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Let Templar Double Dip Balanced Warrior

  • madmufffin
    madmufffin
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    acanca wrote: »
    madmufffin wrote: »
    Highwayman wrote: »
    At this point we are trying to force a mechanic into a skill name. I think the idea of "Balanced Warrior" has been played out and we know it is always going to be just kind of mid by it's very nature. I don't expect unique or fun from this passive. We should just move on and find a mechanic that is fun and rename the passive.

    Right then! As I know that isn't going to happen, let's look at how easy this could be...

    Grants X damage for every piece of heavy armor, grants X armor for every piece of light/medium.

    You have a seesaw right there to balance (pun intended) pvp and solo pve play vs pve dps. Adjust as needed.

    You also open up some opportunities for pve templar tanks to spec outside all heavy and give pvp healers a little bit of free oomph.

    Or just leave it as it was, nobody is going to be happy about the loss of minor sorcery, no matter how badly this passive gets mangled.

    Also, bring back old jabs.

    They could've just bumped the existing passive up to 12-15% and called it a day. Not sure why it had to become this convoluted mess.

    the problem with overbuffing lines is that they become a problem down the line with subclassing. a 15% unconditional increase to weapon damage and armor is imo not game breaking by itself sure, but its basically a class mastery level of power on a single class passive.

    Better to do something to help a mid class than do nothing. Subclassing comes at the steep opportunity cost of no masteries, but there are a few ludicrous passives in the game that already exist at that level. Templar surely deserves one after years of being kicked in the shins.
  • madmufffin
    madmufffin
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    Luneca wrote: »
    As someone that doesn't run at the resistance cap in PvP, uses 2x LA sets, and doesn't slot more than 2 templar skills on each bar I will simply drop the line instead.

    My only skill from that line is Living Dark anyway, and it was there just to proc minor sorcery. The skill line is otherwise a waste to me and the balanced warrior changes confirm that it's a waste and better swapped out.

    I can gain bar space by picking a line that gives savagery without having to slot that awful skill from Dawn's Wrath, and gain damaging skills or heals that matter more than anything Dawn's Wrath could ever offer. I could also gain far more defensive power subclassing through certain skills lines and interactions. I can gain more buffs that don't exist in Templar and I can also gain sustain.

    The only issue then is losing Class Masteries. But the reality of the situation is that I've played vs. DKs including the "pro" ones without that mastery. There is zero compelling reason with or without the masteries for me to take a net debuff to keep them when I don't need them.

    Since Templar's masteries are so lackluster, it helps push me to subclassing easier. Class Masteries not addressing Templar's sustain issues and mobility mean in a realistic scenario there's no loss by removing them, at least for me especially since my primary defense on my 2x LA templar is rolling and speed in the first place.

    I have more than 5 Templars so I guess one could be built around the passive and take advantage of it. But the one I play and use in Cyro and BGs most of the time? Haha, no. I think not.

    Bye Dawn's Wrath. You can take that useless Templar ray execute with you. I'd rather use executioner.

    Edit: Just for clarification, the change to Dawn's Wrath means I am dropping the line. Balanced Warrior changes also mean I will drop the line. The changes are actually making me not be a pure class and subclass instead. I am certain that was the goal.

    Dawn's Wrath passives and actives are exceptionally underwhelming. The line is wholly carried by Jesus beam.
  • acanca
    acanca
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    madmufffin wrote: »
    acanca wrote: »
    madmufffin wrote: »
    Highwayman wrote: »
    At this point we are trying to force a mechanic into a skill name. I think the idea of "Balanced Warrior" has been played out and we know it is always going to be just kind of mid by it's very nature. I don't expect unique or fun from this passive. We should just move on and find a mechanic that is fun and rename the passive.

    Right then! As I know that isn't going to happen, let's look at how easy this could be...

    Grants X damage for every piece of heavy armor, grants X armor for every piece of light/medium.

    You have a seesaw right there to balance (pun intended) pvp and solo pve play vs pve dps. Adjust as needed.

    You also open up some opportunities for pve templar tanks to spec outside all heavy and give pvp healers a little bit of free oomph.

    Or just leave it as it was, nobody is going to be happy about the loss of minor sorcery, no matter how badly this passive gets mangled.

    Also, bring back old jabs.

    They could've just bumped the existing passive up to 12-15% and called it a day. Not sure why it had to become this convoluted mess.

    the problem with overbuffing lines is that they become a problem down the line with subclassing. a 15% unconditional increase to weapon damage and armor is imo not game breaking by itself sure, but its basically a class mastery level of power on a single class passive.

