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Wall of Frost is objectively overperforming — here's why

  • Gilvoth
    Gilvoth
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    raasdal wrote: »
    Shhhhhh....

    exactly, because eventually everyone is going to be unable to do damage in pvp.

    people are making threads every time they are killed with skills they dont use and make it look like they are overpowered, when infact they are not overpowered at all.
    this is how the game will be destroyed if you guys keep making nerf threads.

    please see the truth about combat before eso is no longer running.
    https://forums.elderscrollsonline.com/en/discussion/456630/completely-over-powered-this-is-totaly-way-too-much-damage/p1
  • Get_Packed
    Get_Packed
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    Gilvoth wrote: »
    raasdal wrote: »
    Shhhhhh....

    exactly, because eventually everyone is going to be unable to do damage in pvp.

    people are making threads every time they are killed with skills they dont use and make it look like they are overpowered, when infact they are not overpowered at all.
    this is how the game will be destroyed if you guys keep making nerf threads.

    please see the truth about combat before eso is no longer running.
    https://forums.elderscrollsonline.com/en/discussion/456630/completely-over-powered-this-is-totaly-way-too-much-damage/p1

    You mean mob rule isnt a good thing?
  • MalagenR
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    Get_Packed wrote: »
    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.



    I agree with you, I think it's just Warden's causing this, and that it's not even Wall of Frost, it's actually Permafrost. The counter to that is easy on MagSorc too, I avoid it constantly.
  • SkysOutThizeOut
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    @MalagenR you said heavy armor is getting nerfed? Source? Link? I’m extremely interested.
  • wheem_ESO
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    @MalagenR you said heavy armor is getting nerfed? Source? Link? I’m extremely interested.
    I actually meant to ask him about that in my previous post, and I'd like to see an official source as well. If it's in the current PTS patch notes I must have overlooked it.
    MalagenR wrote: »
    Who else is running frost staff besides Sorc / MagWarden? Cause that just makes no sense.
    Various Magicka builds can run Wall of Frost and have success with it, and it's definitely valuable utility on a healer.
    Get_Packed wrote: »
    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.
    Warden scoreboard damage can actually be pretty deceptive. It's very easy to cheese it up to really high numbers with AOE spam, but that's actually less effective than many other class' damage. And that goes for Deep Fissure too; hitting multiple targets frequently will cause quite high total damage numbers, but the nature of the skill oftentimes makes it very sub-optimal for Magicka builds. Stamina Wardens have better tools for utilizing it with a huge burst combo, as well as a vastly superior ability to mitigate root/snare lockdown.

    That's actually one of the main reasons I'm looking at main-switching to Necromancer when the expansion hits. Small scale fights against people that actually know how to deal with Deep Fissure are exceedingly tedious, and if Wall of Frost is nerfed it'll obviously be even worse. And with roots - from various sources, not just Wall of Frost - being quite common right now, it's more difficult to enjoy the Magicka Warden as an offensive class.
  • Gnortranermara
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    Shouldn't we be slipping on ice, so, like, I mean, gaining Minor Expedition while in a Frost Blockade?

    If they made a slipping-on-ice animation for this and put it in the game for Jester's Festival I would die.
    Edited by Gnortranermara on February 6, 2019 1:57AM
  • TheYKcid
    TheYKcid
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    iCaliban wrote: »
    The snare is perfectly fine. Caltrops does a 30% snare in a massive area with even more damage.

    This is absolutely not true though, @iCaliban.

    The area of Caltrops is π(8²) = 201 m²
    Area of Frost Blockade is 18*12 = 216 m²
    Frost Blockade actually covers 7.5% more area than Caltrops.

    Caltrops doesn't do more damage, either. Here's the scaling coefficients for each skill:
    Caltrops:
    0.02146 Stamina + 0.22553 WeaponDamage + 2.81704

    Frost Blockade:
    0.02503 Magicka + 0.26218 SpellDamage - 1.18332
    Basically, given the same stats (mag vs. stam where appropriate), Frost Blockade will deal 16.2% more damage per tick, compared to Caltrops. While the Razor 'Trops morph does have an initial direct damage that does about the same as one tick of Blockade, this is nullified by the fact that Blockade's initial tick happens at t=0.

