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.
It's probably still a nerf in PVP. People were getting enough penetration just fine with advanced species being damage boost.
the1andonlyskwex wrote: »While I'm not even sure I agree with your premise about penetration getting worse in organized groups (just change your group composition to provide different bonuses), you're still wrong about this being the only passive that provides penetration. Take a look at Necromancer's Dismember passive and Nightblade's Master Assassin passive.
Skjaldbjorn wrote: »Let me also point out, since they're "reworking" Dive and I use that word extremely loosely, on Live right now, with the Warden passive 2% as well as the frost passive 10%, the mag birds, the maximum tooltip value we can achieve from our class spammables, is still over 100 damage lower than Silver Shards, does not cleave, and offers no meaningful value unless you're far away from the target.
Warden is in a very, very bad place. They didn't need these nerfs.
Honestly, the only reason Wardens see any playtime in endgame content right now is for the Brittle uptimes.
If the nerfs go through to live next patch, I doubt anyone will still think the Brittle is worth it.
Or everyone will just swap to necro for Brittle.
Skjaldbjorn wrote: »the1andonlyskwex wrote: »While I'm not even sure I agree with your premise about penetration getting worse in organized groups (just change your group composition to provide different bonuses), you're still wrong about this being the only passive that provides penetration. Take a look at Necromancer's Dismember passive and Nightblade's Master Assassin passive.
@the1andonlyskwex Scale matters.
Necro Passive: 1,500
Warden Passive: 990 per ability slotted
Working under the assumption that the Warden is slotting bear, shalks and bugs at minimum on the front bar, that means Wardens get as value of 2,970, basically double the pen Necros receive. You say things like "change group composition", but if the group is in medium armor and includes classes that aren't Necros or Wardens, that gets real stupid real fast. Let's look at what is generally accepted as the "meta" pen setup for groups;
Crimson: 3541
Tremor = 2600
Minor = 2974
Major = 5948
Crusher = 2100
CP: 700
Total: 17,863
This does not account for the fact that most DPS are wearing one light, either. This leaves you with 337 missing Penetration. Necros end up overpenning by 1,163. However, some of that pen will be useful, as uptimes aren't perfect, and crusher can be particularly wonky and inefficient in fights with more than one target. But if we work under the assumption the group is organized, efficient and know how to place AoEs, Necros are overpenning by a fair bit.
Wardens on the other hand would be overpenning by 2,633. That exceeds both the combined values of Crusher and the missing penetration to reach cap. That's with only three skills. Were a Warden to run more, the excess and thus wasted stat gets progressively worse. Even in full medium this passive is abysmal and serves no real purpose in any form of organized content. Every single one of these armor debuffs can easily be applied even in 4-man content with minimal stress.
Penetration in general as a class passive is a completely garbage idea, honestly, and should be sent to the woodchipper.
the1andonlyskwex wrote: »Way to conveniently ignore NB's 2974 pen.
Skjaldbjorn wrote: »the1andonlyskwex wrote: »Way to conveniently ignore NB's 2974 pen.
I didn't ignore it, I compared the valid Necro passive because it is always active, much like the Warden passive. NB has a requirement. You can't flank on every boss.
the1andonlyskwex wrote: »Skjaldbjorn wrote: »the1andonlyskwex wrote: »Way to conveniently ignore NB's 2974 pen.
I didn't ignore it, I compared the valid Necro passive because it is always active, much like the Warden passive. NB has a requirement. You can't flank on every boss.
Just 90% of them...
Skjaldbjorn wrote: »the1andonlyskwex wrote: »Skjaldbjorn wrote: »the1andonlyskwex wrote: »Way to conveniently ignore NB's 2974 pen.
I didn't ignore it, I compared the valid Necro passive because it is always active, much like the Warden passive. NB has a requirement. You can't flank on every boss.
Just 90% of them...
Still a factor, though. But yes, the NB passive is cheeks. Every pen passive is cheeks. I said that. You're just using NB as a strawman. NB and Necro both have exceedingly better DPS passives outside of those pen passives.
the1andonlyskwex wrote: »So? All I did was respond to your false claim about the new Advanced Species being the only passive that gets worse in organized groups by pointing out that other classes have penetration passives too.
If anything, your bringing other passives into the discussion is the strawman here.
Skjaldbjorn wrote: »the1andonlyskwex wrote: »So? All I did was respond to your false claim about the new Advanced Species being the only passive that gets worse in organized groups by pointing out that other classes have penetration passives too.
If anything, your bringing other passives into the discussion is the strawman here.
