There's still more improvements needed on Templars, Resource Management is definitely the most needed one but unfortunately we'll have to wait more for that one.
In any case, this is indeed a step in the right direction.
Templars need lots of improvements. That is why I don't understand the Sun Shield buff.
1. No resource management (except stamina regen aura)
Buffing already effective Sun Shield looks like going to wrong direction.
Templars need lots of improvements. That is why I don't understand the Sun Shield buff.
1. No resource management (except stamina regen aura)
Buffing already effective Sun Shield looks like going to wrong direction.
Well, they removed a penalty that let your character with 0 magicka regeneration, in a class that already strains with magicka without penalties because of the ability costs and because it's the only class with no resource management, in a game where soon the softcaps are going to be doubled which means the penalty would "eat" double amount of magicka you would have regenerated.
Removing the penalty is a small way to help the class with its magicka management. More things needed, sure, not a real magicka management fix, sure. But every little help.
Oh, I definitely understood the words and the meaning of every comment, if that's what you are afraid of. Another thing is I agree with what they say.Mojomonkeyman wrote: »I tried my best to explain what you did not seem to get reading other posts. No offense, no flame, just trying to reasonably explain why the current approach to BS is not ... going into the right direction.
Mojomonkeyman wrote: »Nah, I was just trying to be helpful. My bad.
My points didn`t get debunked a single time. Just biased templars desperately trying to find reasons for more buffs. Not a single argument against how buffing the strongest weapons in the arsenal is not the way, not a single one.
Would`ve needed you guys when BE was on the table, guess it would cost less mana, have more range and hit twice as hard by now..
Keep on pretending.
@Mojomonkeyman
By your reasoning burning talons should have a penalty too because it is a strong ability or we can grab any other strong ability and argue the same.
If it is too strong it will be changed. We need actually numbers based on gameplay and not hyberbolic numbers to use as evidence one way or the other.
@Mojomonkeyman
By your reasoning burning talons should have a penalty too because it is a strong ability or we can grab any other strong ability and argue the same.
If it is too strong it will be changed. We need actually numbers based on gameplay and not hyberbolic numbers to use as evidence one way or the other.
Mojomonkeyman wrote: »@Brandoid
I won`t bother commenting on your quote about talons, Xsorus said it all with his reply.
To call my concerns "hyperbolic" is really low. I even put emphasis on the point that I`m all for boosting templar mana control several times. Just not via cutting necessary penalties.
Yeah, you sure wrote a lot, but apart from anectodes and lots of writing about mana regeneration you actually didn`t counter my argument at all. I`ve not decided your input didn`t exist. I just came to the conclusion that you are too biased to get a reasonable reply on the matter of taking away necessary penalties to skills which will become even more mandatory without those penalties.
Your friggin mana regen will be doubled in future, how about giving you some additional mana control ability which is not taking away the only penalty from spammable key skills?
Ah, right, thats the part were you decide to be deaf again. I see. Great counter arguments...
Mojomonkeyman wrote: »@Brandoid
I won`t bother commenting on your quote about talons, Xsorus said it all with his reply.
To call my concerns "hyperbolic" is really low. I even put emphasis on the point that I`m all for boosting templar mana control several times. Just not via cutting necessary penalties.
Yeah, you sure wrote a lot, but apart from anectodes and lots of writing about mana regeneration you actually didn`t counter my argument at all. I`ve not decided your input didn`t exist. I just came to the conclusion that you are too biased to get a reasonable reply on the matter of taking away necessary penalties to skills which will become even more mandatory without those penalties.
Your friggin mana regen will be doubled in future, how about giving you some additional mana control ability which is not taking away the only penalty from spammable key skills?
Ah, right, thats the part were you decide to be deaf again. I see. Great counter arguments...
You fail to realize that YOUR soft caps will be raised as well. Why don't you think about what it will take to soft cap the magicka regen. Base 75 magicka regen at vr12 means you need 94 more points to hit the 169 soft cap.
One would think writing about magicka regen is the argument since the issue is magicka regeneration, but would you please clarify your argument in a single statement please because at this point I'm not sure.
What you think constitutes bias does not matter when you have yet to back up anything you say with any in-game numbers or evidence.
Mojomonkeyman wrote: »Mojomonkeyman wrote: »@Brandoid
I won`t bother commenting on your quote about talons, Xsorus said it all with his reply.
To call my concerns "hyperbolic" is really low. I even put emphasis on the point that I`m all for boosting templar mana control several times. Just not via cutting necessary penalties.
Yeah, you sure wrote a lot, but apart from anectodes and lots of writing about mana regeneration you actually didn`t counter my argument at all. I`ve not decided your input didn`t exist. I just came to the conclusion that you are too biased to get a reasonable reply on the matter of taking away necessary penalties to skills which will become even more mandatory without those penalties.
