A Day Of Public Testing, 1/28/15

Khivas_Carrick
Khivas_Carrick
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Dear @ZOS_GinaBruno‌ and @ZOS_JessicaFolsom‌ ,

So I used my original copied character which is an Imperial Templar, VR14, and uses the 5/1/1 Set Up of Five (5) Medium Armor, One (1) Light Piece, and One (1) Heavy Piece to make use of the Undaunted Passives and Medium Armor 5pc bonus "Agility" to gain the 12% weapon damage.

My weapon is a 2H Sword that's fully Legendary and my backup is a bow that's purpled out, one with a Purple Quality Fiery Enchant and the other a Purple Quality Absorb Stamina Enchant.

The glyphs on my armor are all Blue or Higher Quality Stamina Enchants and my Chest, Helm, and Legs are Infused, whereas the rest of me is Divines to bolster the Thief Mundus Stone I have.

The first thing I noticed simply before even loading my character was that all Redguard and Orcish items with the exception of weapons has been completely redone, and I must say, are probably the best looking armor in the game now, so Kudos to your designers on that.

The next thing was actually loading up and testing a thing or two, and the first among those was the new animations, which is literally for everything, from running, to walking, to sprinting, sneaking, and roll dodging, everything looks vastly better. The biggest thing however if the actual Combat Animations, most notably Bows and Two Handed weapons.

The draw speed on a bow for it's heavy attack has been greatly increased, which allows a user to heavy attack with a bow as fast if not faster if using animation canceling, making Bow Heavies quite useful now for the purpose of weaving and regenerating stamina.

Moving past that we get to the Two-Handed sword animations. First off I didn't mention this earlier and I should have, but the new stances for the weapons are vastly superior to their older counterparts, especially the Staves, Bows, and 2H stances. With that out the way, the attacks themselves feel much more responsive and lively, and the swings themselves simply look better and operate much faster, which makes animation canceling an even stronger form of attacking due to the sheer speed and ferocity behind the attacks now.

Moving past that, I loaded up some skills, grabbed my gear, and ran out into the field to test a few things. To save some time and spare the readers of this further pain, I'm going to give the semi-short of each issue, covering enough to tell the Devs where they did great and where they done f***ed up royally.

Kicking it off, we have the first to come:

Templar Skills; The Good -

As a Stamina Templar my choices in this depart are rather few, however I did manage to find some that are Superman level powerful and hit about as hard as the Big Boy Scout.

Power Of The Light - Instant Cast makes this skill super and amazingly powerful, and with a lower damage cap the skill balances itself out nicely. What makes it the near perfect choice for Melee or Bow DPS is that it also lowers the enemy's resistances, making your regular hits strike harder.

Advice On Power Of The Light:
Raise the Damage Cap slightly, as one Uppercut alone fills 80% of the damage cap in one hit, followed by a Blazing Spear of roughly 2k Damage. That's pretty much an instant fill in one hit, and the timer on that thing will still keep on ticking.

Biting Jabs - lolololol AoE Sweeping much? Move is pretty god damn powerful for farming and AoE killing, but frankly isn't that needed for bosses or even AoE itself as Reverse Slice and Blazing Spear coupled with Flawless Dawnbreaker do a fine job alone.

Advice On Biting Jabs:
I'm still of the mindset to make the Stamina version of this move a single hit attack, but alas, this works fine as is in my opinion for what it was intended to do.

Sun Fire and It's Morphs - Perfect. This is literally the best thing, this, all my this.

Radiant Destruction - Needless to say I feel like *** Iron-man thanks to this skill, and it helps when using my bow to now have a ranged Execute, and I can only imagine how much damage this does for Templars who have fully chosen the Magicka Sun Mage option.

Advice On Radiant Destruction:
None at this time, need more information first.

