some criticisms of stone warden
Posted: Fri Nov 06, 2020 9:55 pm
back in the days of patch 1.4.x, i recall that I'd ended up getting a win on nm roguelike as a stone warden, so although i may not have the best idea of what im talking about, I do have some sort of idea of what im talking about
so, today, I'd decided to give stone wardens a shot; with all of their block mechanics, I'd thought that they'd oughta be fun and really OP
but then, I decided to actually play one
first, I decided to build the build before playing the character; with 70 class points and 53 generic points, I basically waste 14 or more generic points by level 50 unless I manage to find an antimagic sun paladin or a thief and save the escort, and then, until I do, I won't be able to get any magic stuff, which would severely gimp me until then
this is because stone alchemy kinda sucks; extract gem's only use is to give alchemists ammo, and imbue gem is only worth the points when you use an artifact gem, and then you'll just find a new item afterwards and wish you could take out the old gem from the old armor and put it in the new armor
gem portal is okay, though, but that and imbue gem aren't really worth unlocking the category, and stone touch just sucks, especially on insane
now, onto class talents
the primary thing that caused me to come back to the class was the hugely-buffed eldritch shield category; now the shield pummel clone makes you autoblock after you use it, the flurry clone makes your block cooldown reset when you use it, and eldritch slam applies counterstrike on everything and also resets the cooldown of block
so, i tried using it; I got an insane stone warden to level 12
what I found out is that I feel like I should be using eldritch blow, eldritch fury, and eldritch slam to deal damage
but then they're also used to defend me; one of them autoblock, and the other 2 reset the cooldown of block
whenever i feel like i want to instantly kill something, I become conflicted with the thought that, almost every time, I'd be wasting the extra block or the block cooldown reset!
so stone warden quickly stopped being fun
and then I thought about taking eternal guard; sure, i'd be blocking attacks most of the time, but all 3 of my offensive abilities other than bumping would have to be reserved for defense... but then, if I have to defend myself by killing stuff, then it'll either feel bad that I'm blowing that stuff up and wasting a block cooldown in the process of doing so, or I'll have to constantly wait until an opportunity to block and feel bad that I'm not using my offensive abilities as soon as I could be
I feel bad if I do, and I feel bad if I don't! I'm usually missing out on a large benefit of some sort, and I don't like that
for this reason, i like version 1.5.10's stone wardens better than those of 1.7.0, even if they are weaker, and I don't think I'll be playing my 1.7 stone warden anymore
I do understand that stone wardens, being a class with 2 shields, needs to be even more defensive than bulwarks; just tacking free blocks onto the eldritch shield category isn't the way to go; there has to be a method to it that seems fun to the player
it works for bulwarks, wyrmics, sun paladins, and arcane blades because overpower is only 1 talent and you have at least 3 other talents to choose from, and, as well those classes also get riposte, which makes counterstrike feel much better to use
I actually beat insane on a skeleton bulwark not long before 1.7.0 came out, and I will say that playing that bulwark felt much better than playing a 1.7.0 stone warden
now, I'm not saying that stone wardens should be more like bulwarks, but that bulwarks and such did it right, while stone wardens did not; stone wardens should be given block and counterstrike mechanics on top of what they had in patch 1.5.10, but what they were given from 1.6.0 to 1.7.1 is not something that seems fun, so heres some ideas that might end up being fun:
first, get rid of the free block on eldritch blow, and get rid of the block cooldown reset on eldritch fury and eldritch slam; that way, people will feel better about using the abilities for offense
next, maybe eldritch infusion could make block have an even lower cooldown than usual; lowering it to 3 or 4 turns would give them alot of defense
and then, stone wardens can only take so much advantage of counterstrikes; although they do get counterstrikes from incomplete blocks, they only get 1 counterstrike per hit, but you don't wanna just make them be like bulwarks, so, instead, you could make counterstrikes do an additional something else for stone wardens; something that goes well with eternal guard
this something else could range from a radius 1 shockwave or arcane explosion for 100% weapon damage, to stunning the enemy for 2 turns, to pinning the enemy for a few turns, to giving you equilibrium and/or mana when you hit them; theres all sorts of stuff that you could do here