    To summarize, Frost Blockade does more damage, has a larger AoE, and persistently snares for 2x the amount vs. Caltrops.
    AND it immobilizes, which is something Trops has no answer to.

    It even costs 270 resources less.

    I'm glad you raised this comparison because it's one of many good examples of why Frost Blockade is objectively overloaded with effects.

    Edit: linking this post to the OP, since it's a very pertinent comparison
    Edited by TheYKcid on February 6, 2019 3:35AM
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • Gnortranermara
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    Mic drop.
  • Ankael07
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    Its an extremely situational skill that has direct counters and it cannot even be seen by the caster's allies. Slot a counter skill or dont complain
    If you want me to reply to your comment type @Ankael07 in it.
  • TheYKcid
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    Ankael07 wrote: »
    Its an extremely situational skill that has direct counters and it cannot even be seen by the caster's allies. Slot a counter skill or dont complain

    The counter skill is Shuffle with a 2.5s duration vs. the 8s on Frost Wall.

    Do you genuinely believe people haven't already tried that?
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • TheYKcid
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    Get_Packed wrote: »
    I am kinda suprised to see OP complaining about since he normally runs a magsorc.

    I do, but I also play several stam classes in medium armor and know how unforgiving a persistent 60% snare can be to anyone fighting in melee range, whose only option to even being to engage is a skill that costs 3.6k stam and lasts a mere 2.5 seconds.
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • Iskiab
    Iskiab
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    What about moving out of it? You’re digging in to prove a point.

    Yes it does damage, yes it snares, yes you can easily move out of it, no it’s not overpowered. You’re making it sound like any two abilities should be directly comparable. Please explain to me why anyone would use an ice staff is ice blockade didn’t snare.

    You’re asking for a cc line (ice destro staves) to be nerfed down to be useless. What’s next, complaints that sword and shields are better for tanking?
    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
  • TheYKcid
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    I'm not digging -n to prove anything. I analysed the comparison because someone else raised the point about Caltrops.

    Y'know... because most people find it common-sensical that abilities used within the same context should be contrasted with each other, and not entirely unrelated ones (cough, S&B).

    To the later part of your post, I'd suggest that if an entire weapon type is obsolete aside from a single overloaded ability, then that's bad design, and other aspects of the weapon should be buffed in accordance with a nerf to said overperforming skill.
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • Solariken
    Solariken
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    TheYKcid wrote: »
    iCaliban wrote: »
    The snare is perfectly fine. Caltrops does a 30% snare in a massive area with even more damage.

    This is absolutely not true though, @iCaliban.

    The area of Caltrops is π(8²) = 201 m²
    Area of Frost Blockade is 18*12 = 216 m²
    Frost Blockade actually covers 7.5% more area than Caltrops.

    Caltrops doesn't do more damage, either. Here's the scaling coefficients for each skill:
    Caltrops:
    0.02146 Stamina + 0.22553 WeaponDamage + 2.81704

    Frost Blockade:
    0.02503 Magicka + 0.26218 SpellDamage - 1.18332
    Basically, given the same stats (mag vs. stam where appropriate), Frost Blockade will deal 16.2% more damage per tick, compared to Caltrops. While the Razor 'Trops morph does have an initial direct damage that does about the same as one tick of Blockade, this is nullified by the fact that Blockade's initial tick happens at t=0.

    To summarize, Frost Blockade does more damage, has a larger AoE, and persistently snares for 2x the amount vs. Caltrops.
    AND it immobilizes, which is something Trops has no answer to.

    It even costs 270 resources less.

    I'm glad you raised this comparison because it's one of many good examples of why Frost Blockade is objectively overloaded with effects.

    Edit: linking this post to the OP, since it's a very pertinent comparison

    I made sweet love to this post, brb need to change my pants.

