One of the underlying problems that this thread really highlights is the way Templar skill lines are focused on specific segments of gameplay. It makes sense to group skills according to theme, but it causes a real lack of diversity in character builds because intelligent players all choose roughly the same skills since they are more effective. This pigeonholes everybody into a similar role.
Instead of the players who are discontent with this role needing to request a sacrifice for gains in a preferred playstyle, it'd be more efficient if players just had to make a choice between playstyle when selecting skills rather than simply evaluating which skills are better. To some extent this is exactly how the stamina morphs work, but currently the system is just giving the choice between Stamina and Magika yet offers no real diversity within those subsets.
So instead of nerfing Breath of Life, it'd be interesting to see the other morph just not have anything to do with healing. Make it a really good PvP skill, mobility or cc or dps boost, just make it as good as Breath of Life so people have to (and get to) choose. There are lots of Templar skills where one morph is clearly better than the other... I think they should not only be balanced but also diversified (and I still like my Rune of Thunderdome idea from the main Templar bugs thread to contrast Channelled Focus!). I think they could add a lot of customization to the game if they added morph options to just one passive in each class skill line. If they get some bugs fixed with Thieves Guild that's a step in the right direction.
Very interesting idea, I didn't even consider that. I don't think it should be a mobility or DPS boost, Templar is where it should be for those departments, but perhaps a self heal with a secondary proactive element? My issue is that for a Templar that needs to survive, the burst heal is very useful , which is why Templars who run solo still use the heal. So I'm thinking the other morph of BoL would instead only heal the caster, but have a very powerful secondary effect, perhaps applying the blinding flashes debuff on cast?
Okay... I've really been looking for a reason to stop playing devil's advocate with the whole BoL nerf thing, but I felt as though the class needed to make some form of trade to warrant being buffed in other areas. But I now prefer your solution, where this trade is off is made through the choice of the BoL morph. I suggest this tooltip description for the other morph, to make it the clearly superior choice for a Templar who enjoys solo play more: "Focus your inner light to heal yourself for [x] amount and blind nearby enemies. Blinded enemies have a 50% chance to miss and be set off balance for [y] seconds". Sounds pretty good eh
@Joy_Division @AfkNinja @timidobserver Would you guys prefer this solution? Instead of the class as whole making a sacrifice, it is more down to the morphs the player chooses that dictate what they sacrifice and in which area of gameplay. For the record, I still have a few issues with the smart healing component, but I'd much rather focus on increasing build diversity and options with this new solution.
As for the Rune of Thunderdome, I had a chuckle reading that from memory, was that the suggestion to add some sort of immobolise element to enemies who enter the radius, similar to that skill you see vampire NPCs use in IC sewers? If so, then I really like that idea, if the Templar class were to get an immobolise, this would be a unique and class defining way to implement such a change. If any ZoS devs are reading this, I will only accept this change if the skill is actually named "Rune of Thunderdome" .
Rune of Thunderdome: two people enter, one person leaves! Do it! I would love a skill that prevents someone running away when I am winning.
There are lots of changes they could make to BOL/HTD I wouldn't mind. My main concern is if they are going to nerf it they need to give us enough in return to make it balance out. Limiting the main heal to yourself on BOL is just something I can't accept because then it's almost identical to Honor the dead. I don't use BOL for the secondary heals, they are just a bonus. We still need a big burst heal that's instant for when someone gets almost one shot in raids etc. (If they nerf it anyway I may be forced to just use Healing Ward -_- )
I personally would like Honor the Dead changed. Change the 15% mp regen to stamina regen or maybe change the bonus effect to "healed target takes 15% less damage for 5 seconds". I would love the dmg resistance.
It's really hard to determine what changes can be made to Breath of Life/Honor the Dead though until I see what they do with Healing Ritual. I just don't have any confidence ZOS knows how to balance Templar, I have hope they get it right and a lot of fear they will not.
One of the underlying problems that this thread really highlights is the way Templar skill lines are focused on specific segments of gameplay. It makes sense to group skills according to theme, but it causes a real lack of diversity in character builds because intelligent players all choose roughly the same skills since they are more effective. This pigeonholes everybody into a similar role.
Instead of the players who are discontent with this role needing to request a sacrifice for gains in a preferred playstyle, it'd be more efficient if players just had to make a choice between playstyle when selecting skills rather than simply evaluating which skills are better. To some extent this is exactly how the stamina morphs work, but currently the system is just giving the choice between Stamina and Magika yet offers no real diversity within those subsets.
