ZOS_JessicaFolsom wrote: »Hey folks, wanted to post a small update on this. We started looking into this yesterday as soon as we saw reports. We're working on gathering the details--if this slipped through the patch notes, we'll get it added.
Calgrissom wrote: »Given the read in this entire thread, it is pretty clear what the issue is. Templars are by far the most versatile class in the game and have been in quite a good place for some time. This is a tempest in a tea cup if you ask me.
If you had been around last year in beta, you would know that this skill went through a number of animation issues and bugs, including getting frozen on you indefinitely if used to the point where it would lock out all other skills from being effective. Something similar is happening again for whatever reasons in the game tech, which I HIGHLY doubt were intentional on ZoS's part. Obviously it is a bug so do the right thing and file a bug report and please get on with it.
There are tons of skills at your disposal to dispatch groups of mobs in no time flat in VR content - and yes! even when in LIGHT ARMOR and using a Restro staff for heaven sake. Aedric spear has some very fine options for AoE combined with other weapons and Dawn's Wrath for ST, so make use of what you have until this gets addressed and you are golden.
Please do tell me what Melee ability as a 1h/shield Templar tank have other than jabs? I'm looking hard here. I have wait .... 0 melee abilities other than that one. Sorry Don't give me the resto staff garbage. Ive effectively Main tanked every thing in the game as a Temp tank in heavy armor up to v10. I have 0 option for Melee now as 1h and shield has no effective melee dps abilities.
/facepalm
tinythinker wrote: »Spamming Jabs
Cool-down/Delay
There seems to be a difference in what people are experiencing with the cool-down. Some people report up to or over a second delay in being able to use any attack after jabs. Others have reported much less of delay, so much so in fact that a less effective form of spamming jabs is possible. There have also been lag and frame rate issues reported with the update. It is possible that there is something about some characters or the associated accounts or their connection to the server that is causing them a longer delay for this ability. If so, this could have a significant effect on their use of this ability. As the issue is very new, there is no way for individual players to fully assess the validity of such claims made by others because if there is a bug it may not be affecting everyone. If there is an unintended consequence to jabs from the recent patch the best thing those affected can do is to submit a detailed bug report that would help reveal a pattern of who is or isn't getting the longer delay. It could be anything from race to weapon equipped to who knows what.
In any case, try to relax this weekend if you can. If the game is frustrating you consider taking a break. For those in the US, have a great Memorial Day weekend.
Mine is about 1.3 sec that im unable to do anything after the channel finishes. For me using Jabs basically equals a 1.3 sec self stun after the channel finishes.
For me it is just normal.
You hit a button and watch the animation, after the animation ends you hit again the same button and the same animation starts again.
Not hammering or spamming the ability or exploiting animation canceling.
A huge nerf like this slipped thru the patch notes. That is almost more embarrassingZOS_JessicaFolsom wrote: »Hey folks, wanted to post a small update on this. We started looking into this yesterday as soon as we saw reports. We're working on gathering the details--if this slipped through the patch notes, we'll get it added.
This is just hilarious. These guys make funcom look pro.
Given the read in this entire thread, it is pretty clear what the issue is. Templars are by far the most versatile class in the game and have been in quite a good place for some time. This is a tempest in a tea cup if you ask me.
If you had been around last year in beta, you would know that this skill went through a number of animation issues and bugs, including getting frozen on you indefinitely if used to the point where it would lock out all other skills from being effective. Something similar is happening again for whatever reasons in the game tech, which I HIGHLY doubt were intentional on ZoS's part. Obviously it is a bug so do the right thing and file a bug report and please get on with it.
There are tons of skills at your disposal to dispatch groups of mobs in no time flat in VR content - and yes! even when in LIGHT ARMOR and using a Restro staff for heaven sake. Aedric spear has some very fine options for AoE combined with other weapons and Dawn's Wrath for ST, so make use of what you have until this gets addressed and you are golden.
Your full of it.
Please list a few of the "tons of skills at your disposal to dispatch VR mobs"
As I stated, you have plenty to work with in Aedric Spear besides Biting Jabs, and I have already stated that earlier in the thread. If you rely on a single skill for your rotation to be effective, you have a lot to figure out. Go do some reading and find a build that works for you.
So i already use spear for a single target 3.5 sec reprieve. That does nothing when facing more than 2 trash mobs. And you telling me to go copy someones build so i am viable.
im vr 6 and am not going to farm vr 1 areas. I have no issue with the game being challenging, or hard or difficult- this is not the case. Its impossible for me to take on more than 2 opponents in "solo friendly" areas now.
And i have changed skills, tried different combos, working with what i have. I have equipped heavy armor, sword and board- let me let you in on a little secret- its BROKEN and if this is as intended then prepare for the templar tsunami of cancelled accounts.
I did not tell you to "copy someones build." I am saying very planly there is more than one way to skin a cat and there are plenty of builds in TF discussion which prove it.
No one is disputing the Jabs is bugged atm. I already stated to bug it as we have done in the past. Meantime, manage some level of creativity and work around it. The problem is not as over the top and the reactions it's receiving. You do have choices. Use them.
ZOS_JessicaFolsom wrote: »stevenpotter321b14_ESO wrote: »Get it added? As in, added as something to fix, or adding a note to patch notes mentioning a delay being added?
We're tracking down what was changed. Once we have all the details, we will amend the patch notes.
You guys exaggerate.
I just started testing my templar and biting jabs.
The delay is almost not noticeable, very tiny changes.
