katanagirl1 wrote: »It’s usually paired with Rush of Agony, which is far worse than Dark Convergence.
Both should be removed from PvP.
Ball groups can practically go afk when using these two sets.
It's ability to also shove players into objects and get them stuck is extra annoying. Most of the time, there's nothing to be done other than log off because you're also stuck in combat as they ring-around-the-crate and can't be killed so you can't even use the stuck command to free yourself.
MeridiaFavorsMe wrote: »I really don’t understand how Warden’s charm (class mastery) is allowed to function the way it does in PvP.
It’s an AoE CC that is:
- Unblockable
- Undodgeable
- Applies a snare
- Guaranteed CC
That alone is already absurd, but when you pair it with Dark Convergence, it becomes completely oppressive. You either get pulled in and stunned or get charmed, and then forced to eat a fully timed burst window with 100% certainty. There is no reaction check. No skill expression. No counterplay. You just die if the other player presses their buttons correctly. What makes this even more frustrating is that every other charm-style ability in the game has counterplay like being blockable.
But for some reason, Warden’s version ignores all of that. Why? Why does one class get a charm that bypasses every core defensive mechanic in ESO PvP?
- Block doesn’t work.
- Roll dodge doesn’t work.
- Positioning doesn’t matter because it’s AoE.
At that point, PvP stops being about decision-making.
If the intent is for charms to be powerful CC tools, fine—but they should follow the same rules as every other charm in the game. Either: make it blockable or make it dodgable. I would prefer it being blockable to be consistent across charm abilities. Right now, it’s just a free, unavoidable setup button that deletes players with zero counterplay. That’s not balance, and it’s definitely not good PvP design.
Curious how this has gone untouched for so long?
MeridiaFavorsMe wrote: »I really don’t understand how Warden’s charm (class mastery) is allowed to function the way it does in PvP.
It’s an AoE CC that is:
- Unblockable
- Undodgeable
- Applies a snare
- Guaranteed CC
That alone is already absurd, but when you pair it with Dark Convergence, it becomes completely oppressive. You either get pulled in and stunned or get charmed, and then forced to eat a fully timed burst window with 100% certainty. There is no reaction check. No skill expression. No counterplay. You just die if the other player presses their buttons correctly. What makes this even more frustrating is that every other charm-style ability in the game has counterplay like being blockable.
But for some reason, Warden’s version ignores all of that. Why? Why does one class get a charm that bypasses every core defensive mechanic in ESO PvP?
- Block doesn’t work.
- Roll dodge doesn’t work.
- Positioning doesn’t matter because it’s AoE.
At that point, PvP stops being about decision-making.
If the intent is for charms to be powerful CC tools, fine—but they should follow the same rules as every other charm in the game. Either: make it blockable or make it dodgable. I would prefer it being blockable to be consistent across charm abilities. Right now, it’s just a free, unavoidable setup button that deletes players with zero counterplay. That’s not balance, and it’s definitely not good PvP design.
Curious how this has gone untouched for so long?
wdym roll dodge doesnt work? you can just roll out of the aoe. I have plenty of fights where the player/s im fighting almost never get hit with that charm. And the same goes for me if i care enough to get out of it. People just move out of it because its extremely easy to do so. Its not a huge aoe. Even when its run with the root you either roll out or snare remove and then run out. If you have no movement speed then thats one thing but thats more of a build issue imo. But it deff has counterplay.
1) I wish charm would disappear, because game already has good type of similar CC - fear, the only thing, feared player stays on one place, which is perfectly OK. Fear is unlockable, undodgeable and AoE already. Charm looks like bad decision overall, and moreover, it can stuck you behind textures
Agreed that it does too much, but I also just want to chime in and say that I appreciate the design of it.
Such a shame that Warden has the only Class Mastery that truly feels unique, whereas every other Mastery functions as a stat boost or a convenience tool (Necro/Arcanist).
