Theist_VII wrote: »So we’re just gonna bury all specific player feedback with the “official channels?”
Great on you, @ZOS_Kevin
Theist_VII wrote: »So we’re just gonna bury all specific player feedback with the “official channels?”
Great on you, @ZOS_Kevin
It's not to bury feedback. We literally do this every PTS cycle to make sure the team has channels they can refer to for feedback. While they read as much as they can, having an official thread is helpful for going through information for the team. If you want, linking this thread to the official channel to make sure it isn't potentially missed.
Theist_VII wrote: »-5% Damage Done? What?
There are currently 16 other sources of that debuff in the game according to ESO Hub, excluding Scribing where you can build your own BETTER ward and skill with Minor Maim than Sun Shield, or better yet, a different more meaningful buff, like Minor Courage.
Meanwhile, in Blazing Shield land, we’re looking scorched. Instead of making the skill into an offensive morph worthy of a skill slot, it remains completely useless.
StarOfElyon wrote: »...
SUN SHIELD: Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%. Reduces damage taken by 5% for 6 seconds.To make the Templar shield stand out more, I propose a unique 5% damage reduction be added that will stack with the Spear Wall passive's minor protection. That will equal Major Protection in power and make the shield worth using.- BLAZING SHIELD: Grants a damage shield that absorbs 7200 damage for 6 seconds, scaling with your max health. No longer deals damage to enemies on activation, instead deals damage when shield expires based on the amount it absorbed, and increases the radius.
...
MincMincMinc wrote: »Not sure why Zos is complicating every skill. Not everything needs to be a paragraph long explanation with 5 different effects. Its ok to have a plain damage skill, or a plain shield skill.
Players do not need abilities to SEEM interesting, they need combat to BE interesting.
Easy example of this in the past is dizzy swing.
Before it was a simple cast damage skill that did a knockup. The counterplay was clear and telegraphed for both sides.
Now it has a near invisible debuff that might allow you to stun if something else doesnt trigger it, or the enemy might have an unknown invisible cooldown that you cant know about. Then sometimes it may snare the enemy for some reason. Also there may be a damage boost, but who knows since offbalance was changed like 9 times. More effects does not equal better
No worries. Just make sure to continue sharing feedback. The team is looking at what everyone is saying and trying to find a good balance. We'll make sure to bump the concern around Sun Shield on our end too.
Blackbird_V wrote: »No worries. Just make sure to continue sharing feedback. The team is looking at what everyone is saying and trying to find a good balance. We'll make sure to bump the concern around Sun Shield on our end too.
By any chance, can the feedback about Templar Jabs that've spanned 9 major updates be addressed please? Even a comment as to why they were so heavily nerfed. Anything. There's only so much copium I have before I run out
Theist_VII wrote: »Blackbird_V wrote: »No worries. Just make sure to continue sharing feedback. The team is looking at what everyone is saying and trying to find a good balance. We'll make sure to bump the concern around Sun Shield on our end too.
By any chance, can the feedback about Templar Jabs that've spanned 9 major updates be addressed please? Even a comment as to why they were so heavily nerfed. Anything. There's only so much copium I have before I run out
Jabs < Evasion.
Sun Shield < 7k+ Damage.
Sure, let’s focus on the skill that works most of the time over the one that has flatlined since 2017. That’s not to say that both don’t need help, but one is in much greater need.
Our entire kit is built around building a house and holding it down, yet our skill meant to get people tf out of our house hasn’t worked in years.
ArctosCethlenn wrote: »Not sure an extra debuff on radiant ward matters when it's still only a five meter radius. Particularly not when it's such a common, easily sourced debuff (including from status effects).
Theist_VII wrote: »MincMincMinc wrote: »Not sure why Zos is complicating every skill. Not everything needs to be a paragraph long explanation with 5 different effects. Its ok to have a plain damage skill, or a plain shield skill.
Players do not need abilities to SEEM interesting, they need combat to BE interesting.
Easy example of this in the past is dizzy swing.
Before it was a simple cast damage skill that did a knockup. The counterplay was clear and telegraphed for both sides.
