MindOfTheSwarm wrote: »Wardens are up next and the work is likely done at this point if not nearing completion. What are people expecting here due to its “season” theme?
I wouldn't be at all surprised if they put storm callings surge into dark magic, then replaced the rock candy projectile with being a lightning spammable instead.
I'm not sure what the daedric line would look like, since things like curse and ward are meant to effect your pets as well.
With them having a philosophy of adding beams, I hope the beam fits into a morph on the lightning line as well. Perhaps liquid lightning. Or maybe an overhaul of the overload ultimate, which actually sounds more fun and engaging imo than it being a regular skill. Make the lightning beam a long range and feel powerful, but not a constant skill on the belt to use since it's an ultimate.
With them having a philosophy of adding beams, I hope the beam fits into a morph on the lightning line as well. Perhaps liquid lightning.
I wouldn't be at all surprised if they put storm callings surge into dark magic, then replaced the rock candy projectile with being a lightning spammable instead.
I'm not sure what the daedric line would look like, since things like curse and ward are meant to effect your pets as well.
With them having a philosophy of adding beams, I hope the beam fits into a morph on the lightning line as well. Perhaps liquid lightning. Or maybe an overhaul of the overload ultimate, which actually sounds more fun and engaging imo than it being a regular skill. Make the lightning beam a long range and feel powerful, but not a constant skill on the belt to use since it's an ultimate.
I also wanted to add that sorc always seemed like a burst class to me, between the exploding CC, the rune, the lingering execute, and the powered proc of the crystal spammable. I hope that playstyle is recognized and maintained in the refresh in the form of morphs.
Nemesis7884 wrote: »What i always wanted with Warden (which to me basically summarizes the Ranger / Druid fantasies) is to have a shape shift ultimate like the druids have...which i think could be a cool tank ulti, shapeshifting into a bear/ursaug
Nemesis7884 wrote: »What i always wanted with Warden (which to me basically summarizes the Ranger / Druid fantasies) is to have a shape shift ultimate like the druids have...which i think could be a cool tank ulti, shapeshifting into a bear/ursaug
While transforming into a bear/bear beast might be fun, considering the existence of werewolves, I think adding a transformation ability to a class might displease werewolf players. Because in past cases, classes typically don't have permanent weaknesses like werewolves and vampires, giving a class a transformation ability would essentially provide a flawless werewolf-like being, which could potentially reduce the value of werewolves.
Nemesis7884 wrote: »druids can transform into ursaugs and the necro has a transform ulti as well
ESO_Nightingale wrote: »I wouldn't be at all surprised if they put storm callings surge into dark magic, then replaced the rock candy projectile with being a lightning spammable instead.
I'm not sure what the daedric line would look like, since things like curse and ward are meant to effect your pets as well.
With them having a philosophy of adding beams, I hope the beam fits into a morph on the lightning line as well. Perhaps liquid lightning. Or maybe an overhaul of the overload ultimate, which actually sounds more fun and engaging imo than it being a regular skill. Make the lightning beam a long range and feel powerful, but not a constant skill on the belt to use since it's an ultimate.
I also wanted to add that sorc always seemed like a burst class to me, between the exploding CC, the rune, the lingering execute, and the powered proc of the crystal spammable. I hope that playstyle is recognized and maintained in the refresh in the form of morphs.
feels like something they'd try to maintain given the whole dk with dots thing. (they need a buff, but still.)
emilyhyoyeon wrote: »The fixation on the ''seasons'' term is weird to me. When I first read those class blurbs, the warden one with ''seasons'' seemed obviously to me as a justification for the green balanace + ice combo of warden, since I've seen so many comments over the years saying things along the lines of ''ice never made sense to be a part of warden's kit with nature and animal magic!!''.
ESO_Nightingale wrote: »emilyhyoyeon wrote: »The fixation on the ''seasons'' term is weird to me. When I first read those class blurbs, the warden one with ''seasons'' seemed obviously to me as a justification for the green balanace + ice combo of warden, since I've seen so many comments over the years saying things along the lines of ''ice never made sense to be a part of warden's kit with nature and animal magic!!''.