    Sexiest theorycrafter PCNA.
  • wheem_ESO
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    TheYKcid wrote: »
    The area of Caltrops is π(8²) = 201 m²
    Area of Frost Blockade is 18*12 = 216 m²
    Frost Blockade actually covers 7.5% more area than Caltrops.
    Would you support changing Caltrops to being a "path" that's 2 meters wide and 200 meters long? That'd drastically increase the mathematical area of coverage, after all.

    It's also worth reiterating that Stamina builds have numerous snares attached to abilities that are useful in other ways, while Magicka, as a rule, does not. It requires much more opportunity cost for many Magicka builds to get access to a snare; there's simply no counterpart to Rending Slashes, Stampede, or Hidden Blade. Instead, we give up a bar slot to an ability that none of us would otherwise see much point in, as well as either superior PvP passives + ability to stun that are tied to the other two types of Destruction staves, or the possibility of running a Resto staff on the back bar (just how much that matters now is more debatable than it used to be, what with the Healing Ward nerf; but the Ultimate is still key for some builds).

    Removing the snare from Wall of Frost would make it worthless for solo queue'd players, though still potentially ridiculous in premades (where Stam players could bring the snares so that the root proc spam would be easier to achieve).
  • TheYKcid
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    I'd argue that mag typically has very good snares built-into their class toolkits, attached to already-powerful skills that would be slotted one way or another.

    NB has Cripple, Plar has Vamp's Bane, DK has, well, everything.

    Warden, while not as spammable as the others, has Perma, an extremely strong and mobile snare that decisively wins many group engagements. As a bonus, also hard to counterpressure due to major protection.

    The only mag class that doesn't readily have access to a snare is magsorc. And as an msorc main, I'll fully vouch that this is balanced design, as Sorc has sufficient mobility to justify not having additional countermobility tools (contrasted with a magDK, for instance which requires the control to offset its own slowness).

    A big issue with the mobility situation post-Murk is that too many good skills still have free snares attached to them, while sources of speed and root/snare immunity are weaker than ever. Frost Wall is one of the worst offenders in this regard.
    Edited by TheYKcid on February 6, 2019 6:12AM
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • TheYKcid
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    <3 you too @Solariken
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • wheem_ESO
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    TheYKcid wrote: »
    Warden, while not as spammable as the others, has Perma, an extremely strong and mobile snare that decisively wins many group engagements. As a bonus, also hard to counterpressure due to major protection.
    I'll take getting hit with Permafrost over Dawnbreaker any day, and twice on Sundays. It also hardly counts as a snare in the context that we're talking about; it'd be like removing Rune Prison and all stun effects on Destruction Clench/Reach, Streak, Atronach, and whatever else I'm forgetting, then saying your Mag Sorc still had a stun because of Meteor.

    Stam classes can perma snare, even though they have spammable gap closers (one of which snares 60%), the only thing really comparable for Magicka classes are the aforementioned Cripple and Vampire's Bane, both of which can be reflected. I'll reiterate - the root is the problem, not the snare. Your suggestion would just give Stam even more of a BG advantage than they already have.
    Edited by wheem_ESO on February 6, 2019 6:50AM
  • Ysbriel
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    Yeah sure, since everybody builds their character to be a fast moving poison skill spamming machine, the one that that holds it back and was regarded as useless at some point, now suddenly is “over performing” the frost wall is the only thing the frost staff has in its favor, the only thing someone who decides to go ice mage has im their favor, nothing else. Leave it alone unless no character that happens to be running at mach 3 can’t give you 5k bleed, 2k poison, with three 4k hits that are also befouling in just one sitting, arguing about wall of ice being a nuisance means you might be one of those guys who simply want their low flying jet to be unstoppable. There sets and pots that already provide reductions and immunity to snares and immobilizations, but yeah fly low and kill fast, right?
  • ESO_Nightingale
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    I understand everyone hates snares. I really do, because i hate them too. Frost is just lumped with snares and to be honest, they are the only thing keeping frost alive and relevant. Via ONE SKILL! Because everything else exclusive to frost, is garbage! But snares are very strong and irritating especially in group scenarios where a wall gets thrown down on you and you just don't move anymore, so this skill does need a rework. at least, the mass majority sees it that way.

