Jabbs_Giggity wrote: »After comparing same setups on live vs pts, assuming solo play, and starting around 4.4k base spell damage unbuffed, triple protective, fully buffed, the changes on pts(both balanced warrior and illuminate) net about 4k extra armor and the same ish spell damage(6k).
Keep in mind you need to overshoot the 25k armor for the max value by about 9k, so 34k resist, since major and minor breach are fairly easy to apply in pvp. Even with the change to illuminate you need to get extra armor from other sources like nord/protective to reach around 34-35k armor.
It's an interesting change but realisticly its another defensive buff to templar, the cap makes it difficult to truly capitilize on building armor for offense. Id propose raising the cap to 750 weapon and spell damage. It may seem like a lot, but it is replacing 6% spell damage and requires stacking a different stat altogether(armor) which comes with its own downsides.
This sounds extremely depressing for Templar. For PVP, if i am understanding correctly....When you are debuffed by and breach skill you are also being debuffed on your damage???
Well then...that means:
1. Templar is debuffed by Evasion on jabs.
2. Debuffed on all damage by breach.
3. Further debuffed by any Cowardice applied.
4. Restricted to sets that provide Armor in order to buff damage.
@ZOS_Kevin if this is the case, and the future plans for Templar you are going to lose A LOT of longstanding player base, both PVP and PVE...
CatalinaWineMixer2 wrote: »Why even remake the characters at all at this point if they're just going to be reverted back to uselessness like the original DK? Or my Warden which has been completely gutted. The DK rework AND the Werewolf were beautifully done and perfect.
The issue is that the rest of the reworks are not done. Not that the new refreshes are bad or need to be ruined. Instead of ruining brand new characters, improve the other ones. Why keep giving us anything just to ruin it? Shattered Path Signet for example. Why even add it to the game? These nerfs need to come to an end. Nothing good will happen with many of the combat changes I've seen with the upcoming update. And for the most part that has been happening since U46. Take a look at the state of the game population. You think changes like this are going to make people keep investing in or wanting to play the game? My Guilds are ghost towns and every one of them have reduced their event schedules and talk about finding another game because they're characters are RUINED. And now you want to ruin the new ones too. What is the excitement factor for waiting years for our characters when this is what happens to 2 reworked Classes that haven't even been around for a year?
Third, the reworks are years away at this pace, and I for one don't want to play the same stale DK meta for another 6 months. I can choose to not play, or I can ask the devs to reign in the outlying issue.
CatalinaWineMixer2 wrote: »Why even remake the characters at all at this point if they're just going to be reverted back to uselessness like the original DK? Or my Warden which has been completely gutted. The DK rework AND the Werewolf were beautifully done and perfect.
The issue is that the rest of the reworks are not done. Not that the new refreshes are bad or need to be ruined. Instead of ruining brand new characters, improve the other ones. Why keep giving us anything just to ruin it? Shattered Path Signet for example. Why even add it to the game? These nerfs need to come to an end. Nothing good will happen with many of the combat changes I've seen with the upcoming update. And for the most part that has been happening since U46. Take a look at the state of the game population. You think changes like this are going to make people keep investing in or wanting to play the game? My Guilds are ghost towns and every one of them have reduced their event schedules and talk about finding another game because they're characters are RUINED. And now you want to ruin the new ones too. What is the excitement factor for waiting years for our characters when this is what happens to 2 reworked Classes that haven't even been around for a year?
Third, the reworks are years away at this pace, and I for one don't want to play the same stale DK meta for another 6 months. I can choose to not play, or I can ask the devs to reign in the outlying issue.
That is the primary issue. We can assume at this point that DK and maybe the next refresh class are the only ones that are going to happen.
This patch should have been immediate refreshes for all of the remaining classes. Nothing more.
Jabbs_Giggity wrote: »Now that my mind is rolling...Jabbs_Giggity wrote: »1. Templar is debuffed by Evasion on jabs.
Since Flame Whip is Single Target, at base, has anyone tested if the Flame Lash morph turning into AOE is actually effected by Evasion??
Can someone confirm on PTS?
@ZOS_Kevin this is a pretty big deal.
We’re seeing a double dip added to Templar in real time, can we get a confirmation that this passive checks Armor before debuffs are applied to us?
VinnyGambini wrote: »Jabbs_Giggity wrote: »Now that my mind is rolling...Jabbs_Giggity wrote: »1. Templar is debuffed by Evasion on jabs.
Since Flame Whip is Single Target, at base, has anyone tested if the Flame Lash morph turning into AOE is actually effected by Evasion??
Can someone confirm on PTS?
It's 100% single target.
Considering breach Templar got another nerf.
Seriously @ZOS_Kevin can't you do the math? I understand making it 1% of resistances + original 6% will be close to lost 10%, but this? Seriously?
