Khivas_Carrick wrote: »Sun Fire - Change the animation to travel faster, that's about it.
Reflective Light - Same as above, this ability has a purpose for a small bit of crowd control, which is ok. If anything I'd build in an ability for a small chance to immobilize an enemy.
Vampire's Bane - The DoT damage on this is almost kinda lame for the fact that it takes a morph to get a slightly higher amount on it. If anything I'd do one of two things, the first being to make the base damage of both the initial hit and the DoT higher, and not by some measly 2%, try more or less 15 to 20%. An alternative to that would be to have the skill do a small explosion at the end after the DoT duration ends, thus turning an enemy into a walking, burning bomb.
Backlash is an odd support skill that might just need to be completely reworked. It looks like it's supposed to be a damage multiplier from a single utility, but ends up not working at all due to horrific cast time and rather low cap for the duration. Increasing the cast time a lot would make it OP, and the damage cap still depends on other players.Khivas_Carrick wrote: »Backlash ...
Power Of The Light - It's fine if the prior issues are addressed.
Purifying Light - A puddle that is hard as all hell to stand in and barely heals. ...
2) Instantly heal everyone near it immediately, not just a small puddle to stand in. You guys have broken your game here with your own good intentions. Fix it, now, or risk losing yet more players for your already dwindling number of subs.
The main issue is this ability is kinda in-between for what it tries to do. It tries to do a group buff and do damage and really fails at either one. Templars do have DoTs (albiet a bit underpowered DoTs) but really lack a skill to just cast while not needing to refresh DoTs. I think it should be that Backlash is made the group damage buff, with little to no damage but a % increase. Then solar flare should be the strong short-cast damage skill.Khivas_Carrick wrote: »Solar Flare - ...
To that end, I propose the following changes:
1) Change the animation so it isn't a literal Holy Mortar Fire. Make it a Hadouken, or my personal favorite, GOUDOKEN- ahem, palm based energy blast.
2) Keep the cast time, but up the damage a little. It hits like a box of wet tissue paper thrown at a freight train when compared to other casted abilities of a similar nature.
3) The weapon and spell power bonus to people using it, make it a constant effect that lasts 10 seconds. That'd be very well and good and go a long way to making Templar's the Support DPS you wanted them to be.
It's always struck me as odd to have the morph completely change the nature of a skill. Currently it's used to buff a follow-up AoE attack (or get better ult) but the damage itself is minimal. Perhaps have this morph drop fully to instant-cast and make the follow-up damage a self-buff for whatever skill you use. Viable in ST and AoE both.Khivas_Carrick wrote: »Solar Barrage - Great for AoE DPS, terrible for everything else. Build in a tanking utility with this somehow, give Templar Tanks some love like you did with DK's and Burning Talons. Let this thing root people.
If this is spammed, a heal debuff loses value since you'd just be refreshing. Perhaps add-in an execute if the heal debuff is up:Khivas_Carrick wrote: »Dark Flare - Build in a proc to let it on chance be able to Instant Cast the same way Crystal Frags do. That's pretty much it because a healing debuff is pretty nice.
Khivas_Carrick wrote: »Eclipse - The fu- What? What is this? This ability has amazing potential except one little thing: It can be broken free from. It works only on spells (which is weak as hell when compared to Reflective Scale), and it has to be casted on a player, which means you have to aim and see them face to face to work, thus it's usefulness to defend against an enemy you don't readily seen is lost. This is just a bad ability through and through and nobody really uses this, at all, let alone the morphs.
Change it so it's casted on the caster, not a targeted attack for the base form of this skill so that it works similar to reflective scales. In fact, you might as well clone Reflective Scale because Reflective Scale is just downright OP as hell. In all seriousness, make it so it's casted on the user and not an enemy player, sort of defeats the purpose of a spell reflect.
