Spearblade wrote: »SwaminoNowlino wrote: »"We readjusted Backlash, so if you're solo you're probably not going to be able to hit the cap so you'll need to be in a group." -- Balanced by Wrobel
Where is that listed?
It would simply encourage PVPers (as if they need more encouragement) to stack more procs, in order to hit cap within 6 seconds.
Once more point why Total Dark should start reflect all attacks - reliability. Coagulating Blood is perfect example to compare:
1. When CB scaled of missing hp - it was unreliable because it didn't prevent attacks from heavy burst/gank builds, when it would work for 100% - dk would probably be dead.
Same going with Eclipse - you can't rely to have even 1 sec break and safety after casting it on majority of enemies in both pvp and pve in addition to 1 target cap.
2. When CB scaled of missing magicka - it became stronger than before coz it related on larger mana pool of magicka builds, but it still didn't fixed main problem - it still wasn't reliable because it still didn't defend against high burst/gank builds, and when skill worked on 100% it meant that caster is probably will be dead as his resources drowned.
Same with "buffed" Eclipse - it became uncaped on enemeis but from ~8 builds (~4 stamina, 4 magicka) it still works only on 2, while against those 2 it became even weaker because of unreflectable beams. It made skill situationally weaker. As result - skill became even less reliable in pvp, no matter if you can cast it on several enemies at once coz they will be immune to it.
In fact, currently it neglect main reason of aa CCs that you can see in death recap advices - to equal the odds when you fight outnumbered, by disabling enemy for some period of time. Not just coz 80% of enemies immune to it, but also coz it worknig in absolute different way of intended CC mechanic - instead of making it easier to fight outnumbered, it actually harder to use it when outnumberd because you need to find enemy that could be affected by it and since it affect only range - you will be forced to searching for backlines of attackers. And more enemies you face - more harder to actually find proper target for it.
3. When CB start to be flat heal with scaling of missing hp - it became 100% reliable because it would work for it's max effectiveness no matter of hp or magicka and in addition it saved it scaling and it's 100% reliable heal would be buffed further by more healing based on miss hp. And for that reason Total Dark must start reflect all attacks - this will make it 100% reliable in any situation, expecially for solo/duo pvp; when it will be casted on enemy templar will be able to rely to at least on 1 sec of break in battle while it also will become real CC that enemy will be willing to break, and it will match point to equal the odds to make outnumbered fight easier.
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@Wrobel @ZOS_RichLambert for this reason I believe that way to fix Total Dark is to make it reliable in same way as Coagulated Blood, and only way to do it is allow skill to reflect not just all range attacks but also all melee attacks. With removed timebomb or again with caped number of targets but actually working on it's main purpose - to CC enemy no mater what enemy it is. Right now it not reliable, it situative, and just too situative.
Once more point why Total Dark should start reflect all attacks - reliability. Coagulating Blood is perfect example to compare:
1. When CB scaled of missing hp - it was unreliable because it didn't prevent attacks from heavy burst/gank builds, when it would work for 100% - dk would probably be dead.
Same going with Eclipse - you can't rely to have even 1 sec break and safety after casting it on majority of enemies in both pvp and pve in addition to 1 target cap.
2. When CB scaled of missing magicka - it became stronger than before coz it related on larger mana pool of magicka builds, but it still didn't fixed main problem - it still wasn't reliable because it still didn't defend against high burst/gank builds, and when skill worked on 100% it meant that caster is probably will be dead as his resources drowned.
Same with "buffed" Eclipse - it became uncaped on enemeis but from ~8 builds (~4 stamina, 4 magicka) it still works only on 2, while against those 2 it became even weaker because of unreflectable beams. It made skill situationally weaker. As result - skill became even less reliable in pvp, no matter if you can cast it on several enemies at once coz they will be immune to it.
In fact, currently it neglect main reason of aa CCs that you can see in death recap advices - to equal the odds when you fight outnumbered, by disabling enemy for some period of time. Not just coz 80% of enemies immune to it, but also coz it worknig in absolute different way of intended CC mechanic - instead of making it easier to fight outnumbered, it actually harder to use it when outnumberd because you need to find enemy that could be affected by it and since it affect only range - you will be forced to searching for backlines of attackers. And more enemies you face - more harder to actually find proper target for it.
3. When CB start to be flat heal with scaling of missing hp - it became 100% reliable because it would work for it's max effectiveness no matter of hp or magicka and in addition it saved it scaling and it's 100% reliable heal would be buffed further by more healing based on miss hp. And for that reason Total Dark must start reflect all attacks - this will make it 100% reliable in any situation, expecially for solo/duo pvp; when it will be casted on enemy templar will be able to rely to at least on 1 sec of break in battle while it also will become real CC that enemy will be willing to break, and it will match point to equal the odds to make outnumbered fight easier.
