WrathOfInnos wrote: »The other problem with Warden DPS is that it still brings nothing to a group. A Warden DPS is not going to be able to keep up Frost Cloak, Minor Toughness, Minor Intellect, and provide the Harvest synergy, so a Warden healer or tank is always necessary. A Warden DPS can take care of Minor Vuln with Fetcher Infection, but we just established there is a Warden support that can also easily slot this one skill. Warden needs something to support the group while doing damage. Engulfing Flames is a great example of how to implement this. Personally, I think it would be very interesting to give a similar debuff to Wardens, but for Frost Damage. This would not only increase their DPS to competitive levels, but also help to buff the skills of any Necromancers in the group. To make sure a debuff like this stays on a DPS, not a support, it could be given a short duration (like 4-5s after a cast of Cliff Racer or Deep Fissure) or made to scale up to full strength with Spell Damage like the new Engulfing.
ESO_Nightingale wrote: »Also i'd rather remove netch's auto purge than have it be nerfed by adding a cost to it.
Skjaldbjorn wrote: »ESO_Nightingale wrote: »Also i'd rather remove netch's auto purge than have it be nerfed by adding a cost to it.
Wait, is this actually being discussed? Applying a cost to our sustain skill is a terrible idea. Warden sustain is already horrendously bad (at least for Stam) compared to literally any other DPS class. I swear, the more I see of Warden changes (or lack of) and proposed alterations to bring "class identity", the more I am forced to accept that Zenimax is literally just chucking darts at a board and praying something sticks. The lack of direction and thought is just staggering.
Skjaldbjorn wrote: »ESO_Nightingale wrote: »Also i'd rather remove netch's auto purge than have it be nerfed by adding a cost to it.
Wait, is this actually being discussed? Applying a cost to our sustain skill is a terrible idea. Warden sustain is already horrendously bad (at least for Stam) compared to literally any other DPS class. I swear, the more I see of Warden changes (or lack of) and proposed alterations to bring "class identity", the more I am forced to accept that Zenimax is literally just chucking darts at a board and praying something sticks. The lack of direction and thought is just staggering.
thadjarvis wrote: »PvE Magden:
[*] Bloodthirsty does not apply to anything the bear does. Why the *$&# is that the case?
[/list]
thadjarvis wrote: »Apologies for dyslexic prose. I am unable to edit on this device
thadjarvis wrote: »@Skjaldbjorn
Shalks: for me is the defining aspect of Warden DPS for me. It's what makes warden feel different...lining it up for max AOE damage. The change you suggest seems like it would be more passive like Solar Barrage. Seems less engaging. Secondly, it would hurt ranged Stam and Mag warden's if made into melee range. Mag morph could still be ranged, but bowden's are pretty popular (in the past).
Yes BoP doesn't help stamden, but it does magden in the mag heavy trials: AS, CR, SS portals. That's important bc we aren't great in stacks, so this let's us shine outside at least. Take that away and the one area we exceed others goes away. PvP too. Like the idea but more thought would have to go into how lack of berserk affects those wardens.
Sustain passive buff would be a size-able tankden buff to be aware off.
ESO_Nightingale wrote: »i'd give some quality of life changes to bear, dive and nature's grasp. making dive's 7m+ range minimum, into a maximum instead, so you can off balance closer targets without having the unreasonable penalty of needing to create space, and i'd change screaming cliff racer's morph effect too as it would be contradictory. with natures grasp, i'd make it's speed consistent across all of the morphs. not just bursting vines. i'd also ask for bug fixes to it. with bear, i think having 1 morph be the single target claw ultimate only would go a long way, of course, i'd ask for the soul trap treatment to wild guardian.
Skjaldbjorn wrote: »ESO_Nightingale wrote: »i'd give some quality of life changes to bear, dive and nature's grasp. making dive's 7m+ range minimum, into a maximum instead, so you can off balance closer targets without having the unreasonable penalty of needing to create space, and i'd change screaming cliff racer's morph effect too as it would be contradictory. with natures grasp, i'd make it's speed consistent across all of the morphs. not just bursting vines. i'd also ask for bug fixes to it. with bear, i think having 1 morph be the single target claw ultimate only would go a long way, of course, i'd ask for the soul trap treatment to wild guardian.
Flipping the range requirement doesn't really solve the central problem with the birds bleed. Having it linked to off-balance is a terrible idea in general. Off-balance is so randomly applied. Being able to apply it ourselves is useful in solo or possibly dungeon content, but in trials it's just as likely to already be on CD and that continues to warp our rotation beyond anything feasible or pleasant to play.