Jabbs_Giggity wrote: »VinnyGambini wrote: »Jabbs_Giggity wrote: »Now that my mind is rolling...Jabbs_Giggity wrote: »1. Templar is debuffed by Evasion on jabs.
Since Flame Whip is Single Target, at base, has anyone tested if the Flame Lash morph turning into AOE is actually effected by Evasion??
Can someone confirm on PTS?
It's 100% single target.
Considering breach Templar got another nerf.
Seriously @ZOS_Kevin can't you do the math? I understand making it 1% of resistances + original 6% will be close to lost 10%, but this? Seriously?
Okay, so DK gets evasion immunity on the most powerful AOE skill in the game (including Ultimates), and Templar gets more nerfed, publicly aiming at the future of the class being In order to do the same amount of damage on u50 live, albeit still the most underwhelming in class terms, you have to solely spec into a FULL tank that already cannot sustain...
This has got to be a joke.
Jabbs_Giggity wrote: »VinnyGambini wrote: »Jabbs_Giggity wrote: »Now that my mind is rolling...Jabbs_Giggity wrote: »1. Templar is debuffed by Evasion on jabs.
Since Flame Whip is Single Target, at base, has anyone tested if the Flame Lash morph turning into AOE is actually effected by Evasion??
Can someone confirm on PTS?
It's 100% single target.
Considering breach Templar got another nerf.
Seriously @ZOS_Kevin can't you do the math? I understand making it 1% of resistances + original 6% will be close to lost 10%, but this? Seriously?
Okay, so DK gets evasion immunity on the most powerful AOE skill in the game (including Ultimates), and Templar gets more nerfed, publicly aiming at the future of the class being In order to do the same amount of damage on u50 live, albeit still the most underwhelming in class terms, you have to solely spec into a FULL tank that already cannot sustain...
This has got to be a joke.
You can reach the magical 34k with the right setup easily, but let's be real they could add a 1000 spell damage to templar and our damage would still suck.
VinnyGambini wrote: »@ZOS_Kevin this is a pretty big deal.
We’re seeing a double dip added to Templar in real time, can we get a confirmation that this passive checks Armor before debuffs are applied to us?
Unlimited sustain (DK, sorc) is also pretty big deal. Forum is literally full of sustain discussion as core game mechanic, Zos did not adress it in any way.
@ZOS_Kevin will we finally get any statement regarding this topic?
VinnyGambini wrote: »@ZOS_Kevin this is a pretty big deal.
We’re seeing a double dip added to Templar in real time, can we get a confirmation that this passive checks Armor before debuffs are applied to us?
Unlimited sustain (DK, sorc) is also pretty big deal. Forum is literally full of sustain discussion as core game mechanic, Zos did not adress it in any way.
@ZOS_Kevin will we finally get any statement regarding this topic?
I agree that this important, but if the precedent is armor = damage on Templar, then they now have to worry about major & minors for Maim, Cowardice, and now Breach?
We’re adding another variable to destroy Templar damage, as if their damage wasn’t bad enough…
Major force should not go on potions unless major force and minor force are nerfed to 10% and 5%. That will create to much power creep in the future, mostly on classes that do not or will not suffer from sustain issues.
And this ability will tick for that damage every 2 seconds for 10seconds and heal 40%, assuming it's morphed to Swallow Soul?
I'd be happy with numerical buffs to underperforming specs and some toning down of dk specifically to HoF sustain and whip damage.
I don't think it's realistic to ask for visual mechanical reworks pronto when their full team were going to pace them out thru multiple years.
But simple numerical changes could make pvp much more enjoyable.
I've seen some people say that everything should be buffed to dk level, but I for one do not like Hof sustain allowing permablocking. This kind of non regen based infinite sustain was problematic in the past and to no one's surprise it's problematic now.
Okay, week two. I still think the new cost of Elemental Susceptibility is too high for what it actually does. I still think nerfing it largely on the basis of a single mythic item isn't a good idea. I still don't mind a cast cost, I just think it should be lower.
I'd be happy with numerical buffs to underperforming specs and some toning down of dk specifically to HoF sustain and whip damage.
I don't think it's realistic to ask for visual mechanical reworks pronto when their full team were going to pace them out thru multiple years.
But simple numerical changes could make pvp much more enjoyable.
I've seen some people say that everything should be buffed to dk level, but I for one do not like Hof sustain allowing permablocking. This kind of non regen based infinite sustain was problematic in the past and to no one's surprise it's problematic now.
Exactly right!
Literally no one asked for visual mechanical reworks of anything or any class. All we've wanted for the last 5 years is to go back to balance in the numbers and build possibilities.
Sustain is completely overtuned for DK, Sorc and Werewolf.
Damage is also overtuned for DK and Sorc.