Have you used it? Blinding light affects enemies so that with their next attack they have a miss chance. One skill. (Jabs all 4 will hit or miss together). They'll be off-balance but can keep attacking just fine. As such, the base and searing light are rather weak, especially when compared to DK cinder storm. Flashes re-applies so if you're being attacked repeatedly (as most enemies tend to do) they have a new chance to miss.Khivas_Carrick wrote: »Blinding Light - I think this is ok actually. Maybe make it last longer or something. I could see this easily as a good tank move or PvP skill, just need a tweak or two I think, like increasing the chance that it blinds a target surrounding you by 2% per second until it ends or some such.
Blinding Flashes - ...What? Blinding Light does this already, so does Blinding Flashes refresh the duration? Is that what I'm seeing here? If so, change this, it's sort of useless, sort of not, but all in all it can be better. Like make it so the first pulse of the ability stuns nearby enemies for a split second then pulsates for the usual effect.
Searing Light - Uh, not bad actually. This, this works, I think as is just fine.
With suggested changes to backlash not being a store-up-damage, no longer negatively impacted. Just make sure all DoTs gain damage from at least 1 extra tick at level 1 and at least 2 extra ticks at level 2.Khivas_Carrick wrote: »Passive Skills:
These aren't terrible but they can gain great improvement from simple design changes, real simple ones.
Enduring Rays ...
In-line with other ultimate-on-cast. Fine as-is for Prism. Would work even better with solar flare as a short-cast spammable skill. Nova is a separate issue.Khivas_Carrick wrote: »Prism - This is great, only one issue - It only works for Dawn's Wrath stuff, which is freaking terrible at the moment, and worse yet Dawn's Wrath Ultimates cost the most in the game. That's not even a joke, the cost of it is INSANE. But with further tweaks to the other passive skills I have in mind, it'll work out well.
Already gain spell resistance as a flat buff in aedric spear. Should really just do away with this and get a damage passive. The DK one is good synergy for +% to fire damage. NBs get good synergy for +% max magicka (among others) for having skills slotted. Perhaps something along one of those lines.Khivas_Carrick wrote: »Illuminate - This is a messy way to go about something very beneficial. Instead of making it so an attack attacking you suddenly has 500 more spell resist to go through to hurt you, just make it so that as long as one of your Dawn's Wrath abilities is in effect, you gain 500 Spell Resist as a flat, noticeable buff.
Khivas_Carrick wrote: »Restoring Spirit - Ah, the tricky one, the one passive that can make Templar's overpoweringly amazing or impossibly horrible.
...
1) First option, make it actually do the thing where it restores stuff, in this case once every 5 Seconds for a Dawn's Wrath ability, you get 2% Max Magicka and Stamina back from casting it. This would also go a long way to helping Tanks out, especially those poor tanks, and even helping DPS Templars as well.
Khivas_Carrick wrote: »2) Second Option, have it increase Regeneration and Ultimate Production by 20% across the board. Possibly the more balanced option of the two options but nonetheless better than what it currently is now. As it stands this passive is a joke, mainly for one thing and one thing only....
Khivas_Carrick wrote: »The Ultimates - Dawn's Wrath has great ultimate skills, they hit like trucks, have amazing synergies, and hit for a pretty decent AoE. There's just one crippling problem: Other Ultimates do better things, some even do nearly the same thing as the Dawn's Wrath Ultimates, and do it cheaper.
...
300 Ultimate. 300. That's insane. Nobody else has that, nobody. Sorcs make a close second with 200 and 250 and DK's a not too distant third with 200 on one of their Ultimates. Nightblades just laugh all the way to the bank on this one. The only suggestion I have for Dawn's Wrath Ultimate costs is to simply lower the cost of the Ultimate, because even with the current (and crappy) version of Restoring Spirit, you're still paying 288 Ultimate to use it.
I say reduce the cost to 250 before Restoring Spirit or possibly make it even 200. Just anything but 280-300, please.
A bit of a different perspective. Trying to focus on improvements without making the skills OP.Khivas_Carrick wrote: »Sun Fire - Change the animation to travel faster, that's about it.
Reflective Light - Same as above, this ability has a purpose for a small bit of crowd control, which is ok. If anything I'd build in an ability for a small chance to immobilize an enemy.
