Thank you for taking the time to reply point-by-point, OnnMacMahal. (I'd really like a spoiler function right now.)
I feel that it's worth noting at the beginning that being unreponsive is part of the warden's "thing". That is, we're slow to get going and slow to stop, but we're efficient (a lot of damage/healing/whatnot per gambit, at least in theory), and once we get going, there is (or ought to be) a big payoff.
It may seem weird to claim the warden's unresponsiveness as an important characteristic. Consider this:
The gambit system is a poor way to cast skills. It's slow, you can easily mess up and get a totally different skill, masteries go on cooldown and prevent entirely unrelated skills from being cast quickly, and so forth. It'd be much better to have each gambit as an individual skill, right? Especially if you get to keep their cooldowns (i.e. none).
Likewise, damage-over-time is a poor way to specialize in DPS. Your damage might be too late to matter, you don't benefit from e.g. Oathbreaker's Shame when the rest of the group is bursting hard, and you can easily die to reflect, of course. It'd be much better to have instant damage. (Likewise for healing.)
These things are intertwined. The slowness of the class follows naturally from how the skills are adapted to the gambit system. Without cooldowns, the skills have been given effects that last for a long time and don't stack, encouraging variety and discouraging spam. In the case of damaging skills, that means non-stacking damage-over-time. If you didn't have gambits, you could just have burst damage with cooldowns, and you wouldn't need to layer so many skills. (You would, essentially, have any other DPS class.)
Now, I don't think anybody actually wants to get rid of gambits, or make the class into a burst class (you explicitly said so at the very start of this rework, to much applause). Why not, when it's so clearly a poor setup? Because it's interesting, because it's fun, but most obviously: because it's the point of the class. Take a bad-but-interesting setup, and somehow make it work.
This bad-but-interesting setup results in a specific playstyle. Wardens generally don't swap to weak targets because they'll be too late to matter. Wardens swap away from a mob at low health to start pre-stacking on the next mob. I like that. It's a natural consequence of the way warden DPS is built up of layers of damage over time; it's the nature of the class. You can tell from the way someone goes around a mob-filled area that they're a warden. I think it's crucial to the character of the class that that remains so, and that changes to the class should be made in that spirit.
In other words: I'd rather have tools that make me successful at being slow in a fast game than tools that make me fast.
Originally Posted by
OnnMacMahal
I'm not suggesting that wardens should be able to fill different roles within the same fight, but within your chosen role you should be able to more flexibly react to moment-to-moment changes in a fight.
I wouldn't call it versatility but rather responsiveness, but that's a difference of terminology (it will come up later, because it's an important difference). In practice, I don't think encounter design requires much of this at all on the DPS side, and the proposed changes don't help much on the tank side.
Generally, DPS deals damage to the appropriate target and tries not to die. That's it. That's why I brought up different roles: in LoTRO, the DPS role is really focused on good rotation and positioning, and very little on CC/tanking/healing/things that are not damage. So "flexibly react[ing]" is mainly going to consist of "can hit a DPS skill without getting reflected to death, perhaps 20 seconds from now" (admittedly useful), and perhaps slightly of interrupting/corruption removal. Wardens can interrupt; corruption removal is unreactive but fast when sustained, positioning is fine (if Assailment is going to mirror In the Fray well enough, it'll be very easy, at least for single-target). A sprint would help, or a bit of CC.
Wardens have a number of tools they can use to substitute for responsiveness. E.g. Shield Tactics anticipates stuns; buffs like Celebration of Skill and Dance of War anticipate incoming melee attacks (in a way). When it comes to gambits, I'd like more of this. As I mentioned, I think it's a missed opportunity to have a non-gambit interrupt, rather than an interrupt-over-time on Onslaught/Wall of Steel. I think the warden's approach to "responsiveness" should be characterized by anticipation over reaction.