If im being fully honest, i think seasons is a fluff word that doesnt mean anything. Warden doesnt have a class mechanic or damage profile or really anything. Its a class that has a bunch of random damage skills on it. It doesnt have an identity outside of the colour and theme of its skills and it needs one. "Not having an identity" is not an identity.
This warden player prefers animal companions.
I'd also like to know what the focus will be for the warden. Will it be frost, animal companions, or something else?
This is what I meant when I said that removing or binding specific styles because of Class Identity Refresh will definitely cause dissatisfaction, especially for classes like Warden and Sorc, whose skill lines have vastly different styles. We really should know the development direction early on to avoid being caught off guard.
ESO_Nightingale wrote: »emilyhyoyeon wrote: »The fixation on the ''seasons'' term is weird to me. When I first read those class blurbs, the warden one with ''seasons'' seemed obviously to me as a justification for the green balanace + ice combo of warden, since I've seen so many comments over the years saying things along the lines of ''ice never made sense to be a part of warden's kit with nature and animal magic!!''.
If im being fully honest, i think seasons is a fluff word that doesnt mean anything. Warden doesnt have a class mechanic or damage profile or really anything. Its a class that has a bunch of random damage skills on it. It doesnt have an identity outside of the colour and theme of its skills and it needs one. "Not having an identity" is not an identity.
I can see that. But I also am someone that usually appreciates a jack of all trades sort of class. That's why in prior elder scrolls games I always went with a spellblade. If the class was actually less themed, I can see how that "non identity" could fit people's preference when choosing a class for the first time, by being able to adapt to multiple situations.
But obviously as an adjustment to a current class, it's difficult to balance between druidic, ice, animal ranger, and Morrowind specific themes that players have already gotten used to. It's hard to imagine where they are gonna go with it.
Dear @ZOS_Kevin @ZOS_JessicaFolsom
Although the opposition was relatively small, most players did not expect that the DK's poison damage would be removed., and not something they had previously requested, could ZOS inform us whether other classes, such as Warden and Sorc, which previously combined multiple playstyles, will also have elements added or removed?
According to the Class Identity Refresh description, Warden seems to no longer emphasize frost and animals, but rather the so-called seasons; similarly, Sorc no longer emphasizes shock, but rather Dark Magic and Daedric.
However, from forums, it seems that most Sorc players want an emphasis on shock and Dark Magic gameplay, rather than Daedric, and Warden player seems to prefer emphasizing frost damage.
This time players can (barely) acceptable removal of poison damage from the New DK doesn't mean that removing frost from Warden or forcing Sorc back into a zoo-like playstyle will be acceptable.
It would be great if we could understand the development direction in advance and propose changes before it's too late.
ESO_Nightingale wrote: »emilyhyoyeon wrote: »The fixation on the ''seasons'' term is weird to me. When I first read those class blurbs, the warden one with ''seasons'' seemed obviously to me as a justification for the green balanace + ice combo of warden, since I've seen so many comments over the years saying things along the lines of ''ice never made sense to be a part of warden's kit with nature and animal magic!!''.
If im being fully honest, i think seasons is a fluff word that doesnt mean anything.
Cooperharley wrote: »When you think of a dragon do you think of poison? I think of everything essentially but poison. Poison sounds like itd fit much better on NB
MashmalloMan wrote: »On one hand, the term is clearly being used as way to give a connective element between all 3 skill lines, a major complaint since release has been that it feels like they smashed 3 seperate classes into 1.
This sounds interesting; perhaps one could deal frost damage and provide a defensive buff to the player, while the other deals poison damage and inflicts a poison status effect on the target with each attack.MashmalloMan wrote: »What does a Summer imbued bear look like vs a Winter one?
MashmalloMan wrote: »MindOfTheSwarm wrote: »Wardens are up next and the work is likely done at this point if not nearing completion. What are people expecting here due to its “season” theme?
Some expectations:
- Frost damage is not going anywhere, dedicated skill line, and it's the most obvious home for Frost of the current 7 classes. This is not like DK's Poison, it was not tacked on, it's been there since day one, they've spent years reinforcing it as a damage dealing element for Warden, despite the base game treating it as support. The community has agreed over the years, happy to lose the generic Magic damage bonus.