Actually, what I said was absolutely correct. Given meta setups, Necro and Nightblade pen passives are statically bad. They can't improve, and they can't get worse. Warden passive only gets worse the more class skills you use. You're actively punished for using class skills in organized groups. How does that apply to Necros and NBs? In fact, both classes get crit for slotting their class skills.
the1andonlyskwex wrote: »Skjaldbjorn wrote: »the1andonlyskwex wrote: »So? All I did was respond to your false claim about the new Advanced Species being the only passive that gets worse in organized groups by pointing out that other classes have penetration passives too.
If anything, your bringing other passives into the discussion is the strawman here.
Actually, what I said was absolutely correct. Given meta setups, Necro and Nightblade pen passives are statically bad. They can't improve, and they can't get worse. Warden passive only gets worse the more class skills you use. You're actively punished for using class skills in organized groups. How does that apply to Necros and NBs? In fact, both classes get crit for slotting their class skills.
Everyone in this thread knows that's not what you meant. No organized group is telling you you have to slot 5 Animal Companions skills. The organized group is providing penetration, which you don't need because of your penetration passive, just like Necromancers, Nightblades, and anyone who wears a lot of light armor.
If your group is really as organized as you claim, you can figure this out. The only groups that will really be hurt by this are the ones where everyone runs cookie cutter Alcast builds because they can't be bothered to coordinate their CP and gear to achieve the optimal penetration.
In the grand scheme of things, this is a tiny nerf.
Skjaldbjorn wrote: »the1andonlyskwex wrote: »Skjaldbjorn wrote: »the1andonlyskwex wrote: »So? All I did was respond to your false claim about the new Advanced Species being the only passive that gets worse in organized groups by pointing out that other classes have penetration passives too.
If anything, your bringing other passives into the discussion is the strawman here.
Actually, what I said was absolutely correct. Given meta setups, Necro and Nightblade pen passives are statically bad. They can't improve, and they can't get worse. Warden passive only gets worse the more class skills you use. You're actively punished for using class skills in organized groups. How does that apply to Necros and NBs? In fact, both classes get crit for slotting their class skills.
Everyone in this thread knows that's not what you meant. No organized group is telling you you have to slot 5 Animal Companions skills. The organized group is providing penetration, which you don't need because of your penetration passive, just like Necromancers, Nightblades, and anyone who wears a lot of light armor.
If your group is really as organized as you claim, you can figure this out. The only groups that will really be hurt by this are the ones where everyone runs cookie cutter Alcast builds because they can't be bothered to coordinate their CP and gear to achieve the optimal penetration.
In the grand scheme of things, this is a tiny nerf.
Okay, so how exactly are Templars to achieve pen cap without those setups? DK? Sorc? Please, fill me in. Because as of this moment (as well as seemingly on PTS at this stage) the top DPS setup is Rele/Whorl. Neither set provides pen.
the1andonlyskwex wrote: »They can wear more light armor than the Necromancers, Nightblades, and (soon) Wardens.
Skjaldbjorn wrote: »the1andonlyskwex wrote: »They can wear more light armor than the Necromancers, Nightblades, and (soon) Wardens.
And then DK and Sorc will struggle to reach crit damage cap consistently. Should they race change to Khajiit too to validate your nonsense?
the1andonlyskwex wrote: »Skjaldbjorn wrote: »the1andonlyskwex wrote: »They can wear more light armor than the Necromancers, Nightblades, and (soon) Wardens.
And then DK and Sorc will struggle to reach crit damage cap consistently. Should they race change to Khajiit too to validate your nonsense?
This isn't a new problem. Groups with Necromancers and Nightblades have been dealing with it for ages.
the1andonlyskwex wrote: »If you want to rant about overall class balance, fine, but that's not why I came to this thread. I thought it was specifically about the change to Advanced Species. I'll show myself out.
Skjaldbjorn wrote: »So, just to compare, I snatched a random log from my main core. One of my raiders, who is a Stamcro, and I were the top-2 DPS in the fight.
My Shalks + Bear + Winter's = 38,588 DPS (30%)
His BB + Siphon + Boneyard = 43,832 DPS (30%)
Boneyard: 1s/10s -> 2s/20s (Damage per tick increased by 21%)
Siphon: .333ms/12s -> .666ms/20s (Damage per tick increased by 30%)
Blastbones: Unchanged
Shalks: 2 hits/6s -> 2 hits/8s (Damaged reduced by 8%) (Cost increased)
Winter's: 1s/12s -> 2s/20s (Damage reduced by 33%) (Cost increased)
Bear: Passive damage reduced by 19%. Crushing Swipe CD increased by 3s. Hemhorrage reduced from 100% to 5x multiplier.
