Skjaldbjorn wrote: »
2. In PVP, this passive may be useful. However, according to my understanding, 500 Pen = ~1% damage. Feel free to correct me here, but this is the math I recall. If that is the case, effectively, in PVP the two passives are roughly equal. In any other medium where pen is applied by other sources, this is a direct nerf.
Skjaldbjorn wrote: »
2. In PVP, this passive may be useful. However, according to my understanding, 500 Pen = ~1% damage. Feel free to correct me here, but this is the math I recall. If that is the case, effectively, in PVP the two passives are roughly equal. In any other medium where pen is applied by other sources, this is a direct nerf.
660 is 1%. This a nerf, through and through, for both PvE and PvP.
They nerfed our damage passive and then nerfed our skills.
Biggest slap in the face to a class that already is at the bottom of the pack.
Skjaldbjorn wrote: »So it's actually even worse than I thought rofl
This also removes the ONLY damage buff that Stamden has. Piercing Cold is the standard damage buff that you find across most the other classes increasing X damage type by Y%. But Warden rocks Frost and Magic for some making Stamden entirely reliant on outside sources fir damage buffs.
Skjaldbjorn wrote: »This also removes the ONLY damage buff that Stamden has. Piercing Cold is the standard damage buff that you find across most the other classes increasing X damage type by Y%. But Warden rocks Frost and Magic for some making Stamden entirely reliant on outside sources fir damage buffs.
I just fail to grasp what logic is being used on a dev team when their solution is "Let's make a passive that can only get progressively worse the more organized the group is!"
starkerealm wrote: »Skjaldbjorn wrote: »This also removes the ONLY damage buff that Stamden has. Piercing Cold is the standard damage buff that you find across most the other classes increasing X damage type by Y%. But Warden rocks Frost and Magic for some making Stamden entirely reliant on outside sources fir damage buffs.
I just fail to grasp what logic is being used on a dev team when their solution is "Let's make a passive that can only get progressively worse the more organized the group is!"
I'm basing this on the Nightblade buff, but my suspicion is that a lot (though, not all) of the class balance changes are a "motivated" by, "personal experiences in PvP," by members of the combat team.
I don't see how these are improving balance, I just see them stacking the deck for Nightblades.
500 pen = 1% is for PvE since all enemies are level 50.
660 pen = 1% is for PvP since players go above level 50 to level 66 (CP 160).
I mean if the damage is an issue let's adjust things around a bit, also add in some things I've been bouncing around for a few days.
Advanced Species:
1% Crit Chance and 1% Damage done per animal companion skill slotted.
Icy Aura:
Activating a Warden ability increases Armor Penetration by 1200 for 15 seconds.
Biting Cold:
Increase Frost and Bleed Damage by 10%
I mean if the damage is an issue let's adjust things around a bit, also add in some things I've been bouncing around for a few days.
Advanced Species:
1% Crit Chance and 1% Damage done per animal companion skill slotted.
Icy Aura:
Activating a Warden ability increases Armor Penetration by 1200 for 15 seconds.
Biting Cold:
Increase Frost and Bleed Damage by 10%
The thing is, the damage wasn't an issue. Wardens were not over-performing.
I mean if the damage is an issue let's adjust things around a bit, also add in some things I've been bouncing around for a few days.
Advanced Species:
1% Crit Chance and 1% Damage done per animal companion skill slotted.
Icy Aura:
Activating a Warden ability increases Armor Penetration by 1200 for 15 seconds.
Biting Cold:
Increase Frost and Bleed Damage by 10%
The thing is, the damage wasn't an issue. Wardens were not over-performing.
I mean if the damage is an issue let's adjust things around a bit, also add in some things I've been bouncing around for a few days.
Advanced Species:
1% Crit Chance and 1% Damage done per animal companion skill slotted.
Icy Aura:
Activating a Warden ability increases Armor Penetration by 1200 for 15 seconds.