Vampire's Bane - The DoT damage on this is almost kinda lame for the fact that it takes a morph to get a slightly higher amount on it. If anything I'd do one of two things, the first being to make the base damage of both the initial hit and the DoT higher, and not by some measly 2%, try more or less 15 to 20%. An alternative to that would be to have the skill do a small explosion at the end after the DoT duration ends, thus turning an enemy into a walking, burning bomb.
Travel time is similar to crystal fragments, which actually hits like a truck, so could definitely use a speedup. For reflective light, an immobilize chance really wouldn't add much, and in AoE situations isn't great anyways. What would make it useful is fixing that it counts as a single-target spell for reflects. If cast through eclipse or onto reflective scales it's reflected. It's a 3-target spell, not a single-target.
I still stand by what I said as it does something more than what it currently does. if anything your suggestion makes Reflective Scale that much stronger, and while it's a 3-Target spell, the fireball only hits once, hence one hit is reflected back upon use. Also Crystal Fragments is casted with a chance to be instant, Sun Fire always is instant, so the reasoning as to why you want it sped up can be easily misconstrued. I want it faster so it compared to other magic and ranged skills such as Venom Arrow or even Staff Attacks.
Vampire's bane needs the DoT increased NOT the duration. Currently the increase is due to a longer duration which really doesn't help in DPS. Since you're giving up hitting 2 additional targets, it should do at least 50% more damage. Explosion at the end just mixes purpose -- it's single-target DPS and an explosion is superfluous.
You misread what I said quite a bit there and misunderstood the other half. I said an increase to the Damage portions, which means both the attack itself and the DoT. I didn't say crap about it's duration in the actual skill itself, I mentioned that in the passives. Also Vampire's Bane only hits one target, I don't know where you're getting your information from, but it's quite off base on that.
Oh and as for the explosion, that's an actual debuff in the game. Fiery Weapons and Fire Spells do that, and in this case the "explosion" would be a single target boom that ends when the spell's duration ends.Backlash is an odd support skill that might just need to be completely reworked. It looks like it's supposed to be a damage multiplier from a single utility, but ends up not working at all due to horrific cast time and rather low cap for the duration. Increasing the cast time a lot would make it OP, and the damage cap still depends on other players.Khivas_Carrick wrote: »Backlash ...
Power Of The Light - It's fine if the prior issues are addressed.
Purifying Light - A puddle that is hard as all hell to stand in and barely heals. ...
2) Instantly heal everyone near it immediately, not just a small puddle to stand in. You guys have broken your game here with your own good intentions. Fix it, now, or risk losing yet more players for your already dwindling number of subs.
Perhaps just switch it to an instant-cast buff along the lines of
- Backlash: Enemy takes 5% more damage from all sources and 10% more from caster. Instant-cast, 10s duration.
- PotL: Keep weapon power increase
- Purifying Light: make it a HoT to allies within 5/10m of affected enemy while it's active. This works regardless actually. The issue with changing to an instant-heal is you change it from a HoT. Having it heal while active will help offset in-close players taking more damage.
Backlash only soaks up damage from you, the only one casting it. It's made worse when two people try to cast it because the first one to cast it loses out when the second one casting overrides the first. That said, your suggestions actually aren't bad at all, and I might even like the second option more. However a HoT that heals strongly while it's in effect, while also making the enemy take more damage runs a large risk of becoming very overpowering, allowing for bad situations in PvP. This is why I preferred the burst form of it, which only comes in one boom and that's it, you'll have to wait again for another.
If anything, your option for Backlash isn't bad, but I would lower it to 5% for everybody and make it a fast burning DoT that deals damage every .5 Seconds.The main issue is this ability is kinda in-between for what it tries to do. It tries to do a group buff and do damage and really fails at either one. Templars do have DoTs (albiet a bit underpowered DoTs) but really lack a skill to just cast while not needing to refresh DoTs. I think it should be that Backlash is made the group damage buff, with little to no damage but a % increase. Then solar flare should be the strong short-cast damage skill.Khivas_Carrick wrote: »Solar Flare - ...
