for it at all.
  • MalagenR
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    The complaints to me around Wall of Elements don't make sense -

    1) It's ground based, meaning you can physically ignore it through appropriate movement, this negates the damage, the status effect, and costs the opposing player using it magicka.

    2) This is a direct result of the stamina meta - many stamina players have so much stamina it's impossible to run them OOS in the same way that a Magicka player, whose primary defense mechanism was severely nerfed in Murkmire, OOM.

    3) There is no better way to simultaneously debuff a stamina player that is running overperforming stamina damage sets in heavy armor and run them OOS, what we used to be able to do with superior defense and recovery through shields and mag recovery, we now need to do through an offensive based CC / control build.

    The only reason I personally feel it's being complained about is because stamina players are being forced to do something than dodge roll directly in a straight line while animation cancelling light attacks and hard hitting spammables while in Heavy Armor and absolutely nuking Magicka players in Murkmire.

    I'm glad to see 7th Legion and other heavy armor sets getting nerfed. Perhaps when those changes come through a rebalance on Frost Wall of Elements will be necessary.

    I also think that this is being complained about because you're dying to Permafrost, and not WOE. Permafrost is simply to powerful, period. It completely depletes your ability to use your stamina and CC break the high amount of damage it does to you. The fact that in BG's I don't see high performing players actually trying to nuke wardens that are running Permafrost is beyond me. I've played and hit leaderboards multiple times this patch as a Mag Sorc and the % of players who recognize the danger of a good warden, and how simultaneously easy they are to pop, is very small.

    This community is FILLED with players that would much rather repeat activities ad nauseum with the same results rather than face the fact they might need to change their playstyle due to the changes in the game. What you're experiencing with Frost Wall of Elements is this direct impact on the Magicka playerbase that were forced to adjust their playstyle for the fact that shields were gutted.

    You see this impact in two ways:

    1) Phys/Spell resist stacking with Major / Minor Resolve to increase survivability + use of CP - this generally results in a net loss in damage, which means that you have to find the perfect sweet spot for a burst rotation to be able to kill a stam player, as you will not run them OOS, this is not a control build, it's a sustain build typically with a single burst rotation. Very boring imo.

    2) Control build - designed to run opposing players OOS or low enough on stamina that they are not allowed to spam their highest damage dealing skills ad nauseum because they'll need to dodge roll consistently to put any form of damage on you.

    If I played stamina, I'd roll dodge out of the AOE CC, and take a new line of attack, forcing them to recast wall. They can't continue to keep shields up plus keep AOE CC down, if all your doing is defensive play of staying out of their CC, keeping health topped off as best you can, and bursting when the shield is down. We just simply cant in non-CP at least. So, it's really a factor of top stamina players not yet understanding how to react to this new shift in control builds, especially because in BG's these players almost always have tunnel vision and perfectly group themselves on the 1st player they see, making them perfect targets for the player who is running a control build.



  • Thanatos_inside
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    it is op against melee builds
  • NightAngel690
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    Objectively speaking, yes it is overperforming in a pvp context. Especially when mixed with a magden running a frost staff for cc’s. But, I believe that even though this is overperforming in some ways, it is underperforming in others such as damage.

    Unlike the other staves, the damage done in regards to this is next to nothing. Not only this but unlike the snb, Where you can actually do damage, this is not really that effective to buffing skills or damage. Not to mention that if the cc was taken out, it would make it make running an icestaff pointless in a pve setting.
  • Iskiab
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    Ice blockade is the best pvp variant of blockade yea, that’s why I use it. What’s the OP’s point?

    It’s the purpose of ice staves. It’s like complaining fire staves have better single target damage, that’s the whole point. Each staff has it’s own purpose and the purpose of ice staves is the snare on blockade and the best ultimate. Since almost no one uses them I don’t see an issue, if anything ice staves should be buffed to make them more competitive. The immobilization on clench sucks.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • wheem_ESO
    wheem_ESO
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    TheYKcid wrote: »
    Edited the OP to clarify my position on this ability. I think the root-on-chilled effect, by itself, is FINE and consistent with the abilty's design. The snare however does not belong.
    I think the exact opposite; it's the root that needs nerfing, and the snare needs to remain (perhaps even have a lingering, lesser snare remain on targets for a few seconds after they leave the AOE). Either that, or Magicka needs access to reliable, worthwhile snares outside of Wall of Frost.

