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Not All Redundancy is Bad - Keep Templar and Sorcery Brutality/Sorcery Buffs Please

  • WalkingBomb
    WalkingBomb
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    Whether or not it's a downgrade doesn't really matter, the entire mentality of "buffs my class = good, nerfs my class = bad" mindset people have on this forums; let's just say I'm glad they're not in charge of designing and balancing the game.

    I think it makes sense in the context of the game to have different classes bring different party utility to the table, the class power level can easily be fixed by tweaking numbers. Whether it's the armour buff or the minor force is ultimately inconsequential to me, but the armour would be more likely to be something people don't already have.
  • Marto
    Marto
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    Vaqual wrote: »
    What this means:

    1. Supporters may be forced to subclass to provide as many of those buffs as possible.
    2. Group compositions will favor the skill lines containing these buffs, as there are now more to be covered.

    1. Any Templar who cares that much about what buffs they bring to the group is going to be pure-class and use the Bright Harbinger mastery passive. Regardless of who gets minor brutality or not, subclassing Templar to give more buffs to your party doesn't make sense.

    2. This has already been the case since like 2015. There's no reason for group to care more or less than they already do. Groups running 10 arcanists, 1 warden, and 1 DK are not suddenly going to demand other classes for buffs.

    And if your group was so strict that they demanded constant uptime of the minor buffs... then pre-U51 they wanted a NB and DK, and post-U51 they'll still want a NB and DK.
    Vaqual wrote: »
    I find unique group buffs are among the worst features in ESO. The generic buff system allows for flexible constellations. Having these minor buffs tied to specific classes and skill lines is simply adding needless rigidity to group play. Of course it helps groups to reach higher stat totals by coordinating unique buffs. But is anyone genuinely enjoying this? Being locked into sets and skill lines for a few % added performance?

    Personally, I find this extremely lame, and I would rather hope to see less of this.

    I agree... which is why I don't mind the change too much.

    Regardless of whether these buffs remain in the game or not, their impact is pretty minor. Other things like gear and skills have far more of an impact on which classes are and aren't considered strong.
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • Gabriel_H
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    AScarlato wrote: »
    Gabriel_H wrote: »
    AScarlato wrote: »
    Gabriel_H wrote: »
    Templar main. I don't want to lose my group offensive buff for a defensive buff, either. That sucks.

    I'd prefer Minor Force or maybe even Minor Empower, which would mitigate the stealth nerf to Mora's Scribe and other buff-counting effects.

    Feels bad eating nerfs as a base game class, while watching DLC classes get refreshed first. They even nerfed the aesthetics and theme of our class, changing the "divine warrior" spear into a Nighthollow Vampire clan motif. Someone on that dev team simply hates Templar. :D

    As someone who only has a Templar, I couldn't disagree more. The group offensive buff is not needed or wanted by groups. Templar needs something that is. This is a positive step forward.

    I have used my group DPS buff even as a tank all the time to help with low DPS teammmates. I have never seen anyone wish for armor buff.

    Then you've not run harder content, where damage mitigation on the group matters. A 10% weapon damage buff on a low dps group is 10% of low. In a high dps group they source increases elsewhere, not from Templars.

    No, I guess I don't do content where I'd want this buff. I'm sure most players don't. Most situations in the game this change is a downgrade. Just because it's unique doesn't make it good.

    ESO Logs is used by a large chunk of the end-game raid community. It's a solid indicator of activity. All data taken from U48:

    Dreadsail Reef:
    h5f5zk7oxpfc.png

    Lucent Citadel:
    hwx4rgvkbegp.png

    Ossein Cage:
    fplrjjiahd25.png

    Sunspire:
    4trgv1ut1l1g.png

    Kyne's Aegis:
    14rc32gtvpo1.png

    Notice a pattern?!

    As for that spike of Templar tanks in Kyne's Aegis doing exceptionally well? That's me, because I am one of the handful of Templar tanks in end-game, who worked damn hard for my spots.

    The reason there aren't more? No decent group buffs. A group damage mitigation buff in the same vein as something like Expansive Frost Cloak that Warden's have, that IS a good group buff.