That said, there are, of course, limits to what clever anticipation can do. Tanks do need to be able to respond to the unforeseen, like a missed mechanic or the death of a healer. You generally wouldn't plan for those things to happen, and they can go bad very quickly. The main thing you need there is survival--time to sort things out--and wardens have little of that. Responsive survival, i.e. a big defensive cooldown, would be great.
Originally Posted by
OnnMacMahal
I've updated the second post with an outline of the new tanking cooldown skills. They don't have all the specific values, but should give you an idea of how they'll add to your tanking kit. All the specific numbers will be available on Bullroarer soon.
Let me start by saying that wardens are in need of something like Juggernaut, Thickened Hide, or Last Stand. Anything short of that is not strong enough. That's not just my opinion--it absolutely resounds from the feedback on the forums (and elsewhere, I'm sure). Raids pretty much require the ability to raise a very strong defence at a moment's notice. All other tank classes have that ability, but wardens do not. (While you could, in theory, buff warden defence to the point they don't need cooldowns, that would probably make them really overpowered any time a cooldown isn't necessary. So I'll assume that that is not an option.)
Restorative Shieldwork seems to be on the level of Thrill of Danger--not quite a game-changer, but not a skill you use in rotation, either. It is (at best) a 50% heal and 30% partial block chance for ~10 seconds. Compare e.g. Juggernaut: 100% full block chance, (quite often) also a 50% heal--guardians heal on block--and it makes you immune to stuns. Restorative Shieldwork is clearly weaker than that.
Desperate Combat doesn't boost defence. It may be used to get heal, but as written, I don't see it as a defensive cooldown. It's certainly not on the level of Juggernaut, and probably not on the level of Thrill of Danger (defensively speaking). So that leaves one more skill: For the Free Peoples.
Originally Posted by
OnnMacMahal
Regarding 'For the Free Peoples' I've repeatedly heard this sentiment from players.
The tiering-up is definitely a big problem, but an even bigger one is that it's only -25% incoming damage. On a class that doesn't have any native incoming damage reduction at all (besides -10% on the shield, I guess), that's particularly problematic. (As with mitigations, so it is with incoming damage reductions: the more you have, the more valuable each additional percent point becomes. Wardens don't have much, so it's not as valuable as it might be on, say, a captain or a brawler.)
-25% incoming damage is just not that much for a 90-second cooldown, especially on a class that only has one Big Skill.
Beornings also have one Big Skill: Thickened Hide. It does have a slightly longer cooldown, but the buff you get is way better: -60% incoming damage, and a nice heal.
A guardian can equal FtFP just by hitting Redirect, with its effective cooldown of 20-25 seconds. Redirect reduces damage taken by 35%. It doesn't stack additively, but it's still better than FtFP! (Redirect, incidentally, is an awesome skill, which is why my proposed warden cooldown system is a bit like it.)
I hear brawlers also have some good cooldowns. And captains famously have a large number of skills that benefit their defence in addition to Last Stand.
So yeah: For the Free Peoples is the weakest defensive skill of the bunch by a long way.
Now, For the Free Peoples does buff the group. That's not bad. But it's not the first thing I really want in a tank. Tanks primarily protect the group by directing attacks away from the group, and only secondarily by buffing or healing the group. In order to draw attacks, a tank needs to be alive. The moment the tank dies, all the stuff they're holding splats the group, and that's a definite no-go. So on the warden, a class that has serious issues with their own survival, FtFP is evaluated as a self-survival buff--that's the bottleneck, the weakest link, the thing that really needs a skill to prop it up. Unfortunately, For the Free Peoples isn't very good at protecting the warden.
Originally Posted by
OnnMacMahal
I'm sorry you feel this way. While I agree that the optimal way to play the class right now is to use gambits large-to-small, that doesn't change the fact that gambit chains in abstract are literally designed to push you in the opposite direction. If it's never optimal to use some of your 2-length gambits, then why have them at all? I understand that they have little value right now, but that doesn't mean that they ought to have little value in principle. Even with gambit chains, if you only have time to use a single gambit, you're still better off using a 4- or 5-length gambit. It's a balance.
