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Maybe they’ll play off of the two Solstices.
ESO_Nightingale wrote: »Source of Power
"Using the seasons" is actually an incredibly vague description. We already know that wardens use winter's embrace. So that is automatically 1 season, but previously we've had no mention of autumn, spring or summer. Personally i dont think this line means very much unless the class is going to have a new mechanic that involves using different seasons, or involves rotating different skills with different inherent seasons.
ESO_Nightingale wrote: »Source of Power
"Using the seasons" is actually an incredibly vague description. We already know that wardens use winter's embrace. So that is automatically 1 season, but previously we've had no mention of autumn, spring or summer. Personally i dont think this line means very much unless the class is going to have a new mechanic that involves using different seasons, or involves rotating different skills with different inherent seasons.
It’s maybe pushing it but I could see the other seasons in there: mushrooms for fall, flowers for spring, uhh summer… animals I guess.
We do have the gardener of seasons set from IA:
(5 items) Gain Herald of Spring, causing your Green Balance overheals to apply Minor Heroism for 3 seconds. Casting a Heal ability while Bracing consumes Herald of Spring and gives you Harbinger of Fall for 6 seconds, causing your Green Balance overheals to create an 8 meter area for 5 seconds, applying Major Cowardice to enemies and Minor Vitality to allies. You can create an area once every 5 seconds. When Harbinger of Fall ends, regain Herald of Spring.
I see the vision but it seems complicated to use for no gain over meta sets. I don’t think we’d be forced into a season rotation since ZOS mentioned they’re not adding class mechanics but rather enhancing what’s already there (which I think more obviously is status effect damage & the 3/6 second shalk timer). I hope we’re not getting season rotation, it’d probably make warden simply too complicated and simplicity is a part of what makes a build viable (hence oakensorc meta even though it had less damage than other options). That said, I suppose I’m open to it if it’s not actually as complicated as the set is (like just casting a skill from each of the 3 lines every so often or something).
The warden seasonal balance theme is already pretty clear in their 3 existing skill lines.
Green balance and animal companions = spring/summer, plant and animal life are flourishing and most active.
Winter's embrace = fall/winter, transitioning from abundant plant and animal life in the spring/summer into winter where many plants die or go dormant, and animals don't have as much available food and many become less active or die.
Zodiarkslayer wrote: »One thing has me concerned for a while. And that is how the animal/ flower theme and the frost theme have to be both viable. They are quite different in that in regards to playstyles and how they work.
That means that the mechanics and power budget that the Devs will imbue to the class have to be 100% accessible to all playstyles.
For example, passives like +15% to frost damage are useless when the animals all have poison/bleed/magic damage. Ideally such thinking goes away all together and we get an approach like +200WD/SD per class ability slotted, again as an example. Something that gives you base power, not specific power. That also goes both ways. Because you cannot make the Sorcerer approach and just slap bleed damage into the same passive (+15% to frost and bleed damage), because one cannot get 12 abilities for both damage types on their both bars. Bleed damage has no back bar ground effect weapon ability and there is no way to get a bleed damage light attack. Frost damage on the other side has both, but lacks the powerful abilities that bleed ones can boast of.
Warden is a big mess, when you take a closer look. All the band aids that the class has gotten over the years are just showing. I mean, the class was live for years without a dedicated frost spammable, until we, the players, brought that problem up on a forum discussion over the effectiveness of the Frostbite set and ZOS buffed Frost Touch as a direct result of that discussion (Was it really 4 years between Morrowind and the Frost Touch change in 7.1.5?). That just shows you how there was never a structured approach to its design.
In my opinion the best choice is still to make two separate classes. One for the animals theme and one for the frost theme. And I also know that will never happen.
Anyway, there is a lot to rethink here. 😊

Zodiarkslayer wrote: »One thing has me concerned for a while. And that is how the animal/ flower theme and the frost theme have to be both viable. They are quite different in that in regards to playstyles and how they work.
That means that the mechanics and power budget that the Devs will imbue to the class have to be 100% accessible to all playstyles.