So instead of nerfing Breath of Life, it'd be interesting to see the other morph just not have anything to do with healing. Make it a really good PvP skill, mobility or cc or dps boost, just make it as good as Breath of Life so people have to (and get to) choose. There are lots of Templar skills where one morph is clearly better than the other... I think they should not only be balanced but also diversified (and I still like my Rune of Thunderdome idea from the main Templar bugs thread to contrast Channelled Focus!). I think they could add a lot of customization to the game if they added morph options to just one passive in each class skill line. If they get some bugs fixed with Thieves Guild that's a step in the right direction.
Very interesting idea, I didn't even consider that. I don't think it should be a mobility or DPS boost, Templar is where it should be for those departments, but perhaps a self heal with a secondary proactive element? My issue is that for a Templar that needs to survive, the burst heal is very useful , which is why Templars who run solo still use the heal. So I'm thinking the other morph of BoL would instead only heal the caster, but have a very powerful secondary effect, perhaps applying the blinding flashes debuff on cast?
Okay... I've really been looking for a reason to stop playing devil's advocate with the whole BoL nerf thing, but I felt as though the class needed to make some form of trade to warrant being buffed in other areas. But I now prefer your solution, where this trade is off is made through the choice of the BoL morph. I suggest this tooltip description for the other morph, to make it the clearly superior choice for a Templar who enjoys solo play more: "Focus your inner light to heal yourself for [x] amount and blind nearby enemies. Blinded enemies have a 50% chance to miss and be set off balance for [y] seconds". Sounds pretty good eh
@Joy_Division @AfkNinja @timidobserver Would you guys prefer this solution? Instead of the class as whole making a sacrifice, it is more down to the morphs the player chooses that dictate what they sacrifice and in which area of gameplay. For the record, I still have a few issues with the smart healing component, but I'd much rather focus on increasing build diversity and options with this new solution.
As for the Rune of Thunderdome, I had a chuckle reading that from memory, was that the suggestion to add some sort of immobolise element to enemies who enter the radius, similar to that skill you see vampire NPCs use in IC sewers? If so, then I really like that idea, if the Templar class were to get an immobolise, this would be a unique and class defining way to implement such a change. If any ZoS devs are reading this, I will only accept this change if the skill is actually named "Rune of Thunderdome" .
Rune of Thunderdome: two people enter, one person leaves! Do it! I would love a skill that prevents someone running away when I am winning.
There are lots of changes they could make to BOL/HTD I wouldn't mind. My main concern is if they are going to nerf it they need to give us enough in return to make it balance out. Limiting the main heal to yourself on BOL is just something I can't accept because then it's almost identical to Honor the dead. I don't use BOL for the secondary heals, they are just a bonus. We still need a big burst heal that's instant for when someone gets almost one shot in raids etc. (If they nerf it anyway I may be forced to just use Healing Ward -_- )
I personally would like Honor the Dead changed. Change the 15% mp regen to stamina regen or maybe change the bonus effect to "healed target takes 15% less damage for 5 seconds". I would love the dmg resistance.
It's really hard to determine what changes can be made to Breath of Life/Honor the Dead though until I see what they do with Healing Ritual. I just don't have any confidence ZOS knows how to balance Templar, I have hope they get it right and a lot of fear they will not.
I also have zero confidence in them... so god I hope they at least learn to trust people in the forums over their own judgement... Actually what I was suggesting was different, perhaps I didn't articulate it well. How about leaving BoL as it is, but instead making Honor the Dead far more suited to solo play by adding the Blinding Flashes component upon cast that I mentioned before? (I was damn proud of that tooltip I came up with, it sounds exactly like the ones in game lol)
This is a different and far less controversial approach to the same issue. If a Templar wants superior solo capability, they lose their super efficient healing capabilities. However, they can choose to sacrifice solo capability for group utility. This would be based on the choice of morph For the record, I will be advocating for this instead of my earlier choice to nerf BoL, I honestly was just playing devil's advocate because I didn't want Templar to be a class as strong as NB for solo open world, but also with BoL.
One of the underlying problems that this thread really highlights is the way Templar skill lines are focused on specific segments of gameplay. It makes sense to group skills according to theme, but it causes a real lack of diversity in character builds because intelligent players all choose roughly the same skills since they are more effective. This pigeonholes everybody into a similar role.
