ESO_Nightingale wrote: »I don’t think they are going to keep the Vvardenfell theme, they would have to be crazy not to use this opportunity to fix the class.
This 100%. One of the largest pieces of feedback i always hear about warden is that people dont like the vvardenfell animals. Frankly i dont really care for them either.
If they ever change the appearance and animal types of the animal companions skills at a base level so as to not alienate players, itll be during the refresh. All theyve got to do to keep the vvardenfell animals is retain the current visuals as skill styles as a free unlock.
MindOfTheSwarm wrote: »I think you’re right about them going for Poison, but the reason I bring up Fire as a possibility is that Fetcherflies in Vaardenfell deal fire damage. There is a huge volcano in that place, so it makes sense from a lore perspective. Unless of course they distance from Vaardenfell and make Warden a more generic class geographically.
I just wish the Clannfear was better. Being 2-bar required, you should expect 2x the value of a normal skill.
The first skill is the pet, the second skill is the heal, why does the heal not provide anything else?
Today, poison damage is removed from DK for simplification; what about tomorrow? Will ...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
MindOfTheSwarm wrote: »If Sorcerer is going full into Dark Magic, what does this mean? What is ‘dark’ in this context? Does it strictly mean ‘purple’ Magic Damage? Or does it mean ‘anything daedric’ in origin?
For Pets specifically I want to see this:
Clannfear/Frost Atronach (Physical or Frost)
Ogrim/Flame Atronach (Physical or Fire)
Ultimate: Watcher/Storm Atronach (Physical/Magic or Shock)
This way we can choose to go for a more deadric summoner or elemental Atronach style, or a combination.
Of course the Daedric Prey curse needs to stay or some variant.
MindOfTheSwarm wrote: »If Sorcerer is going full into Dark Magic, what does this mean? What is ‘dark’ in this context? Does it strictly mean ‘purple’ Magic Damage? Or does it mean ‘anything daedric’ in origin?
I believe dark magic encompasses both daedric magic and magic of various attributes. Any magic that can damage, weaken, or drain energy from enemies, while simultaneously strengthening or healing oneself, can be considered dark magic.For Pets specifically I want to see this:
Clannfear/Frost Atronach (Physical or Frost)
Ogrim/Flame Atronach (Physical or Fire)
Ultimate: Watcher/Storm Atronach (Physical/Magic or Shock)
This way we can choose to go for a more deadric summoner or elemental Atronach style, or a combination.
Agreed. It's a real shame that we can't summon the Atronach with all three elements, especially since there are already many complete models in the game.Of course the Daedric Prey curse needs to stay or some variant.
I would prefer to see Daedric Prey's damage buff removed and moved directly to the pet itself or its passive ability, so it wouldn't have to be used every 6 seconds.
on prey I partially agree, I think it's buff should be lowered and the pet's passive attacks buffed, however i think the skill allows for some interesting, unique interactions like maw of the infernal, which i would like to see more of in the game, not less.
unfortunately, even in it's current state on a pet build you're better off replacing it with better skills. the damage component for curse in general needs to be brought up to match skills like scorch. it's probably worth pointing out that if mages fury did comparable damage to impale, then no one would run prey at all..
Honestly I can see curse being moved to the dark magic line and being buffed fairly significantly in the sorc rework, as it has no real place in the summoning line apart from the prey morph.
MincMincMinc wrote: »Overload concepts by themselves could be a thread. Part of me thinks it would be cool to use overload form to give a bonus buff to each skill. For instance while in overload hurricane stays at max value. Or streak only does damage in overload. Maybe critsurge has an increased tickrate like every 0.25s while overloaded.
MincMincMinc wrote: »Overload concepts by themselves could be a thread. Part of me thinks it would be cool to use overload form to give a bonus buff to each skill. For instance while in overload hurricane stays at max value. Or streak only does damage in overload. Maybe critsurge has an increased tickrate like every 0.25s while overloaded.
Balancing points aside, from a gameplay standpoint that actually sounds really fun. That sounds like an overload.
I actually like leaning into an element for each class.
But I think in trying to undo all the balance damage they did with subclassing.....every class refresh will get:
- A functional equal to fatecarver, beam with cleave and classified as direct damage
- A skill hits as hard as merciless (the lucky classes like DK will get it as a spammable with cleave, not a delayed single target skill
- A set of passives that amp up power based on using base class skills
- A monster self heal
- A damage shield roughly the size of Hardened Ward
then queue wailing and gnashing of teeth when it all gets neutered when they force vengeance mode on PVP.