Now it has a near invisible debuff that might allow you to stun if something else doesnt trigger it, or the enemy might have an unknown invisible cooldown that you cant know about. Then sometimes it may snare the enemy for some reason. Also there may be a damage boost, but who knows since offbalance was changed like 9 times. More effects does not equal better
Here’s the thing, more effects does not equal better, but if the effects are meaningful, it is 100% better.
Like Molten Whip and Seething Fury stacks, when those were added to the skill, it became objectively better while adding a new gameplay loop to Dragonknight. There’s no reason to why Sun Shield couldn’t lose it’s per-nearby-enemy scaling and have a stack build-up on blocked damage, or have Blazing Shield do something fun with additional flame damage to bash, or an increase to your overall damage with Sword & Shield equipped, or have the skill apply Burning in an AoE around you on activation, I mean seriously, it has Blazing and Shield in it’s name. Let’s get creative here.
There are so many unique ways they could tackle the problem, that would make the skill desirable while encouraging new playstyles, but instead we got Minor Maim.
I really hope that later this cycle there is another pass at Sun Shield because this just isn’t it.
KaironBlackbard wrote: »Theist_VII wrote: »MincMincMinc wrote: »Not sure why Zos is complicating every skill. Not everything needs to be a paragraph long explanation with 5 different effects. Its ok to have a plain damage skill, or a plain shield skill.
Players do not need abilities to SEEM interesting, they need combat to BE interesting.
Easy example of this in the past is dizzy swing.
Before it was a simple cast damage skill that did a knockup. The counterplay was clear and telegraphed for both sides.
Now it has a near invisible debuff that might allow you to stun if something else doesnt trigger it, or the enemy might have an unknown invisible cooldown that you cant know about. Then sometimes it may snare the enemy for some reason. Also there may be a damage boost, but who knows since offbalance was changed like 9 times. More effects does not equal better
Here’s the thing, more effects does not equal better, but if the effects are meaningful, it is 100% better.
Like Molten Whip and Seething Fury stacks, when those were added to the skill, it became objectively better while adding a new gameplay loop to Dragonknight. There’s no reason to why Sun Shield couldn’t lose it’s per-nearby-enemy scaling and have a stack build-up on blocked damage, or have Blazing Shield do something fun with additional flame damage to bash, or an increase to your overall damage with Sword & Shield equipped, or have the skill apply Burning in an AoE around you on activation, I mean seriously, it has Blazing and Shield in it’s name. Let’s get creative here.
There are so many unique ways they could tackle the problem, that would make the skill desirable while encouraging new playstyles, but instead we got Minor Maim.
I really hope that later this cycle there is another pass at Sun Shield because this just isn’t it.
Hmm. Gives me a thought.
Sun Shield: While the damage shield persists, enemies who attack you take fire damage. (They might limit it to melee attacks, but hopefully not.) When the shield is destroyed, it explodes, dealing fire damage to all nearby enemies.
Basically minimum radius 8 meters.
Radiant Ward: It has "Radiant" in the name, so why not allow it to apply to at least one nearby ally as well as yourself? If not all nearby allies? As well as that fire damage to attackers, minimum radius 8m. Or would y'all still prefer the increased shield strength for each enemy around? Honestly, I still think Brawler is better. (Morph of cleave.)
I think it should be better than Ward Ally, but if it keeps the base version edits I suggested above, it should be better than Ward Ally, at self and 1 other, right? Because the damaging enemies who strike it and exploding on destruction. Note it doesn't explode on end, but on destruction. If the enemy cracks it, then it explodes, not when it times out or is recast.
Blazing Shield: As well as the base version's effect, while the shield persists, deals flame damage around you.
Probably similar to blood mist's area dps, but fire damage and not self healing. Or will it heal? Or more damage since no heal? Just spitballing.
Might still upgrade the explosion to guarantee it, retaining the 30% of damage absorbed feature, assuming it gets more power than just 1440. 1440 translates to zero in pvp btw, because everyone instantly heals any damage less than 5k.
4800 * 0.3 = 1440
Basically, as long as the shield persists, foes should fear damaging the sun shield. Although, most players would one-tap it anyways so they don't have much to fear from it. Except the explosion they cause if it deals decent enough damage, but I doubt they'd make it that useful.