Explain to me how this is balance. Necro was already top DPS in the live patch. Warden hovered in the mid-tier. And this is before you even account for the 2% per AC skill. That's just on top of nerfing literally everything that pushed Wardens up.

Of course this doesn't change the fact that in PvE you do run into the pen cap quickly on light armor characters and in optimized trial situations, and extra pen is completely useless once you get there. It is more than fair to point out that extra damage done or crit chance or anything else that either doesn't have a cap or whose cap is impractical to reach will always help, whereas extra pen will often not. But it is to say that assuming 990 pen always gives 1.5% extra damage and the current passive always gives 2% extra damage is not true, relatively speaking, and that the mathematical comparisons are much more complicated than those assumptions make them seem. Even in PvP the new form of the passive will sometimes outperform the current one and sometimes it will be worse. It depends on the Warden's penetration compared to the enemy's armor, as well as buffs and CP slotted, and there are very realistic situations for each case (better or worse). In that respect, though, it seems like this will not have quite as marked an impact in PvP as in PvE, where there are more cases where more pen will just not do anything at all.
Skjaldbjorn wrote: »Of course this doesn't change the fact that in PvE you do run into the pen cap quickly on light armor characters and in optimized trial situations, and extra pen is completely useless once you get there. It is more than fair to point out that extra damage done or crit chance or anything else that either doesn't have a cap or whose cap is impractical to reach will always help, whereas extra pen will often not. But it is to say that assuming 990 pen always gives 1.5% extra damage and the current passive always gives 2% extra damage is not true, relatively speaking, and that the mathematical comparisons are much more complicated than those assumptions make them seem. Even in PvP the new form of the passive will sometimes outperform the current one and sometimes it will be worse. It depends on the Warden's penetration compared to the enemy's armor, as well as buffs and CP slotted, and there are very realistic situations for each case (better or worse). In that respect, though, it seems like this will not have quite as marked an impact in PvP as in PvE, where there are more cases where more pen will just not do anything at all.
Sorry to snip your post, but wanted to quote something shorter. You made some really compelling and fair points, particularly as it pertains to how percentages actually work in ESO. It's very rare they do what they say on the tin and all that. I've even noticed that for sets like Kinras when it released and actually found it fairly underwhelming at the time compared to other options considering how high its listed damage would suggest.
But yeah, I am speaking purely from a PVE perspective. It's what I do. I have been an end-game raider for 20+ years. I have pushed world firsts in WoW. I have pushed the tippity top end-game content in other MMOs. Honestly, ESO is the worst balanced MMO I have ever played and it's not particularly close. I'm not asking for buffs to Warden or even reverts to most of the changes. Simply to do something to stop the bleeding, flip the passive to something useful in more areas and give us something back when so much was yanked away.
there are also the 950 from the wood elf racial, and the new (hopefully fixed) CP node.Skjaldbjorn wrote: »Wardens on the other hand would be overpenning by 2,633. That exceeds both the combined values of Crusher and the missing penetration to reach cap. That's with only three skills. Were a Warden to run more, the excess and thus wasted stat gets progressively worse. Even in full medium this passive is abysmal and serves no real purpose in any form of organized content. Every single one of these armor debuffs can easily be applied even in 4-man content with minimal stress.
Penetration in general as a class passive is a completely garbage idea, honestly, and should be sent to the woodchipper.
there are also the 950 from the wood elf racial, and the new (hopefully fixed) CP node.Skjaldbjorn wrote: »Wardens on the other hand would be overpenning by 2,633. That exceeds both the combined values of Crusher and the missing penetration to reach cap. That's with only three skills. Were a Warden to run more, the excess and thus wasted stat gets progressively worse. Even in full medium this passive is abysmal and serves no real purpose in any form of organized content. Every single one of these armor debuffs can easily be applied even in 4-man content with minimal stress.
Penetration in general as a class passive is a completely garbage idea, honestly, and should be sent to the woodchipper.
the point of pen in classes is that they gain stuff elsewhere. if you run necros and wardens that overpen heavily, the sensible reaction would be the decrease the average group pen (like have tanks take off tremor, meaning they can choose are more selfish or other support option) so other classes have to sacrifice some of their damage slots to hit the pen target (mundus, weapon, etc.), which would decrease their damage. an indirect nerf.
you could already do this by having them take off crimson AND tremor, then get one stam to wear alkosh.
in the end it's just a large cost/benefit calculation, influenced by which classes you run as what and where. the other way is homogenization which people are complaining about (personally I rather have some class flavor than end up with the same skill as everyone else, just in a different color).