    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • BahometZ
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    Agreed. Terrible change.
    Pact Magplar - Max CP (NA XB)
  • James-Wayne
    James-Wayne
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    Agreed, massive let down to see armor added while losing a damage buff... Still have to wait 12 months for Templar overhaul 😞
    PERTH, AUSTRALIA | PC | NA | @Aussie-Elders

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  • Gabriel_H
    Gabriel_H
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    Agreed, massive let down to see armor added while losing a damage buff... Still have to wait 12 months for Templar overhaul 😞

    A dead DD does 0 damage.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • AScarlato
    AScarlato
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    Gabriel_H wrote: »
    Agreed, massive let down to see armor added while losing a damage buff... Still have to wait 12 months for Templar overhaul 😞

    A dead DD does 0 damage.

    how many DDs are always dead without this Templar Armor buff that has never existed? It's not an issue lol

    Dead mobs also do zero damage.
    Edited by AScarlato on 11 June 2026 23:53
  • Militan1404
    Militan1404
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    Nice, lets nerf the damage to templar the class with least dmg in pvp(maybe rivald by necro) even more. Armor does very litle to nothing to help group the group members pvp wise as it is so easy to reach the cap and where onslaught and corrosive is king so many times armors are ignored, should at least have been precented armor reduction even if even that is not better than raw dmg.
  • spartaxoxo
    spartaxoxo
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    Gabriel_H wrote: »
    The reason there aren't more? No decent group buffs. A group damage mitigation buff in the same vein as something like Expansive Frost Cloak that Warden's have, that IS a good group buff.

    I mean it's a good support buff. I don't think anyone is arguing that Templar tanks can't be shown some love. It just shouldn't come at the expense of damage for a class that is already underperforming in damage.
  • demonology89
    demonology89
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    Yeah I'm not enthusiastic that templars are getting a lousy armor buff for PVE content.
    PS5 NA
    ESO Plus: Yes
    Current Activities: running dungeons, all things WW
    #MakeHealersSquishyAgain #ExcitedfortheReignofNickandSusan
  • barney2525
    barney2525
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    I just get sorcery off the Mage Guild.

    :#
  • Gabriel_H
    Gabriel_H
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    AScarlato wrote: »
    Gabriel_H wrote: »
    Agreed, massive let down to see armor added while losing a damage buff... Still have to wait 12 months for Templar overhaul 😞

    A dead DD does 0 damage.

    how many DDs are always dead without this Templar Armor buff that has never existed? It's not an issue lol

    Dead mobs also do zero damage.

    How many DDs die in a no death/trifecta run because of mitigation issues - a lot.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Gabriel_H
    Gabriel_H
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    spartaxoxo wrote: »
    Gabriel_H wrote: »
    The reason there aren't more? No decent group buffs. A group damage mitigation buff in the same vein as something like Expansive Frost Cloak that Warden's have, that IS a good group buff.

    I mean it's a good support buff. I don't think anyone is arguing that Templar tanks can't be shown some love. It just shouldn't come at the expense of damage for a class that is already underperforming in damage.

    It makes no difference to Templar damage anywhere except solo, and in solo there is no issue with Templar damage. How can this be? Because the Minor Brutality is already being given by others. Minor Sorcery is, as ZOS said, a redundant buff. It adds no value overall.

    Me. Solo. Seasoned Difficulty. Farming mobs in a public dungeon.

    With Illuminate & Bright Harbinger:
    inpilalw0h0z.png

    Without Illuminate & Bright Harbinger:
    jbrh3xsaqior.png
    Edited by Gabriel_H on 12 June 2026 02:02
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Sluggy
    Sluggy
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    I'm confused as to why we still have separate stats for spells and weapons in the first place. I can only assume it's some kind of database issue because I can't imagine the code for selecting which stat is larger is any less complicated than simply eradicating one of each paired stat in the first place.
  • Gabriel_H
    Gabriel_H
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    Sluggy wrote: »
    I'm confused as to why we still have separate stats for spells and weapons in the first place. I can only assume it's some kind of database issue because I can't imagine the code for selecting which stat is larger is any less complicated than simply eradicating one of each paired stat in the first place.