Your friggin mana regen will be doubled in future, how about giving you some additional mana control ability which is not taking away the only penalty from spammable key skills?
Ah, right, thats the part were you decide to be deaf again. I see. Great counter arguments...
You fail to realize that YOUR soft caps will be raised as well. Why don't you think about what it will take to soft cap the magicka regen. Base 75 magicka regen at vr12 means you need 94 more points to hit the 169 soft cap.
One would think writing about magicka regen is the argument since the issue is magicka regeneration, but would you please clarify your argument in a single statement please because at this point I'm not sure.
What you think constitutes bias does not matter when you have yet to back up anything you say with any in-game numbers or evidence.
Obviously this thread is not about mana regen but about sun shield. I think any skill that is fulfilling multiple purposes while being instant has to have drawbacks. Sun shield/Blazing shield is providing:
But it is about mana regeneration because that is the change in sun shield. Sun shield as it is fine, but does require certain conditions to make is viable.
The issue is whether or not sun shield's current drawback is too much to make is usable at all for 1.3 as there will be a higher deficit in magicka regeneration with 1.3 between players that use sun shield and those that do not.
- Shield up to 1000 points (defense)
You would need ~3333 hp to get a shield of that size. Just because that is well under the 1.3 soft cap does not mean it is obtainable without sacrificing other things.
- Damage up to similar amounts to each target melee attacking (offense)
If the shield crits and the attacker has weak spell resistance than the shield may hit that hard.
- Forcing your opponents to not use melee attacks (passive cc/mitigation)
It does not force anything first of all. In fact it gives your opponent options as opposed to forcing them into anything; the can attack from range, reapply buffs, heal, take a moment to rethink their strategy. Of course battles are dynamic and these options will not always be available when a sun shield is cast. However, regardless of whether or not a sun shield is cast offensively or defensively, if you find yourself taking serious damage or in a worse condition than the templar by the end of the shield or multiple shields it could mean the battle was determined before it started due to the difference in player skill.
A skill providing so much utility should come with a penalty, especially when that skill is instacast without cooldown. The mitigation aspect alone is worth its cost, imo. Especially coupled with the synergy provided by eclipse.
Let`s compare with another skill that is multi purpose out of the Sorcerors arsenal, BE/Streak:
- mobility
- cc
- damage
To me it is pretty clear that BE/Streak needed penalties to not become a one-for-all wonder. Fortunately, for comparisons sake, it had a similar penalty attached to make users think when using it (stop magicka regen) to BS. Unfortunately, that wasn`t enough. The penalty was even increased. I`m completely fine with that, because it is necessary to not make this skill mandatory or musthave, it would be too good otherwise.
Same logic applied here, with BS. In my experience, pvp benefits overall from key skills being coupled with penalties that make people think twice before spamming them. The mana cost itself is just not justifiying such a multi-purpose powerspell, since it roughly equals the cost of i.e. Hardened Ward, which is just giving 800 Points damage shield, no additional perks. Just that. To cut the penalty while keeping all the benefits will make this skill too good to not have it on the bar.
Statement clear enough?
Mojomonkeyman wrote: »Why do you even bother talking about mana reg again and explaining basic functionalities while hanging yourself up on numbers, again? I obviously understand the spell and have as a ranged sorc no problem facing BS.
I ask you the same, you did: Please answer me with a clear statement that counters mine on why no penalty is necessary to BS. Especially when that penalty was mana reg reduc and now mana reg potential will double.
I even marked the important part in italic, so don`t start giving me anecdotes and infight tips, because that is not the issue, thanks.
But it is about mana regeneration because that is the change in sun shield. Sun shield as it is fine, but does require certain conditions to make is viable.
The issue is whether or not sun shield's current drawback is too much to make is usable at all for 1.3 as there will be a higher deficit in magicka regeneration with 1.3 between players that use sun shield and those that do not.
arnaldomoraleseb17_ESO wrote: »Funny to see how people call us "noob" by complaining about sun shield buff, when they are happy with an easy win button.
I am not saying that blazing shield will be unbeatable, but will require a lot of more skill to counter blazing shield than the skill required to use it and this no make sense to me. It's pretty easy to keep an instant skill up all the time.
Playing as melee, is very frustrating to see a guy that you can't hit while he is killing you.
Blazing shield it's simply one of the best skills in the game and now will be even better but will keep being pretty easy to use.
- 800-1000 health.
The shield is not mitigated by armor or spell resistance, but yes @3000 health a templar will make a 900 point shield (@3600 health a 1080 shield), which is big.
- Pretty LOW cost.
With three 20-point reduce spell cost jewery, the 3% reduce ability cost 3-piece seducer set bonus, the 3% reduce spell cost breton passive, and 21% spell cost reduction from 7/7 light armor passive my shield cost 191.