    We have discussed reducing the snare to around 30% and removing the immobilise upon chilled. instead, adding an execute effect on chilled enemies dealing up to 50% more damage to chilled enemies below 50% health as a quick example. While this change does hurt frost tanks, we also recognise that they DO exist and need a little more help too. so this would be lumped with other frost staff updates.

    staff suggestions at the moment are:

    *Icy Rage: rework current effect to reduce it's base cost by 14% (250 to 215) to put it in line with Stormy Rage and Fiery Rage.

    *Wall of Frost:
    like suggested before, reduce snare from 60% to 30% but add an execute mechanic on chilled enemies. or perhaps another armor reduction debuff to benefit both dps and tanks as they just lost some helpful control.

    *Frost Clench (not Frost Reach):
    reduce base cost or increase base damage by 20% to synergise better with vDSA staff and to make clench a little more worth morphing into. worth noting that immobilise and taunt conflict with one-another as they wont run over into your group's AoEs. taunt on clench may a popular suggestion but the effects are contradictory in nature. I mean, you could put the taunt on here if you removed the immobilise. Maybe frost clench could gain -36% block cost and +20% damage blocked while slotted instead, so that frost's ancient knowledge could be reworked. food for thought. frost clench is not used at the moment. so it wouldn't be missed.

    Elemental Susceptibility:
    Instead of current effect, add a taunt and major fracture to make it destruction staff's pierce armor. reduce duration to 10 seconds or less to justify huge benefit of 28m range and no cost. could even add cost. worth noting that elemental drain will remain untouched. also worth noting that shock staff gains access to this.

    Tri Focus:
    (re)move taunt (see Elemental Susceptibility).
    add minor breach to enemy hit with heavy attack to benefit group, and to benefit yourself if you're a frost DPS. make the damage shield 2 or even 3 times as powerful.

    *Pulsar:
    add 2.5 second aoe immobilise. (remove mangle to keep for later?). adds a non-class AoE immobilise with a decent radius. 6m. worth noting that shock staff gains access to this.


    (*): still in early concept stages. may change.
    Edited by ESO_Nightingale on February 6, 2019 2:15PM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Get_Packed
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    Caltrops also has a 28 meter range which is an important variable when making the comparison between it and frost wall.

    Also OP, another important variable is the how much easier it is to stack weapon damage and damage overall on stam vs mag.

    This really is a nerf warden thread as wardens are the only ones using this in bgs, its ok to admit it.
    Frost wardens are strong and nobody saw it coming.

    I also feel frostwall is only strong in bg’s since groups tend to ball up allowing someone like myself to time an immoblize with a giant deep fissure. Open world the skill is pretty “meh” unless you can funnel your opponent into a small enough area.

    Also OP now that you have identified that you only have this problem when you play stam characters why not slot a gap closer and just smash the warden in the face?
  • Get_Packed
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    I will make a trade, mags frost wall for stams bleed damage.
  • Emma_Overload
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    Get_Packed wrote: »
    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.



    I don't understand it, either. As a Mag Sorc, I have NO access to strong snares except for the frost staff, and I have to make sacrifices just to run it. If I run it on the front bar, I give up damage, and if I run it on the back bar, I give up the Resto ultimate.

    I don't really understand where this hysteria over Frost Blockade is coming from. There are TONS of snares in this game, and ZOS hasn't nerfed any of them. Why should the only snare Sorcs can use be the first one on the chopping block?
    #CAREBEARMASTERRACE
  • danno8
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    TheYKcid wrote: »
    iCaliban wrote: »
    The snare is perfectly fine. Caltrops does a 30% snare in a massive area with even more damage.

    This is absolutely not true though, @iCaliban.

    The area of Caltrops is π(8²) = 201 m²
    Area of Frost Blockade is 18*12 = 216 m²
    Frost Blockade actually covers 7.5% more area than Caltrops.