Each class has its own strengths vs. homogenization.I actually like leaning into an element for each class.
But I think in trying to undo all the balance damage they did with subclassing.....every class refresh will get:
- A functional equal to fatecarver, beam with cleave and classified as direct damage
- A skill hits as hard as merciless (the lucky classes like DK will get it as a spammable with cleave, not a delayed single target skill
- A set of passives that amp up power based on using base class skills
- A monster self heal
- A damage shield roughly the size of Hardened Ward
then queue wailing and gnashing of teeth when it all gets neutered when they force vengeance mode on PVP.
The former highlights a class's unique characteristics, while the latter simply turns a class into a different colored beam.
As a Warden since it came to be...I choose it for the Nature themes of controlling animals and plants. The animals are the most important part of it and I wish they were not the animals of Vvardenfell! To me this is a class perfect for wood elves and if any animals where to be chosen, they should have been the animals of the wood elf lands! If our main power is the bear, give us a choice to choose wolves or cats as well, so we can form our own identity.
MashmalloMan wrote: »[*] Mobility/positioning instead of standing your ground
MashmalloMan wrote: »[*] Mobility/positioning instead of standing your ground
In Sanity's Edge, there's a set called Peace and Serenity, and I think its concept best fits the idea you're describing.
Peace and Serenity:
5 items: While standing still, you gain 10-465 Weapon and Spell Damage. While moving, you gain 4-203 Health, Magicka, and Stamina Recovery.
If the effects were reversed, stacking damage or crit while moving and increasing recovery while stationary, I think it would be a perfect fit for Sorc. If a passive skill in StormCalling were changed to this, it would not only highlight Sorc's mobility but also make certain trials less tedious than just standing still and spamming skills, while giving highly skilled players more room to maneuver.
Hey maybe the pork of oblivion set will get a rework at the same time
MashmalloMan wrote: »The fact that they didn't rework DK class sets given the obvious opportunity is very concerning. Majority of the current 14 available are terrible, so if they're not doing it per class refresh, I hope they at least do it at the end.
Whats worse is they even addressed it in the patch notes or article when talking about skills moving around, as if people should be excited about using Dragon Breath with Basalt-Blooded Warrior.. which I mean sure, but I'd rather some real work be done.
After watching the PTS Week 4 update preview, I'm still worried about the future reworks of other classes.
Yes, ZOS is much, much better than in previous PTS cycles.
However, at the last minute, it seems like they overcorrected and ignored the potential for buff stacking. For example, Molten Whip's 15% damage increase against monsters negates its extra damage buff in PvP and ignores the fact that this buff can be utilized by Fatecarver builds in PvE. The excessive nerf to Engulfing Dragonfire, losing 30% damage (maximum of 80% → 50%), doesn't make sense since Engulfing Dragonfire has a much shorter range than Fatecarver and no defensive measures during channeling. Even if Engulfing Dragonfire is currently too strong, they should have only tried nerfing it by 10-15%, instead of directly nerfing it by 30%.
Hopefully, when it's Warden & Sorc's turn in the future, ZOS will be able to learn from the experience of New-DK and avoid overreacting at the last minute.
ESO_Nightingale wrote: »
we'll see how they rework warden. regardless, I'll be there from day 1 making as many important posts as i can.
ESO_Nightingale wrote: »
we'll see how they rework warden. regardless, I'll be there from day 1 making as many important posts as i can.
I'm also looking forward to hearing your evaluation of New-Warden. Your contributions to Warden and the Frost system are evident to all.
My attitude towards the sorc and warden identity refresh has changed from 40% anticipation and 60% concern before the PTS to 60% anticipation and 40% concern now.
And we still have to commend ZOS for the communication, transparency, and quick changes to player feedback they showed during the PTS, which was truly exciting.
MashmalloMan wrote: »Each class has its own strengths vs. homogenization.I actually like leaning into an element for each class.
But I think in trying to undo all the balance damage they did with subclassing.....every class refresh will get:
- A functional equal to fatecarver, beam with cleave and classified as direct damage
- A skill hits as hard as merciless (the lucky classes like DK will get it as a spammable with cleave, not a delayed single target skill
- A set of passives that amp up power based on using base class skills
- A monster self heal
- A damage shield roughly the size of Hardened Ward
then queue wailing and gnashing of teeth when it all gets neutered when they force vengeance mode on PVP.
The former highlights a class's unique characteristics, while the latter simply turns a class into a different colored beam.