Templar Skills; The Bad -

Of course with such amazing upgrades you guys also kinda.......broke some stuff. Or rather not break, but instead leave as it was or put a ribbon on it and called it good, when in fact it is still pretty garbage. Among these still useless skills, we have:

Eclipse And All It's Morphs - Again, a move where you cast it on an enemy that can CC break makes the move nigh useless. It's a spell reflect that probably works one time, and even then doesn't really do anything for Unstable Core because the explosion is far too weak to make a difference, and Total Dark is nullified entirely for the fact that I'm almost certain bosses aren't affected by this spell (or they weren't in Live, but who knows now, awaiting more information here) and for that players aren't going to be as stupid as to sit there and cast spells with that *** on them. They'll break that as soon as possible, and literally in one scenario will it be used, which is horrible when the majority of other player skills can be used in damn near every situation.

Advice On Eclipse And All It's Morphs:
Change them completely. Redesign the skills to do completely new things or make it unbreakable by CC/An Actual Spell Reflect and not a status debuff.

Healing Ritual And All It's Morphs - Are still bad. Why is it bad? Because it has a cast time, which flies just fine in a regular point and click MMO when Bash Skills and casting skills have Cool Downs attached to them. In this game, when it's call real time action, cast times don't end so well with near infinite bashes and interupts. Channels can get away here, but not a cast, and thus a Cast time heal spell doesn't bode well for PvP. In PvE it loses it's luster when you realize that spamming Healing Springs, Breath Of Life, hell literally every other healing spell in the game is better than Healing Ritual, and it's all because of the cast time.

Advice On Healing Ritual And All It's Morphs:
Make it so the Cast time is .5 Seconds and no higher. I realize if a Templar has any more instant Heals the game would break violently on their backs. That said, make the heal in Healing Ritual much stronger than before, about 25% stronger, and for Ritual Of Rebirth make the heal restore some of yours and the groups stamina and/or magicka.

Restoring Aura - Apparently you guys stepped on a hell of a lot of toes that did not need stepping on with this one, at all. Changing it from 80% to 30% is a massive nerf that simply is not needed, not even with the changes present in the Champion system.

Advice On Restoring Aura - Leave the passive part alone, it's decent, but change the Active Part back to 80%.

Piercing Javelin And All It's Morphs - Still a rather useless skill. Knockback with a minor hold that can be easily broken or cleansed and another a move with a damage increase based on distance, which is also pretty crappy thanks to Sun Fire existing. Needless to say, this skill is still useless and bad despite the goal of this update.

Advice On Piercing Javelin And All It's Morphs:
Thanks to your new system that's up, I can actually think of a thing or two to do with these. The first would be to make it so that Javelin at it's base adds Minor Fracture to the target when hitting an enemy, and to make Binding Javelin switch to Major Fracture and Aurora do Minor Fracture and another Spell user friendly buff.

Focused Charge And It's Morphs - From what I can tell when the PTS and my Internet Connection are playing nicely with each other, that delay on the move, while reduce, is still killer and a really bad design choice, which makes me wonder what the hell you guys were thinking.

Advice On Focused Charge And It's Morphs:
Completely removed the Global Cooldown. I mean it's almost fine, almost there, but that short time frame of not being able to do anything is violently bad for us Templars wanting to use a charge move for, say for example, our Dual Wielding builds, and so on.

Moving past Templar Skills (as I am not familiar with healing or tanking that much) we find ourselves at Guild, World, and Armor Skills.

I am skipping Weapon Skills because they are, as far as I can tell with what I used, just fine and get the job done as needed. However I did notice a few things about the armor skills, and....

Medium And Light Armor Seem To Have One Massive Issue that Nobody Seems To Want To Answer.

That is to say, Heavy Armor for it's specialty perk "Bracing" only needs Five (5) Pieces Of Heavy Armor to work, while "Agility" and "Prodigy" are written down as needing a full Seven (7) pieces. I want to say after some testing that this is false and only requires 5 Pieces, but still, it's a bit disconcerting having that there as wel as confusing, so I highly suggest changing it.

If it is indeed meant to be a full set of Seven Pieces of Light and Medium, I am going to strongly suggest that you do not do that, for that completely nullifies the entire point of having so many different skills and styles in the game and ruins everything about the Undaunted Passives where wearing multiple Armor Types is encouraged.