They just need to cap the bleed stacks and let them trigger through a means other than off-balance. It was a bad idea when they did it and with testing, that hasn't changed a bit.
To be perfectly honest, there's been a lot of balance blunders over the years, testing new ideas and generally experimenting, but the bleed stacks tied to off-balance is legitimately one of the most clueless, pointless changes I have ever seen. It's literally a luck check. If you happen to be on front bar when the boss is OB, awesome! If not, you can't feasibly abandon every cooldown you have running to spam birds. It's nonsensical. It's backwards thinking.
In all the 20+ years i've spent playing MMOs, I can not think of a single skill change that missed the mark so hard. Good idea, possibly the worst implementation I have ever seen.
ESO_Nightingale wrote: »i don't play stamden too often and therefore i didn't suggest anything to fix cutting dive. i don't think the thing was thought out well at all though. the bleed idea is interesting but really badly implemented.
but yeah i told rich lambert that it should either have a flipped requirement or something entirely different. a flipped requirement is much less punishing though because you don't have to create space by backing up. most fights especially in pvp are fought in really close quarters.
Skjaldbjorn wrote: »ESO_Nightingale wrote: »i don't play stamden too often and therefore i didn't suggest anything to fix cutting dive. i don't think the thing was thought out well at all though. the bleed idea is interesting but really badly implemented.
but yeah i told rich lambert that it should either have a flipped requirement or something entirely different. a flipped requirement is much less punishing though because you don't have to create space by backing up. most fights especially in pvp are fought in really close quarters.
To be candid I think that's part of the problem. It doesn't seem like any of the devs or even class reps really play Stamden and it's infuriating. I get we're pretty low population and under-represented, but it just makes Stamden mains feel like the ignored and abused minority at this point. A flipped requirement sounds good in theory, but leaves the exact same issues in practice. There's got to be more input from actual Stamden players if anything is ever going to get resolved. Stamdens have essentially been in limbo since release.
ESO_Nightingale wrote: »Skjaldbjorn wrote: »ESO_Nightingale wrote: »i don't play stamden too often and therefore i didn't suggest anything to fix cutting dive. i don't think the thing was thought out well at all though. the bleed idea is interesting but really badly implemented.
but yeah i told rich lambert that it should either have a flipped requirement or something entirely different. a flipped requirement is much less punishing though because you don't have to create space by backing up. most fights especially in pvp are fought in really close quarters.
To be candid I think that's part of the problem. It doesn't seem like any of the devs or even class reps really play Stamden and it's infuriating. I get we're pretty low population and under-represented, but it just makes Stamden mains feel like the ignored and abused minority at this point. A flipped requirement sounds good in theory, but leaves the exact same issues in practice. There's got to be more input from actual Stamden players if anything is ever going to get resolved. Stamdens have essentially been in limbo since release.
I know that Gina plays stam warden as of 05/04/2019.
When it comes to feeling ignored, i feel like it's the damage side of warden that mostly feels ignored as the tank and healing side regularly gets buffed. i feel like getting into arguments about what side is treated worse is pointless when we should be united.
WrathOfInnos wrote: »A lot of good points in this thread. I like the idea of more Frost damage skills. The concept of Warden being the Frost mage DPS class has always been disappointing when they have exactly one viable Frost damage skill (Winter’s Revenge) and cannot effectively use a Frost staff since it was made into a tank weapon. This could be solved any of several ways:
- Make Frost Staff a damage weapon again
- Make more Winter’s Embrace skills viable for DPS (maybe Northern Storm could be an offensive morph, it would have to be superior to Eye of the Storm for damage and competitive with the Bear to see any use)
- Change the damage type on some of the Animal Companions skills to Frost (this wouldn’t help the visual aspect of Frost magic, but would at least help make sets like Winterborn and Ysgramor viable on the class)
thadjarvis wrote: »Not yet, conversation started from stamden's current position, and I chimed in on vague AOE DoT change which expanded into everything Warden DD. The thread may have jumped the gun on the purpose of the forum I guess (disscussing current), but PTS details should be coming out any day now.
thadjarvis wrote: »@WrathOfInnos Good point on HoF indeed with Lokk. But if it procced on 4 (3+self) I wonder how it would compare to lokk. In an advanced coordinated group 4 HoF sets could maintain 80-90% slayer uptime without Lokk (multi stack fights eg Yoln, AS). Wonder how that would compare to lokk especially if not a total stam group.
Also consider there may be a new stam trial set that beats Lokk or at least (new set on some) + (HoF sets on some) > all in Lokk.