nagarjunna wrote: »Yes and that is not the point.
There has been considerable feedback in this thread:
forums.elderscrollsonline.com/en/discussion/245184/official-feedback-thread-for-templars#latest
Along with a pile of other of which there are too many to mention!
Whether you (or I, come to that) agree or disagree with the feedback that has been provided over the past 2 years is irrelevant. The feedback, both positive and negative, has been routinely ignored - that is a fact! This suggests that it is not in accord with ZOS's vision of the Templar. I am requesting that ZOS publish their vision to clarify and assist us so we can provide feedback that is pertinent and constructive.
timidobserver wrote: »
In the latest ESO live Eric Wrobel gave his vision of the Templar class pretty clearly. I don't really agree with anything he said, but his vision for the class is pretty clear.
GreenGhostMan wrote: »timidobserver wrote: »
In the latest ESO live Eric Wrobel gave his vision of the Templar class pretty clearly. I don't really agree with anything he said, but his vision for the class is pretty clear.
What did Eric Wrobel say was his vision for the Templar class?
My main in game is a tank; I remember the thread most of the active tanks were responding to concerning the stam regen change made it to 45 pages or so. The stam regen change still went live, is still that way, and ZOS has showed no sign of changing it any time soon.
Although I appreciate the changes they are making to Templar's are not what you want, I'd suggest finding ways to adapt. If history shows us anything with ZOS, they may read these threads, but they aren't changing anything because of them.
Yeah, I mean, this kind of a playstyle sounds pretty cool but there's just absolutely no way you could do that as a templar. With all of the complaining about BoL healing too hard, actually templars don't have enough healing to stand their ground. They'd need a really efficient regen so you can keep the offensive up - BoL spam doesn't punish anyone, all it does is guarantee that you'll die 10 seconds later instead of right now.david.haypreub18_ESO wrote: »GreenGhostMan wrote: »What did Eric Wrobel say was his vision for the Templar class?
He said it was a kind of stand your ground, punish people for coming into your house kind of class.
The problem is, that is in no way what the class is right now. Unlike Sorcs (mines) and DKs (Scales, Talons), the Templar has few to no ways of controlling ground or punishing people who come into their house. Eric's idea of the class has no relation to the way the class actually plays right now.
The worst part about it is, Eric doesn't seem to be aware of this fact.
pecheckler wrote: »You can't redesign a class' playstyle after players have 1,000+ hours invested 22 months after the game launches. That goes for both templar healing & mobility, as well as nightblade cloak. Fundamental abilities that define how a class is played just can't be changed! It's going to make a large amount of players quit, whether it be quit playing their class or quit playing the game.
dodgehopper_ESO wrote: »pecheckler wrote: »You can't redesign a class' playstyle after players have 1,000+ hours invested 22 months after the game launches. That goes for both templar healing & mobility, as well as nightblade cloak. Fundamental abilities that define how a class is played just can't be changed! It's going to make a large amount of players quit, whether it be quit playing their class or quit playing the game.
That's a nice platitude, except for the fact that my Templar build has had to change multiple times and in a fundamental way because of MAJOR sweeping rules changes that include the complete rewrite of skills as well as major changes to core underlying mechanics (like the issue of cc immunity which harmed Templars most of all, or the shift to 0% regen while blocking, the removal of blinding flashes, the complete nerfing of blazing shield). These major changes nullify what you have just said, because they have already done this multiple times.
Whenever I make suggestions for game balance or features, I try to create something the Devs may do based on what is currently ingame. I attempt to piece together their vision for something from what has already been implemented. Actually receiving their vision will allow myself and others like me to focus our suggestions.
Templar is my first class, with over 2800 hours logged. I prefer to play a self sustaining warrior; "prepared for any situation" is the mantra I live by. I don't care for large damage numbers, high heals or flashy skills-- I want enough defense and recovery to survive anything and enough offense to kill anything, albeit slowly. With the way Blazing Shield and Blinding Light performed in the past, coupled with Heavy Armor, Willow's Path and weapon skills, I had largely that. I could handle melee opponents adequately but I lacked the mobility to counter kiting enemies. As Templar stands now, defensively crippled, I have turned to other classes for the same playstyle.
If the Devs' vision for Templar will not allow my favored playstyle to return then I can finally move on, taking my memories with me to another class. As long as that vision has to be pieced together from ingame evidence, I will continue to live in Limbo, ever desiring a well rounded warrior but never sure it will come.
sekou_trayvond wrote: »Well, never in my life did I think this forum capable of using EBITDA in a post, so hat tip for that.
vyndral13preub18_ESO wrote: ».dodgehopper_ESO wrote: »pecheckler wrote: »You can't redesign a class' playstyle after players have 1,000+ hours invested 22 months after the game launches. That goes for both templar healing & mobility, as well as nightblade cloak. Fundamental abilities that define how a class is played just can't be changed! It's going to make a large amount of players quit, whether it be quit playing their class or quit playing the game.
That's a nice platitude, except for the fact that my Templar build has had to change multiple times and in a fundamental way because of MAJOR sweeping rules changes that include the complete rewrite of skills as well as major changes to core underlying mechanics (like the issue of cc immunity which harmed Templars most of all, or the shift to 0% regen while blocking, the removal of blinding flashes, the complete nerfing of blazing shield). These major changes nullify what you have just said, because they have already done this multiple times.
It may nullify some of it. And some of it may be a tad, the sky is falling, But not all of it. Changing fundamental abilities that define how a class works does cause people to quit. I have no way of knowing how many, but you would be silly to think there aren't people that quit over large fundamental changes to a character they have a lot invested in.