    In part because minor Bru/Sor are still a thing.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Luneca
    Luneca
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    Wow, another templar nerf. Who'd have thought?
  • Estin
    Estin
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    Group utility is a neat thing, but these are definitely nerfs for both Templar and Sorc. ZOS could either have it so templars/sorcs get minor brutality/savagery for themselves and then provide the new group buff, or they can change some the passives. For templar they could remove the armor buff from balanced warrior and then buff the bonus weapon and spell damage to 15%, and then put the armor buff on illuminate and have it shared with your group. For sorcs, depending on the amount of pen given there may not be a need to buff another passive, but if the amount of pen is low, either energized or expert mage could be buffed to give some crit chance or just boost the damage bonus of them.
  • ZhuJiuyin
    ZhuJiuyin
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    The changes to Sorc in U51 highlight the developers' ignorance of Sorc!

    Sorc's Surge meant it needed more Critical attributes than other classes to effectively utilize its class skills. If U51 removed Sorc's passive Critical attribute, Sorc would be forced to use subclasses to acquire Critical attributes from other sources, or to use specific sets to obtain them.

    Not to mention, U50's Sorc Class Mastery already forced Sorc to stack maximum resources to gain sufficient bonuses, which many had already argued was unnecessary for Sorc.

    4th Place: Maximum Resources, Critical Damage (after reaching the cap), Penetration (after reaching the cap)
    3rd Place: Weapon Damage
    2nd Place: Critical Damage (before reaching the cap), Penetration (before reaching the cap)
    1st Place: Critical

    Therefore, Sorc Class Mastery essentially encourages players to stack the least important stat to obtain the third most important stat. So much so that most of the time, Sorc players won't even consider using sets like Grace of the Ancients, Death Dealer's Fete, Crafty Alfiq, etc., to gain the Font of Power bonus. Because Sorc lacks Critical, Critical Damage, and Penetration, these three stats are more important to Sorc than Weapon Damage.

    Now the developers are actually taking away the most important attribute (Critical) from Sorc and replacing it with a secondary attribute—Penetration (and even the least important attribute in some situations)? This will not only weaken PvE but also PvP. Even without Cassandra, one could predict the catastrophic consequences of removing Sorc's Critical passive.

    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Pinktraining
    Pinktraining
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    While I'm pleased that Nightblade retained Minor Brutality, the other classes have indeed been excessively nerfed.

    We all know that criticality is the most important attribute in both PvE and PvP, while weapon damage (depending on the situation) is second most important. Removing the first and second most important attributes from other classes is bound to cause discontent. I believe this change lacks justification, and unless the developers promise sufficient compensation for these classes when they refresh in the future, I don't think people will agree to this.

    More likely, as others have pointed out, those nerfed classes will continue to use subclasses to obtain sufficient attributes. However, this would render U50 Class Mastery a joke, as its buffs wouldn't provide enough incentive for those nerfed classes to use pure classes.
  • Luneca
    Luneca
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    ZhuJiuyin wrote: »
    The changes to Sorc in U51 highlight the developers' ignorance of Sorc!

    Sorc's Surge meant it needed more Critical attributes than other classes to effectively utilize its class skills. If U51 removed Sorc's passive Critical attribute, Sorc would be forced to use subclasses to acquire Critical attributes from other sources, or to use specific sets to obtain them.

    Not to mention, U50's Sorc Class Mastery already forced Sorc to stack maximum resources to gain sufficient bonuses, which many had already argued was unnecessary for Sorc.

    4th Place: Maximum Resources, Critical Damage (after reaching the cap), Penetration (after reaching the cap)
    3rd Place: Weapon Damage
    2nd Place: Critical Damage (before reaching the cap), Penetration (before reaching the cap)
    1st Place: Critical

    Therefore, Sorc Class Mastery essentially encourages players to stack the least important stat to obtain the third most important stat. So much so that most of the time, Sorc players won't even consider using sets like Grace of the Ancients, Death Dealer's Fete, Crafty Alfiq, etc., to gain the Font of Power bonus. Because Sorc lacks Critical, Critical Damage, and Penetration, these three stats are more important to Sorc than Weapon Damage.

    Now the developers are actually taking away the most important attribute (Critical) from Sorc and replacing it with a secondary attribute—Penetration (and even the least important attribute in some situations)? This will not only weaken PvE but also PvP. Even without Cassandra, one could predict the catastrophic consequences of removing Sorc's Critical passive.