MeridiaFavorsMe wrote: »MeridiaFavorsMe wrote: »MeridiaFavorsMe wrote: »I really don’t understand how Warden’s charm (class mastery) is allowed to function the way it does in PvP.
It’s an AoE CC that is:
- Unblockable
- Undodgeable
- Applies a snare
- Guaranteed CC
That alone is already absurd, but when you pair it with Dark Convergence, it becomes completely oppressive. You either get pulled in and stunned or get charmed, and then forced to eat a fully timed burst window with 100% certainty. There is no reaction check. No skill expression. No counterplay. You just die if the other player presses their buttons correctly. What makes this even more frustrating is that every other charm-style ability in the game has counterplay like being blockable.
But for some reason, Warden’s version ignores all of that. Why? Why does one class get a charm that bypasses every core defensive mechanic in ESO PvP?
- Block doesn’t work.
- Roll dodge doesn’t work.
- Positioning doesn’t matter because it’s AoE.
At that point, PvP stops being about decision-making.
If the intent is for charms to be powerful CC tools, fine—but they should follow the same rules as every other charm in the game. Either: make it blockable or make it dodgable. I would prefer it being blockable to be consistent across charm abilities. Right now, it’s just a free, unavoidable setup button that deletes players with zero counterplay. That’s not balance, and it’s definitely not good PvP design.
Curious how this has gone untouched for so long?
wdym roll dodge doesnt work? you can just roll out of the aoe. I have plenty of fights where the player/s im fighting almost never get hit with that charm. And the same goes for me if i care enough to get out of it. People just move out of it because its extremely easy to do so. Its not a huge aoe. Even when its run with the root you either roll out or snare remove and then run out. If you have no movement speed then thats one thing but thats more of a build issue imo. But it deff has counterplay.
I disagree, and I think this is based on a misunderstanding of how roll dodge and AoEs actually work in ESO PvP.
First off, you cannot dodge roll out of AoE effects. Roll dodge does not negate ground-based AoEs at all—it only avoids dodgeable, direct hits. Rolling simply moves your character; if the AoE CC is already active, the roll itself provides zero immunity to it. So saying “roll dodge works” here just isn’t accurate.
Yes, you can run out of the AoE, but that’s not the same thing as counterplay. To do that, you have to drop block, and the moment you do, you’re extremely vulnerable to incoming burst. In real fights, that means you’re choosing between:
- Staying in the AoE while blocking and getting CC’d anyway, or
- Dropping block to move and eating the full damage combo
That isn’t a skill-based reaction—it's a forced gamble.
The AoE also applies a snare/root, which further limits your ability to simply “walk out,” especially if you’re mid-animation, bar-swapping, or reacting under latency. In actual PvP scenarios, you’re rarely standing still with nothing else happening when this lands.
Saying “people just move out of it” ignores how combat really flows. Players are:
- Casting abilities
- Blocking pressure
- Managing resources
- Reacting to multiple opponents
You don’t always have the luxury of instantly turning and sprinting, especially when the CC is unblockable and undodgable.
Calling it a “build issue” misses the point as well. Counterplay shouldn’t be “stack movement speed or lose.” Every other charm-style CC in the game respects core defensive mechanics like block or dodge. This one doesn’t, and that’s the problem.
Being able to sometimes avoid it if you see it early isn’t meaningful counterplay. When an AoE CC bypasses block, can’t be dodge rolled, applies a snare, and guarantees CC if it connects, that’s not player error—that’s a design issue.
[snip]
[snip]
MeridiaFavorsMe wrote: »MeridiaFavorsMe wrote: »MeridiaFavorsMe wrote: »I really don’t understand how Warden’s charm (class mastery) is allowed to function the way it does in PvP.