    Leaving aside class-specific abilities, stamina gets access to snares on Rending Slashes (the best PvP DOT in the game), Hidden Blade, Stampede, Low Slash, Arrow Spray, and Caltrops, while Magicka gets...Wall of Frost. I suppose you could count Time Stop for Magicka as well, but that's getting a huge cost increase soon, and has the drawback of potentially giving enemies CC immunity at inopportune times. Out of all the listed snares, only 3 can be moved out of; the 2 that are available to Magicka builds, and Caltrops. But since Caltrops can initially snare for 70%, and covers a vastly larger area, moving out of it isn't as realistic of a counter as it is for Wall and Time Stop.

    Why should Stamina builds have such wide access to snares (not to mention anti-snare/root tools), while Magicka gets pigeonholed into using Ice Staves, which actually come with an opportunity cost? The rooting portion of Wall of Frost is indeed a problem, particularly for Magicka builds (and even moreso for Magicka Wardens), but I'd probably still switch out the weapon and ability if the snare was removed. I'm perma-snared for the entirety of any fight against a decent Stam build, and it's just simply not worth it to devote a weapon and bar slot to maybe force an occasional dodge roll.
  • MalagenR
    MalagenR
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    Anyone who plays stamina hates this. Because it's a direct counter to current Meta stam builds in a small 2v2 or 1v2 or 3v2, but if you're in a proper BG group, with a healer, this should literally be a non-issue.
  • ChunkyCat
    ChunkyCat
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    MalagenR wrote: »
    Anyone who plays stamina hates this. Because it's a direct counter to current Meta stam builds in a small 2v2 or 1v2 or 3v2, but if you're in a proper BG group, with a healer, this should literally be a non-issue.

    If by “proper-BG-group-with-a-healer” you mean stand in the AoE snare and tank the damage while someone spams heals, then yeah. You’re right.
  • iCaliban
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    The snare is perfectly fine. Caltrops does a 30% snare in a massive area with even more damage.

    Charged ice staves are over performing. Not ice wall in general. Put a longer cooldown on the root IMO.
  • Get_Packed
    Get_Packed
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    As a warden who has bg’d against OP and many of you others in this thread with a frost staff I can attest that it is most certainly strong and I would have no problems seeing it nerfed. Plus I wont see as many other magdens if it does. 😂

  • MalagenR
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    Things are strong. Lots of things are strong. I don't think strong is a valid definition for a nerf. TK is strong. Earthgore is strong. These aren't even skills, they're just random items. At least people using a frost staff have to know how to actually use it correctly to be effective.

    You're not going to see unskilled players running frost staff currently. It's may not seem complicated but it's very hard to fit it into a sorc build and most of the Sorc's that run it are doing something really unique if they can solo with it. Most of them can't and are just doing typical stuff while also throwing down WOE.

    Wardens are overperforming not because of the snare, but because of the snare coupled with Permafrost + Ulti drop by opponents, and the fact that random's in BG's don't yet know that you're literally supposed to target the warden on sight. They are not significantly tanky to be a tank + use their ulti combo.... at least not in my experience and I constantly beat the highest ranked Permafrost Warden on PS4 constantly.

    Who else is running frost staff besides Sorc / MagWarden? Cause that just makes no sense.
  • MalagenR
    MalagenR
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    ChunkyCat wrote: »
    MalagenR wrote: »
    Anyone who plays stamina hates this. Because it's a direct counter to current Meta stam builds in a small 2v2 or 1v2 or 3v2, but if you're in a proper BG group, with a healer, this should literally be a non-issue.

    If by “proper-BG-group-with-a-healer” you mean stand in the AoE snare and tank the damage while someone spams heals, then yeah. You’re right.

    Haha that's my whole point, if you focus fire and stand in the AOE you're all good.
  • Get_Packed
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    The secrete to frostwarden being strong is that it allows the magwarden to hit the target with deep fissure more reliably. The wardens that make real impacts on a team are slamming deep fissures into the bad guys every 3 seconds, the high snare percentage from frost wall helps in that.

    Yesterday I was in a bg against the dude that typically is #1 pcna dm bg’s on magden. He was running winterborn and skoria spamming icewall. He had 2 kills, 4 deaths with like 1.6m in damage . His team lost it felt like he did very little cause he wasnt building around deep fissure he was building around frost damage.

    When people are upset with icewall they are really complaining about wardens lets be honest. Personally I dont have a problem with a nerf to icewall but many magdens will, especially when consider how worthless they were for so long.

    I am kinda suprised to see OP complaining about since he normally runs a magsorc.



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