    It doesn't help that a crit build in 2016-2018 with 71% crit now sits at 34-40% because of the constant nerfing of crit year over year. Every time they nerfed crit in the past, I was like "wow, so what are sorcs supposed to do? this is an indirect nerf they are doing to my sorc, my templar, and my NB by using crit to balance out of control DPS."

    The result is that these classes are pretty bad as "pure classes" no matter how you slice it. The masteries are not adequate because the whole design of the classes and how they do damage, which is the only thing that really matters in the game anyway by the way, continuously gets attacked any time there is a balance issue.

    If they are going to go this path, then they need to take a look at the classes that are getting nerfed with these changes TODAY not months from now. But of course people with a vested interest in balance and fairness in the game being worse ("PvPers" and supposed "pro" PvErs that are just making arguments to try and argue and bait people), they will claim it's not an issue or they love the changes.

    I cannot find a case in PvE where someone cared about resistances and buffing them for the group. And, even if they did, here's a cool question for anyone that disputes me or the guy above: what content isn't completable right now with the current buffset and way that the passives work on templar and sorc?

    Another one, in a game where only DPS really matters and everything is to increase DPS, even the tank and healer, what value does a defensive buff even have? It's pointless.

    The direction of the game continues to go downhill in the combat section for sure. Can't wait to be pigeonholed even more on my sorc and templars. I already got that treatment on NB, now I guess I can enjoy it on 8 more characters.
  • Sluggy
    Sluggy
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    Gabriel_H wrote: »
    Sluggy wrote: »
    I'm confused as to why we still have separate stats for spells and weapons in the first place. I can only assume it's some kind of database issue because I can't imagine the code for selecting which stat is larger is any less complicated than simply eradicating one of each paired stat in the first place.

    In part because minor Bru/Sor are still a thing.

    Doesn't matter. The strongest stat is always chosen and there is no other non-hybridized increase that could apply to the opposing damage stat from Minor Brut/Sorc which means there is absolutely no purpose unless they intended to add other single-stat increases. Which they don't. Because according to that post linked, Sorcery and Prophecy are going away anyway. Which is just begging the question at that point.

    Edited by Sluggy on 12 June 2026 05:20
  • ZhuJiuyin
    ZhuJiuyin
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    @ZOS_Kevin, @ZOS_GinaBruno, @ZOS_JessicaFolsom,
    Please convey this to the development team: please seriously consider withdrawing the U51 changes to Sorc and the Templar, or at least retain their original critical and weapon damage, incorporating them as unnamed buffs into other passive abilities. For example, Blood Magic could increase Sorc's critical rating by 1314 for 20 seconds, and Prism could increase Templar damage by 10%.

    Edited by ZhuJiuyin on 12 June 2026 05:40
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • spartaxoxo
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    Gabriel_H wrote: »
    spartaxoxo wrote: »
    Gabriel_H wrote: »
    The reason there aren't more? No decent group buffs. A group damage mitigation buff in the same vein as something like Expansive Frost Cloak that Warden's have, that IS a good group buff.

    I mean it's a good support buff. I don't think anyone is arguing that Templar tanks can't be shown some love. It just shouldn't come at the expense of damage for a class that is already underperforming in damage.

    It makes no difference to Templar damage anywhere except solo, and in solo there is no issue with Templar damage. How can this be? Because the Minor Brutality is already being given by others. Minor Sorcery is, as ZOS said, a redundant buff. It adds no value overall.

    Me. Solo. Seasoned Difficulty. Farming mobs in a public dungeon.

    With Illuminate & Bright Harbinger:
    inpilalw0h0z.png

    Without Illuminate & Bright Harbinger:
    jbrh3xsaqior.png

    They could have easily swapped it with minor brutality since minor brutality is gaining its effect. Templar is losing out on damage it can bring to the group and will not be a source of it. So any group that doesn't already have it will not want Templar. Not to mention how much it will suck for Templars solo compared to playing other classes.
    Edited by spartaxoxo on 12 June 2026 06:04
  • Renato90085
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    if the buffs so good,can give up ozn or alk/co/arc class taunt
    basically,for me it's a big buffs in all content
    anyway, it's much better than having four classes fighting over two passive skills.
  • Luneca
    Luneca
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    if the buffs so good,can give up ozn or alk/co/arc class taunt
    basically,for me it's a big buffs in all content
    anyway, it's much better than having four classes fighting over two passive skills.