Frankly, a "Full Set" Should be Five (5) Pieces and nothing more. Anything beyond that is just a bad idea and I think we all know it. Keep the Diversity up, don't take it down.

As for Armor Skills however, I must say Heavy Armor looks far better than before and seems to work like a charm for the purposes of staying alive, however, based on a run of Fungal Grotto I did earlier today I have to say there are certain issues present with the game that might want to be addressed quickly and sooner rather than later:

Tank Aggro/Taunts - I wasn't sure if perhaps my DPS was too high or not, but Taunts seem to not be working properly at all, and more importantly the fact that tanks are having a hard time doing anything involving AoE Aggro. I say this because we had a Dragonknight Tank, the class most noted for being able to tank and tank best at AoE, having an incredibly difficult time maintain aggro on a single target, let alone multiple ones.

I would take this time to change a class skill for each class or a single skill in the Sword And Shield tree to be an AoE Taunt, because at the moment trying to fight groups of enemies is suicide.

I am going to say that for now this is all I got to say on the matter.

I need more information still, and if other classes can come in here and comment what their DPS is and what their experiences were, I think we'd be much further along with what we need to bring to the attention of the Devs.

That is all, thank you.
Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Robbmrp
    Robbmrp
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    Very well thought out. A lot of great suggestions on this that ZOS should take note of.
    NA Server - Kildair
  • Khivas_Carrick
    Khivas_Carrick
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    Why thank you. Hopefully they see this and listen to my suggestions ^_^;
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • david.haypreub18_ESO
    david.haypreub18_ESO
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    Great post! Thanks for that. And please know that some of us would actually read the long version of it, if you want to post that too!

    Focused Charge was for many Templars the #1 thing they wanted fixed in this long-delayed rework of the Templar class. I hate to say I predicted it, but I did say when ZOS indicated they would fix it that they wouldn't actually fix it but just reduce the Global Cool Down. Why only a select few skills in the entire game are being balanced by a Global Cool Down is beyond me. Really, just remove it. I have no idea why ZOS is being so obstinate on this one.

    The Restoring Aura nerf is entirely unexpected, unwanted, and crippling for stamina builds. I have no idea what they were thinking there.
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • david.haypreub18_ESO
    david.haypreub18_ESO
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    BTW, did you get a chance to test Restoring Aura? One PTS tester is posting that Restoring Aura's active doesn't even affect the caster anymore.
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Khivas_Carrick
    Khivas_Carrick
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    Just did it right this second, and no sir it does not affect me at all. Well that is indeed a terrible nerf to the nuts.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Soris
    Soris
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    Lol what??? It might be a bug I HOPE
    Welkynd [Templar/AD/EU]
  • Ysne58
    Ysne58
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    I would encourage reporting it as a bug and also feedback.
  • Khivas_Carrick
    Khivas_Carrick
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    Well the description itself reads that it isn't meant to affect you but instead your allies, citing "Share your blessings with your allies"
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Animal_Mother
    Animal_Mother
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    Soris_ESO wrote: »
    Lol what??? It might be a bug I HOPE

    According to description, I would say it is, unfortunately, working as intended.
  • tinythinker
    tinythinker
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    Eclipse And All It's Morphs - Again, a move where you cast it on an enemy that can CC break makes the move nigh useless. It's a spell reflect that probably works one time, and even then doesn't really do anything for Unstable Core because the explosion is far too weak to make a difference, and Total Dark is nullified entirely for the fact that I'm almost certain bosses aren't affected by this spell (or they weren't in Live, but who knows now, awaiting more information here) and for that players aren't going to be as stupid as to sit there and cast spells with that *** on them. They'll break that as soon as possible, and literally in one scenario will it be used, which is horrible when the majority of other player skills can be used in damn near every situation.

    Advice On Eclipse And All It's Morphs:
    Change them completely. Redesign the skills to do completely new things or make it unbreakable by CC/An Actual Spell Reflect and not a status debuff.

