I think you know that the general warden community is rather unhappy right now. I've have been following the forums in the warden related area and reading your posts (you're very polite btw). I have avoided posting opinion and memorials because
Outside of the technical issues of the warden and combat. Right now, Turbine is selling an under-powered class and inferior gaming experience to new-comers as well as to those who choose to play the warden in terms of PVE multiplayer and PvMP multiplayer and here is why. As you read my argument, if you read it, I'd like you to relate to this statement.
These are the facts, Orion, I'm confident that you know this.
The general belief is that the warden is a second-rate tank because:
Medium Armour - Cannot be changed but this is "made-up" by heals and decent B/P/E.
Finesse - The warden loses a lot of mitigation due to the opponent's ability to penetrate our defences.
Self-Healing - Being fixed but the anticipation of healing scaling (the MAIN trait - The centerpiece of our tanking is not working) was not considered pre-ROI.
Morale Leeching - Still exists great. No longer efficient compared to MoM except for AoE threat. I ask again, where is the developer who is considering what position the warden will have post-ROI? This is a form of self-healing! Which does not exist!
Yellow/Fist Line class traits - Very much undesirable. I remember vaguely that the developer diary for the warden stated that this is the line that will focus on morale leeching gambits. Unfortunately, the morale leeches are for level 60/65 combat.
Conviction Gambit - our saviour. The pride of our long list of gambits. From the arsenal of our ultimate 5-icon gambits. No longer powerful due to the lack of heals it outputs due to scaling.
Combat run speed - Champions have it, guardians have it, captains have it. They wear heavy armour - way more mitigation. Yet they can escape easier?
Critical defence- Critical chance maxes out at 25% right? There is more damage to be absorbed there.
Out-dated Legacies - Yes! There are so many outdated legacies that were not considered when developing ROI! I can name them for you.
Forced March power penalty - This feels like a legacy that was made by a developer that ran out of ideas.
ALL block, parry, evade legacies are made "inefficient" and undesirable for those who are fighting bosses and players with finesse!
Dark before dawn power return - A rarely used gambit thus a rarely used legacy. Don't point out that you use it everyday because compared to other amount of times you've used other gambits, it is rarely used.
New tactical mitigation shield gambit does not have a legacy to improve it - up to developer but it makes sense since almost all of our tanking gambits have a legacy for them.
Examples - Dance of war evade, Shield mastery block rating, healing gambits percentage increase which include safeguard, celebration of skill, restoration and conviction.
Bugs
Numerous bugs with the warden class - Yes, i understand that coding is difficult and perfection is impossible, but there is a long list and as I think of them, the more unsatisfactory the list becomes.
1) Never Surrender Bleeding to death. The single panic button skill we have to be beaten unintentionally by fellow PvPers and badluck in instance.
2) Never Surrender 5 minute de-buff instead of the planned 2 minute.
3) Critical Defence bonus in "determination" stance does not exist.
4) Tool-tip misconceptions.
5) FX bugs including threat FX and Double-Gambit builder animations.
6) Tactical mitigation/Stun immunity shield gambit that is supposed to add to our tactical mitigation does not.
That is one buggy class that did not receive the full ROI package of levelling up. It's just gimped.
Orion, this post was created in reaction to the disappointing list of changes and "band-aids" coming to the warden in update 5.
We have all put our confidence you, the developers of the warden, to make sure that things stay the same if not for the better. I know many wardens out there are imploring you to do more than what is upcoming in update 5.
Bottomline is that things are getting desperate for this class.
My advice, albeit unprofessional, is to not be afraid to give players of the warden to have strong increase in the effectiveness of certain play styles. Let us specialize, let us choose stats over the other stats, let us be strong in one of the warden aspects. Whether it'd be self-healing, avoidances, massive morale and mitigations, or a balanced build.
If finesse is destroying us - have defensive finesse. Are we DPS classes? Why should we have a DPS stat? We want DEFENSIVE stats to counter offensive stats. Because we do not have a defensive stat for finesse I suppose you can call us defenceless?
Tie might to self healing! - It can have a curve, it can take a ton of might to get strong but the fact is - stats balance out because you can only equip a certain amount of gear.
The community is not asking for a band-aid and slight buffs. We want every single known issue fixed and with update 5, I do not feel confident that Turbine developers are doing this. Don't delay things to update 6, get it sorted.