Instead of the players who are discontent with this role needing to request a sacrifice for gains in a preferred playstyle, it'd be more efficient if players just had to make a choice between playstyle when selecting skills rather than simply evaluating which skills are better. To some extent this is exactly how the stamina morphs work, but currently the system is just giving the choice between Stamina and Magika yet offers no real diversity within those subsets.
So instead of nerfing Breath of Life, it'd be interesting to see the other morph just not have anything to do with healing. Make it a really good PvP skill, mobility or cc or dps boost, just make it as good as Breath of Life so people have to (and get to) choose. There are lots of Templar skills where one morph is clearly better than the other... I think they should not only be balanced but also diversified (and I still like my Rune of Thunderdome idea from the main Templar bugs thread to contrast Channelled Focus!). I think they could add a lot of customization to the game if they added morph options to just one passive in each class skill line. If they get some bugs fixed with Thieves Guild that's a step in the right direction.
Very interesting idea, I didn't even consider that. I don't think it should be a mobility or DPS boost, Templar is where it should be for those departments, but perhaps a self heal with a secondary proactive element? My issue is that for a Templar that needs to survive, the burst heal is very useful , which is why Templars who run solo still use the heal. So I'm thinking the other morph of BoL would instead only heal the caster, but have a very powerful secondary effect, perhaps applying the blinding flashes debuff on cast?
Okay... I've really been looking for a reason to stop playing devil's advocate with the whole BoL nerf thing, but I felt as though the class needed to make some form of trade to warrant being buffed in other areas. But I now prefer your solution, where this trade is off is made through the choice of the BoL morph. I suggest this tooltip description for the other morph, to make it the clearly superior choice for a Templar who enjoys solo play more: "Focus your inner light to heal yourself for [x] amount and blind nearby enemies. Blinded enemies have a 50% chance to miss and be set off balance for [y] seconds". Sounds pretty good eh
@Joy_Division @AfkNinja @timidobserver Would you guys prefer this solution? Instead of the class as whole making a sacrifice, it is more down to the morphs the player chooses that dictate what they sacrifice and in which area of gameplay. For the record, I still have a few issues with the smart healing component, but I'd much rather focus on increasing build diversity and options with this new solution.
As for the Rune of Thunderdome, I had a chuckle reading that from memory, was that the suggestion to add some sort of immobolise element to enemies who enter the radius, similar to that skill you see vampire NPCs use in IC sewers? If so, then I really like that idea, if the Templar class were to get an immobolise, this would be a unique and class defining way to implement such a change. If any ZoS devs are reading this, I will only accept this change if the skill is actually named "Rune of Thunderdome" .
timidobserver wrote: »One of the underlying problems that this thread really highlights is the way Templar skill lines are focused on specific segments of gameplay. It makes sense to group skills according to theme, but it causes a real lack of diversity in character builds because intelligent players all choose roughly the same skills since they are more effective. This pigeonholes everybody into a similar role.
Instead of the players who are discontent with this role needing to request a sacrifice for gains in a preferred playstyle, it'd be more efficient if players just had to make a choice between playstyle when selecting skills rather than simply evaluating which skills are better. To some extent this is exactly how the stamina morphs work, but currently the system is just giving the choice between Stamina and Magika yet offers no real diversity within those subsets.
So instead of nerfing Breath of Life, it'd be interesting to see the other morph just not have anything to do with healing. Make it a really good PvP skill, mobility or cc or dps boost, just make it as good as Breath of Life so people have to (and get to) choose. There are lots of Templar skills where one morph is clearly better than the other... I think they should not only be balanced but also diversified (and I still like my Rune of Thunderdome idea from the main Templar bugs thread to contrast Channelled Focus!). I think they could add a lot of customization to the game if they added morph options to just one passive in each class skill line. If they get some bugs fixed with Thieves Guild that's a step in the right direction.
Very interesting idea, I didn't even consider that. I don't think it should be a mobility or DPS boost, Templar is where it should be for those departments, but perhaps a self heal with a secondary proactive element? My issue is that for a Templar that needs to survive, the burst heal is very useful , which is why Templars who run solo still use the heal. So I'm thinking the other morph of BoL would instead only heal the caster, but have a very powerful secondary effect, perhaps applying the blinding flashes debuff on cast?