- Animal Companions is not going anywhere, dedicated skill line, it's not just a "pet" line meaning "seasons" won't fit. I see it and Nature's Embrace as 2 sides of the same coin, Flora vs Fauna, a spiritual connection to the planet and all living things to aid you in battle. They don't feel like physical beings, you're not sending a cliff racer to commit suicide, it feels like a manifestation of the spirit world, which could easily attach to any and all seasons.
- Conceptually, "seasons" doesn't mean Warden has to represent individual elements for all 4. Would be a mixed bag, forcing them to reduce the potency of Frost into something generic or morphs not dealing frost would be inferior. Flame damage is so prevelant for DK, it's not necessary to try and shoehorn it in to symbolize Summer when you could make justifications for elements like Bleed or Poison related to animals, insects, or plant life.
- Warden's have a natural bond with nature, when ZOS says seasons, I think they're referring to Winter's Embrace as Winter, Nature's Balance as Summer, with Animal Companion's meeting in the middle to provide a mix of the 2. Kinda like how Earthen Heart and Draconic Power are different sources for Flame damage on DK. Rather than trying to recreate every line or skill to match 4 seasons, they can play off the 2 distinct ones from Summer and Winter, a more ying/yang approach.
- Mechanically, seasons could be used to introduce a class wide system similar to Avalanche for DK, not meant to be as complex as Corpses for Necro or Crux for Arcanist. Specify skills with an attached season, then provide a passive that gives a bonus any time you alternate between different seasons. Eg. "Master of Seasons = Every seasonal ability provides a unique bonus for 4s. Refreshing a seasonal bonus, refreshes all of them. Winter gives x and Summer gives y."
Based on my above assumptions..
- Convert all sources of Magic to Frost damage. Just obvious.
- Convert all sources of Bleed and Poison to either JUST Bleed or Poison.
- Although Bleed is the currently obvious choice, in the grand scheme of things, Nightblade with their Blood Magic and general rogue/assassin archetype would serve as a much stronger home.
- Bleed makes sense for animals, but it's a bit more of a stretch when considering the fantasies of seasons, nature, or plant based damage which would work well with Poison.
- Poison was just removed from DK with a tease that it would make a return, Warden is 2nd in line with an already strong nature and green based visual playstyle, seems like the best place for Poison if it's not going to Nightblade or Arcanist.
- As a dual element visual appeal, Poison (green) vs Frost (cyan) is the exact colour scheme Warden uses for all their abilities and could easily justify a Summer (Nature's Balance) vs Winter (Winter's Embrace) dynamic. The colour red (not orange), makes me think of Dark Brotherhood, Sithis, Nightblade, and Bleed damage. All of those aspects feel right for them, not Warden.
- Based on DK, all lines should support all roles. That means at least 3 damage skills, 1 damage ultimate, 1 support ultimate, and 2-3 support morphs or dedicated skills. Passives, 2 damage, 2 support/utility. Warden already meets this structure pretty well.
- Winter's Embrace will get +1 damage skill, ultimate is already in a good place. My money is on Frozen Retreat as an aoe or a damage bonus on the Armor skill like DK. The line will continue to be Winter and Frost damage based.
- Nature's Balance will get +3 damage skills, 1 Animal Companion skill will transfer like Flies or Betty, 1 skill converted like Corrupting Pollen to deal Poison damage, and Lotus will provide the caster a damage bonus like DK's Ignious Weapons. The line will focus on Summer and Poison.
- Animal Companions will have Cliff Racer, Shalks, and Betty or Flies for 3. Betty, Wings, and whatever 5th skill they add can easily fulfill support elements. Betty could restore based on highest resource, 1 morph gives damage done for a larger amount, the other cleanses and heals HP % per second. Wings can pull in enemies and buff nearby allies as a parallel to DK's Wings. All skills will have Poison vs Frost damage options to combine the Summer vs Winter seasonal idea, this would be where a "Master of Seasons" passive fits, allowing the other 2 lines to continue giving respective Frost and Poison buffs.
- Bear and Forest ultimates can have their effects combined into 1 morph, making room for a support and damage skill respectively.