Large-to-small is a natural consequence of the design decision to make longer gambits more powerful. I think that's a sensible decision and it results in interesting gameplay, too--you want large gambits first, large gambits take lots of masteries, so you're always encouraged to rotate through your masteries quickly. Chains go against that. In theory, I think, they are supposed to reward foresight--you realize you need three gambits in the same class ahead of time, so you get a bit of a bonus--but the proposed changes to chains go against that, too! By making chains class-unspecific, you're not rewarding foresight or adding synergy to gambits in the same class. You're simply encouraging people to use short gambits when they would rather have a long gambit, making "number of icons" an important aspect of the gambit, instead of what it does or how it's built. I don't think that should be the case.
As for "Why have them at all?". So you can lean further into that class of gambits, obviously. Have you cast Desolation, Surety, and Brink? Perhaps you'd be interested in our latest: War-Cry! You should make two-icon gambits powerful enough to allow for that. They don't need to be super weak skills. They just need to be weaker than three-icon gambits. For example, War-Cry should be better in most AoE DPS scenarios than Spear of Virtue. In practice, it isn't. (In part because you generally have priority targets, but also because the damage is just that low.)
I think the answer to "Why have [these gambits] at all?" should first be "Because they are (situationally) the best gambit to cast", and only secondarily "because it makes other gambits better", and generally not "because if I use this gambit (irrespective of what it actually does), I get a Cooldown Point, and I may need that to not die sometime in the next minute (or maybe not)".
In other words: Having a "forced" two-icon gambit in there essentially requires you to pick the least bad of a selection of gambits you don't want and more or less ignoring its effects. I feel that the specifics of the gambit should matter most and that each gambit should be viable on its own merits.
Note that this is all predicated on Cooldown Points actually being powerful and usually optimal. If they're not, chains pretty much don't matter.
(On the other hand, if it works out to "you get a bonus if you use a 2-, 3- and 4-length gambit within 15 seconds", that seems really inconsequential and as such kind of pointless.)
I should also note that I feel that the gambit system already has sufficient depth with sufficient trade-offs to consider to be a great system without chains. If you're looking to improve the warden, re-working chains (making them more important) isn't necessary. You can remove them or leave them as-is--chains are very low on the list of warden problems.
I don't disagree that Seize the Moment is fun. Having the ability to repeatedly cast an AoE morale-tap that deals a million damage to every mob in front of you would probably be fun too, but it would also be unhealthy for the design of the class and the balance between classes. I do disagree with the statement that StM is the only thing which breaks up the deterministic warden gameplay. It's only truly deterministic if you're doing a straight damage parse on a morale sponge, or running through the same short sequence repeatdely (say, switching to the next-upcoming RAT to apply Marked/Diminished and your strongest DoTs). There are plenty of situations, even for the current warden, where your rotation is not entirely deterministic, but even in those cases, StM mostly serves to 'reset' your fixed rotation to a certain point, or simply allow you to get through part of it faster (so some of your bleeds benefit from effects like Momentum when they wouldn't be able to without a StM proc).
I don't think that gambit would be fun. It'd be the only gambit you'd ever cast, so it goes completely against the warden's character. The idea is that wardens use a variety of gambits, ideally with a variety of effects (N.B. "damage" and "more damage" is not "a variety", even if one is over time and the other is burst), because "more of the same" is naturally suboptimal. (I.e. not because there's a separate mechanic that punishes you for it, but because the skills themselves discourage repeats--in casu, their benefits don't stack.)