    Caltrops doesn't do more damage, either. Here's the scaling coefficients for each skill:
    Caltrops:
    0.02146 Stamina + 0.22553 WeaponDamage + 2.81704

    Frost Blockade:
    0.02503 Magicka + 0.26218 SpellDamage - 1.18332
    Basically, given the same stats (mag vs. stam where appropriate), Frost Blockade will deal 16.2% more damage per tick, compared to Caltrops. While the Razor 'Trops morph does have an initial direct damage that does about the same as one tick of Blockade, this is nullified by the fact that Blockade's initial tick happens at t=0.

    To summarize, Frost Blockade does more damage, has a larger AoE, and persistently snares for 2x the amount vs. Caltrops.
    AND it immobilizes, which is something Trops has no answer to.

    It even costs 270 resources less.

    I'm glad you raised this comparison because it's one of many good examples of why Frost Blockade is objectively overloaded with effects.

    Edit: linking this post to the OP, since it's a very pertinent comparison

    Caltrops lasts 50% longer, which means it does more total damage per cast, costs less to sustain, and has 28m placement.

    Razor snares for 10% more than Blockade for 3 seconds, then Ice Blockade snares for 2x the amount for 5 seconds, at which point Razor continues to persist for another 4 seconds, while Frost needs to be recast.

    Oh and slotting an Ice Staff sucks compared to slotting a Lightning or Fire staff (you lose either 8% AoE or 8% ST damage, and the heavy attacks are slow and painful), whereas Caltrops are open to anyone.

    edit, NVM getting Radius and Diameter mixed up.
    Edited by danno8 on February 6, 2019 4:08PM
  • Qbiken
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    Get_Packed wrote: »
    Caltrops also has a 28 meter range which is an important variable when making the comparison between it and frost wall.

    Also OP, another important variable is the how much easier it is to stack weapon damage and damage overall on stam vs mag.

    This really is a nerf warden thread as wardens are the only ones using this in bgs, its ok to admit it.
    Frost wardens are strong and nobody saw it coming.

    I also feel frostwall is only strong in bg’s since groups tend to ball up allowing someone like myself to time an immoblize with a giant deep fissure. Open world the skill is pretty “meh” unless you can funnel your opponent into a small enough area.

    Also OP now that you have identified that you only have this problem when you play stam characters why not slot a gap closer and just smash the warden in the face?

    Did you un-ironically suggest that one should run a gap-closer to counter snares? Please tell me who I shall gap-Close to when I want to get away from the snares rather than charging right into them. Shuffle and Forward momentum are worthless unless you can create a distance to the enemies applying the snares.

    Snares are overperforming and ice-blockade happens to be one of many that needs adjustments. I´d rather have old Swift meta back compared to the current nonsense where no one can move.
  • iCaliban
    iCaliban
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    TheYKcid wrote: »
    iCaliban wrote: »
    The snare is perfectly fine. Caltrops does a 30% snare in a massive area with even more damage.

    This is absolutely not true though, @iCaliban.

    The area of Caltrops is π(8²) = 201 m²
    Area of Frost Blockade is 18*12 = 216 m²
    Frost Blockade actually covers 7.5% more area than Caltrops.

    Caltrops doesn't do more damage, either. Here's the scaling coefficients for each skill:
    Caltrops:
    0.02146 Stamina + 0.22553 WeaponDamage + 2.81704

    Frost Blockade:
    0.02503 Magicka + 0.26218 SpellDamage - 1.18332
    Basically, given the same stats (mag vs. stam where appropriate), Frost Blockade will deal 16.2% more damage per tick, compared to Caltrops. While the Razor 'Trops morph does have an initial direct damage that does about the same as one tick of Blockade, this is nullified by the fact that Blockade's initial tick happens at t=0.

    To summarize, Frost Blockade does more damage, has a larger AoE, and persistently snares for 2x the amount vs. Caltrops.
    AND it immobilizes, which is something Trops has no answer to.

    It even costs 270 resources less.

    I'm glad you raised this comparison because it's one of many good examples of why Frost Blockade is objectively overloaded with effects.

    Edit: linking this post to the OP, since it's a very pertinent comparison

    The same stats from mag and stam is irrelevant due to most stam pvp players being able to stack more damage than mag characters (or at least stats) Caltrops does hit harder in a real pvp enviroment most of the time.