Okay... I've really been looking for a reason to stop playing devil's advocate with the whole BoL nerf thing, but I felt as though the class needed to make some form of trade to warrant being buffed in other areas. But I now prefer your solution, where this trade is off is made through the choice of the BoL morph. I suggest this tooltip description for the other morph, to make it the clearly superior choice for a Templar who enjoys solo play more: "Focus your inner light to heal yourself for [x] amount and blind nearby enemies. Blinded enemies have a 50% chance to miss and be set off balance for [y] seconds". Sounds pretty good eh
@Joy_Division @AfkNinja @timidobserver Would you guys prefer this solution? Instead of the class as whole making a sacrifice, it is more down to the morphs the player chooses that dictate what they sacrifice and in which area of gameplay. For the record, I still have a few issues with the smart healing component, but I'd much rather focus on increasing build diversity and options with this new solution.
As for the Rune of Thunderdome, I had a chuckle reading that from memory, was that the suggestion to add some sort of immobolise element to enemies who enter the radius, similar to that skill you see vampire NPCs use in IC sewers? If so, then I really like that idea, if the Templar class were to get an immobolise, this would be a unique and class defining way to implement such a change. If any ZoS devs are reading this, I will only accept this change if the skill is actually named "Rune of Thunderdome" .
I am just responding to where I was tagged. I would be okay with this change to honor of the dead, but I doubt that it is going to happen. In fact, I judge it to be the most unlikely suggestion you have made. It wasn't just blinding flashes that was removed, but all skills that granted some form of increased miss chance(infero and sparks) were changed/removed. I take that to mean that it wasn't just a nerf to blinding flashes but them specifically removing an unwanted debuff from the game. For that reason, I doubt they'll be adding it back in any form.
timidobserver wrote: »One of the underlying problems that this thread really highlights is the way Templar skill lines are focused on specific segments of gameplay. It makes sense to group skills according to theme, but it causes a real lack of diversity in character builds because intelligent players all choose roughly the same skills since they are more effective. This pigeonholes everybody into a similar role.
Instead of the players who are discontent with this role needing to request a sacrifice for gains in a preferred playstyle, it'd be more efficient if players just had to make a choice between playstyle when selecting skills rather than simply evaluating which skills are better. To some extent this is exactly how the stamina morphs work, but currently the system is just giving the choice between Stamina and Magika yet offers no real diversity within those subsets.
So instead of nerfing Breath of Life, it'd be interesting to see the other morph just not have anything to do with healing. Make it a really good PvP skill, mobility or cc or dps boost, just make it as good as Breath of Life so people have to (and get to) choose. There are lots of Templar skills where one morph is clearly better than the other... I think they should not only be balanced but also diversified (and I still like my Rune of Thunderdome idea from the main Templar bugs thread to contrast Channelled Focus!). I think they could add a lot of customization to the game if they added morph options to just one passive in each class skill line. If they get some bugs fixed with Thieves Guild that's a step in the right direction.
Very interesting idea, I didn't even consider that. I don't think it should be a mobility or DPS boost, Templar is where it should be for those departments, but perhaps a self heal with a secondary proactive element? My issue is that for a Templar that needs to survive, the burst heal is very useful , which is why Templars who run solo still use the heal. So I'm thinking the other morph of BoL would instead only heal the caster, but have a very powerful secondary effect, perhaps applying the blinding flashes debuff on cast?
Okay... I've really been looking for a reason to stop playing devil's advocate with the whole BoL nerf thing, but I felt as though the class needed to make some form of trade to warrant being buffed in other areas. But I now prefer your solution, where this trade is off is made through the choice of the BoL morph. I suggest this tooltip description for the other morph, to make it the clearly superior choice for a Templar who enjoys solo play more: "Focus your inner light to heal yourself for [x] amount and blind nearby enemies. Blinded enemies have a 50% chance to miss and be set off balance for [y] seconds". Sounds pretty good eh
@Joy_Division @AfkNinja @timidobserver Would you guys prefer this solution? Instead of the class as whole making a sacrifice, it is more down to the morphs the player chooses that dictate what they sacrifice and in which area of gameplay. For the record, I still have a few issues with the smart healing component, but I'd much rather focus on increasing build diversity and options with this new solution.