It’s an AoE CC that is:
- Unblockable
- Undodgeable
- Applies a snare
- Guaranteed CC
That alone is already absurd, but when you pair it with Dark Convergence, it becomes completely oppressive. You either get pulled in and stunned or get charmed, and then forced to eat a fully timed burst window with 100% certainty. There is no reaction check. No skill expression. No counterplay. You just die if the other player presses their buttons correctly. What makes this even more frustrating is that every other charm-style ability in the game has counterplay like being blockable.
But for some reason, Warden’s version ignores all of that. Why? Why does one class get a charm that bypasses every core defensive mechanic in ESO PvP?
- Block doesn’t work.
- Roll dodge doesn’t work.
- Positioning doesn’t matter because it’s AoE.
At that point, PvP stops being about decision-making.
If the intent is for charms to be powerful CC tools, fine—but they should follow the same rules as every other charm in the game. Either: make it blockable or make it dodgable. I would prefer it being blockable to be consistent across charm abilities. Right now, it’s just a free, unavoidable setup button that deletes players with zero counterplay. That’s not balance, and it’s definitely not good PvP design.
Curious how this has gone untouched for so long?
wdym roll dodge doesnt work? you can just roll out of the aoe. I have plenty of fights where the player/s im fighting almost never get hit with that charm. And the same goes for me if i care enough to get out of it. People just move out of it because its extremely easy to do so. Its not a huge aoe. Even when its run with the root you either roll out or snare remove and then run out. If you have no movement speed then thats one thing but thats more of a build issue imo. But it deff has counterplay.
I disagree, and I think this is based on a misunderstanding of how roll dodge and AoEs actually work in ESO PvP.
First off, you cannot dodge roll out of AoE effects. Roll dodge does not negate ground-based AoEs at all—it only avoids dodgeable, direct hits. Rolling simply moves your character; if the AoE CC is already active, the roll itself provides zero immunity to it. So saying “roll dodge works” here just isn’t accurate.
Yes, you can run out of the AoE, but that’s not the same thing as counterplay. To do that, you have to drop block, and the moment you do, you’re extremely vulnerable to incoming burst. In real fights, that means you’re choosing between:
- Staying in the AoE while blocking and getting CC’d anyway, or
- Dropping block to move and eating the full damage combo
That isn’t a skill-based reaction—it's a forced gamble.
The AoE also applies a snare/root, which further limits your ability to simply “walk out,” especially if you’re mid-animation, bar-swapping, or reacting under latency. In actual PvP scenarios, you’re rarely standing still with nothing else happening when this lands.
Saying “people just move out of it” ignores how combat really flows. Players are:
- Casting abilities
- Blocking pressure
- Managing resources
- Reacting to multiple opponents
You don’t always have the luxury of instantly turning and sprinting, especially when the CC is unblockable and undodgable.
Calling it a “build issue” misses the point as well. Counterplay shouldn’t be “stack movement speed or lose.” Every other charm-style CC in the game respects core defensive mechanics like block or dodge. This one doesn’t, and that’s the problem.
Being able to sometimes avoid it if you see it early isn’t meaningful counterplay. When an AoE CC bypasses block, can’t be dodge rolled, applies a snare, and guarantees CC if it connects, that’s not player error—that’s a design issue.
[snip]
[snip]
ok ill go point by point for you then.
I never said it’s impossible to avoid. I said roll dodge does not counter the AoE CC itself, and that moving out requires dropping block during a pre-timed window, which is the issue. Repositioning ≠ countering the CC.
I thought it was a given that you cannot dodge aoes like this. But i guess its not so ill elaborate again. Ofc you cannot dodge aoes like this. I am clearly just talking about creating distance, not dodging the effect. But like i said before, attempting to dodge roll out of the aoe does 2 things. It creates distance and makes up for your loss of block, replacing it with another form of defense. Yes it will not stop all the damage in the game, but a good amount of it. But the main point is to create distance.
Expedition, immovable pots, and movement speed are external tools, not core counterplay like block or dodge—which every other charm respects.