For example, passives like +15% to frost damage are useless when the animals all have poison/bleed/magic damage. Ideally such thinking goes away all together and we get an approach like +200WD/SD per class ability slotted, again as an example. Something that gives you base power, not specific power. That also goes both ways. Because you cannot make the Sorcerer approach and just slap bleed damage into the same passive (+15% to frost and bleed damage), because one cannot get 12 abilities for both damage types on their both bars. Bleed damage has no back bar ground effect weapon ability and there is no way to get a bleed damage light attack. Frost damage on the other side has both, but lacks the powerful abilities that bleed ones can boast of.
Warden is a big mess, when you take a closer look. All the band aids that the class has gotten over the years are just showing. I mean, the class was live for years without a dedicated frost spammable, until we, the players, brought that problem up on a forum discussion over the effectiveness of the Frostbite set and ZOS buffed Frost Touch as a direct result of that discussion (Was it really 4 years between Morrowind and the Frost Touch change in 7.1.5?). That just shows you how there was never a structured approach to its design.
In my opinion the best choice is still to make two separate classes. One for the animals theme and one for the frost theme. And I also know that will never happen.
Anyway, there is a lot to rethink here. 😊
Warden lines are very stricly defined as dps/heal/tank lines and are thematically consistent. You can't just shuffle them around like DK could. Out of base classes, only NB and DK have some freedom in exchanging skills around.
To make sense out of this, there would have to be one skill designated as 'season switcher', that would 'adapt' existing skills to do different things depending on the current season. Nightmare for complexity sake, but at the same time maximum flexibility and 'adaptation to anything' power fantasy.
-Winter: skills cost magicka, dealing frost or magic damage. Animal companions get the frost version appearance, green balance skills are transformed to ice and snow
-Spring: skills heal and buff allies
-Summer: skills cost stamina, dealing poison or bleed damage, winter embrace skills are transformed in appearance to vines and thorns
-Autumn: skills apply debuffs, damage reduction, shields and overall tanking stuff. Winter embrace skills are transformed in appearance to bark
This is what I understand as "Adaptable warrior of the seasons".
Zodiarkslayer wrote: »One thing has me concerned for a while. And that is how the animal/ flower theme and the frost theme have to be both viable. They are quite different in that in regards to playstyles and how they work.
That means that the mechanics and power budget that the Devs will imbue to the class have to be 100% accessible to all playstyles.
For example, passives like +15% to frost damage are useless when the animals all have poison/bleed/magic damage. Ideally such thinking goes away all together and we get an approach like +200WD/SD per class ability slotted, again as an example. Something that gives you base power, not specific power. That also goes both ways. Because you cannot make the Sorcerer approach and just slap bleed damage into the same passive (+15% to frost and bleed damage), because one cannot get 12 abilities for both damage types on their both bars. Bleed damage has no back bar ground effect weapon ability and there is no way to get a bleed damage light attack. Frost damage on the other side has both, but lacks the powerful abilities that bleed ones can boast of.
Warden is a big mess, when you take a closer look. All the band aids that the class has gotten over the years are just showing. I mean, the class was live for years without a dedicated frost spammable, until we, the players, brought that problem up on a forum discussion over the effectiveness of the Frostbite set and ZOS buffed Frost Touch as a direct result of that discussion (Was it really 4 years between Morrowind and the Frost Touch change in 7.1.5?). That just shows you how there was never a structured approach to its design.
In my opinion the best choice is still to make two separate classes. One for the animals theme and one for the frost theme. And I also know that will never happen.
Anyway, there is a lot to rethink here. 😊








ESO_Nightingale wrote: »
brandsnipe wrote: »ESO_Nightingale wrote: »
I don't know about solstices but i like where you're going with the skills. Changing out frozen gate for this would make warden so much more fun to play. How do you create these?
if i was to guess i think this means that wardens will have summer (growth) and winter (freeze) morphs for all their skill lines, meaning that wardens will basically be able to become frost mages or druids or a mix of both etc. Its actually not a bad idea since frost mage idea is pretty popular in the game. Based on the dragonknight rework i dont see them putting in an extra mechanic to change this on the fly, though it would be neat as the above poster illustrated especially if they changed skills to focus more on healing and buffing for growth and dps and debuffs for ice.
ESO_Nightingale wrote: »Hey everyone, i just made a concept for seasons that i think could work. rather than seasons, we could specifically target the "solstices" with winter and summer.
Using that concept i made these!
These would replace piercing cold and a green balance passive.
Payoff Skill examples:
Ultimates would generate Midwinter/Midsummer!