terrible change.
imagine being a warden tank holding the boss and adds on you and needing your AB burst heal right now and you get... nothing.
imagine being a warden soloing vMA, vVH, IA, or any group dungeon, and you're being swarmed by mobs so you hit your AB to get a burst heal to stay alive while you freeze them all and you get... dead.
i could live with a 10% nerf of the heal, but either a delay of the heal or making the heal go away if anyone happens to be standing near you ruins the skill.
Skjaldbjorn wrote: »terrible change.
imagine being a warden tank holding the boss and adds on you and needing your AB burst heal right now and you get... nothing.
imagine being a warden soloing vMA, vVH, IA, or any group dungeon, and you're being swarmed by mobs so you hit your AB to get a burst heal to stay alive while you freeze them all and you get... dead.
i could live with a 10% nerf of the heal, but either a delay of the heal or making the heal go away if anyone happens to be standing near you ruins the skill.
To be fair, Warden tanks run Polar Wind, not AB.
GusTheWizard wrote: »Zos we do not want this
Requiring us to not hit a target to get the heal is terrible, pvp is all about burst healing which every class has access to, it will make this skill very unreliable in pvp forcing us to slot another burst heal, which the class doesn’t currently have.
Edit
I’m conflicted on the piercing cold I think the passive was just weird in general and the new passive isn’t any better it kills ice staff warden in one fell swoop. a change I wouldn’t mind seeing is in addition to what they’ve changed piercing cold to also add 8% frost damage while wielding an ice staff to not completely kill a play style, this way we retain some of the damage we are losing.
Another thing I think would help is changing the warden class script to freezing enemies in place rather then charming them, this is terrible to use for pvp because as a warden you want people in front of you to hit shalks but charming them makes enemies run behind you.
Skjaldbjorn wrote: »Skjaldbjorn wrote: »xylena_lazarow wrote: »Not our problem to solve, let the professional game devs at ZOS handle it, we just need to communicate that the changes to Piercing Cold and Arctic Blast are inadequate for what actually goes on in PvP and PvE.Skjaldbjorn wrote: »The only other method I can think of to give a % damage gain without it impacting PVP is to apply the new "Only to monsters" dynamic, which would equally anger PVP players.
But see, they're not. From a PVE perspective, it's fine. They could tack 2-4% frost staff damage back on, but outside of that, this change is perfectly reasonable. It's exclusively PVP where it's an issue.
So forcing every class into a dual wield / 2handed playstyle is not an issue? You are contradicting yourself:
On one side you complain that you are currently forced to play a froststaff on the other side you are completly fine with the fact, that everyone will be forced to play dualwield in the next patch.
Than you claim that 2%+ the crit chance of daggers (BIS weapon for PvE btw.) is much worse than the current version of frosstaffs, but one comment later you say that 2/4% +0 would make up for the dps difference between those two weapons.
I didn't say it would make it up. It shouldn't. Melee weapons should deal more damage, and always have. Frost staff needs to be competitive with other staves. You want them to be competitive with dual wield. I never said that.
Ah yeah, but you know that it largely depends on the class if you are a melee or range spec? Or more the availability of a decent ranged/melee spamable? A dk with two staffs will never be a ranged class, while an arcanist even tho it plays dual dagger will never be a melee class.
And yes you said that 2%-4% would make them viable, but viability is largely determined by the fact how the weapon performes compared to other weapons, if dual wield performs better than Staffs, than everyone will jump on dualwield because range actual doesnt matter in 80% of the encounters in Eso.
Also didnt you tell us that Warden curently uses dual Arena weapons (dsa froststaff+maelstrom2handed) doesnt that make your frost warden a melee DD? Or did you always run away after procing your charge, to stay on range ? xD
They just murdered Master Ice builds for no reason. The changes to Piercing Cold are clearly good for your personal playstyle, but they are absolutely horrible for many other Warden players both PvE and PvP.Skjaldbjorn wrote: »Warden's best setup right now is Master Frost
They just reworked Arctic Blast again and I still have no idea what it's supposed to do. It's neither a reliable stun nor a reliable heal, the dot effect is still 5m radius so it never hits anything in PvP, and it got... nerfed again?ESO_Nightingale wrote: »Which is why its weird they nerfed AB because tanky wardens don't deal damage with polar wind.
xylena_lazarow wrote: »They just murdered Master Ice builds for no reason. The changes to Piercing Cold are clearly good for your personal playstyle, but they are absolutely horrible for many other Warden players both PvE and PvP.Skjaldbjorn wrote: »Warden's best setup right now is Master Frost
So they nuked a bunch of builds and playstyles to "inch closer" and still get blown away by Arcs?Skjaldbjorn wrote: »Zero versatility. At least now they're inching closer on a pure damage basis.
xylena_lazarow wrote: »So they nuked a bunch of builds and playstyles to "inch closer" and still get blown away by Arcs?Skjaldbjorn wrote: »Zero versatility. At least now they're inching closer on a pure damage basis.