You're splitting hairs. So streak is fine because its not a charm? Mass hysteria is fine because its not a charm? Where is the counterplay for streak or mass hysteria? And if your answer is that they arent charms, then we can agree to disagree. Because at that point your issue is just with charms in general. And like i said before thats fine, the charmed CC is a little buggy, but that doesnt make the wardens class mastery broken. It just means charms need to be improved.
- You cannot roll dodge AoEs — rolling only mitigates direct damage while repositioning, it does not counter the CC
answered
- The CC is delayed, making burst timing trivial
i disagree
- Break free interaction is inconsistent, and you’re always displaced
thats an issue with charms in general. And im starting to think thats where your real gripe is, with charm in general.
- Avoiding it by stacking speed doesn’t make the design healthy
Running major expedition on a pvp build in 2025 is neither stacking speed or unreasonable. Its just a good idea. But i also dont think the design is unhealthy. As ive said. I would call it easily avoidable. I think its similar to fear or streak. The main difference is that you dont have 2 seconds to get out of those CCs, like you do with warden class mastery. And that its a charm.
Calling it “choices” doesn’t change that it bypasses fundamental defensive mechanics. You may personally avoid it often—and that’s fine—but that doesn’t invalidate the design concerns being raised
Lots of things bypass fundamental defensive mechanics. This isnt an argument. Unless your argument is that unblockable CCs shouldnt exist. Then thats a different conversation.
to me there isnt much difference between wardens class mastery and streak or fear. But as i said before, if your opinion is that it should not be a charm then im right there with you. And i would even go a step further and say zos should just remove charms in general. There was a reason they changed how nightblade fear worked. And now its just basically what charm is, the old nightblade fear.
MeridiaFavorsMe wrote: »So while fear is unblockable and undodgeable, it’s also clean and predictable. You know exactly when it happens, and you have full agency to break it instantly. Warden charm removes that agency by design—or at least by how it currently behaves.
That’s why calling charm “just another fear” doesn’t really hold up. The delay, the forced movement, and the inconsistent break free interaction are what push it from strong CC into unhealthy design.
MeridiaFavorsMe wrote: »So while fear is unblockable and undodgeable, it’s also clean and predictable. You know exactly when it happens, and you have full agency to break it instantly. Warden charm removes that agency by design—or at least by how it currently behaves.
That’s why calling charm “just another fear” doesn’t really hold up. The delay, the forced movement, and the inconsistent break free interaction are what push it from strong CC into unhealthy design.
Warden charm is also clean and predictable - you can see HUGE AoE, you know the delay, so that is the problem? You can learn timing easily and break free instantly too. You can also easily dodge out or step out if you keep your distance. IDK, as for me, warden charm is not a problem; you can play against it easily. I would make it smaller because of all complaining to make it a little easier to play against, but I am OK with as it is now. As I said, it will be most likely forgotten in next DK update, because meta will go further.
What I wanted to say is that game just does not need new type of CC, "charm" can easily be replaced with fear. So, Warden could place AoE with fear, as Manifestation of Terror from NB, but instead of "trap" mechanic, it could simply fire after N seconds and fear everybody in this area. It would work exactly as it works now, but it would eliminate bug with textures, and it would be simpler from code perspective, as it reuses existing things instead of creating new ones.
Teeba_Shei wrote: »MeridiaFavorsMe wrote: »MeridiaFavorsMe wrote: »MeridiaFavorsMe wrote: »I really don’t understand how Warden’s charm (class mastery) is allowed to function the way it does in PvP.
It’s an AoE CC that is:
- Unblockable
- Undodgeable
- Applies a snare
- Guaranteed CC
That alone is already absurd, but when you pair it with Dark Convergence, it becomes completely oppressive. You either get pulled in and stunned or get charmed, and then forced to eat a fully timed burst window with 100% certainty. There is no reaction check. No skill expression. No counterplay. You just die if the other player presses their buttons correctly. What makes this even more frustrating is that every other charm-style ability in the game has counterplay like being blockable.