anyway, that said, if I play stone warden again, I'm gonna go download patch 1.5.10, or more likely patch 1.2.x, from back when insane was harder(or so I've heard); hopefully, 1.8.0 stone wardens will be more fun to play
so, today, I'd decided to give stone wardens a shot; with all of their block mechanics, I'd thought that they'd oughta be fun and really OP
but then, I decided to actually play one
first, I decided to build the build before playing the character; with 70 class points and 53 generic points, I basically waste 14 or more generic points by level 50 unless I manage to find an antimagic sun paladin or a thief and save the escort, and then, until I do, I won't be able to get any magic stuff, which would severely gimp me until then
this is because stone alchemy kinda sucks; extract gem's only use is to give alchemists ammo, and imbue gem is only worth the points when you use an artifact gem, and then you'll just find a new item afterwards and wish you could take out the old gem from the old armor and put it in the new armor
gem portal is okay, though, but that and imbue gem aren't really worth unlocking the category, and stone touch just sucks, especially on insane
now, onto class talents
the primary thing that caused me to come back to the class was the hugely-buffed eldritch shield category; now the shield pummel clone makes you autoblock after you use it, the flurry clone makes your block cooldown reset when you use it, and eldritch slam applies counterstrike on everything and also resets the cooldown of block
so, i tried using it; I got an insane stone warden to level 12
what I found out is that I feel like I should be using eldritch blow, eldritch fury, and eldritch slam to deal damage
but then they're also used to defend me; one of them autoblock, and the other 2 reset the cooldown of block
whenever i feel like i want to instantly kill something, I become conflicted with the thought that, almost every time, I'd be wasting the extra block or the block cooldown reset!
so stone warden quickly stopped being fun
and then I thought about taking eternal guard; sure, i'd be blocking attacks most of the time, but all 3 of my offensive abilities other than bumping would have to be reserved for defense... but then, if I have to defend myself by killing stuff, then it'll either feel bad that I'm blowing that stuff up and wasting a block cooldown in the process of doing so, or I'll have to constantly wait until an opportunity to block and feel bad that I'm not using my offensive abilities as soon as I could be
I feel bad if I do, and I feel bad if I don't! I'm usually missing out on a large benefit of some sort, and I don't like that
for this reason, i like version 1.5.10's stone wardens better than those of 1.7.0, even if they are weaker, and I don't think I'll be playing my 1.7 stone warden anymore
I do understand that stone wardens, being a class with 2 shields, needs to be even more defensive than bulwarks; just tacking free blocks onto the eldritch shield category isn't the way to go; there has to be a method to it that seems fun to the player
it works for bulwarks, wyrmics, sun paladins, and arcane blades because overpower is only 1 talent and you have at least 3 other talents to choose from, and, as well those classes also get riposte, which makes counterstrike feel much better to use
I actually beat insane on a skeleton bulwark not long before 1.7.0 came out, and I will say that playing that bulwark felt much better than playing a 1.7.0 stone warden
now, I'm not saying that stone wardens should be more like bulwarks, but that bulwarks and such did it right, while stone wardens did not; stone wardens should be given block and counterstrike mechanics on top of what they had in patch 1.5.10, but what they were given from 1.6.0 to 1.7.1 is not something that seems fun, so heres some ideas that might end up being fun:
first, get rid of the free block on eldritch blow, and get rid of the block cooldown reset on eldritch fury and eldritch slam; that way, people will feel better about using the abilities for offense
next, maybe eldritch infusion could make block have an even lower cooldown than usual; lowering it to 3 or 4 turns would give them alot of defense
and then, stone wardens can only take so much advantage of counterstrikes; although they do get counterstrikes from incomplete blocks, they only get 1 counterstrike per hit, but you don't wanna just make them be like bulwarks, so, instead, you could make counterstrikes do an additional something else for stone wardens; something that goes well with eternal guard
this something else could range from a radius 1 shockwave or arcane explosion for 100% weapon damage, to stunning the enemy for 2 turns, to pinning the enemy for a few turns, to giving you equilibrium and/or mana when you hit them; theres all sorts of stuff that you could do here
anyway, that said, if I play stone warden again, I'm gonna go download patch 1.5.10, or more likely patch 1.2.x, from back when insane was harder(or so I've heard); hopefully, 1.8.0 stone wardens will be more fun to play