    I agree and also have suggested something like this...
    Eclipse without a CC break and an extended range would be fine. Eclipse with an added 1 or 2 second unbreakable disorient after breaking free of the main effect would be fine. Little changes can go a long way for most of the underperforming Templar abilities.

    I actually like the idea that Unstable Core explodes if the target tries to break out of it or cleanse it, especially if it has a blast radius that hits nearby targets, which it seems to have from the tooltip description. If the damage were higher (it is currently listed as1460 with 15917 maximum magicka and 1604 with 18797 maximum magicka), it would be a great idea.

    I haven't actually tested the damage done, though, and it seems strange given that for the same max magicka that does 1604 when the effect ends you get back 2406 healing with Total Dark according to the tooltip. If it worth healed 2406 per reflected spell with Dark how it is *not* worth it doing at least that much damage if the target bursts the bubble for core?

    Moreover, both tooltips seem to contain errors, so initially I thought maybe the damage numbers are off for Core. But, when I found a player on which to test Core, I was getting 1600-something once to 1960- or 1970-something a few times for damage when the target did a CC break, though the splash damage did annoy a nearby mudcrab (I had Radiant Magelight off, fyi, assuming Core even crits). My test subject had 15337 health and that 1960-something damage barely made a dent in the little health indicator above the target's head. Now way is anyone not just breaking out of that right away in PvP, especially those with 25000 or more health.



    Healing Ritual And All It's Morphs - Are still bad. Why is it bad? Because it has a cast time, which flies just fine in a regular point and click MMO when Bash Skills and casting skills have Cool Downs attached to them. In this game, when it's call real time action, cast times don't end so well with near infinite bashes and interupts. Channels can get away here, but not a cast, and thus a Cast time heal spell doesn't bode well for PvP. In PvE it loses it's luster when you realize that spamming Healing Springs, Breath Of Life, hell literally every other healing spell in the game is better than Healing Ritual, and it's all because of the cast time.

    Advice On Healing Ritual And All It's Morphs:
    Make it so the Cast time is .5 Seconds and no higher. I realize if a Templar has any more instant Heals the game would break violently on their backs. That said, make the heal in Healing Ritual much stronger than before, about 25% stronger, and for Ritual Of Rebirth make the heal restore some of yours and the groups stamina and/or magicka.

    I wrote about Healing Ritual a little while ago, and I'd like to offer a different take on making it worthwile, along with a skill you didn't mention that many are unhappy with, Honor the Dead.
    Healing Ritual sounds like it should be cooler than it is, especially with the 30% boost to self heal, but that cast time can really hurt. And I don't even want to get rid of that if they would offset it with damage shields or give some other advantage.

    Perhaps something like this: "Grants Major Protection while casting and applies Minor Empower to nearby allies (in the 10m radius of effect)."

    [Major Protection = 30% Damage Reduction, Minor Empower = 5% Damage Boost on next attack]


    Honor the Dead has a nice concept, as it offers a magicka return, but being able to heal more allies is really important for grouping in PvE. If the magicka return was higher (and you could cast it more often) or the healing was greater it might be more tempting.

    I mean, the name is "Honor the Dead" so what if, like the new tooltip for Repentance, it allowed you to "consecrate the souls of the fallen" as well? Maybe a difference to make it unique, like "sanctify the bodies of the departed". Perhaps increase the duration of the ability .5 second for every body within Y meters? It could have a cap at a maximum of 11 seconds (or credit for 6 bodies). At 11 seconds, that would be 5.5 of the two second ticks, and at max rank you get 18% magicka cost of the spell back, and, 5.5 x 18% = 99%.

    I could see these two abilities being used (even together) for far more situations than I can now with those changes or something similar. Every time you cast Ritual you'd get the 30% more healing it already offers the caster plus you would get 30% damage reduction, while also buffing your allies. On the other hand, potentially getting back the full cost of the spell and having it heal a little longer makes Honor the Dead more attractive. Maybe they would need buffed a little more, maybe not, but I would at least want to try these versions of them out.