To that end, I propose the following changes:
1) Change the animation so it isn't a literal Holy Mortar Fire. Make it a Hadouken, or my personal favorite, GOUDOKEN- ahem, palm based energy blast.
2) Keep the cast time, but up the damage a little. It hits like a box of wet tissue paper thrown at a freight train when compared to other casted abilities of a similar nature.
3) The weapon and spell power bonus to people using it, make it a constant effect that lasts 10 seconds. That'd be very well and good and go a long way to making Templar's the Support DPS you wanted them to be.
So:
- reduce cast time to 0.3s max (and increase animation speed)
- reduce cost so can be spammed
- remove damage buff from base skill
.3 Seconds? Dude that's insane, you'll see people spamming this and only this with light armor on in PvP all day err'day destroying people left and right. Even Crystal Fragments can't get that kind of big badda boom and that skill is borderline nuts as is. No, I can't really see that being a good idea, no way, no how.It's always struck me as odd to have the morph completely change the nature of a skill. Currently it's used to buff a follow-up AoE attack (or get better ult) but the damage itself is minimal. Perhaps have this morph drop fully to instant-cast and make the follow-up damage a self-buff for whatever skill you use. Viable in ST and AoE both.Khivas_Carrick wrote: »Solar Barrage - Great for AoE DPS, terrible for everything else. Build in a tanking utility with this somehow, give Templar Tanks some love like you did with DK's and Burning Talons. Let this thing root people.
Ehh, I'd rather see this fulfill a Tank's needs or become a powerful PvP skill instead of a mini-impulse spam as it is now.If this is spammed, a heal debuff loses value since you'd just be refreshing. Perhaps add-in an execute if the heal debuff is up:Khivas_Carrick wrote: »Dark Flare - Build in a proc to let it on chance be able to Instant Cast the same way Crystal Frags do. That's pretty much it because a healing debuff is pretty nice.
- If target is affected by dark flare and below 20% health, deals double damage.
That's not too bad but as it stands now if this move was Instant Cast proc-able, and had a heal debuff AND an execute baked in, I can't begin to tell you the amount of hell these forums would see from people getting their *** kicked in by Templars. Hell I'd probably be among them and I'm a Templar. Healing Debuff and a chance to shoot this again quickly is more than enough, especially when as a a full on HP/Stam Character, mine hits for 550-650 Damage. Imagine a full magicka character shooting this thing in full Light Armor and other buffs running. Some guy blasts you with Focused Aim from stealth then shoots you with the fireball, then gets the instant cast proc? Done, DONE SON, #GAWT.Khivas_Carrick wrote: »Eclipse - The fu- What? What is this? This ability has amazing potential except one little thing: It can be broken free from. It works only on spells (which is weak as hell when compared to Reflective Scale), and it has to be casted on a player, which means you have to aim and see them face to face to work, thus it's usefulness to defend against an enemy you don't readily seen is lost. This is just a bad ability through and through and nobody really uses this, at all, let alone the morphs.
Change it so it's casted on the caster, not a targeted attack for the base form of this skill so that it works similar to reflective scales. In fact, you might as well clone Reflective Scale because Reflective Scale is just downright OP as hell. In all seriousness, make it so it's casted on the user and not an enemy player, sort of defeats the purpose of a spell reflect.
Eclipse is a support version of reflective scales. Scales is intended for the one taking the damage. Eclipse lets you single out high-damage ranged targets and remove their damage from the group. It works great, except it can be CC-broken in PvP and doesn't work on bosses in PvE. Also, Reflective Scales is OP and should be nerfed a bit, not this brought up to a similar OP-clone.
- Make it removable by purge, but not CC. Also, no immunity since damage still gets through.
- Change both this and reflective scales so they only reflect/block part of the damage. (Negates 50% damage from projectiles and returns 70% of that to caster.)
- Have a cap of 1000 damage negated per attack (pre-block). All skills up to 2k damage would take full effect (almost all player attacks) but boss-based damage would spill over.
Can leave total dark and unstable core morph changes as-is.