    Better to do something to help a mid class than do nothing. Subclassing comes at the steep opportunity cost of no masteries, but there are a few ludicrous passives in the game that already exist at that level. Templar surely deserves one after years of being kicked in the shins.

    what steep opportunity cost, a lot of classes have pretty mid ones for pvp. The only class with multiple really good class masteries where not subclassing is a really good idea is sorc. On all other classes, including dk, its more of a choice really and the only real reason why dk wouldnt want to subclass is because dk kit fits together really well.

    Would you use class masteries on nb? You probably wouldnt, they suck.
  • Firstmep
    Firstmep
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    madmufffin wrote: »
    Luneca wrote: »
    As someone that doesn't run at the resistance cap in PvP, uses 2x LA sets, and doesn't slot more than 2 templar skills on each bar I will simply drop the line instead.

    My only skill from that line is Living Dark anyway, and it was there just to proc minor sorcery. The skill line is otherwise a waste to me and the balanced warrior changes confirm that it's a waste and better swapped out.

    I can gain bar space by picking a line that gives savagery without having to slot that awful skill from Dawn's Wrath, and gain damaging skills or heals that matter more than anything Dawn's Wrath could ever offer. I could also gain far more defensive power subclassing through certain skills lines and interactions. I can gain more buffs that don't exist in Templar and I can also gain sustain.

    The only issue then is losing Class Masteries. But the reality of the situation is that I've played vs. DKs including the "pro" ones without that mastery. There is zero compelling reason with or without the masteries for me to take a net debuff to keep them when I don't need them.

    Since Templar's masteries are so lackluster, it helps push me to subclassing easier. Class Masteries not addressing Templar's sustain issues and mobility mean in a realistic scenario there's no loss by removing them, at least for me especially since my primary defense on my 2x LA templar is rolling and speed in the first place.

    I have more than 5 Templars so I guess one could be built around the passive and take advantage of it. But the one I play and use in Cyro and BGs most of the time? Haha, no. I think not.

    Bye Dawn's Wrath. You can take that useless Templar ray execute with you. I'd rather use executioner.

    Edit: Just for clarification, the change to Dawn's Wrath means I am dropping the line. Balanced Warrior changes also mean I will drop the line. The changes are actually making me not be a pure class and subclass instead. I am certain that was the goal.

    Dawn's Wrath passives and actives are exceptionally underwhelming. The line is wholly carried by Jesus beam.

    For pvp it's carried by solar barrage activating most of our masteries and giving a small damage boost to boot.
  • ItsNotLiving
    ItsNotLiving
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    acanca wrote: »
    madmufffin wrote: »
    Highwayman wrote: »
    At this point we are trying to force a mechanic into a skill name. I think the idea of "Balanced Warrior" has been played out and we know it is always going to be just kind of mid by it's very nature. I don't expect unique or fun from this passive. We should just move on and find a mechanic that is fun and rename the passive.

    Right then! As I know that isn't going to happen, let's look at how easy this could be...

    Grants X damage for every piece of heavy armor, grants X armor for every piece of light/medium.

    You have a seesaw right there to balance (pun intended) pvp and solo pve play vs pve dps. Adjust as needed.

    You also open up some opportunities for pve templar tanks to spec outside all heavy and give pvp healers a little bit of free oomph.

    Or just leave it as it was, nobody is going to be happy about the loss of minor sorcery, no matter how badly this passive gets mangled.

    Also, bring back old jabs.

    They could've just bumped the existing passive up to 12-15% and called it a day. Not sure why it had to become this convoluted mess.

    the problem with overbuffing lines is that they become a problem down the line with subclassing. a 15% unconditional increase to weapon damage and armor is imo not game breaking by itself sure, but its basically a class mastery level of power on a single class passive.

    Leave balanced warrior and put the rest of the buff on the spell damage class mastery and call it a day.
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    acanca wrote: »
    madmufffin wrote: »
    Highwayman wrote: »
    At this point we are trying to force a mechanic into a skill name. I think the idea of "Balanced Warrior" has been played out and we know it is always going to be just kind of mid by it's very nature. I don't expect unique or fun from this passive. We should just move on and find a mechanic that is fun and rename the passive.

    Right then! As I know that isn't going to happen, let's look at how easy this could be...

    Grants X damage for every piece of heavy armor, grants X armor for every piece of light/medium.

    You have a seesaw right there to balance (pun intended) pvp and solo pve play vs pve dps. Adjust as needed.

    You also open up some opportunities for pve templar tanks to spec outside all heavy and give pvp healers a little bit of free oomph.

    Or just leave it as it was, nobody is going to be happy about the loss of minor sorcery, no matter how badly this passive gets mangled.