____________________________________________________________
@Wrobel @ZOS_RichLambert for this reason I believe that way to fix Total Dark is to make it reliable in same way as Coagulated Blood, and only way to do it is allow skill to reflect not just all range attacks but also all melee attacks. With removed timebomb or again with caped number of targets but actually working on it's main purpose - to CC enemy no mater what enemy it is. Right now it not reliable, it situative, and just too situative.
This "Balance patch" was highly underwhelming. Stam sorcs and stamblades still miles ahead of the other stam classes, mag dk gonna be viable solo play now but it doesn't change the fact every group is gonna have talons inhale spamming destro ult mag dks with block tank bol spamming frost destro ult magplars. They literally did nothing to fix the game at all. Us stamplars got some long needed FIXES, yet our sustain is still ***. All the 500 regen stam sorcs stamblades and even stam dks gonna try there builds out on stamplar and delete the class within an hour cuz our sustain is so ***. I'd say GG Zos, but I must not tell lies.
2k shield on petrify breaks even on single sword LA, so it's not actually considered as something usefulSugaroverdose wrote: »Blazing Spear should disorient now, which is actually the same thing as petrify and agonyAs it stands, Templar is the only class with out an unblockable cc (petrify, fear, defensive rune) and they took our only good CC in blazing spear away(which by the way against any good stam build very rarely CCd them). Change luminous to an unblockable cc with a bigger radius as the added effect. I believe the problem they have with giving us an unblockable cc is that most don't break on dots, yet almost all of Templar abilities are dots(sweeps, vamp bane, radiant) so the implementation of it would be difficult. I propose they implement a bigger radius in luminous and a that is unblockable similar to fear and lasts the same amount of time as fear. It would no longer be a disorient, but would have to be a much larger radius to compensate for the fact that one of the morphs does not break on dots like petrify and rune cage.
EXCEPT.
Petrify - targets can take damage while still CC'd before the Disorient breaks.
Agony - fair point BUT - The class who has Agony also has FEAR - an un-targetable (you just have to be in range), unblockable 3-man hard CC, that also puts snare on target even after effect is over, AND Minor Maim.
Meanwhile Templar has - Luminous Shards Disorient that breaks instantly and gives free CC immunity (now with even longer timer, rejoice!)
A disorient without a stored damage is useless.
You still can hide behind zerg and spam RD, at least that gameplay ZoS designed for magplars.Templar, by popular demand of other classes, will now be slathered in fail-sauce and worth double AP.
Bon appetite! Don't worry, they can't hurt you anymore.
I'll ask the same question here I asked over on the Patch Notes v2.7.4 section... since I haven't gotten any helpful answers there.
I'm curious, this recent update change to Backlash, does this mostly impact PvP and not so much PvE?
From the notes, "Hitting the maximum damage limit against another player now requires a significant amount of uninhibited damage from the Templar, and enemies will have more counterplay in reducing Backlash’s burst damage if they actively mitigate or avoid damage. "
Does this mean that in solo PvE it will still hit high damage against NPC enemies? As in, would it still be of any use trying to solo open-world bosses... if not... then is there even any reason to use it? According to the v2.7.2 patch notes, "We want to see Backlash as a burst damage ability that you can use in solo PvE or PvP content." So I'm interested in how it works for solo PvE?
I'll ask the same question here I asked over on the Patch Notes v2.7.4 section... since I haven't gotten any helpful answers there.
I'm curious, this recent update change to Backlash, does this mostly impact PvP and not so much PvE?
From the notes, "Hitting the maximum damage limit against another player now requires a significant amount of uninhibited damage from the Templar, and enemies will have more counterplay in reducing Backlash’s burst damage if they actively mitigate or avoid damage. "
Does this mean that in solo PvE it will still hit high damage against NPC enemies? As in, would it still be of any use trying to solo open-world bosses... if not... then is there even any reason to use it? According to the v2.7.2 patch notes, "We want to see Backlash as a burst damage ability that you can use in solo PvE or PvP content." So I'm interested in how it works for solo PvE?
I'll ask the same question here I asked over on the Patch Notes v2.7.4 section... since I haven't gotten any helpful answers there.
I'm curious, this recent update change to Backlash, does this mostly impact PvP and not so much PvE?
From the notes, "Hitting the maximum damage limit against another player now requires a significant amount of uninhibited damage from the Templar, and enemies will have more counterplay in reducing Backlash’s burst damage if they actively mitigate or avoid damage. "
Does this mean that in solo PvE it will still hit high damage against NPC enemies? As in, would it still be of any use trying to solo open-world bosses... if not... then is there even any reason to use it? According to the v2.7.2 patch notes, "We want to see Backlash as a burst damage ability that you can use in solo PvE or PvP content." So I'm interested in how it works for solo PvE?