There's so many cool ways they can go about distinguishing class strengths AND weaknesses. Compare 2 classes like Sorc and NB with similar archetypes and class fantasies. How can you distinguish them from one another? They can both share the crit fantasy, but accomplish it in different ways.
Nightblade is an assassin, they wait for the perfect moment to surprise their enemy and strike, they want as much damage in that moment as possible to kill them and get out, they have ways to guarantee critical strikes, so they prefer critical damage over chance.
Sorcerer is a spell weaver, they cast multiple spells consistently to deal as much direct, timed damage as possible, they rely on crit chance to get better healting through Critical Surge and heals like it that don't scale based offensive stats, but can still critically heal. They prefer multiple damage instances, death by a thousand cuts, rather than 1 shot burst damage which is why they weave multiple spells to land at the same time.
Assuming Nightblade kept the current passives, below are examples of how the Expert Mage Sorcerer passive could be reworked:And this is just critical chance, you could give negatives in other forms like + pen, but -armor. There is nothing wrong with giving a minor penalty to a class because there are so many ways to overcome it with sets, abilities, food, mundus. The only thing it does is highlight what a class is good or bad at, gives it opportunities to excel in areas otherwise not possible due to passive or skill budgets.
- +3.5% crit chance, but -2% critical damage/healing per Sorcerer skill slotted
- +1% critical chance and +2% max stam and magicka per Sorcerer skill slotted
- +1% critical chance and -1% ability cost reduction per Sorcerer skill slotted
- +4.4% critical chance while looking directly at your target
- +6.6% critical chance for 7s after applying Concussed or Sundered
- +6.6% critical chance for 4s after dealing direct damage
- +5% critical chance while a shield or pet is active and for 10s after they expire
Btw the whole 6.6% thing seems strong, but it's based on ZOS's class passive standardization where if it has a proc conidtion, they multiply a 2-4 piece set bonus by 2.2x. Eg. Arcanist's Aegis of the Unseen, Harnessed Quintessence, and Fated Fortune. It's on every class right now in some shape or form.
In case it wasn't obvious, every bonus or proc conidtion is based on how I think they'll setup Sorc's identity in the future. These are the concepts I believe will stick around.
- Max Resource stacking for stronger shields, sustain, but also light damage dealing
- Crit Chance stacking for non scaling heal effeciency like Surge, Dark Deal, and Blood Magic, but also damage dealing
- Mobility/positioning instead of standing your ground
- Delayed/direct damage instead of consistent/damage over time
- "Spell weaver" playstyle, aka Crystal Frags, Crystal Weapon, Haunting Curse, Encase, Mages Fury, Bound Armaments, and Overload
- Shock/Phys (Storm), no Magic damage anymore, possibly removing Phys too. I predict the Energized and Amplitude passives will move to Sunder/Concuss bonuses, more niche, more unique
- Pets, love or hate them, hopefully they make the playstyle more interesting, powerful, with less restrictive passives
And these are the ones I believe will leave:
- Reverse Execute via Tormentor and Amplitude, goes against Sorc's original identity from Implosion and Mage's Fury, not niche or fun to build around. Counter intutive.
- W/S Damage, matches nothing in the class. Shields and flat heals don't scale from this.
- Block bonuses like Persistence and Bound Aegis don't fit. Sorc avoids damage with mobility and positioning, shields don't mitigate extra damage with blocking.
- Some of the sustain passives or morph effects like Rebate, Persistence, Endless Fury, Energy Overload, etc. Just too many wasted effects, not fun to build around, doesn't promote any sort of class fantasy.
ESO_Nightingale wrote: »After watching the PTS Week 4 update preview, I'm still worried about the future reworks of other classes.
Yes, ZOS is much, much better than in previous PTS cycles.
However, at the last minute, it seems like they overcorrected and ignored the potential for buff stacking. For example, Molten Whip's 15% damage increase against monsters negates its extra damage buff in PvP and ignores the fact that this buff can be utilized by Fatecarver builds in PvE. The excessive nerf to Engulfing Dragonfire, losing 30% damage (maximum of 80% → 50%), doesn't make sense since Engulfing Dragonfire has a much shorter range than Fatecarver and no defensive measures during channeling. Even if Engulfing Dragonfire is currently too strong, they should have only tried nerfing it by 10-15%, instead of directly nerfing it by 30%.
Hopefully, when it's Warden & Sorc's turn in the future, ZOS will be able to learn from the experience of New-DK and avoid overreacting at the last minute.
we'll see how they rework warden. regardless, I'll be there from day 1 making as many important posts as i can.