    Only a few issues with that viewpoint that needs addressing:

    1. The overall class balance and budget took into accound the OLD passives, that is why the classes being discussed lose a LOT of power

    2. It's not better because it isn't universally better. It's better if you already have the other buff up. That isn't a buff when it's conditional on the fact that you must already have what's being taken away.

    3. Trials aren't the only content that exist and are not the majority of content in the game. The game also has solo arenas, Infinite Archive, 4 man dungeons where this now makes templar unattractive, PvP, etc.

    The idea that if it's good for a group, it's good for everyone is a terrible take on the situation because it means that everyone not in a group gets nerfed. Period.

    And here's the strange thing, why doesn't ZOS just offer OPTIONS? Even if you agreed with the changes, it makes no sense to remove the option for others that disagree esp. after they wasted time with the masteries that supposedly would give such flexibility in balancing. ZOS claimed that they used dev time for that flexibility, if they don't exercise it, then it really proves that the dev time was wasted.

    And we're talking about removing options from classes that haven't been reworked and won't be until some arbitrary time in the future (yeah, imagine that roadmap getting delayed for whatever reason and being stuck after being made inferior further).

    And all of this to provide a marginal benefit to a group, in what amounts to a small section of the game's overall content? A buff that isn't needed today and won't be needed tomorrow. Oh, but when it comes, it will cause an increase in DPS in those scenarios and then lead to more nerfing anyway down the line.

    This sounds like a great tradeoff and a use of developer time.

    I said it in another post, but balancing the game and using damage output as the game's sole content is not a good idea. The game's core loop being doing damage and grinding for it is not a good position either for the game, and it's showing.

    Making changes like this are not going to bring people back, it will do the opposite. This change isn't the trump card ZOS thinks it is with reducing "redundancy" it's the joker card that will cause the game to decline further.

    Even my brother that hasn't logged into the game is looking at this thread and he said , well what he said can't be repeated, bu t I can summarize it by saying he wasn't a fan of the changes.
  • Renato90085
    Renato90085
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    Luneca wrote: »
    if the buffs so good,can give up ozn or alk/co/arc class taunt
    basically,for me it's a big buffs in all content
    anyway, it's much better than having four classes fighting over two passive skills.

    Only a few issues with that viewpoint that needs addressing:

    1. The overall class balance and budget took into accound the OLD passives, that is why the classes being discussed lose a LOT of power

    2. It's not better because it isn't universally better. It's better if you already have the other buff up. That isn't a buff when it's conditional on the fact that you must already have what's being taken away.

    3. Trials aren't the only content that exist and are not the majority of content in the game. The game also has solo arenas, Infinite Archive, 4 man dungeons where this now makes templar unattractive, PvP, etc.

    The idea that if it's good for a group, it's good for everyone is a terrible take on the situation because it means that everyone not in a group gets nerfed. Period.

    And here's the strange thing, why doesn't ZOS just offer OPTIONS? Even if you agreed with the changes, it makes no sense to remove the option for others that disagree esp. after they wasted time with the masteries that supposedly would give such flexibility in balancing. ZOS claimed that they used dev time for that flexibility, if they don't exercise it, then it really proves that the dev time was wasted.

    And we're talking about removing options from classes that haven't been reworked and won't be until some arbitrary time in the future (yeah, imagine that roadmap getting delayed for whatever reason and being stuck after being made inferior further).

    And all of this to provide a marginal benefit to a group, in what amounts to a small section of the game's overall content? A buff that isn't needed today and won't be needed tomorrow. Oh, but when it comes, it will cause an increase in DPS in those scenarios and then lead to more nerfing anyway down the line.

    This sounds like a great tradeoff and a use of developer time.

    I said it in another post, but balancing the game and using damage output as the game's sole content is not a good idea. The game's core loop being doing damage and grinding for it is not a good position either for the game, and it's showing.

    Making changes like this are not going to bring people back, it will do the opposite. This change isn't the trump card ZOS thinks it is with reducing "redundancy" it's the joker card that will cause the game to decline further.

