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.