everseeing_njpreub18_ESO wrote: »My main (and only) is a Templar and i for what i do (solo/overland) i haven't noticed any issues, maybe harder content is more apparent. Really i barely notice any animation change, I'm not that focused on it.
With no insulting intended, I am surprised at how many posts there are about people dropping their Templars ONLY because they cant stand the animation. I can only imagine there are other reasons and this was the "last straw", otherwise to me it seems silly.
SilverBride wrote: »I recently rolled a Templar after the changes so I don't have anything to compare it with, but I don't see what the problem is. What is bad about the new animation?
everseeing_njpreub18_ESO wrote: »My main (and only) is a Templar and i for what i do (solo/overland) i haven't noticed any issues, maybe harder content is more apparent. Really i barely notice any animation change, I'm not that focused on it.
With no insulting intended, I am surprised at how many posts there are about people dropping their Templars ONLY because they cant stand the animation. I can only imagine there are other reasons and this was the "last straw", otherwise to me it seems silly.
I really tried to give the new animation a go. I thought, “Just give it time, you’ll get used to it.” But after a couple of months, I just couldn’t. It looks so silly and feels so clunky. And it saddens me to no end. I’ve played a Templar for over 8 years. And when you love how a class feels in your hands, it’s hard to see it what it looks like now.
I still play two Templars. One is my usual healer for a guild pvp group. And she is exceptionally strong. I don’t use jabs on her anyways. But I used to do a lot of content and even solo pvp with jabs, and that’s gone now. My other Templar has become a rangeplar. It’s not un-fun to play. But it’s not exceptionally powerful for pvp or pve, and I feel like a sorcerer, so I wonder why I just don’t play a Sorcerer.
I think that all classes should be able to do all content. But classes should feel different. And Templar just doesn’t feel like a Templar to me without Jabs. And this new animation doesn’t work for Jabs, at least for me.
SilverBride wrote: »I recently rolled a Templar after the changes so I don't have anything to compare it with, but I don't see what the problem is. What is bad about the new animation?
From visual aesthetics - many just simply liked old one more. Again, it’s hard to not like something if you don’t know it’s predecessors, but loudest in this are the ones who have been playing Templar almost exclusively from beginning (myself included)
Recently my stamplar became my main, most efficient class, works great with jabs. Can't see anything wrong with this skill or it's animation.
Because it is recent for you so you don’t know how it was.
The rest of 99% Templar players who have been maining it nearly a decade have huge issues with recycled asset animation along with not being dmg min max competitive anymore (magplar still is due to beamplar, but stamplar is once gain unwanted/subpar in hardest content).
everseeing_njpreub18_ESO wrote: »...With no insulting intended, I am surprised at how many posts there are about people dropping their Templars ONLY because they cant stand the animation. I can only imagine there are other reasons and this was the "last straw", otherwise to me it seems silly.
Recently my stamplar became my main, most efficient class, works great with jabs. Can't see anything wrong with this skill or it's animation.
Because it is recent for you so you don’t know how it was.
The rest of 99% Templar players who have been maining it nearly a decade have huge issues with recycled asset animation along with not being dmg min max competitive anymore (magplar still is due to beamplar, but stamplar is once gain unwanted/subpar in hardest content).
WRONG. Burning Light stacks have a cooldown of 500ms. You can't build up more than two stacks in a single global cooldown. You would also have to deal damage exactly every 500ms to proc BL every 2 seconds and I'm pretty sure that the damage ticks of Jabs don't hit the 500ms mark. Jesus Beam also doesn't tick in neat 500ms intervals. Burning Light procs less frequently in reality than it would appear to in its tooltip.Blackbird_V wrote: »New jabs
- 1 Jab (3 hits) = 0.75 Burning light proc
- 2 Jabs B2B (6 hits) = 1.5 Burning light procs
- 3 Jabs B2B2B (9 hits) = 2.25 Burning light procs
- 4 Jabs B2B2B2B (12 hits) = 3 Burning light procs
Whether you personally like the look of something or not is a matter of subjective opinion. But there are also objective rules of aesthetics and best practices in animation. There is also such a thing as fidelity to real-world body mechanics and weapon techniques. It’s a non-debatable fact that the new jabs animation abjectly fails by these metrics. The spear is not held correctly. It is not thrust correctly. It is not animated fluidly nor does it produce impact by variation in in/out speed. It’s not simply stylized or fantastical; it’s like if swords were animated so you slapped enemies with the broad side—it’s just literally wrong.