    Even my brother that hasn't logged into the game is looking at this thread and he said , well what he said can't be repeated, bu t I can summarize it by saying he wasn't a fan of the changes.

    crit chance only in endgame is best/first stats,so it still a buff for solo/IA/4 man dungeon /pvp and overland
    if the player really feel worng,just give the power to other skills,like arc skill Writhing Runeblades have a no-name crit chance


  • Pinktraining
    Pinktraining
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    Luneca wrote: »
    if the buffs so good,can give up ozn or alk/co/arc class taunt
    basically,for me it's a big buffs in all content
    anyway, it's much better than having four classes fighting over two passive skills.

    Only a few issues with that viewpoint that needs addressing:

    1. The overall class balance and budget took into accound the OLD passives, that is why the classes being discussed lose a LOT of power

    2. It's not better because it isn't universally better. It's better if you already have the other buff up. That isn't a buff when it's conditional on the fact that you must already have what's being taken away.

    3. Trials aren't the only content that exist and are not the majority of content in the game. The game also has solo arenas, Infinite Archive, 4 man dungeons where this now makes templar unattractive, PvP, etc.

    The idea that if it's good for a group, it's good for everyone is a terrible take on the situation because it means that everyone not in a group gets nerfed. Period.

    And here's the strange thing, why doesn't ZOS just offer OPTIONS? Even if you agreed with the changes, it makes no sense to remove the option for others that disagree esp. after they wasted time with the masteries that supposedly would give such flexibility in balancing. ZOS claimed that they used dev time for that flexibility, if they don't exercise it, then it really proves that the dev time was wasted.

    And we're talking about removing options from classes that haven't been reworked and won't be until some arbitrary time in the future (yeah, imagine that roadmap getting delayed for whatever reason and being stuck after being made inferior further).

    And all of this to provide a marginal benefit to a group, in what amounts to a small section of the game's overall content? A buff that isn't needed today and won't be needed tomorrow. Oh, but when it comes, it will cause an increase in DPS in those scenarios and then lead to more nerfing anyway down the line.

    This sounds like a great tradeoff and a use of developer time.

    I said it in another post, but balancing the game and using damage output as the game's sole content is not a good idea. The game's core loop being doing damage and grinding for it is not a good position either for the game, and it's showing.

    Making changes like this are not going to bring people back, it will do the opposite. This change isn't the trump card ZOS thinks it is with reducing "redundancy" it's the joker card that will cause the game to decline further.

    Even my brother that hasn't logged into the game is looking at this thread and he said , well what he said can't be repeated, bu t I can summarize it by saying he wasn't a fan of the changes.

    crit chance only in endgame is best/first stats,so it still a buff for solo/IA/4 man dungeon /pvp and overland
    if the player really feel worng,just give the power to other skills,like arc skill Writhing Runeblades have a no-name crit chance



    If penetration wasn't so easy to achieve and reach the cap, I would agree with that statement. But the reality is, reaching 18200 penetration in 4-man dungeons is very easy; IA prioritizes survival, so reaching the penetration cap isn't the most important factor, and there are fewer players focused on IA than in 12/4-man dungeons; PvP might be the only situation requiring more penetration, but even then, criticality is still more important, and PvP is an "endgame" environment. As for overland, should we really include that?
    Edited by Pinktraining on 12 June 2026 06:43
  • peacenote
    peacenote
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    Someone on that dev team simply hates Templar. :D

    Sure seems that way.

    The thing about defensive buffs is that they stop being useful if you and/or your group can already survive the content through other means. So unlike offensive buffs which always add value (which also, imo, are also more helpful solo, more helpful in PvP, etc) there is a point where the "unique" defensive buff still means templars aren't welcome. You can ALWAYS kill a little faster, and progress through the content quicker, but no one is going to drop a DPS ability for an extra shield if survivability is fine.

    Unless, of course, the buff is SO strong it allows people to survive things that are intended to be one-shot mechanics, or never have to shield or heal, which would be a whole other issue.

    I really was hoping for Templars to return as desired healers in raids, myself. My main was a templar healer for a long time. Oh well.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
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    • Want the history of this issue? It's HERE.
  • ItsNotLiving
    ItsNotLiving
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  • IZZEFlameLash
    IZZEFlameLash
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    What's wrong with letting Sorcs and Templars keep their original group buffs? Over penetration is so easily achieved too when it comes to PvE? And is new Templar armor buff enough to actually keep you from getting one shotted by a dungeon mechanic? No? Then why the change?
    Imperials, the one and true masters of all mortal races of Tamriel
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