They could've made Screaming Cliff Racer into an execute instead of a spell damage buff, that would've helped.
And yes I fully agree that there is a big issue with penetration in ESO atm - it's this games equivalent of hit rating and when you consider that viewpoint you'll notice why it's a bit silly to let a character easily reach 115% hit chance in a place where 100% is the limit.
6500 from light armor
700 from cp
11k from a tank
The entirety of the passive is lost for Magdens, which is a serious issue in terms of damage (essentially 10% damage lost for no reason). If they dont wish it to be overall damage, they can definitely do something better.
I wont address the other points because if people fight over EVERYTHING it gets lost in the noise - ZOS would revamp everything, so pick 1 issue and focus on it to get it fixed.
Also not to mention the cutting dive morph isnt even a consistent dot. It stops applying the dot at all when the dummy is off balance. How was this one thought through???
PrinceShroob wrote: »The patch notes provided no explanation for the Advanced Species change.
If it was due to not wanting “uncapped” damage boosts, 1. that is inconsistent with Fighters Guild and Sorcerer passives providing “uncapped” Weapon and Spell Damage, but 2. a potential compromise would be to swap Flourish’s functionality with Advanced Species’: Advanced Species becomes a flat damage boost for slotting one Animal Companions ability while Flourish would provide Stamina and Magicka Recovery for each Animal Companions ability slotted.
If it was due to wanting the passive to be in parallel to Frozen Armor, that’s completely idiotic.
Given that Wardens are essentially playing without a class passive die to Penetration’s uselessness, this should be addressed in an incremental patch, frankly.
llBlack_Heartll wrote: »
Nexxperumbra wrote: »U35 has completely ruined magdens. Magdens had already lost damage prior to U35, but they were still in an alright spot, and I was content with their output during U34. I often run perfectas, and prefer my magden to do so, as they're beneficial to the group, and have decent group healing/buffs compared to my blade. I prefer four man content, as I find it to be more reliant upon personal skill, whereas trials are more of a group as a whole. I often run thrassian in content, so I often will parse with thrassians (for my own amusement, and to see what I can do, I'm aware people don't accept thrassians on parse) to see what I'll be hitting at max stacks. I am on console, and while running kinras/whorl/thrassians and double inferno, I could put out 112k on my magden on the 21mil. I could push that to 120k with daggers, but I rarely use daggers in actual content, so I prefer to parse with staff as that's what I'll be using. Using this same setup on U35, my magden (with 50 stacks) hit 99k on the new inflated dummy. People have mostly agreed that the damage loss for the new dummy is around 20%, so that'd be right at 20k from the 99k, so a magden running max thrassians isn't even hitting 80k DPS anymore, which is honestly just depressing. I moved to the new meta to see what could be done, siroria/pillar/kilt/kjalnar and the most I've done with my magden thus far is 93k on the dummy, which is even worse than before. (I also ran pillar on the body, 5m 2light to counter excess penetration and damage loss from passives) If I replace the kilt with thrassians, I can likely push that number higher, but for a lot of people, they don't want to use thrassians, or run daggers, or a 2h backbar. As a magden I want to use a staff, and we should be able to do comparable damage to our stamina counterparts. The loss of our passive dmg% is a large factor in this. With light armor, I'm sitting at about 13k base penetration, and for what? That's entirely wasted. I am to run my magden in all medium to somewhat counter this, use daggers and a 2h, then I'm not really a magden am I? I'm aware hybridization is a thing, but I dislike these changes, and they've crippled my class unless I want to change to stam based magden, which I dislike compared to their magica counterparts. I'll be trying out different set combinations and racking my brain to make up the loss of damage, but the amount of transmutes and gold I have to put out to try and make my class even worth playing after a patch is ridiculous. Games should be enjoyed, and presently, that isn't what I'm doing. Revert U35 changes to Warden, and preferably all of them as a whole, but I'd settle for Warden.
llBlack_Heartll wrote: »
I was wondering the same thing until the moment I thought "Cutting Dive might actually be a really good ten second DoT rather than a spammable, I should try that.. oh wait, the Off Balance penalty." That's when it hit me - the condition makes the DoT uptime much more tricky if you're not spamming it, and I bet that's why it is the way it is.
llBlack_Heartll wrote: »llBlack_Heartll wrote: »
I was wondering the same thing until the moment I thought "Cutting Dive might actually be a really good ten second DoT rather than a spammable, I should try that.. oh wait, the Off Balance penalty." That's when it hit me - the condition makes the DoT uptime much more tricky if you're not spamming it, and I bet that's why it is the way it is.