Heh, this one I'll roll with you on it.Have you used it? Blinding light affects enemies so that with their next attack they have a miss chance. One skill. (Jabs all 4 will hit or miss together). They'll be off-balance but can keep attacking just fine. As such, the base and searing light are rather weak, especially when compared to DK cinder storm. Flashes re-applies so if you're being attacked repeatedly (as most enemies tend to do) they have a new chance to miss.Khivas_Carrick wrote: »Blinding Light - I think this is ok actually. Maybe make it last longer or something. I could see this easily as a good tank move or PvP skill, just need a tweak or two I think, like increasing the chance that it blinds a target surrounding you by 2% per second until it ends or some such.
Blinding Flashes - ...What? Blinding Light does this already, so does Blinding Flashes refresh the duration? Is that what I'm seeing here? If so, change this, it's sort of useless, sort of not, but all in all it can be better. Like make it so the first pulse of the ability stuns nearby enemies for a split second then pulsates for the usual effect.
Searing Light - Uh, not bad actually. This, this works, I think as is just fine.
Switch blinding flashes to the base.
Make searing pulse damage on each hit
Not sure about flashes morph, but perhaps make it longer duration.
High chance on Flashes, other then that this isn't a terrible suggestion either.With suggested changes to backlash not being a store-up-damage, no longer negatively impacted. Just make sure all DoTs gain damage from at least 1 extra tick at level 1 and at least 2 extra ticks at level 2.Khivas_Carrick wrote: »Passive Skills:
These aren't terrible but they can gain great improvement from simple design changes, real simple ones.
Enduring Rays ...In-line with other ultimate-on-cast. Fine as-is for Prism. Would work even better with solar flare as a short-cast spammable skill. Nova is a separate issue.Khivas_Carrick wrote: »Prism - This is great, only one issue - It only works for Dawn's Wrath stuff, which is freaking terrible at the moment, and worse yet Dawn's Wrath Ultimates cost the most in the game. That's not even a joke, the cost of it is INSANE. But with further tweaks to the other passive skills I have in mind, it'll work out well.
Like I said, works well, but our ultimates for Dawn's Wrath cost an arm and a leg. Both Anakin Skywalker and Edward Elric are kind of running low on those.
Already gain spell resistance as a flat buff in aedric spear. Should really just do away with this and get a damage passive. The DK one is good synergy for +% to fire damage. NBs get good synergy for +% max magicka (among others) for having skills slotted. Perhaps something along one of those lines.Khivas_Carrick wrote: »Illuminate - This is a messy way to go about something very beneficial. Instead of making it so an attack attacking you suddenly has 500 more spell resist to go through to hurt you, just make it so that as long as one of your Dawn's Wrath abilities is in effect, you gain 500 Spell Resist as a flat, noticeable buff.
Khivas_Carrick wrote: »Restoring Spirit - Ah, the tricky one, the one passive that can make Templar's overpoweringly amazing or impossibly horrible.
...
1) First option, make it actually do the thing where it restores stuff, in this case once every 5 Seconds for a Dawn's Wrath ability, you get 2% Max Magicka and Stamina back from casting it. This would also go a long way to helping Tanks out, especially those poor tanks, and even helping DPS Templars as well.
Khivas_Carrick wrote: »2) Second Option, have it increase Regeneration and Ultimate Production by 20% across the board. Possibly the more balanced option of the two options but nonetheless better than what it currently is now. As it stands this passive is a joke, mainly for one thing and one thing only....
Khivas_Carrick wrote: »The Ultimates - Dawn's Wrath has great ultimate skills, they hit like trucks, have amazing synergies, and hit for a pretty decent AoE. There's just one crippling problem: Other Ultimates do better things, some even do nearly the same thing as the Dawn's Wrath Ultimates, and do it cheaper.
...
300 Ultimate. 300. That's insane. Nobody else has that, nobody. Sorcs make a close second with 200 and 250 and DK's a not too distant third with 200 on one of their Ultimates. Nightblades just laugh all the way to the bank on this one. The only suggestion I have for Dawn's Wrath Ultimate costs is to simply lower the cost of the Ultimate, because even with the current (and crappy) version of Restoring Spirit, you're still paying 288 Ultimate to use it.
