James-Wayne wrote: »Lets hope there are some major changes to better balance Templar abilities out, need to wait for PTS first...
James-Wayne wrote: »Lets hope there are some major changes to better balance Templar abilities out, need to wait for PTS first...
Joy_Division wrote: »James-Wayne wrote: »Lets hope there are some major changes to better balance Templar abilities out, need to wait for PTS first...
Don't need to wait. You know they are going to nerf Jesus Beam bc/ ZOS is worried every other class will be using it.
RlyDontKnow wrote: »Probably a wildly unpopular opinion, but: why does every class need to be exactly the same? What’s the point of having a “pure” damage/heal/tank line for all classes? As you said: if you have pure lines you give up on those things completely. You give away all your healing abilities. Or all your tanking. Or all your damage. But maybe people have a need for something in between. Maybe you’d like 2.5 damage lines and some tankiness or some more healing capabilities or whatever.
It seems a lot more useful to have some mixed skill lines than having pure ones on all classes out of which realistically only one combination (the one deemed to be the best) will be chosen, anyway.
If you give up on the idea that all classes should be equally good at all the things in all of PvE and PvP (which was never the case and which doesn’t seem like something to aim for, anyway) then having some variety in how skills are distributed among skill lines makes a lot of sense in my opinion.
Joy_Division wrote: »James-Wayne wrote: »Lets hope there are some major changes to better balance Templar abilities out, need to wait for PTS first...
Don't need to wait. You know they are going to nerf Jesus Beam bc/ ZOS is worried every other class will be using it.
RlyDontKnow wrote: »Probably a wildly unpopular opinion, but: why does every class need to be exactly the same? What’s the point of having a “pure” damage/heal/tank line for all classes? As you said: if you have pure lines you give up on those things completely. You give away all your healing abilities. Or all your tanking. Or all your damage. But maybe people have a need for something in between. Maybe you’d like 2.5 damage lines and some tankiness or some more healing capabilities or whatever.
It seems a lot more useful to have some mixed skill lines than having pure ones on all classes out of which realistically only one combination (the one deemed to be the best) will be chosen, anyway.
If you give up on the idea that all classes should be equally good at all the things in all of PvE and PvP (which was never the case and which doesn’t seem like something to aim for, anyway) then having some variety in how skills are distributed among skill lines makes a lot of sense in my opinion.
Due to the new system that allows you to change class skill lines, older classes are at a disadvantage. Their skill lines and passives, in most cases—such as with the Templar—are not well-designed, with each line not being specialized for damage, healing, or tanking compared to Necromancer or Arcanist. This makes replacing a skill line really difficult, because you lose a lot more compared to newer classes like the Necromancer or Arcanist. With those, if you want to play as a tank, you can simply replace the damage-dealing and healing skill lines without too much trouble and pick tanking skill lines from other specialized classes.
No, it wouldn't. If some are structured and some are not you have the full choice. You can fully spec into one way if you go for a class that has pure line.So then why new classes have structured skill lines and older classes not? Also structured skill lines doesn't mean that all classes will be the same and I only point that this system with structured classes and non structured ones is unbalanced in favor of the structured ones in terms of dps/healing/tanking. That said, it would be better have all classes non structured or structured but not a mix in between.
The problem you describe is only an issue if your goal is to have the most damage. Sure, if you're an endgame PvE DD aiming for trifectas that's likely your goal. If you're not: maybe having some utility like shields, self-heals, damage reduction from stuff like minor evasion, more resistances, etc. is actually tremendously useful because an alive DD does a lot more damage than a dead one. Just like having some sustain so you won't run out of ressources if you don't have all the guild passives, use all the synergies on cooldown, or maybe just have a non-optimal healer that doesn't provide all the ressources for you might actually be useful.I think a lot of ppl agree with your points but thats not the discussion here.
Sure i think its good if not every tree has a sole puropse like healing or damaging, but the problem here is that the new classes will just profit more/be more desireble than the old ones.
DD Arcanist can just swap out 2 of their trees without a downgrade in their damage, if a templar loses one of the three trees they lose at least one damage spell and damage passives. THATS the problem OP is hinting at
So instead the necromancer subs out bone tyrant for Storm Calling, Draconic Power, Restoring Light, or Winter's Embrace. Instantly has a better resolve source from any of them, and either a strong burst heal from three of the ones I named, or they grab SC since it would be able to cover resolve, major or minor expedition, crit surge for sustained healing + sorc/brut, streak for a real hard CC, and MW for an execute.CameraBeardThePirate wrote: »I'd argue that the older classes are at an advantage in many cases to be honest. Templar and DK can both sub in 2 damage lines and still keep their burst heals and Major Resolve buffs. Necro and Arcanist don't have that luxury (unless youre going purely selfish as an Arcanist).
Take DK for example - you can sub in 2 damage skill lines, keeping just Draconic Power, and you'll still have access to fantastic passives, a great damage ultimate, and an amazing burst heal.
Compare that to Necro - if you sub out Bone Tyrant, you need to sub in a skill tree that has Resolve. If you sub out Living Death, you need to sub in another tree with a burst heal.
You can Scribe both of these back (with annoying 10s duration, but still).CameraBeardThePirate wrote: »Compare that to Necro - if you sub out Bone Tyrant, you need to sub in a skill tree that has Resolve. If you sub out Living Death, you need to sub in another tree with a burst heal.
CameraBeardThePirate wrote: »I'd argue that the older classes are at an advantage in many cases to be honest. Templar and DK can both sub in 2 damage lines and still keep their burst heals and Major Resolve buffs. Necro and Arcanist don't have that luxury (unless youre going purely selfish as an Arcanist).
Take DK for example - you can sub in 2 damage skill lines, keeping just Draconic Power, and you'll still have access to fantastic passives, a great damage ultimate, and an amazing burst heal.
Compare that to Necro - if you sub out Bone Tyrant, you need to sub in a skill tree that has Resolve. If you sub out Living Death, you need to sub in another tree with a burst heal.