Should it keep the damage on cast with these changes?
Hmm, it's only 6 seconds, so it's basically designed more as a parry than a shield. With its negligible durability, the explosion on destruction might actually be doable. Maybe. Not very useful on tanks though, as it'd probably time out long before it takes enough to be destroyed. But still.
What do y'all think? Should this be considered?
Theist_VII wrote: »Gonna share this video of feedback from a yet another known leaderboard PvE tank explaining their take on the new Templar changes.
https://youtu.be/qKARdVorWsU?si=NQvjSdi4ugMmA9Do
KaironBlackbard wrote: »Theist_VII wrote: »Gonna share this video of feedback from a yet another known leaderboard PvE tank explaining their take on the new Templar changes.
https://youtu.be/qKARdVorWsU?si=NQvjSdi4ugMmA9Do
So, the banner won't work like Psijic's Mend Wounds?
With mend wounds, you can toggle it on one bar and swap and it will remain on. Gotta swap back to turn it off.
If the banner works like that, where I can bar swap, activate, bar swap, and keep it, I might use it. If it's like Magelight or Flare, requiring to be on both bars for its effect, or like sorc's pets needing both bars, then I probably won't use it unless I'm going for a no skills build.
Precognition, Flare, Radiant Magelight, etc.
Those tend to be useless builds though.
Although, I think they should have some role-based effects. For instance, the taunt on focussed charge shouldn't occur unless the user is roled as a tank. If they are roled as damage dealer or healer, doesn't taunt.
I know a few damage dealers who rush in with Explosive Charge and then jabs away. I know they'd much rather it NOT taunt.
Theist_VII wrote: »KaironBlackbard wrote: »Theist_VII wrote: »Gonna share this video of feedback from a yet another known leaderboard PvE tank explaining their take on the new Templar changes.
https://youtu.be/qKARdVorWsU?si=NQvjSdi4ugMmA9Do
So, the banner won't work like Psijic's Mend Wounds?
With mend wounds, you can toggle it on one bar and swap and it will remain on. Gotta swap back to turn it off.
If the banner works like that, where I can bar swap, activate, bar swap, and keep it, I might use it. If it's like Magelight or Flare, requiring to be on both bars for its effect, or like sorc's pets needing both bars, then I probably won't use it unless I'm going for a no skills build.
Precognition, Flare, Radiant Magelight, etc.
Those tend to be useless builds though.
Although, I think they should have some role-based effects. For instance, the taunt on focussed charge shouldn't occur unless the user is roled as a tank. If they are roled as damage dealer or healer, doesn't taunt.
I know a few damage dealers who rush in with Explosive Charge and then jabs away. I know they'd much rather it NOT taunt.
@Hyperioxes explained that in the video, how these changes are nothing short of roleplay flavor. Having a taunt on a gap closer is not going to change the way tanking is done, and the Major Protection is a selfish buff, why would anyone run that over Major and Minor Breach?
Then they go over Minor Maim up-time in groups and how people don’t even build into it yet manage near 100% uptime.
Theist_VII wrote: »Here are three better options than the new iteration of Sun Shield through Scribing.
https://us.v-cdn.net/5020507/uploads/editor/a7/7tk7ymyns6qq.jpeg
https://us.v-cdn.net/5020507/uploads/editor/at/exs855hdb3hy.jpeg
https://us.v-cdn.net/5020507/uploads/editor/y0/si3tkukl6k96.jpeg
Theist_VII wrote: »Here are three better options than the new iteration of Sun Shield through Scribing.
https://us.v-cdn.net/5020507/uploads/editor/a7/7tk7ymyns6qq.jpeg
https://us.v-cdn.net/5020507/uploads/editor/at/exs855hdb3hy.jpeg
https://us.v-cdn.net/5020507/uploads/editor/y0/si3tkukl6k96.jpeg
Alright, thanks for sharing this. I had to uninstall ESO for storage space (and since I hadn't been having much time to play it anyway) before the Scribing update and didn't get to see what the system is like. If those skills have those actual values and can be used just like that in practice, then yeah, this does seem to heavily undermine the new Sun Shield.