I say reduce the cost to 250 before Restoring Spirit or possibly make it even 200. Just anything but 280-300, please.
ZOS_JessicaFolsom wrote: »Thank you for the very detailed post, @Khivas_Carrick. Passed along a link to the Gameplay team.
Making eclipse unbreakable would be OP, even more OP as reflecting scales, because you lock down a caster completely, instead of just unable to attack the ones using scales with projectiles. Nevertheless, it being breakable makes it worthless. Hard to fix this one.
Also, I 100% agree ln the backlash thing. FOR GODS SAKE ZOS, let multiple templars use this skill al the same time. This is a highly stupid and clunky mechanic atm.
Jacques Berge wrote: »Letting a group of Templars all cast backlash would be insane. Would backlash #2 store the damage from back last #1. This would kill the crap out of bosses... Now, imagine a trials boss has 12 backlashes on him... 1st one goes off and boom!!! Sets of all 11 after wards, all at the same time. I'd bet money that your game crashes.
BugCollector wrote: »ZOS_JessicaFolsom wrote: »Thank you for the very detailed post, @Khivas_Carrick. Passed along a link to the Gameplay team.
Not that I'm whining or anything. Well, I actually am whining, but these kind of posts have been done a thousand times over by me and others.
Now let me sum up the most important aspects the OP posted:
1. Faster flying Sun Fire, Reflective Light, Vampire's Bane
2. Dark Flare ability to be instant casted like Crystal Fragments
3. Lowered Nova ulti cost to 200
4. He didn't mention this but.... Magicka management!
Thx for reading
Backlash can only do 1400 ot 1500 at max, per cast, over a duration of about 8,5 seconds (cast time included). So it will never be OP. That would be like 175 dps per cast backlash. Its not like the damage stacks endlessly, like you imply. And even without backlash#2 storing dmg from #1, it will easily cap the damage from other dps done by group mates at this moment.Jacques Berge wrote: »Letting a group of Templars all cast backlash would be insane. Would backlash #2 store the damage from back last #1. This would kill the crap out of bosses... Now, imagine a trials boss has 12 backlashes on him... 1st one goes off and boom!!! Sets of all 11 after wards, all at the same time. I'd bet money that your game crashes.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Khivas_Carrick wrote: »I can be swayed on Flashes simply since I'm not entirely versed in it's use. Eclipse on the other hand pretty much acts as a Templars single target talon spam. Only that it isn't a root and once you pop out of it out can't be used on you again, whereas everything else in this game can be.
It's great as is for PvE, but I fall to see why everyone loves it for PvP when instead of messing up a caster it just makes it that harder to control then once they simply break free.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Dark Flare needs a chance to proc instant cast and higher damage on any Dawn's Wrath DoT. So now the class has two interesting procs to watch for Single target from the Backlash DoT and the instant cast Dark Flares. With the ultimate goal being to have weapon attacks be higher DPS than Dark Flare without the instant cast proc and Vamp Bane/Reflective Light and Dark Flare to be relatively even with just the damage buff from the Backlash DoT proc.
BugCollector wrote: »Dark Flare needs a chance to proc instant cast and higher damage on any Dawn's Wrath DoT. So now the class has two interesting procs to watch for Single target from the Backlash DoT and the instant cast Dark Flares. With the ultimate goal being to have weapon attacks be higher DPS than Dark Flare without the instant cast proc and Vamp Bane/Reflective Light and Dark Flare to be relatively even with just the damage buff from the Backlash DoT proc.
Dark Flare just needs to be adjusted, so Templars have a (semi) nuke attack.--> Faster flying speed and chance to instant cast. that's enough really.
The faster flying speed is equally important as the proc chance, because as it is now, it's too easy to dodge.
I don't know about the proc. It's too Sorcererish in my opinion.
I'd rather just have the animation work faster and maybe lower the casting time a tiny bit.
With the 6s heal debuff & the increased power on the next attack both working properly, this skill would already be very potent without adding extra damage or proc chance.