I wanted to bring up this lesser used morph as it is a skill that has similarities to recently changed and implemented skills, however it seems to have been forgotten.
Recently during Scribes of Fate, one of the goals of that patch was to implement "some long-time coming reworks to abilities or traits that had been languishing in weird states of balance for a while." i understand that there is not enough time to touch every single problematic morph or skill so i don't want to seem like i'm complaining that nothing has been done because it's understandable. But i simply want to bring some attention to frozen gate and it's morphs so that potentially they may recieve some changes in the future to benefit wardens who want to use them. this goes for tanks as well as damage dealers, which i'll get to later, but first i wanted to cover a general issue that has been brought up since last patch.
Taunting with a Pull
Abilities and item sets that pull a singular target will now also attempt to taunt the target for 15 seconds if they are not already affected by a player taunt.
This applies to the following sources:
Beckoning Armor
Fiery Grip and Unrelenting Grip
Silver Leash
Swarm Mother
Developer Comment:
In a previous update, we removed a feature referred to as “soft taunt” that was seen on a few of these sources, which at the time was actively causing complications with targets becoming taunt immune or tauntable. We’ve found a much better long-term solution after investigating this for a while, with a lot less weird hitches or interactions. Now when you use an ability against a target, it will check if the target is already taunted; if they are not, it will taunt them. If they are already taunted, it will continue to pull the target and all of the other listed effects, but the taunt from the pull will not apply. This should help give more power of control to those who need to taunt targets, while simultaneously allowing non-tanks to still utilize these abilities without getting clobbered in situations such as the Twins in Maw of Lorkhaj.
We are just wondering why Frozen Gate and it's morphs aren't added to this list, as it is an ability that pulls a singular target.
Frozen Retreat's Use Cases
Firstly, as i'm sure many people may be aware, there are 2 morphs for every skill. Frozen Gate has Frozen Device and Frozen Retreat as it's morph options. Here they are:
Frozen Retreat sounds great on paper. a useful tool to save an ally in a sticky situation, however, it just doesn't hold up unless that you are in a situation where you are 1, isolated from your group but within 28 meters, 2, are unable to run back to them and 3, cannot save yourself or be healed through the situation, this is when it would see it's greatest use, however i, personally have never encountered a situation where the tank would be able to use the pull to save me. Additionally, the 28 meter range stipulation heavily cripples it's potential use for this situation. Even in pvp, the synergy's range remains at 28 meters. I have never once seen a tank EVER use this morph in a dungeon or raid over Frozen Device as Major Maim has more potential to be useful than Frozen Retreat. I will add that the only situation i ever encounter Frozen Retreat, is within major cities, and people using it to meme. From my many years playing this game, i can honestly say that people do not know that this morph exists and therefore i make the case that it is time for some change with this morph. I have some additional words about this utility going forward when the Arcanist is introduced into the game.
Arcanist's Passage Between Worlds
With the Release of the Necrom Chapter, we will recieve the Arcanist. Arcanist has some very interesting utility, but i'm only interested in Passage Between Worlds today.
Passage Between Worlds is more specialised as a support skill as it offers no healing, defense/damage boost or a Pull like Frozen Retreat, however it provides a very similar thing that Retreat does without the limitations present. Passage Between Worlds creates 2 portals, this means that whenever the portal is taken, it isn't directly to one player which may be in an extremely hostile situation, the portal allows for Targeted Teleportation. Targeted Teleportation is far more useful as it can be used to bridge gaps/damage walls not already crossed by the group or, it can teleport you up ledges in pvp to allow you to escape easier without having someone already present up said ledge. it's simply more versatile and Arcanist does a far better job at ally transportation. I think there's an argument to be made that Frozen Retreat underperforms in this area to such an extent that it's more worthwhile to take the morph that applies major maim when you already have a source of major maim from your Frost Clench taunt. this brings me to my suggestion.
What could be done?
I believe that Frozen Retreat and Frozen Device should be combined into one morph. I know people who use Silver Leash over Frozen Device as they prefer a less janky and slow pull, however, with an added synergy that may occasionally help, it could convince some people to run the skill in more situations and it doesn't get rid of the morph for those few people who enjoy using it despite it's flaws, a change like this would only serve to help the synergy be used as currently it is not worth it in most situations, so i can predict some creative uses that may stem from it being more accessable.
In it's place, i believe that one of the morphs should be reworked slightly to instead no longer immobilise or pull enemies and have a slightly longer arming time, but instead to deal significantly increased damage to enemies at low health as an execute ability. Arctic Blast, Frost Reach and Winter's Revenge all are the opposite morphs to tanking focused ones. Because of this, both morphs are used and appreciated by their audiences. And as the morph options are quite weak on frozen gate, combining them into one would not effect the balance of the skill other than to make it more enticing and fun for the group to use.
a change like this makes the skill extremely challenging to use in pvp environments as it requires placement on the ground, an arming time and a set health % in order to gain it's maximum benefit and movement prediction. I am well aware that wardens are currently strong right now in pvp which this suggestion aims to avoid. it should provide noticably less benefit in pvp than in pve, where currently, warden damage dealers struggle compared to stronger classes. In addition, a rework like this allows frost wardens to gain another frost damage skill which heavily benefits the fan favourite frostbite set, more viable frost damage sources in frost warden's kit means that the set is able to do more work and potentially might be able to beat other overused sets. Another benefit that this execute rework would provide is being another source of mastery now that our shalks time management mini-game was removed.
The goal with the scorch changes may have been to lessen warden's buff management, however the problem that created was dumbing down warden's kit. As now with no shalks to manage every 3 seconds, we simply spam our spammable more than ever which isn't exactly engaging gameplay. however gameplay in execute range could be significantly more inticing and fun if optimal gameplay was to weave reworked frozen retreat and our spammable between recasting our damage over time skills and scorch. There may exist the option to instead create a new mini-game for wardens to manage in order to gain optimal damage output. frozen retreat could do this if reworked. (minigames refer to skills other classes have such as nightblade's assassin's will, sorcerer's bound armaments, dragonknight's molten whip or templar's power of the light.)
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