But for some reason, Warden’s version ignores all of that. Why? Why does one class get a charm that bypasses every core defensive mechanic in ESO PvP?
- Block doesn’t work.
- Roll dodge doesn’t work.
- Positioning doesn’t matter because it’s AoE.
At that point, PvP stops being about decision-making.
If the intent is for charms to be powerful CC tools, fine—but they should follow the same rules as every other charm in the game. Either: make it blockable or make it dodgable. I would prefer it being blockable to be consistent across charm abilities. Right now, it’s just a free, unavoidable setup button that deletes players with zero counterplay. That’s not balance, and it’s definitely not good PvP design.
Curious how this has gone untouched for so long?
wdym roll dodge doesnt work? you can just roll out of the aoe. I have plenty of fights where the player/s im fighting almost never get hit with that charm. And the same goes for me if i care enough to get out of it. People just move out of it because its extremely easy to do so. Its not a huge aoe. Even when its run with the root you either roll out or snare remove and then run out. If you have no movement speed then thats one thing but thats more of a build issue imo. But it deff has counterplay.
I disagree, and I think this is based on a misunderstanding of how roll dodge and AoEs actually work in ESO PvP.
First off, you cannot dodge roll out of AoE effects. Roll dodge does not negate ground-based AoEs at all—it only avoids dodgeable, direct hits. Rolling simply moves your character; if the AoE CC is already active, the roll itself provides zero immunity to it. So saying “roll dodge works” here just isn’t accurate.
Yes, you can run out of the AoE, but that’s not the same thing as counterplay. To do that, you have to drop block, and the moment you do, you’re extremely vulnerable to incoming burst. In real fights, that means you’re choosing between:
- Staying in the AoE while blocking and getting CC’d anyway, or
- Dropping block to move and eating the full damage combo
That isn’t a skill-based reaction—it's a forced gamble.
The AoE also applies a snare/root, which further limits your ability to simply “walk out,” especially if you’re mid-animation, bar-swapping, or reacting under latency. In actual PvP scenarios, you’re rarely standing still with nothing else happening when this lands.
Saying “people just move out of it” ignores how combat really flows. Players are:
- Casting abilities
- Blocking pressure
- Managing resources
- Reacting to multiple opponents
You don’t always have the luxury of instantly turning and sprinting, especially when the CC is unblockable and undodgable.
Calling it a “build issue” misses the point as well. Counterplay shouldn’t be “stack movement speed or lose.” Every other charm-style CC in the game respects core defensive mechanics like block or dodge. This one doesn’t, and that’s the problem.
Being able to sometimes avoid it if you see it early isn’t meaningful counterplay. When an AoE CC bypasses block, can’t be dodge rolled, applies a snare, and guarantees CC if it connects, that’s not player error—that’s a design issue.
[snip]
[snip]
ok ill go point by point for you then.
I never said it’s impossible to avoid. I said roll dodge does not counter the AoE CC itself, and that moving out requires dropping block during a pre-timed window, which is the issue. Repositioning ≠ countering the CC.
I thought it was a given that you cannot dodge aoes like this. But i guess its not so ill elaborate again. Ofc you cannot dodge aoes like this. I am clearly just talking about creating distance, not dodging the effect. But like i said before, attempting to dodge roll out of the aoe does 2 things. It creates distance and makes up for your loss of block, replacing it with another form of defense. Yes it will not stop all the damage in the game, but a good amount of it. But the main point is to create distance.
Expedition, immovable pots, and movement speed are external tools, not core counterplay like block or dodge—which every other charm respects.
You're splitting hairs. So streak is fine because its not a charm? Mass hysteria is fine because its not a charm? Where is the counterplay for streak or mass hysteria? And if your answer is that they arent charms, then we can agree to disagree. Because at that point your issue is just with charms in general. And like i said before thats fine, the charmed CC is a little buggy, but that doesnt make the wardens class mastery broken. It just means charms need to be improved.