When I say that the warden rotation is deterministic, I mean that the warden's abilities do not provide any variable outcomes, so warden rotations do not generally have multiple ways to develop. You might still swap targets or respond to changes in the fight in other ways, but that's not the rotation being variable, that's the fight being variable. And fights can't be counted on to provide cues--in practice, straight damage to a morale sponge is the baseline assumption for a boss fight. (In fact, part of building a good raid is making fights as straightforward as possible, because there's less that can go wrong. That is not a problem or criticism of encounter design--it's just common sense. A good plan is the best plan you can execute, and all that. Reducing a fight to straight damage on a morale sponge is a good start.)
Pre-nerf Quick Sweep is an example of something that did provide a variable outcome: you either get a bleed, or you get nothing (okay, it's not great, but it's variable). Depending on the outcome, you proceed in different ways. I think wardens are now reduced to No Mercy and Seize the Moment. Everything else is straightforward: cast the gambit, move on to the next. No need to see what it does.
In addition to being dynamic, I feel that Seize the Moment fits very well into the yellow warden's theme of being an out-fighter who occasionally executes an ambush (mechanically simulated through Snap Shot Ambush + Seize the Moment + Momentum/Shields Up). In practice, this isn't something you really want to do (Assailment gambits are notoriously poor, being in melee results in much higher DPS), but it's still part of the really strong theme you get from the yellow traits. I like the theme and I think it could be expanded upon. (I think it'd actually a fairly popular concept, too.)
That said, I don't disagree that Seize the Moment has... problems. I just don't think that your proposed changes are going to give the warden back what it's losing in Seize the Moment, and what it previously lost with Quick Sweep. I want you to be aware that you're taking an unusual-but-interesting piece and replacing it with a boring piece. And I'm happier with abilities that heavily shape a class than with abilities that you end up forgetting about.
(For example, the red warden traits that increase bleed damage, light damage, damage-over-time critical chance, and damage-over-time critical damage are all bad traits, even if they're technically "balanced". I don't even remember what they're called, because who cares? You trait them, then you forget about them.)
I'm not sure why you feel this is how the class
should be. Just because skills like Combination Strike do meaningless damage right now does not mean that it
shouldn't do meaningful damage. It is possible for a skill to have decent immediate damage while still dealing less overall DPS in the long run when compared to a DoT skill. Sometimes you want to run an instance with a large number of mobs that don't survive for very long. Why should a warden be shut out of joining groups running that instance?
I don't think instances of that type are ever difficult enough to shut a warden out. If there was one, the warden's burst damage--being a secondary aspect of the class--would not be competetive anyway, so they'd still be shut out.
That is to say: I don't think you're proposing that wardens have champion-level burst DPS. I think you're proposing a fall-back option to use in cases where your bleeds aren't viable for a while; something you do not want to do long-term. I may be wrong here. In any case, I think it's not that likely to work (champions will still do it better, for one), and also not in keeping with the warden's concept and strengths.
On the other hand, I don't think wardens should have champion-level burst DPS, because that's the champion's thing and not the warden's. A reasonable level of burst DPS as a fall-back is acceptable (if it can be made to work), but a solution that allows the use of bleeds under adverse circumstances is better.
I was discussing the Hiddenhoard raid with a friend just now, and reflects came up (they always do, in warden talks, eventually). It would be nice if the warden was able to, say, reduce the amount of reflected damage they take (through a gambit buff or trait), or to reduce the amount of damage a given target deals with reflects (through a gambit debuff). You could do something like "Gambits you cast are reflected as if their damage was halved" as a 30-second buff, and then a trait that says "subtract your Vitality from damage dealth by reflected hits" (precise values TBD). That'd be in keeping with the warden's focus on bleeds and anticipating problems.
I hope I've addressed the question of why I think this is how the class should be elsewhere in this post. In brief: because that's what gives the warden its character, makes it unique in LoTRO (and beyond), and because it's more fun that way.
Can you tell me why you think wardens should not be versatile? the whole class revolves around three basic skills being used to create sequences which can deal damage, apply bleeds, hit single-targets or multiple, heal you, provide you with defensive bonuses, or steal morale from enemies. That's not versatile? Versatility doesn't necessarily mean you should be able to quickly fill in the role of a main tank when you're traited and itemized for damage (or vice versa) but you can have flexibility within your given role in order to deal with different gameplay circumstances.
