Arctic Blast has always been an issue since it's second iteration back in murkmire, and to this day in High Isle, it remains one. This patch arctic blast recieved some significant balance changes which are genuinely awful, this will be covered in the post in detail.
during the PTS cycle, There were several threads created. People other than myself such as
@MashmalloMan @Mr_Stach and
@SEINTDARKNESS (and MANY others) were instrumental in maintaining threads in order to bring up the issues and keep them on the radar. Instead, ZOS entirely ignored our posts for over a month during the cycle and didn't give a single comment about it. There's a lot of people who tried out their wardens in pvp this patch or on PTS and felt like the arctic blast change was a destructive nerf. This has gotten to the point that we will now continue to bring it up every patch and PTS cycle until it is addressed in some form. Warden still lacks fundamental tools that other classes have.
Here is a list of every ignored warden thread that us wardens created during the pts cycle that had gained major support.
This post is intended to be a call to action for ZOS as well as to inform people what is happening with Arctic Blast this patch.
@ZOS_Kevin (thanks so much for your response to my comment about passing on the sentiment)
@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam
Arctic Blast's Changes and their repercussions
This morph now requires enemies to be damaged 5 times in order to be stunned, up from 3.
Reduced the duration of the stun to 3 seconds, down from 4.
Increased the duration of the stack counter to 3 seconds, up from 1.
Developer Comment:
Right now, this ability is offering too much offensive nature for the Warden, allowing them to line up their burst perfectly with Scorch to remove counter play. By increasing the stack count required, there should be less of a guarantee with this combination and require more reactive play from the caster, while the increased duration of tracking helps also reduce the ease of counter play by backing off for 1 second from the Warden to completely avoid the stun.
To be frank, this developer comment does not accurately reflect how warden plays at all. In ZOS's theoretical perfect situation, you "remove counterplay" by perfectly lining up arctic blast with your scorch burst. That statement
FULLY ignores that you can simply to move out of their line of sight and/or cc them within the
very generous window given. Scorch by itself has counterplay too, by moving away from the front of a warden, shalks immediately cannot hit you. You have to put more effort behind playing a warden due to it's predictability. This is especially so for magicka warden as it is weaker than stamina warden. This makes it far harder to be as effective as any other class in the game paticularly in solo. It's also confusing to me how they say that you can remove counterplay with it(?) but then they make a balance change to make it harder to counterplay(?).
what these changes do, is:
- Make the stack counter for the stun so incredibly obnoxious to use that accurately timing it is a lot harder than it was even last patch given the counterplay issues
- Reduces counterplay potential from enemies by increasing the stack duration to 3 seconds from 1 meaning that enemies are more likely to be stunned by arctic blast, but not reliably so with a combo, giving the target free cc immunity.
This only exacerbates the issue where it was frustrating to fight against and to use as the caster of it. These changes are awful for anyone in the situation where arctic blast is being used.
Examples of how the skill currently works as of the high isle patch:
Here's some opinions/thoughts from 3 PvP Content Creators shared in their patch note/ class review videos:
WHAT DO WE NEED?
Arctic Blast was our only class stun that was
somewhat reliable and now it's not but it's somehow now even more toxic. It should be absolutely clear to ZOS, that after 2 and a half years that this iteration of arctic blast (AB3.0) should not remain in the game. It
requires a rework as soon as possible. Crystallised Slab gets a mention here as it just recieved a stun, which doesn't address our pain points, while being even more toxic to fight against. We do not need more reactive stuns that make us annoying to fight. we need an offensive, on demand ranged stun that we can actually use to line up our burst combos.
For those 2 and a half years we have been asking for a ranged on-demand class stun. Arctic Blast's second iteration (AB2.0) was able to do that. But there are reasons why we complained about the old version. The issue with old AB2.0 was that it removed the damage that we really liked from it, while the direction followed through by ZOS from murkmire to scalebreaker was that they wanted to double down on that morph keeping a hp based heal on it, instead of damage which was not needed or wanted. The skill's main priority was to stun in pvp, so having a weak tank heal on it with no damage whatsoever made it really bad compared to it's competition, which, at the time was shock clench and block cancelled vampiric drain. Now, we don't have a single one of those anymore.
WHAT SHOULD BE DONE?
here is what should happen to solve various PvP AND PvE issues.
Arctic Blast:
- Remove the existing stun effect from arctic blast
- Remove the healing entirely from the arctic blast morph(This will be addressed soon)
- Double the duration of the frost damage cloak effect to finally allow it to be used in pve situations as a damage dealer
- Either:
- Add back the Arctic Blast 2.0 projectile stun (that can be blocked) when you cast the skill, as a seperate component to the frost damage cloak, and add some frost damage to the projectile.
- Add a line moving area of effect frost tornado that travels forward in the direction you face, dealing damage to enemies it passes through, and stunning(can be blocked) the closest one to you. this would act as a seperate component to the frost damage cloak.
Because of the removal of arctic blast's healing, and the general weakness of self healing within the kit, it needs to be re-incorporated back elsewhere. Probably the easiest option here is Fungal Growth as it is a green balance skill focused on burst healing with the same cost as other class's single target burst heals.
Fungal Growth and it's morphs:
Increase the healing done by fungal growth and it's morphs to the caster by 15%
INTENDED RESULTS
Arctic Blast:
PvP: This will allow the wardens to reliably control when they want to stun their opponent and be enabled to make combos, this will make the warden less annoying to fight against as well as less annoying to play as, as they no longer randomly stun enemies whenever they're close to them, instead, they have to make a calucated attempt to aim at their enemies and stun them. this will allow them to more easily finish off their oponents which they currently struggle to do.
PvE: This will finally allow Arctic Blast to be a usable skill in pve frost dps builds, as currently warden only offers a single skill with winter's revenge. this will also increase their number of viable non ultimate damage skills from 4, to 5 and synergises well with skills such as frost pulsar.
Fungal Growth:
PvP: This change allows wardens to finally have a solid wep/spell damage scaling self burst heal within their class kit which will aim to increase their surviability in solo environments as well as generally just be good. Enchanted Growth becoming a viable skill to run also means that they will have a bit less of a struggle sustaining as they will gain access to minor recovery bonuses. It should be noted, that the suggestion of changing the healing scaling of arctic blast to wep/spell dmg and max stats is unnecessary as the class already has an entire healing line already.
PvE: this will mostly only have an effect on solo builds or pve healers, and as such, doesn't have too much of an impact especially on healers as healing numbers are generally not a problem.