- You cannot roll dodge AoEs — rolling only mitigates direct damage while repositioning, it does not counter the CC
answered
- The CC is delayed, making burst timing trivial
i disagree
- Break free interaction is inconsistent, and you’re always displaced
thats an issue with charms in general. And im starting to think thats where your real gripe is, with charm in general.
- Avoiding it by stacking speed doesn’t make the design healthy
Running major expedition on a pvp build in 2025 is neither stacking speed or unreasonable. Its just a good idea. But i also dont think the design is unhealthy. As ive said. I would call it easily avoidable. I think its similar to fear or streak. The main difference is that you dont have 2 seconds to get out of those CCs, like you do with warden class mastery. And that its a charm.
Calling it “choices” doesn’t change that it bypasses fundamental defensive mechanics. You may personally avoid it often—and that’s fine—but that doesn’t invalidate the design concerns being raised
Lots of things bypass fundamental defensive mechanics. This isnt an argument. Unless your argument is that unblockable CCs shouldnt exist. Then thats a different conversation.
to me there isnt much difference between wardens class mastery and streak or fear. But as i said before, if your opinion is that it should not be a charm then im right there with you. And i would even go a step further and say zos should just remove charms in general. There was a reason they changed how nightblade fear worked. And now its just basically what charm is, the old nightblade fear.
This is comparable to streak or mass hysteria
I disagree. Streak and Mass Hysteria are instant, direct CCs with immediate break-free expectations and predictable outcomes. Warden class mastery is a delayed AoE charm that applies displacement after a timer, which creates a fundamentally different risk profile and burst setup window. Streak forcibly repositions the caster rather than the target, which inherently disrupts follow-up burst and does negligible damage. Fear has lower range than the charm, is a more reliable and less buggy CC, and does not meaningfully enable burst because it is not delayed. Neither ability allows the caster to preload burst into a guaranteed CC window, and that lack of delay is the critical difference.
The delayed CC makes burst timing trivial — “I disagree”
I disagree with the disagreement. Delayed, predictable CCs are easier, not harder, to line up burst around—especially in coordinated or experienced play. The delay removes uncertainty and allows players to preload damage, ultimates, or procs before the CC resolves. Simply saying “I disagree” is not an argument; disagreement without mechanical justification does not refute the claim.
Major Expedition in 2025 PvP is normal and sufficient
I disagree. While Major Expedition is common, it is still a build tax, not universal counterplay. Requiring players to maintain Major Expedition specifically to answer a single CC highlights a design imbalance rather than resolving one. The implication that players should keep Major Expedition up 24/7, or avoid casting abilities just in case a charm is used so they can immediately trigger Expedition plus snare removal and sprint out, is an obviously unreasonable expectation that undermines normal combat flow.
Unblockable CCs existing makes this a weak argument
I disagree. The issue isn’t merely that the CC is unblockable; it’s that it is AoE, delayed, charm-based, displacing, and inconsistent on break free all at once. This charm also ties directly into Contingency, which delivers a significant amount of AoE burst. Other unblockable CCs generally have meaningful downsides or clear counterplay, while this interaction lacks comparable tradeoffs.
Removing charms in general would solve it
I disagree. Removing charms might paper over part of the problem, but it does not address why delayed AoE CCs that bypass fundamental defensive mechanics feel bad to play against in the first place. Even without the charm classification, the same issues would remain: delayed resolution, forced displacement, unreliable break free interaction, and burst pre-buffering with minimal counterplay.
If you want to go further, the real productive question becomes which specific tradeoff this ability should have—removing the delay, removing displacement, limiting AoE coverage, or enforcing reliable break free—rather than treating it as equivalent to existing CCs that operate very differently.
[edited to remove quote]