I can!
First, you're confusing "skills having a variety of effects" with "being versatile". Champions, beornings, burglars, hunters, and rune-keepers all have skills that do all of the things you mention in their DPS setups. That doesn't make them versatile, because all of those things work towards the same purpose: being a DPS. (DPS needs healing skills, too! Just like healers do things besides healing.) It is the same for the warden.
A DPS warden approaches every encounter in more or less the same way. You enter melee and apply bleeds. Yes, you use a variety of gambits to do so (including ranged bleeds and some things that don't even bleed!), and yes, you do occasionally need to use skills for purposes other than damage. But your purpose, your role, the thing you can do efficiently, is still very simple: you get in close and DPS it to death.
Very nearly all gambits do is damage and healing (including morale-taps, which are just damage and healing in one, and not a separate class of effect), with the balance being self-buffs (which broadly fall into two categories: take less damage or deal more damage). There is very little crowd control in there (Desolation in blue, Boar's Rush on crit, neither really useful as CC), and no aggro management (beyond damage and healing). What's more, in raids, you don't generally care about healing or self-buffs (if DPS) or damage (if tanking). So you're left with the one thing you do. This is, by the by, common and even standard for LotRO classes, especially in their DPS builds. But nearly all classes are more versatile than the warden!
Versatility does not have to mean that you can take on a different role, but it does mean that you can at least apply a different solution to a problem you're facing (than your primary solution, which is typically damage). Wardens don't get that. Wardens don't have the champion's AoE stuns, or the burglar's Knives Out, or the rune-keeper's Steady Hands > Word of Exaltation, or the hunter's Cry of the Hunter (a good cc skill!). Wardens get damage.
For example, consider an annoying defiler mob who's casting silences on the raid.
- A lore-master might use Lightning-Storm to kill the defiler, or Blinding Flash to daze it, or Cracked Earth to root it (if it's a short-range silence), or stick it on a bear pet and leave it in a corner somewhere. Lots of options, great versatility.
- A warden might kill it. In melee. I mean, who's going to spend all their time maybe daze-locking it with Boar's Rush? Didn't think so.
I'm actually okay with this, because (a) warden DPS is interesting in its own right (layering bleeds, pre-stacking, etcetera--the things that make warden DPS annoying and bad also make it tactically different from all other classes), and (b) wardens are really good for solo play, and they used to get some mileage out of that in instances, as well. For example, the ability to Defiant Challenge for +40% mits to take strain off the tank for a while, while kiting a bit and sustaining yourself with Resolution as needed--that was really cool. It's gone now, and I'd like to have it back (why do burglars, of all classes, get the ability to do that?). That's real warden-style versatility.
Spear-bleed aside, why should fist gambits have both better instant damage and DoT damage? I apologize, but Surety of Death is being knocked down a peg off its pedestal. A single gambit should not have your best initial damage and one of your best DoTs while being AoE. Why use any other gambits? You'll now have some gambit sequences focused on initial damage, others focused on DoT effects. Some sequences single-target, others AoE. That's what I mean by gambits having one (maybe two) effects. We don't want a single (or even a small few) gambits carrying all of your output value. Different gambits should be useful for different purposes and different contexts, and balanced accordingly.
I don't. I think that fist gambits should retain their evade buffs, and that Desolation should retain its miss chance debuff (and fear-over-time). I think that the Persevere line should retain its block buffs, that Impressive Flourish, Maddening Strike, and Dance of War should get something useful in addition to their buff (my suggestions: heal-over-time à la Persevere, taunt, 10%-15% run speed buff), and that Offensive Strike to Boar's Rush should both have an up-front effect and a long-term effect, as well.
