Or... players need to make a CHOICE... which seems to be part of the subclassing. You shouldn't get ALL benefits if you subclass.
Or... players need to make a CHOICE... which seems to be part of the subclassing. You shouldn't get ALL benefits if you subclass.
This one is going to be pretty tricky to patch out.
I think the current version is pretty balanced and reinforces the Templar class identity as a "stand your ground and fight" class, with their relatively low movement speed, high resistance, and lots of healing.
On the other hand, as other users are saying, it's a compromise. You may consider Restoring Light to be a weak skill line and want to get rid of it, but it comes with a pretty strong class script.
So you have to weight the pros and cons. There's always going to be pros and cons to any skill line swap.
Erickson9610 wrote: »
If Templar is the "stand your ground" Class, then just give the bonus 50% when not moving. That way even a Werewolf Grimoire could make use of the Class Mastery, as it would remove the explicit need for Class abilities while still keeping the general theme of Templar intact.
Erickson9610 wrote: »
If Templar is the "stand your ground" Class, then just give the bonus 50% when not moving. That way even a Werewolf Grimoire could make use of the Class Mastery, as it would remove the explicit need for Class abilities while still keeping the general theme of Templar intact.
That's how it worked in early PTS versions, but it kinda sucked because there's so many fights in the game (PVE and PVP) that require you to move one or two feet to the side. To avoid red, to step into a puzzle, to walk up the steps of a small ledge, to position where your tank wants you, etc.
The current version is much, much better. Even if it results in a dependency on Restoring Light.
Restoring Light is a so-so skill line to begin with, so giving it an indirect buff by enabling the class script is pretty fair IMO.
While we are discussing this, I've a question. Apologies in advance for the confisusion but I'm not sure I understood how the class mastery buffs works when attached to a scribed skill. If I attach a script to the skill in order to appy the effect also to my group (the description says "the effect will also apply to your group") this does not seem to be the case with Templar's class mastery scripts. I tested it with my Templar healer. I put restoring focus or cleansing ritual on the ground, and then used the scribed skill in order to trigger the class mastery script. I was the only one getting the buff, none of my teammates was getting the effect despite they standing inside the area and the skill saying that the effect should also apply to my group. So how does the class mastery script work on that regard? Are my teammates gaining their own class mastery buffs, or the description is misleading because the group effect cannot be applied to class mastery? Or is it just a bug? Because based on my testing and observations, looks like my teammates weren't getting any buff at all.