Spell cost = (base cost - straight point reduction)*(1 - percentage value)
- Nice AoE damage. Better than many single target weapon skills.
Dependant on damage taken, if enemy is within (estimation)
5meters, and if the templar is not knocked down(other types of cc untested)
- Instant skill.
Those freak kills are real. See this.
Edit: read instant 'kill' at first
- And now no penalties.
It may well need a penalty for 1.3, but the magicka regen debuff would be too much for 1.3 in my opinion.
WTF Zenimax.......
arnaldomoraleseb17_ESO wrote: »Funny to see how people call us "noob" by complaining about sun shield buff, when they are happy with an easy win button.
I am not saying that blazing shield will be unbeatable, but will require a lot of more skill to counter blazing shield than the skill required to use it and this no make sense to me. It's pretty easy to keep an instant skill up all the time.
Playing as melee, is very frustrating to see a guy that you can't hit while he is killing you.
Blazing shield it's simply one of the best skills in the game and now will be even better but will keep being pretty easy to use.
- 800-1000 health.
- Pretty LOW cost.
- Nice AoE damage. Better than many single target weapon skills.
- Instant skill.
- And now no penalties.
WTF Zenimax.......
Mojomonkeyman wrote: »@Brandoid
I won`t bother commenting on your quote about talons, Xsorus said it all with his reply.
To call my concerns "hyperbolic" is really low. I even put emphasis on the point that I`m all for boosting templar mana control several times. Just not via cutting necessary penalties.
Yeah, you sure wrote a lot, but apart from anectodes and lots of writing about mana regeneration you actually didn`t counter my argument at all. I`ve not decided your input didn`t exist. I just came to the conclusion that you are too biased to get a reasonable reply on the matter of taking away necessary penalties to skills which will become even more mandatory without those penalties.
Your friggin mana regen will be doubled in future, how about giving you some additional mana control ability which is not taking away the only penalty from spammable key skills?
Ah, right, thats the part were you decide to be deaf again. I see. Great counter arguments...
You fail to realize that YOUR soft caps will be raised as well. Why don't you think about what it will take to soft cap the magicka regen. Base 75 magicka regen at vr12 means you need 94 more points to hit the 169 soft cap.
One would think writing about magicka regen is the argument since the issue is magicka regeneration, but would you please clarify your argument in a single statement please because at this point I'm not sure.
What you think constitutes bias does not matter when you have yet to back up anything you say with any in-game numbers or evidence.
arnaldomoraleseb17_ESO wrote: »Funny to see how people call us "noob" by complaining about sun shield buff, when they are happy with an easy win button.
I am not saying that blazing shield will be unbeatable, but will require a lot of more skill to counter blazing shield than the skill required to use it and this no make sense to me. It's pretty easy to keep an instant skill up all the time.
Playing as melee, is very frustrating to see a guy that you can't hit while he is killing you.
Blazing shield it's simply one of the best skills in the game and now will be even better but will keep being pretty easy to use.
- 800-1000 health.
- Pretty LOW cost.
- Nice AoE damage. Better than many single target weapon skills.
- Instant skill.
- And now no penalties.
WTF Zenimax.......
There are many class abilities with multiple effects. Mainly because of synergies with passive skills. I would say that templars have the least of them.
There is for example DK's Fragmented Shield that shields allies, lasts much longer and deals AoE damage when it ends. Without penalties. And yet DKs have no place for it on their bars, since they have even better abilities.
Mojomonkeyman wrote: »@Brandoid
I won`t bother commenting on your quote about talons, Xsorus said it all with his reply.
To call my concerns "hyperbolic" is really low. I even put emphasis on the point that I`m all for boosting templar mana control several times. Just not via cutting necessary penalties.
Yeah, you sure wrote a lot, but apart from anectodes and lots of writing about mana regeneration you actually didn`t counter my argument at all. I`ve not decided your input didn`t exist. I just came to the conclusion that you are too biased to get a reasonable reply on the matter of taking away necessary penalties to skills which will become even more mandatory without those penalties.
Your friggin mana regen will be doubled in future, how about giving you some additional mana control ability which is not taking away the only penalty from spammable key skills?
Ah, right, thats the part were you decide to be deaf again. I see. Great counter arguments...
You fail to realize that YOUR soft caps will be raised as well. Why don't you think about what it will take to soft cap the magicka regen. Base 75 magicka regen at vr12 means you need 94 more points to hit the 169 soft cap.
One would think writing about magicka regen is the argument since the issue is magicka regeneration, but would you please clarify your argument in a single statement please because at this point I'm not sure.
What you think constitutes bias does not matter when you have yet to back up anything you say with any in-game numbers or evidence.
Really, don't waste your time. They have 5 pages of solid arguments debunking their silly OP claims.
If they didn't get the point by now, is because they simply don't want to.
Sunshield is now an iWin button and Templars are OP. My god.
