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Templar 'Fix' to the Templar 'Fix' . . .

Innocente
Innocente
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The ZOS Post -

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One additional addendum for the Templar skill Biting Jabs:

In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.

This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
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I am beginning to think these developers don't even PLAY the game before they do this sort of thing. So, they are going to remove the first nerf of the obviously OP Templar class and replace it with a different nerf of the obviously OP Templar class.

Hey! Great Plan! Make the one small melee DPS class ability we have (that already costs a ton to use) and make it MORE expensive to use. That will help our healing a lot when we have to finish off a stray mob that's eating us alive.

They just seem to be shooting stuff out of their rear ends and flinging it at the players without even the slightest thought as to what it is going to do to the enjoyment of the game and the morale of said players.

Not good, ZOS, not good.
  • ZakyUchiha
    ZakyUchiha
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    Yep.. I don't even see many melee Templars in the higher VR levels even before Craglorn patch.
    Name: Zaky Warbringer
    Level: Veteran Rank 12
    Class: Templar
    Race: Imperial
    Faction: Ebonheart Pact
    Server: EU Megaserver
  • johansson.davidb16_ESO
    Yeah, I first thought they had just broken something, because that was obvious it could never have been intended to stand around and do nothing for a full second, they they come out and say it was actually intended (and obviously not tested) and that scared me, then they say it was to nerf it's unbelivably high DPS!

    The lowest DPS class in the game, get's their "only" melee solo ability with an incredibly high resource cost reduced.

    While the Sorcerers and Dragon Knights can solo most of Craglorn, I get to stand there and wait for a full second while my "internal cooldown" winds down and the mobs kill me.

    Sure, I fix it by just grouping with a Sorcerer or Dragon Knight, but this is quite silly.

    I generally don't whine or complain much, but this was just something that was so disconnected from the game it actually really really felt like they are not playing their own game.

    One of the keys behind software development is to "eat your own ***" and use you own software to ensure that changes or new functions works as envisioned.

    I'd be really embarassed, not only for the untested change (Please stop changing things without testing them, your players tested this change and reported it as "broken" on PTS), but also from the wrong assumption that it was doing too much single target damage. Take a player from each class in a competent guild, ask them to smack a mob, watch who kills it first. Simple as that
  • Reco
    Reco
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  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    ZakyUchiha wrote: »
    Yep.. I don't even see many melee Templars in the higher VR levels even before Craglorn patch.

    Because we are stuck at Shadowfen on VR3. Two crocodiles are stopping us to progress.

    While DKs can clean up 5-6 VR3 Dremora solo in the nearby dungeon, without a sweat.

    Edited by p_tsakirisb16_ESO on 25 May 2014 08:31
  • F7sus4
    F7sus4
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    And a Sorcerer. And a Sorcerer.
  • Reco
    Reco
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    Well, devs, I take it you don't want any templars in the game? Yes?
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