Back in late July the developers made an official discussion thread about the templar class where players could provide their feedback, concerns and issues with the templar class so that the devs could make adjustments to the class accordingly.
It was smart to create a single thread for this kind of feedback so that the devs could easily find the feedback the class received, but the problem is that about half a year after the game has launched very little has been done to address the overwhelming issues that have been presented by the player base.
If feedback in a dev created thread doesn't lead to any changes, then what do we have to do in order to get our points across?
I am running a templar alt and I am extremely dismayed to see that issues that were mentioned again and again even back in the closed beta on the PTS server still persist, and with all the recent combat changes, the templar needs an overhaul more than ever.
While I am touching the subject, I would like to re- re- re- re- restate some of what I perceive as the most critical issue at the moment.
Dawn's Wrath:
Generally speaking, the damage abilities in this skill line need to have their damage upped a little because they are no longer competitive in a VR 14 world with all the new VR 14 gear.
1. Sun fire - this ability's animation needs to be sped up considerably, and it's initial damage needs to be increased as well. Increase the magicka cost accordingly, but it needs to hit about 10-15% harder.
2. Solar flare - this ability's animation also needs to be sped up significantly, and the small internal cooldown / slow animation that both morphs suffer from needs to be changed. It should empower the caster's spell and weapon power for 6 seconds after casting instead of only empowering the next attack - which doesn't work anyway! Further, it must also empower itself instead of that nonsense where the caster won't benefit from the empowerment if it's another solar flare + morphs. Its debuff vfx is also played on the target prior to the projectile landing, which makes it trivial to see coming and dodge - needs to be changed, too. Lastly, it also needs to hit harder - it's no even close to being competitive with crystal shards and snipe.
3. Backlash - this ability needs to be made an instant cast like mark target, and it must be able to crit.
4. Eclipse - this ability is a debuff and should NOT be considered a hard CC and subject to CC immunity. It is so circumstantial that its morhps really need to be improved. Total dark should decrease the targets spell power by more than it does and unstable core's damage should increase over the time the longer the target is under its effect - just like it does when NPCs cast it on you.
5: Blinding light - searing light should have its AoE damage increased slightly.
Ult: Nova - this ability + morphs should only cost 200 ultimate. 300 is preposterous for what you get.
Aedric Spear:
Generally speaking, this skill line is almost as well-designed as some of the other classes'. It has some good synergy with itself and has a nice flow to it when using it. Almost perfect.
1. Puncturing strikes - quite fine, although it would be nice if the final hit dealt more damage just like flurry.
2. Piercing javelin - this ability plus its morphs must hit harder. Especially aurora javelin needs a damage boost based on how far the caster is from the target, just like critical charge has.
3. Focused charge - this ability needs to have its animations changed so that it does not suffer from the 0.5-1 sec cooldown it has before you can use other abilities. This is early beta stuff - get it fixed already, please!
4. Spear shards - this ability needs to be changed back so that you can cast it upwards and downwards like you used to be able to. Extend the range to 28 meters.
5. Sun shield - one of the few proper and well-designed templar abilities. Consider to have blazing shield deal fire damage when it explodes to give the game a better mechanism again zerg ball bat swarmers.
Ult: Radial sweep - this ultimate absolutely needs to have its radius increased to 7 meters!
Restoring light:
Generally speaking, this skill line is quite good, but its biggest problem is that "smart healing" is idiotic at best. Your own character must always have first priority when healing, and this really has to be addressed.
1. Rushed ceremony - this one plus its morphs pretty much hits the spot, but breath of life MUST target yourself at all times if you are in need of healing!
2. Healing ritual - one of the worste healing abilities in the game due to its cast time. Grand healing and rapid regeneration performs so much better in comparison, for instance. This ability should be reworked altogether. Design a whole new ability that puts a HoT on everybody or one that restores magicka and stamina. Or even better, make it heal friendlies and damage enemies at the same time.
3. Restoring aura - quite good and unique ability + morphs. Consider having radiant aura regenrate magicka and stamina instead of health and stamina.
4. Cleansing ritual - great ability + morphs.
5. Rune focus - AoE must be larger and it should give a boost to spell and weapon power to anyone standing in it.
Passives:
1. Balanced warrior - needs to give a bigger damage boost and a higher resistance.
2. Enduring rays - this one actually nerfs the dps of some templar abilities. Please fix!
3. Illuminate - doesn't work and needs a fix.
4. Restoring spirit - this was over-nerfed pre-launch and needs to be changed back to a weaker form of its old design or have its reduction values increased.
And that was just from the top of my head...
Edited by Baphomet on 5 December 2014 20:17 - The Psijic Order
- TKO
- Dominant Dominion
- The Noore