Adios.
arnaldomoraleseb17_ESO wrote: »Funny to see how people call us "noob" by complaining about sun shield buff, when they are happy with an easy win button.
I am not saying that blazing shield will be unbeatable, but will require a lot of more skill to counter blazing shield than the skill required to use it and this no make sense to me. It's pretty easy to keep an instant skill up all the time.
Playing as melee, is very frustrating to see a guy that you can't hit while he is killing you.
Blazing shield it's simply one of the best skills in the game and now will be even better but will keep being pretty easy to use.
- 800-1000 health.
- Pretty LOW cost.
- Nice AoE damage. Better than many single target weapon skills.
- Instant skill.
- And now no penalties.
WTF Zenimax.......
There are many class abilities with multiple effects. Mainly because of synergies with passive skills. I would say that templars have the least of them.
There is for example DK's Fragmented Shield that shields allies, lasts much longer and deals AoE damage when it ends. Without penalties. And yet DKs have no place for it on their bars, since they have even better abilities.
you know it is not, you just dont want to say you were wrong.xsorusb14_ESO wrote: »saying its a bug doesnt make it a bug, we need proofs.xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »Where do you get Total Dark can be broken just like CC? you mean purged? Because TD isn't a form of CC, and CC break shouldn't be breaking it
Actually from tests, the Shield doesn't actually have a cap
BJ is a death sentence for anyone who doesn't have stamina for CC break, since you will perma CC someone to death.
I thought you would know some things better. But after this, I don't know what to think.
1. Total Dark can be broken using left+right mouse interrupt.
2. If there was no cap, the shield would never explode.
3. Jabs knockback is hardly perma CC, since you get automatic CC immunity.
1. That's a bug
2. By cap i mean multiple enemies increasing the shield %, that has no cap
3. You don't get CC immunity from it.
"Its not a form of CC, that is a bug and should be treated as such"
thats why they are changing the term "CC break" to "break free"
http://i.imgur.com/AckxSKD.png
Its a bug...Its not a form of CC which is what Break Free actually gets you out of. Also its always been technically called Break Free, their tooltips are just bad.
But anyway, its a bug you should be reporting it as a bug.
xsorusb14_ESO wrote: »If you're fighting 2 Sorcs, you should be having no trouble killing one of them,Charge one while spamming Blazing Shield, and you'll end up killing the other one you're on....Also if 30 Crystal Shards and 20 Lethal Arrows were fired at a DK two things would happen, the DK would have no Stamina and Magicka since that's pretty much going to instantly drain his, and He'd be dead the next time they cast.
How is that a bad strategy? That is the most common strategy in the game for using Restro Staff....In on way ever do you want to be casting Heavy resto attack for getting mana back on anyone standing right next to you, Because they're just going to interrupt it and you're not going to get squat....If you're not doing the strategy I suggested, then its no wonder you're complaining about resources on a Templar..Because you've failed to master one of the most basic strategies in the game...that virtually everyone does.
I don't know why the other guy is replying to when it's obvious you don't know what you're talking about.
Mojomonkeyman wrote: »Obviously this thread is not about mana regen but about sun shield. I think any skill that is fulfilling multiple purposes while being instant has to have drawbacks. Sun shield/Blazing shield is providing:
- Shield up to 1000 points (defense)
- Damage up to similar amounts to each target melee attacking (offense)
- Forcing your opponents to not use melee attacks (passive cc/mitigation)
A skill providing so much utility should come with a penalty, especially when that skill is instacast without cooldown. The mitigation aspect alone is worth its cost, imo. Especially coupled with the synergy provided by eclipse.
Mojomonkeyman wrote: »Obviously this thread is not about mana regen but about sun shield. I think any skill that is fulfilling multiple purposes while being instant has to have drawbacks. Sun shield/Blazing shield is providing:
- Shield up to 1000 points (defense)
- Damage up to similar amounts to each target melee attacking (offense)
- Forcing your opponents to not use melee attacks (passive cc/mitigation)
A skill providing so much utility should come with a penalty, especially when that skill is instacast without cooldown. The mitigation aspect alone is worth its cost, imo. Especially coupled with the synergy provided by eclipse.
So by your own logic Reflective Scales needs a penalty as well
-Reflects Projectiles back at caster (offense/defense)
-Lasts 4 seconds (nothing enemy can do to purge or remove buff) (defense)
-Forces your opponents to not use projectiles, essentially forces melee
If anyone in this thread is Biased, it's you...
I honestly don't care if the change goes live the way it is or not, Will I use it if it goes live, yes... Will I use it if it doesn't, yes, I will use it...
Do I think it is OP? A little bit, compared to Scales? 1 Crystal Fragment will destroy the shield.
I am behind your campaign to give penalties to abilities with "so much utility" but don't be so biased and act like Scales not in the same league as Blazing Shield.