Exactly what I thought. I put it in my back bar as a Dot and changed my spammable to the Fighters Guild Silver Shards. But yeah realised it’s limitations.
boi_anachronism_ wrote: »Thing is folks used to slot animal skills for the extra damage. For mag users that is pretty unappealing now as the extra pen is useless in group content and with cliff racer being so clumsy why use it. Just go for an off class skill.. which then leads us back to dps wardens having no class identity. Basically you will know them by their netch. That's about it. Other then that, well wardens are now effectively pigeon holed into support roles.
ESO_Nightingale wrote: »boi_anachronism_ wrote: »Thing is folks used to slot animal skills for the extra damage. For mag users that is pretty unappealing now as the extra pen is useless in group content and with cliff racer being so clumsy why use it. Just go for an off class skill.. which then leads us back to dps wardens having no class identity. Basically you will know them by their netch. That's about it. Other then that, well wardens are now effectively pigeon holed into support roles.
i seriously want to know why they made such a crippling change. it's not like they gave us an insanely strong new damage ability. arctic blast is barely *viable* so it's not paticularly amazing either.
Klingenlied wrote: »ESO_Nightingale wrote: »boi_anachronism_ wrote: »Thing is folks used to slot animal skills for the extra damage. For mag users that is pretty unappealing now as the extra pen is useless in group content and with cliff racer being so clumsy why use it. Just go for an off class skill.. which then leads us back to dps wardens having no class identity. Basically you will know them by their netch. That's about it. Other then that, well wardens are now effectively pigeon holed into support roles.
i seriously want to know why they made such a crippling change. it's not like they gave us an insanely strong new damage ability. arctic blast is barely *viable* so it's not paticularly amazing either.
I guess they kinda have lost vision AND understanding of their own game. Penetration for mag never was an issue, reaching 100% was incredibly easy for what feels like an eternity. So of course, adding even more penetration would be adding dead stats to any class that runs a mag spec.
For arctic blast, it is "weird"? It is good for PvP. It is freakin expensive. It kinda is awesome for stamdens in melee. It's getting useless if you want to use it with bows unless you go for bow melee range. So yea, Warden is so strange those days.
boi_anachronism_ wrote: »Thing is folks used to slot animal skills for the extra damage. For mag users that is pretty unappealing now as the extra pen is useless in group content and with cliff racer being so clumsy why use it. Just go for an off class skill.. which then leads us back to dps wardens having no class identity. Basically you will know them by their netch. That's about it. Other then that, well wardens are now effectively pigeon holed into support roles.
FrancisCrawford wrote: »boi_anachronism_ wrote: »Thing is folks used to slot animal skills for the extra damage. For mag users that is pretty unappealing now as the extra pen is useless in group content and with cliff racer being so clumsy why use it. Just go for an off class skill.. which then leads us back to dps wardens having no class identity. Basically you will know them by their netch. That's about it. Other then that, well wardens are now effectively pigeon holed into support roles.
+400 spell power from Birds before Major Sorcery and so on is something. Except that it's a lot less against a solo boss ...
I don't think SCR would go through with that stacking bonus just for using it. On DK you have whip that gives you 150/stack up to 3 stacks when you cast OTHER ardent flame ability. Nightblade with Grim Focus - 5 stacks but you either keep them for a passive boost or you shoot a powerful arrow dealing a lot of dmg and being and important part of nb's burst dps. What I'm trying to say is that it could add weap and spell dmg but not just by casting it at any condition, giving it 100% uptime without any effort. Too op.
About the netch: Icereach isn't the only problem. Scalecaller Peak, last boss HM. If you choose to go to the geyser (the pool) with the netch active and the cleanse happens - you'll be free from it and with a bad timing you'll get killed by the boss' aoe. Can just not use it but hey, that's not the point.
I also must say I don't really like that Winter's Revenge deals more damage with destruction staff. I'd love that skill to be equally effective on any weapon or even without one.