When I use Backlash in solo PvE, against long burns against bosses it will easily hit the cap every time. So it works out to Cap damage / 6.5 seconds worth of DPS. My cap sits at around 25k, so that is around 3.8k dps if you stay on top of it. This is pretty good for a DoT and only running solo, so missing a bunch of buffs. It works out to more % of total damage than Vamps Bane.
For the update, nothing really changes for PvE. For PvP though it is significantly better. In the latest iteration the build up damage is recorded as 150% of the damage received (only against other players). So if the target takes 20k damage in those 6.5 seconds the Backlash recorded damage will be 30k. When the damage is released it will be 25% of that, so that would be 7.5k (before mitigations) of unblockable damage. It can no longer crit, however your build up damage can still crit.
How it plays out practically in PvP remains to be seen, but I envision some of these super tank builds that hold block while 10 people are wailing on them getting a burst of 15k unblockable damage as problematic for them. 10 people doing a meagre 500 damage/second against a blocking opponent will do a combined 30,000 damage over 6.5 seconds, which would be around 12k explosion.
I'll ask the same question here I asked over on the Patch Notes v2.7.4 section... since I haven't gotten any helpful answers there.
I'm curious, this recent update change to Backlash, does this mostly impact PvP and not so much PvE?
From the notes, "Hitting the maximum damage limit against another player now requires a significant amount of uninhibited damage from the Templar, and enemies will have more counterplay in reducing Backlash’s burst damage if they actively mitigate or avoid damage. "
Does this mean that in solo PvE it will still hit high damage against NPC enemies? As in, would it still be of any use trying to solo open-world bosses... if not... then is there even any reason to use it? According to the v2.7.2 patch notes, "We want to see Backlash as a burst damage ability that you can use in solo PvE or PvP content." So I'm interested in how it works for solo PvE?
When I use Backlash in solo PvE, against long burns against bosses it will easily hit the cap every time. So it works out to Cap damage / 6.5 seconds worth of DPS. My cap sits at around 25k, so that is around 3.8k dps if you stay on top of it. This is pretty good for a DoT and only running solo, so missing a bunch of buffs. It works out to more % of total damage than Vamps Bane.
For the update, nothing really changes for PvE. For PvP though it is significantly better. In the latest iteration the build up damage is recorded as 150% of the damage received (only against other players). So if the target takes 20k damage in those 6.5 seconds the Backlash recorded damage will be 30k. When the damage is released it will be 25% of that, so that would be 7.5k (before mitigations) of unblockable damage. It can no longer crit, however your build up damage can still crit.
How it plays out practically in PvP remains to be seen, but I envision some of these super tank builds that hold block while 10 people are wailing on them getting a burst of 15k unblockable damage as problematic for them. 10 people doing a meagre 500 damage/second against a blocking opponent will do a combined 30,000 damage over 6.5 seconds, which would be around 12k explosion.
Thanks for the info @danno8, related follow up question: (PvP-wise) how is Radiant Oppression? Worthless? Decent still? Could that burst from backlash replace it, or would they best be used in conjunction? And so on...
usmcjdking wrote: »I understand the blazing spear nerd. I do not understand the justification for leaving Luminous in its current useless form which leaves the only Templar AOE control skill as nova.
Ron_Burgundy_79 wrote: »usmcjdking wrote: »I understand the blazing spear nerd. I do not understand the justification for leaving Luminous in its current useless form which leaves the only Templar AOE control skill as nova.
I don't understand the blazing spear nerf. It's not easy to use and it takes practice and anticipation to effectively cc someone.
usmcjdking wrote: »Ron_Burgundy_79 wrote: »usmcjdking wrote: »I understand the blazing spear nerd. I do not understand the justification for leaving Luminous in its current useless form which leaves the only Templar AOE control skill as nova.
I don't understand the blazing spear nerf. It's not easy to use and it takes practice and anticipation to effectively cc someone.
Nah it's pretty easy to use, it's got a large radius. The skill is currently exceptionally strong. The nerf doesn't bother me but common sense suggested that the stun would go to luminous - which it didn't.
usmcjdking wrote: »Ron_Burgundy_79 wrote: »usmcjdking wrote: »I understand the blazing spear nerd. I do not understand the justification for leaving Luminous in its current useless form which leaves the only Templar AOE control skill as nova.
I don't understand the blazing spear nerf. It's not easy to use and it takes practice and anticipation to effectively cc someone.
Nah it's pretty easy to use, it's got a large radius. The skill is currently exceptionally strong. The nerf doesn't bother me but common sense suggested that the stun would go to luminous - which it didn't.