    Caltrops has significantly greater width which is at least IMO, far harder to deal with. I can take 2 steps laterally and avoid ice wall. Wall is only a problem in chokepoints. Caltrops spam is everywhere in BG's these days.
  • MalagenR
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    I don't think it's worth it to continue to argue with him. He's basically ignored the facts regarding how stamina is overperforming to complain about the one skill that is a direct counter to that over performance.

    If Stam DPS in Heavy / Medium wasn't pushing out incredibly unrealistic damage numbers with full mobility and the choice to almost dodge roll at will - you shouldn't be surprised when people move to snare gameplay, especially after the Magicka shield nerf, this is easy to understand.

    You can't talk about Mag Frost builds if you're unwilling to talk about Stamina bleed builds, Stam Heavy Armor DPS, and the fact that Dodge Roll is the most powerful form of mitigation in the game.

    Shuffle isn't the only counter to wall of frost, a dodge roll is too, and the only way you're getting constantly snared is if you refuse to walk around the ice path. Mag has to drop ALOT in their builds to be able to run Frost. Especially on the burst / damage side.

    This is clearly an example of Frost serving as a direct counter to the stamina meta that is currently in effect. Magicka had to play through an entire patch until they figured this out (some of us sooner than others, especially Impulse spamming MagWardens) - now it's your turn to change and adjust your builds to counter the current Mag meta.

    There are plenty of sets out there that negate this one skill, and if you happen to negate this one skill you'll be able to absolutely murder anyone running it.

    To me that doesn't sound like something is overperforming, it means it's performing well, and requires some thought to counter it besides pushing a 4 button NB combo that explodes 30k hp.
  • danno8
    danno8
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    MalagenR wrote: »
    I don't think it's worth it to continue to argue with him. He's basically ignored the facts regarding how stamina is overperforming to complain about the one skill that is a direct counter to that over performance.

    I think it's worth it to have meaningful discussions.

    My big point is that I don't think you can single out WoE as being OP, while looking at Caltrops and thinking they are A-OK.

    If it were up to me, Frost WoE would be a 40% snare, tops, and Caltrops would not have the 70% snare at all. I also think the "immobilize on chill" effect should be replaced with a movement based damage DoT, but then people would just complain about annoying DoTs all day, so I'm not sure there is any winning of the popularity contest that is the "nerf all the things that annoy me" forums.
  • Iskiab
    Iskiab
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    TheYKcid wrote: »

    Y'know... because most people find it common-sensical that abilities used within the same context should be contrasted with each other, and not entirely unrelated ones (cough, S&B).
    .

    No it’s not.. Mag characters don’t have different weapons to choose from, instead each destruction staff variant is supposed to work differently and fill a different niche. What you’re calling imbalanced is actually working exactly as intended.
    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
  • MalagenR
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    danno8 wrote: »
    MalagenR wrote: »
    I don't think it's worth it to continue to argue with him. He's basically ignored the facts regarding how stamina is overperforming to complain about the one skill that is a direct counter to that over performance.

    I think it's worth it to have meaningful discussions.

    My big point is that I don't think you can single out WoE as being OP, while looking at Caltrops and thinking they are A-OK.

    If it were up to me, Frost WoE would be a 40% snare, tops, and Caltrops would not have the 70% snare at all. I also think the "immobilize on chill" effect should be replaced with a movement based damage DoT, but then people would just complain about annoying DoTs all day, so I'm not sure there is any winning of the popularity contest that is the "nerf all the things that annoy me" forums.

    Yeah, I mean, I think it's perfectly fine the way it is. Like I said, the game should be balanced around group PVP, and frost wall of elements has literally zero impact on people if you have a healer in your group and you focus fire.

    Even in a hypothetical group where you are running 1 healer and 3 stam DPS - there are enough stam snares / KD's so that if you're focus firing, regardless of whether or not you're standing in Frost WOE you should be able to kill your target.

    The only thing overperforming is the stamina nuking that occurs from Permafrost, there's no reason for a skill to snare, stun, and provide group Major Protection. It's totally ridiculous. They should have to press the synergy button to get the buff, period.

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