So yeah, nuking a bunch of PvP and IA builds for no reason. Rework it to something that both gives the PvP damage back, and gives Warden their needed PvE raid utility. The current state of it is unacceptable.Skjaldbjorn wrote: »If they can find a way to give Warden more raid utility, that would help tremendously... This comes down to PVP and health stacking IA Wardens.
xylena_lazarow wrote: »So yeah, nuking a bunch of PvP and IA builds for no reason. Rework it to something that both gives the PvP damage back, and gives Warden their needed PvE raid utility. The current state of it is unacceptable.Skjaldbjorn wrote: »If they can find a way to give Warden more raid utility, that would help tremendously... This comes down to PVP and health stacking IA Wardens.
Master Ice builds as they are lose 12%, now pigeonholed into a bizarre build structure and permablock playstyle.Urzigurumash wrote: »I'm not sure I'd call 4% a "nuke"? Everybody just lost 20% Mitigation.
xylena_lazarow wrote: »Master Ice builds as they are lose 12%, now pigeonholed into a bizarre build structure and permablock playstyle.Urzigurumash wrote: »I'm not sure I'd call 4% a "nuke"? Everybody just lost 20% Mitigation.
Meanwhile, Tarnished Anthelmir etc ranged burst proc stacking untouched...
xylena_lazarow wrote: »Master Ice builds as they are lose 12%, now pigeonholed into a bizarre build structure and permablock playstyle.Urzigurumash wrote: »I'm not sure I'd call 4% a "nuke"? Everybody just lost 20% Mitigation.
Meanwhile, Tarnished Anthelmir etc ranged burst proc stacking untouched...
Urzigurumash wrote: »xylena_lazarow wrote: »Master Ice builds as they are lose 12%, now pigeonholed into a bizarre build structure and permablock playstyle.Urzigurumash wrote: »I'm not sure I'd call 4% a "nuke"? Everybody just lost 20% Mitigation.
Meanwhile, Tarnished Anthelmir etc ranged burst proc stacking untouched...
You mean because you MUST have over 30k HP? Rather than run at 29k and suffer only a 4% loss?
And why do you keep specifying Master's Ice?
This might be an Xbox vs PC issue, I've gleaned over the years that PC is both tankier and more homogenous - so homogenous even that you can logically call all builds with a front bar Frost a Master's Ice Build? Nobody out there spamming Force Pulse or Eviscerate with a Frost Staff?
Again all I see is that this might encourage Flame or Lightning but if your Crit Chance is high enough I'm not sure Minor Brittle can't outperform or at least equal the Flame/Lightning modifier.
xylena_lazarow wrote: »Just settled on Warden as my new main too, guess I'll have to play NB next patch. Happy now ZOS?GusTheWizard wrote: »We already told them last patch when they put in the patch notes that they were making the Ice line more tanky that we didn’t want that, they just never listen to us
NB slander kinda crazy, you can play DK or Sorc too.
YandereGirlfriend wrote: »This change is ridonkulous from a group PvP perspective because StamDens basically run group PvP. If you've ever been dunked into the sun by a ball group... 99% chance that you got killed by a bunch of stacked StamDen DDs. DDs are generally the squishiest roles in a raid and ZOS is now giving them... even more Block mitigation to cover that one minor shortcoming? Absolutely crazed. (And this is coming from a ballgrouper.)
Health as a heal modifier needs to be done away it's a horrid game design. Artic blast was the morph that was the most fun to play with and more balanced. Polar on the other hand is a bad gameplay design. All heals based on health needs to be redone. I would rather healing be based on resource stats or weapon damage. Healing in general needs a look at. The game balance is in a bad place currently.
ESO_Nightingale wrote: »Urzigurumash wrote: »xylena_lazarow wrote: »Master Ice builds as they are lose 12%, now pigeonholed into a bizarre build structure and permablock playstyle.Urzigurumash wrote: »I'm not sure I'd call 4% a "nuke"? Everybody just lost 20% Mitigation.
Meanwhile, Tarnished Anthelmir etc ranged burst proc stacking untouched...
You mean because you MUST have over 30k HP? Rather than run at 29k and suffer only a 4% loss?
And why do you keep specifying Master's Ice?
This might be an Xbox vs PC issue, I've gleaned over the years that PC is both tankier and more homogenous - so homogenous even that you can logically call all builds with a front bar Frost a Master's Ice Build? Nobody out there spamming Force Pulse or Eviscerate with a Frost Staff?
Again all I see is that this might encourage Flame or Lightning but if your Crit Chance is high enough I'm not sure Minor Brittle can't outperform or at least equal the Flame/Lightning modifier.
in group compositions, flame/lightning staves already benefit from minor brittle. its not a true comparison.