As for the Rune of Thunderdome, I had a chuckle reading that from memory, was that the suggestion to add some sort of immobolise element to enemies who enter the radius, similar to that skill you see vampire NPCs use in IC sewers? If so, then I really like that idea, if the Templar class were to get an immobolise, this would be a unique and class defining way to implement such a change. If any ZoS devs are reading this, I will only accept this change if the skill is actually named "Rune of Thunderdome" .
I am just responding to where I was tagged. I would be okay with this change to honor of the dead, but I doubt that it is going to happen. In fact, I judge it to be the most unlikely suggestion you have made. It wasn't just blinding flashes that was removed, but all skills that granted some form of increased miss chance(infero and sparks) were changed/removed. I take that to mean that it wasn't just a nerf to blinding flashes but them specifically removing an unwanted debuff from the game. For that reason, I doubt they'll be adding it back in any form.
Nice ideas OP. Idea of toggling Empowering Sweep ultimate is very intersting, storing ultimate like current sorc Overload and than realease, still it need increased radius coz 5m is just...
Honor the Dead should not loose "restore X resource on cast" coz templars already worst class in resource managment, it just should be buffed to match another morph (or BoL must be heavy nerfed ).First problem i met upon switching back to this morph is - wounded randoms near are stealing your heals, in most of times it ended with my death.
I don't know how they will fix Healing Ritual, but if they still make it as aoe heal, something like Vigor, we will just hear more about "OP templar heals", and this time they will be right. It could be changed smae as sorcs Exchange - 1 sec cast to restore any of two resources. Sorcs not using this anyway in pvp coz 1 sec cast. It even sound so nice "Ritual of Rebirth". I don't think that Aura should be our only resource managment skill.
And about Restoring Focus also nice idea but it place in Restoring Light, skills from this line just can't deal damage, it should buff your sustain, tankability only.
Solar Barrage indeed is useless in pvpv coz Shards. But adding like aoe snare, any other cc, will make this skill really usefull like dk's Talons. Or as i asked - sort of templar detonation.
The problem is also that templar need something for stamina sustain. Hoping that you will find bodies for your Repentance or that Engine set will proc stamina restore and wont be interrupted is just stupid.
bikerangelo wrote: »Lol, these are never gonna happen.
Along with the wishful thinking, I'll add some other elements I want changed.
-Puncturing Sweep: snare
-Aurora Javelin: higher damage
-Toppling Charge: functioning
-Blazing Spear: aoe CC
-Blazing Shield: scale off max resource, 10 second duration, disorient when it explodes
-Radial Sweep (ult): ground based aoe that stuns and does higher damage, similar to the DK leap but the player doesn't need a target (higher cost as well)
-Sun Fire: magic damage, faster projectile that doesn't look like a popped yellow balloon
-Dark Flare: remove the stupid travel path, make it look like a dark flare and not a pinata
-Backlash: go away, just give me a buff i can activate to increase my crit or spell damage
-Eclipse: let players purge it like curse, but it shouldn't give out free CC immunity
-Radiant Destruction: should go through dodge roll, we already need LoS and it slows us down to a majestic trot while it goes off
-Nova (ult): stun + snare, it's too weak for solo play or anything other than choke points in pvp
-Breath of Life: awesome, maybe too awesome
-Honor the dead: restore more magic
-Healing Ritual: instant cast HoT so templars aren't required to use grand healing
-Purifying Ritual: remove the ground animation, I hate leaving a trail of gold glowing circles in the sewers. Anyone in the area of the cast will get the bonus HoT for the duration, templars have too many abilities that keep them stuck in one place
-Repentance: Scale off max resource, not just magicka pool
-Channeled Focus: the rune is solely aesthetic and is too much of a restriction, get rid of it, increase duration to 20 seconds and add major expedition for 5 seconds on activation
This list is as useful as a Christmas wish list in January... oh wait.
No matter the changes, after pts will land on our planet (with promised DD capability buffed), we will hear: "Nerf Templars", "Templars OP, nerf it now", "Nerf Templars or game will die" and rest.
I remeber when RD came to pts and Jabs damage was slightly improved, it was already huge QQ about "Templars too OP", and we(at least me) got tons of whispers like "one button nub", "fkn exploiter, you reported".... Simply as fast as somebody will die to templar, QQ will starts, coz being killed by someone who supposed to be only a healbot with zero damage output is making people very nervous. And if Templar sustain will be buffed on par with others, even more QQ will come, coz in people mind nowdays Templar ≠ solo viable class, people don't like to see their unniverse falling apart.