Just fix these (and seriously just get rid of Rallying Cry, your 'change' wasn't the least bit meaningful) and a lot of players will see that ZOS understands how to make impactful, meaningful changes quickly that aren't going to take years. We know you can do it, the new Shattered Paths Signet insta-nerf proved it.
PvPers want to see TTK brought back down to what it was pre-Tank Meta for everyone, not just DK and Sorc. The era of infinite multi-stacking shields and overtuned resistances and crit resistance needs to come to an end.
tomofhyrule wrote: »I'm baffled as to why DK's sustain is still untouched.
I'm a DK main. I still think Core of Flame and its morphs are busted. Everything that is in the "this is OP" complaints is because of one thing: unlimited sustain. That's Core of Flame for DK, and that's cheap skills combined with Conservation for Sorc Werewolf, and that's multiple enhanced status effects from a free spammable.
One of those was addressed. One of those was sort of addressed, but not wholly. And one of those was ignored.
Corrosive's also been an issue for a while, but the mitigation was reduced a bit ago. Still, that mitigation isn't enough for the raw offensive power it has, so much so that Magma Shell is completely overshadowed in every circumstance (you trade all of the damage it does for a worse version of barrier on your team, and then it locks you out of ult gen for 15 seconds).
A lot of the DK being OP issues would be solved from just:
- kneecap the amount of resources from Core of Flame and its morphs (I'd go back to the enemies hit-based heal it used to have)
- Severely reduce the mitigation offerred by Corrosive Armor
tomofhyrule wrote: »I'm baffled as to why DK's sustain is still untouched.
I'm a DK main. I still think Core of Flame and its morphs are busted. Everything that is in the "this is OP" complaints is because of one thing: unlimited sustain. That's Core of Flame for DK, and that's cheap skills combined with Conservation for Sorc Werewolf, and that's multiple enhanced status effects from a free spammable.
One of those was addressed. One of those was sort of addressed, but not wholly. And one of those was ignored.
Corrosive's also been an issue for a while, but the mitigation was reduced a bit ago. Still, that mitigation isn't enough for the raw offensive power it has, so much so that Magma Shell is completely overshadowed in every circumstance (you trade all of the damage it does for a worse version of barrier on your team, and then it locks you out of ult gen for 15 seconds).
A lot of the DK being OP issues would be solved from just:
- kneecap the amount of resources from Core of Flame and its morphs (I'd go back to the enemies hit-based heal it used to have)
- Severely reduce the mitigation offerred by Corrosive Armor
Whip just hits far too hard and the ability to access delayed burst makes sure that neither of these would be sufficient to mitigate much of the problem behaviors of DK (should they of course deem DK as ‘not in a healthy state’ in PvP).
Long story short, my whip should not be hitting in an insta-hit for 15-19k building no pen with 2 defensive sets (Bloodspawn and Rally) out of corro and onslaught. This is obviously made worse by the fact they have multiple iterations of damage in their ‘combo’ (Core of Flame, Flames of Oblivion, Petrify damage on break, etc.)
tomofhyrule wrote: »I'm baffled as to why DK's sustain is still untouched.
I'm a DK main. I still think Core of Flame and its morphs are busted. Everything that is in the "this is OP" complaints is because of one thing: unlimited sustain. That's Core of Flame for DK, and that's cheap skills combined with Conservation for Sorc Werewolf, and that's multiple enhanced status effects from a free spammable.
One of those was addressed. One of those was sort of addressed, but not wholly. And one of those was ignored.
Corrosive's also been an issue for a while, but the mitigation was reduced a bit ago. Still, that mitigation isn't enough for the raw offensive power it has, so much so that Magma Shell is completely overshadowed in every circumstance (you trade all of the damage it does for a worse version of barrier on your team, and then it locks you out of ult gen for 15 seconds).
A lot of the DK being OP issues would be solved from just:
- kneecap the amount of resources from Core of Flame and its morphs (I'd go back to the enemies hit-based heal it used to have)
- Severely reduce the mitigation offerred by Corrosive Armor
Whip just hits far too hard and the ability to access delayed burst makes sure that neither of these would be sufficient to mitigate much of the problem behaviors of DK (should they of course deem DK as ‘not in a healthy state’ in PvP).
Long story short, my whip should not be hitting in an insta-hit for 15-19k building no pen with 2 defensive sets (Bloodspawn and Rally) out of corro and onslaught. This is obviously made worse by the fact they have multiple iterations of damage in their ‘combo’ (Core of Flame, Flames of Oblivion, Petrify damage on break, etc.)
It would be fine if Balanced Warrior retained the 6% buff and added the portion tied to armor. This legitimately wouldn’t break anything and would net out to somewhere in the same realm.
With that said, if we are hell bent on the group armor passive being a thing, this should also grant the Templar minor resolve personally in addition to the group unnamed buff.