    Also, bring back old jabs.

    They could've just bumped the existing passive up to 12-15% and called it a day. Not sure why it had to become this convoluted mess.

    the problem with overbuffing lines is that they become a problem down the line with subclassing. a 15% unconditional increase to weapon damage and armor is imo not game breaking by itself sure, but its basically a class mastery level of power on a single class passive.

    Leave balanced warrior and put the rest of the buff on the spell damage class mastery and call it a day.

    Moving the mastery up to 450/900 would also be nice. I still think you'd need to push Balanced Warrior up to 10% for that though.
  • Militan1404
    Militan1404
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    I think the mediocrity of the skills is a big bart of the problem and how bad their dmg scales, and i dont think any passives or class masterys alone would fix that. Jabs for example is a shell of its former glory and then you also gets minor and major evasion that makes it completely usless, while flame lash that is overall a better skill is not affected by those buffs. After ZOS almost destroyed templars with nerfing jabs and burning lights to the ground, the only thing that made them somewhat viable was backlash, so of course ZOS nerfed that also the very next update. Backlash has to be the worst delayed burst in the entire game, gets two times affected by the battle spirit, one time when building it up and then also when it actually procs, can be cleansed, have to do dmg for it to actually do dmg, compare that to shalks, spec bow, blastbones, core of flame, hunting curse, all so much better delayed burst skills. And with backlash nerfed plars got demoted to execute only class, atleast until when subclassing came, then they of course nerfed radiant destruction also. And then there is important buffs tied to medicore skills, sun fire for major savagery and prophecy, Minor expedition to hasty prayer, restoring aura for minor recovery buffs, focused charge for major protection and etc. they messed up the templars so much over time that i really dont know how to fix it with not completely reworking it.
  • Luneca
    Luneca
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    I think the mediocrity of the skills is a big bart of the problem and how bad their dmg scales, and i dont think any passives or class masterys alone would fix that. Jabs for example is a shell of its former glory and then you also gets minor and major evasion that makes it completely usless, while flame lash that is overall a better skill is not affected by those buffs. After ZOS almost destroyed templars with nerfing jabs and burning lights to the ground, the only thing that made them somewhat viable was backlash, so of course ZOS nerfed that also the very next update. Backlash has to be the worst delayed burst in the entire game, gets two times affected by the battle spirit, one time when building it up and then also when it actually procs, can be cleansed, have to do dmg for it to actually do dmg, compare that to shalks, spec bow, blastbones, core of flame, hunting curse, all so much better delayed burst skills. And with backlash nerfed plars got demoted to execute only class, atleast until when subclassing came, then they of course nerfed radiant destruction also. And then there is important buffs tied to medicore skills, sun fire for major savagery and prophecy, Minor expedition to hasty prayer, restoring aura for minor recovery buffs, focused charge for major protection and etc. they messed up the templars so much over time that i really dont know how to fix it with not completely reworking it.

    They've nerfed the class to the point that it's useless bar a rework versus other options. It can't even specialize in healing anymore on its own anymore thanks to repeated nerfs with no compensation, let that sink in.

    My favorite nerf was the removal of the snare on sacred ground, because unless you build for speed, in PvP jabs is not usable without a snare. But building for speed cuts your damage dramatically, and you also already have sustain issues on the class.

    Without a proper snare or method to keep someone snared or immobilized, no one cares how much power you have on a templar. Which then becomes a problem: you need a lot of damage stacked because the heals scale mostly off of WD/SD, but then you need sustain and speed or you will get destroyed.

    It puts you in a midlings area when you build no matter what, where you cannot specialize or build into an extreme like the other classes. And when that happens you realize that pure class templar is bad and you had better subclass instead.

    But then even subclassing cannot alleviate the issues with the class because what's "good" in the skill lines is so diffuse that each skill line maybe has 1-2 skills you will choose and the others ignore.

    This compounded with that terrible change means that even less Templar's will be around in PvP because it's simply not logical to play a class that cannot achieve what the others can and has no real specialization.

    The repeated nerf issue isn't unique to Templar, it's also why Necro and NB are both terrible this patch and the next one post-PTS. Nerf, nerf, nerf, nerf, ah rework somewhere down the line in the future, oh take another nerf!

    I could have sworn ZOS in the past took any action necessary to preserve diversity. I mean, isn't that why the nerfed the hell out of all 5 of the current subpar classes in the past?

    And yet now, we're tossed a bone that is a "maybe-buff" but ONLY IF...

    Maybe is already a problem when discussing a buff. But IF?

    Get out of here.
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