I wonder why ZOS doesn't do market research before making changes to iconic animations? The vast majority of templars dislike the new vampiric shovel, and most don't care for the floppy, flailing Flurry, either, so how does ZOS create something different and assume it's going to be ok? Is it just a 'it's my game and I'm doing what I want... like it or not' mentality?
Imagine if automakers just drew something up and one or two guys looked at it and said, "I like it! Let's invest millions of dollars and our company's reputation on it! Who cares what the customers think!" And then sent it to the assembly line. How do you think that would work out? Sure, there are bound to be some brand loyalists that would buy whatever they put out... regardless of how they would look driving it. But why wouldn't a company be looking to maximize customer satisfaction? Why not run your drawings by a few customers in advance, and get their opinion on your new product before dropping it on the dealerships?
And assuming you went ahead and mass produced your albatross vehicle and cashed all the checks from blind preorders, and then when angry customers lined up at your service department to get their lemons fixed or their down payments refunded, you flip the sign in the window to "Sorry, we're closed. Be back February 30th", and don't even provide coffee for all the people gathered in the waiting room. How long do you think brand loyalty will keep your business afloat?
WRONG. Burning Light stacks have a cooldown of 500ms. You can't build up more than two stacks in a single global cooldown. You would also have to deal damage exactly every 500ms to proc BL every 2 seconds and I'm pretty sure that the damage ticks of Jabs don't hit the 500ms mark. Jesus Beam also doesn't tick in neat 500ms intervals. Burning Light procs less frequently in reality than it would appear to in its tooltip.Blackbird_V wrote: »New jabs
- 1 Jab (3 hits) = 0.75 Burning light proc
- 2 Jabs B2B (6 hits) = 1.5 Burning light procs
- 3 Jabs B2B2B (9 hits) = 2.25 Burning light procs
- 4 Jabs B2B2B2B (12 hits) = 3 Burning light procs
@Blackbird_V
I know how it used to be for the past 3+ years. The point I'm making is that it's actually much worse than you're saying and it doesn't proc nearly as often.
You quoted the cooldown from the U35 patch notes. You just don't seem to understand how cooldowns work in a live environment. It means you can trigger the next stack no sooner than after full 500ms, not exactly every 500ms. It discards any damage ticks during full 500ms and waits to register the nearest tick of damage after that time. And it's guaranteed that you won't deal a damage tick exactly the moment cooldown ends. For one, latency works against everyone. Between that, input lag and plain human error, it's impossible to play at full 60 casts per minute. Another factor is that there are no abilities that would deliver their damage ticks exactly every 500ms. You can see the results in any combat logs for Templars. Here's an example, pulled from top 5 groups in Dreadsail Reef:
https://www.esologs.com/reports/zyZbXwcvq782t6kV#fight=43&type=damage-done&source=10&ability=80170&view=events
So we went from dealing 100% BL damage on every cast of Jabs to dealing ~67% BL damage every 2.5~3.5s, depending on how well things line up. It's nowhere near your original claim of 3 procs in 4 casts of Jabs. I'm fed up with people like you painting a much more optimistic image of things than what we have to deal with in reality.
I wonder why ZOS doesn't do market research before making changes to iconic animations? The vast majority of templars dislike the new vampiric shovel, and most don't care for the floppy, flailing Flurry, either, so how does ZOS create something different and assume it's going to be ok? Is it just a 'it's my game and I'm doing what I want... like it or not' mentality?
Imagine if automakers just drew something up and one or two guys looked at it and said, "I like it! Let's invest millions of dollars and our company's reputation on it! Who cares what the customers think!" And then sent it to the assembly line. How do you think that would work out? Sure, there are bound to be some brand loyalists that would buy whatever they put out... regardless of how they would look driving it. But why wouldn't a company be looking to maximize customer satisfaction? Why not run your drawings by a few customers in advance, and get their opinion on your new product before dropping it on the dealerships?
And assuming you went ahead and mass produced your albatross vehicle and cashed all the checks from blind preorders, and then when angry customers lined up at your service department to get their lemons fixed or their down payments refunded, you flip the sign in the window to "Sorry, we're closed. Be back February 30th", and don't even provide coffee for all the people gathered in the waiting room. How long do you think brand loyalty will keep your business afloat?