100% agree!Here's my wishlist for Warden in no particular order (PVE oriented):
- Advanced Species needs to be moved off stats that cap. Crit chance, flat damage % like before, or weapon/spell damage.
100% agree![*] Cutting Dive needs to be re-thought: it seems to me that the off balance condition is only there to stop us from just using it as a DoT. And, it feels really weird that the OB effect it procs actually hurts the skill.[*]
100% agree![*] Screaming Cliff Racer is no longer fighting Scorch now that it doesn't scale on range, which is great. However, now it's fighting Arctic Blast with the OB proc being outside the 6 meter range. IMO this skill really needs to stop directly conflicting with other skills in the Warden kit.[*]
I think requiring this skill for triggering our in class passive for sustain is a problem in itself. Once you stop playing bear, this just doesn't work any longer in solo content. Once this is fixed however, we might even be less inclined to slot this skill. So yea, it is kinda lackluster but still forced on us.[*] Lotus Flower should just rank up to 60 seconds at base. Green Lotus increases the healing and adds a target as on live, Lotus Blossum gets some unique damage source attached to light attacks or something like that. If ZOS wants Warden DDs to run this skill it needs to do more than give the potion crit buff and proc Nature's Gift.[*]
Whatever they do, with it, everything damage related will be better than the original effect![*] Frozen Retreat is renamed and converted into a damage skill. Reduce the cost and only one gate can be summoned. Gate lasts 15 seconds and spawns up to 3 frost damage projectiles within 15 meters every 5 seconds. Yes this is just Flames of Oblivion centered on a gate rather than the caster but I'd take it. [*]
100% agree![*] Winter's Revenge needs the destruction staff condition removed and damage at base increased a bit. If they want to give it a procced damage increase then tie the condition to something that is not the gear we're using (i.e. enemies recently chilled take x% more damage from this skill)[*]
Skill is bad by design. Sadly. Don't know how to really fix it. The best way I could think about being two morphs and making the heal one expensive. So let it cost "really much", give it a shield and a hot component and it would work. For the other morph, go with a poison themed "charge" that is a dps skill. Stamden with build in gap closer? People would love this.[*] Nature's Grasp and morphs: the healing values need to account for the fact that the skill needs to be aimed and moves your character into harm's way a lot of the time.[*]
This would be very good for balance purposes. Taking power off Artic Blast and transfering it to Slab .. yea, like it.[*] Take the stun off Arctic Blast and increase its damage a bit or reduce its cost (or heck, both?). Turn Crystallized Slab into a proactive stun.[*]
This one is easy to make awesome. Make the debuff AE and done.[*] Growing Swarm needs to offer something more than a bit of AOE damage and a bleed stack for Dro'Zakar's Claws. Right now it just doesn't seem to compete with Fetcher Infection. [*]
I would be more extreme. Make netch passive, make the cast for purge active while retaining the regen on the passive.[*] Take the passive purge off Netch, keeping the purge of one effect on cast, and increase the duration a bit while returning the same amount of mag/stam per second.[*]
Wardens are pretty strong in PvP right now. I would not boost them further, especially not in the cc department. The best thing to do about it would simply be percentage based damage reduction.[*] Icy Aura needs something more useful especially now that wings gives snare/immobilization removal. What about 'Increases the duration of snares and immobilizations on targets by 1/2 seconds'? Just spitballing here as I'm sure this suggestion could be really rough for playing against Wardens in PvP. [*]
Disagree on that. This would devalue builds stacking recovery already and devalue bretons or redguard and wood elf even farther.[*] Flourish should be a flat amount of recovery instead of a percent. Like 100/200 mag and stam recovery or something.
Klingenlied wrote: »#1: Very old issue, especially important for solo play: Nature's Gift passive. As long as this one is tied to healing an ally, Wardens in general will have significant issues sustaining. This is one important puzzle piece that seems overlooked too many times
#2: Natures Grasp & all it's morphs. In my eyes, this still is the most useless heal in existence of ESO ever - even more so then before with the nerfs, the current state .. it's baffling, like really, no words for this. My suggestion would be scrapping it. If you want to keep the animations, well maybe make a nature themed charge. On morphs, you can play with damage, dot damage or / and selfhealing I guess? Anyway, there are a lot of suggestions for this skill - just the way it is now ain't good.