Biting Cold:
Increase Frost and Bleed Damage by 10%
The thing is, the damage wasn't an issue. Wardens were not over-performing.
I know that damage wasn't an issue, Warden's weren't overpowering dps charts or pvp. Zos just decided to do something.
But if they were to change something, this is how I would do it, rework the nearly useless icy Aura passive, remove the magic damage and add bleed for Stamdens. I also think the crit chance is nice for general purposes, especially Brittleden setups.
francesinhalover wrote: »From what i understand % extra dmg has diminishing(...is that how you write the word?) returns.
Pen doesnt.
When ppl have trial sets that increase dmg
by 5% on dungeons trials and arena.
What ppl actually get is around 3%.
Anyways, hopefully im wrong
francesinhalover wrote: »From what i understand % extra dmg has diminishing(...is that how you write the word?) returns.
Pen doesnt.
When ppl have trial sets that increase dmg
by 5% on dungeons trials and arena.
What ppl actually get is around 3%.
Anyways, hopefully im wrong
it all depends on when the percentages and bonuses are applied
a great example of this is cost reduction % vs cost reduction enchants.
the cost reduction enchantment is applied before the cost reduction passive, so to keep the math simple, say a skill costs 1000 mag and you have 100 cost reduction.
now the skill costs 900
now lets say the skill had 20% cost reduction.
900 - 20% = 720.
however without the enchantments
1000 - 20% = 800
so the cost reduction enchant only reduced it by 80, not the advertised 100.
you have the same issue in reverse with damage% increase. because of the ordering of damage increases applied, the final tool tip isn't increased by 5%, in real terms you end up with 3%
ESO_Nightingale wrote: »1%wep spell dmg and 1% crit chance would be really nice.
10% frost and bleed would be fantastic if they swapped our mag dmg animal companions skills to frost damage. Eviscerate on vampire should deal bleed.
ESO_Nightingale wrote: »1%wep spell dmg and 1% crit chance would be really nice.
10% frost and bleed would be fantastic if they swapped our mag dmg animal companions skills to frost damage. Eviscerate on vampire should deal bleed.
MindOfTheSwarm wrote: »ESO_Nightingale wrote: »1%wep spell dmg and 1% crit chance would be really nice.
10% frost and bleed would be fantastic if they swapped our mag dmg animal companions skills to frost damage. Eviscerate on vampire should deal bleed.
To be honest though, I think Warden needs a rework anyway. No one uses birds, shalks are the crutch for the class, bear is also required, most morphs don't get used. It feels almost like a half class. The entire thing needs looking at again. I would say the same for Necromancer, too. I never understood why each line was dedicated to a specific role, and then they tried that philosophy to the older classes and now they feel a mess too.
Honestly, who is in charge of the decision making when it comes to managing the classes and skills. I cannot express how much I hate with a passion this standardization nonsense. I haven't touched the game since this PTS, I will wait to see what happens. But knowing ZoS history for not listening to players, I think I know what the future of my role in this game will be.
Skjaldbjorn wrote: »francesinhalover wrote: »From what i understand % extra dmg has diminishing(...is that how you write the word?) returns.
Pen doesnt.
When ppl have trial sets that increase dmg
by 5% on dungeons trials and arena.
What ppl actually get is around 3%.
Anyways, hopefully im wrong
How they handle additive percentages is kind of odd. I have yet to see any definitive math behind how it actually works. But if we read it as the tooltip, we can at least use a related value. Either way, it's the only passive in the game where being in more and more optimized, organized groups is actually a nerf. The passive gets worse. You're not rewarded for optimizing. You're punished for it.
Whether you agree with the premise of Penetration being worse in organized groups or not, the change of Damage to Penetration is a Nerf in PvE, especially if you're running light armor. In PvP it's a big different because Penetration is more important against so many people running heavy armor.
This 1 rework is making the rest of the general nerfs worse for Warden.