So much whining about such a little change....wow.
You are the one exaggerating if you think it's not noticeable. Unless you have a rare brain disease that makes you lose huge chunks of time that is. And if so, my condolences on your condition.
So I'm looking at Templar tank and general PvE builds right now. Every single one of them makes use of Puncturing Sweep. So your argument is invalid. "If you rely on a single skill for your rotation to be effective, you have a lot to figure out." Then please, tell me why EVERY ONE of these builds uses it? Oh, and not as a finisher, I might add.
ZOS_JessicaFolsom wrote: »stevenpotter321b14_ESO wrote: »Get it added? As in, added as something to fix, or adding a note to patch notes mentioning a delay being added?
We're tracking down what was changed. Once we have all the details, we will amend the patch notes.
If this is intentional, I'm going to find another game to play, because you've ruined the feel of combat in the style I've been playing since beta. I sincerely hope you change your mind. But it's not worth it for me to start over at this point.
So I'm looking at Templar tank and general PvE builds right now. Every single one of them makes use of Puncturing Sweep. So your argument is invalid. "If you rely on a single skill for your rotation to be effective, you have a lot to figure out." Then please, tell me why EVERY ONE of these builds uses it? Oh, and not as a finisher, I might add.
If it was designed to be a finisher why would it need a knock back component? You know any corpses that fight back? It was designed to be a fun stabby stabby fast and quick like and who wants to stop after just one? It takes 4 or 5 to kill a vet mob at my level. I have a rotation I use two dawns wrath abilities, one range one aoe to trigger crit bonus and then I proceed to the stabbing until it is dead.
ZOS_JessicaFolsom wrote: »stevenpotter321b14_ESO wrote: »Get it added? As in, added as something to fix, or adding a note to patch notes mentioning a delay being added?
We're tracking down what was changed. Once we have all the details, we will amend the patch notes.
From my testing, there now seem to be a 0.1.-0.3 sec delay between casts when you spam puncturing strikes. Nothing to worry about here. It's still 100% spammable and you can still cue the next channel while there is one being executed.
The real issue is what other people report as well, that once a puncturing strike channel has completed, there is an about 1-1.5 second delay before you can cast a different ability (i.e. not puncturing strikes).
So I'm looking at Templar tank and general PvE builds right now. Every single one of them makes use of Puncturing Sweep. So your argument is invalid. "If you rely on a single skill for your rotation to be effective, you have a lot to figure out." Then please, tell me why EVERY ONE of these builds uses it? Oh, and not as a finisher, I might add.
If it was designed to be a finisher why would it need a knock back component? You know any corpses that fight back? It was designed to be a fun stabby stabby fast and quick like and who wants to stop after just one? It takes 4 or 5 to kill a vet mob at my level. I have a rotation I use two dawns wrath abilities, one from range to apply dot and trigger passiv dawns wrath skills and then i shield charge in for knock down and aoe to boost crit bonus, and I proceed to the stabbing until it is dead or I use my ultimate as a finisher.
So I'm looking at Templar tank and general PvE builds right now. Every single one of them makes use of Puncturing Sweep. So your argument is invalid. "If you rely on a single skill for your rotation to be effective, you have a lot to figure out." Then please, tell me why EVERY ONE of these builds uses it? Oh, and not as a finisher, I might add.
If it was designed to be a finisher why would it need a knock back component? You know any corpses that fight back? It was designed to be a fun stabby stabby fast and quick like and who wants to stop after just one? It takes 4 or 5 to kill a vet mob at my level. I have a rotation I use two dawns wrath abilities, one from range to apply dot and trigger passiv dawns wrath skills and then i shield charge in for knock down and aoe to boost crit bonus, and I proceed to the stabbing until it is dead or I use my ultimate as a finisher.
I play mine similar. Empowering Sweep is my primary finisher- low cost and aoe. My lead offs might change, especially if I have a moment to swap out some skills. Purifying Light on melee heavy trash and shut down a mage with Eclipse. All in all, I "need" Puncturing Sweep in the rotation- and it needs to fire in succession whether its 2x or 4. I use one or 2 stamina based skills too.
But man, I hope its current state winds up being a bug and not a feature.
When you realize is just a game and there are a lot more out there, you see how we are raging too much, just dont play, dont pay, and play something else, you wont waste time complaining, or disappointing or flaming...way more healthy.
Is not a job, im not going to study all my class again to learn a new build to play in a way I dont really enjoy just because is the most useful one.That actually would look more like a job than a game.
ZOS_JessicaFolsom wrote: »stevenpotter321b14_ESO wrote: »Get it added? As in, added as something to fix, or adding a note to patch notes mentioning a delay being added?
We're tracking down what was changed. Once we have all the details, we will amend the patch notes.
Using Puncturing Sweep I've noticed that the next one doesn't fire until the animation of the previous one as finished.
I did a quick test chaining 5 together by pressing key before animation finished to queue up the next one and it took 12.1 to all five. That's 2.4secs per cast not 1.1sex as in the tooltip.
What I think they've done is made so abilities cannot be recast until the animation is finished. Which is fine if the animation is the only as long as the cast time. They should shorten the animation to 1.1secs or increase the damage to reflect the longer cast time.
(Sidenote: The same thing happens for me with shield bash before I could clip the animation to spam it but now i need to wait until the animation as played out before using it again)
cabbageub17_ESO wrote: »Actually you have to taking biting jabs to even begin leveling the skill tree right? Basically Templars HAVE to take biting jabs. Even if it drops from their rotation.