You use other gambits because Surety doesn't stack with Surety, and Surety's initial damage doesn't add up to that much DPS (even with Seize the Moment). So that's not a problem. On landscape, mobs generally die to one Brink anyway, so there's no need to use anything else there, either, and reducing the initial damage isn't going to change that (nor should it--landscape is trivial and not until it gets buffed should you balance classes to it).
I think the natural progression of large gambits to smaller gambits means that some gambits carry more/most of your output value, and that's fine, to an extent. I do agree, for example, that Surety could be reduced, but then I also think that War-Cry should also be buffed. In fact, all fist-shield gambits could have the same (or nearly the same) damage, with increasing non-damage effects with each tier. That would also make levelling with only two-icon gambits much less painful.
I fundamentally disagree that leveling wardens should be expected to rely almost entirely on two gambits. Why have all the other ones, if two skills are all you need to get by in every circumstance? When the class was released with Mines of Moria, you earned increasingly-long gambits over time, reinforcing the idea that your basic building blocks are expanding in potential and complexity. I think that part of the learning process has been lost over time, and is frankly confusing to players who are new to the class.
Levelling wardens should be expected to rely almost entirely on two gambits because that's what they do, in practice (source: I recreationally help levelling wardens understand the class). The difficulties of new wardens are generally two:
(1) Remembering what the gambits are.
(2) Building gambits quickly.
You don't help (1) by introducing them in batches. I think it's fair to expect people to read the tooltips of new skills as they unlock them. Gambits don't appear on your bar when you unlock them, which already makes that a bit harder. "Here's 15 new gambits, enjoy" practically guarantees that people won't read the tooltips.
You don't help (2) by giving people short gambits that are still acceptably fast when cast without masteries. You should get people used to the idea of using masteries early, in a simple way: "Build Surety with FI-SH, FI, SH-SH". No need to worry about the interactions between gambits, whether SH-SH is really the right closer for Surety or whether it should be saved for something else. Just get the masteries in, that's hard enough for now.
New players don't figure out a cool rotation at level 24. They use the two (or three or five--the precise number doesn't matter, only that it's a fraction of the total available) gambits they trust to get the job done. And why shouldn't they? Low-Level-Land is incredibly easy and mostly doesn't care what you do; for those levelling to the cap, it's flyover country to boot (metagame-wise, not story-wise). There is practically no metagame at level 30, so you shouldn't expect people to use or care about their full range of skills. That will come later, once the class is properly understood.
Again, you're conflating skills and gambits
right now, rather than thinking about what skills and gambits
could be. In practice, the new gambit chains are much, much easier to complete than existing gambit chains, so this is really only a soft check on your ability to chain cooldown skills in rapid succession with one another.
I like gambits right now, and who is to say the skills and gambits will be what they could be? Historically, SSG has rarely hit their design goals when it comes to the warden. The last big updates were all pretty bad: boring and ineffective. So I'm a little apprehensive, for sure.
Saying that the new chains are a "soft check" doesn't particularly endear them to me. If they're that soft, why have them at all? Why not have cooldowns that just work, and gambits that just flow naturally? Just because it's an orphaned mechanic you can't bear to get rid of? Gambit chains have no natural connection to cooldowns at all. It feels like they're linked because they both happened to be on your to-do list at the same time, not because it makes sense, or because it's interesting, or even because it's convenient (it seems like a lot of extra work, to be honest). I'd be really happy if you took the easy way out and just plonked a big cooldown on top of what is, at the end of the day, a very successful design, and arguably the most unique class to come out of LotRO. (And my favourite. Do I need to say that specifically? It's my favourite.)
Okay, one extremely long post later, I just want to say thank you again. I did not expect to get a reply, much less a point-for-point rebuttal. I hope any passion you may detect does not veer too much into anger, and that you have a great Sunday.
Andhilin, Ifeyina, Iondhilin, wardens of Gondolin -- Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit into Sightblinder's eye on the Last Day.