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  • jopeymonster
    jopeymonster
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    /agree OP. Good post @Khivas_Carrick‌

    I still think Healing Ritual is a waste of a skill in the resto tree and either should have been in the HStaff skill line to begin with, or replaced with something similar to Dark Exchange to help resto Templars with sustained Magicka replenishment.

    This wouldn't be a problem if Rune Focus+morphs had a reasonable radius... but that's not looking likely anytime soon....
    #nerfkeyboards
  • Robbmrp
    Robbmrp
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    Well the description itself reads that it isn't meant to affect you but instead your allies, citing "Share your blessings with your allies"

    So it's on OUR tool bar but we get no benefit from it? Come 1.6 live that's no longer going to be on my tool bar. Sorry peeps! I've got to look out for myself since no one else is going to heal me!
    NA Server - Kildair
  • Khivas_Carrick
    Khivas_Carrick
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    I don't like two moves doing the same thing, but I do like the direction you're going with whole 30% damage reduction/shield for the Heal though. That I can get down with.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Khivas_Carrick
    Khivas_Carrick
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    And no, we get the passive benefits from it, the 10% to our regen for health, magicka, and stamina, but the actual activation of it, what made some builds revolve around it, has gone away.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Valen_Byte
    Valen_Byte
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    The new crouch animation, is horrible. My character looks like he is about to give a pep talk to a little league team.
    ***Dixon Kay MagDK FORMER EMPEROR***Deca Dix MagDK FORMER EMPORER***Valonious MagPlar FORMER EMPEROR***
    GM of BYTE
    MAY YOUR DEATHS BE SWIFT, AND YOUR LOAD SCREENS LONG.
    And alien tears will fill for him, Pity’s long-broken urn, For his mourners will be outcast men, And outcasts always mourn
  • Khivas_Carrick
    Khivas_Carrick
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    I actually prefer the new crouch because that's how somebody sneaking by will actually look like, instead of a wannabe about to go on an unorthodox peepshow.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Valen_Byte
    Valen_Byte
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    I actually prefer the new crouch because that's how somebody sneaking by will actually look like, instead of a wannabe about to go on an unorthodox peepshow.

    Im not talking about how it looks while moving. Im talking about while standing still. You go down on one knee. Where as before you look like you are ready to ponce and kik some ass. Im a NB, so I crouch and pounce a lot. The new animation while standing still looks ridiculous in this context.
    ***Dixon Kay MagDK FORMER EMPEROR***Deca Dix MagDK FORMER EMPORER***Valonious MagPlar FORMER EMPEROR***
    GM of BYTE
    MAY YOUR DEATHS BE SWIFT, AND YOUR LOAD SCREENS LONG.
    And alien tears will fill for him, Pity’s long-broken urn, For his mourners will be outcast men, And outcasts always mourn
  • Khivas_Carrick
    Khivas_Carrick
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    Hardly, it looks like you're thinking and scanning an area, but to each their own I guess.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Argurios
    Argurios
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    I like this post, but please no aoe taunts. I don't want this game becoming like wow dungeons, eg aoe taunt, aoe down, fall asleep.

    I like tanking in ESO because you cant tank everything and you have to prioritise and think, and it makes it more fun. It also means the rest of the party has to think a little too (sometimes).

    I do not want it to become spamming one move and falling asleep. had that experience from enough MMO's before lets keep this one different.

    so Z, please do not ever add an aoe taunt. if people cant tank at least 3 or 4 hard hitting melee or other enemies as it is now, they simply suck.
    " Experience is a hard mistress, she gives the test first, the lesson after... "

    Argurios Ultor - Imperial Templar
    Caradoc Coldblade - Redguard Nightblade
    - Daggerfall Covenant
  • Khivas_Carrick
    Khivas_Carrick
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    Tanking a number of enemies isn't a matter of survival, it's a matter of being able to actually hold them. The main issue out there is that threat itself seemed very off, such as having a tank run in- mind you a tank that has held his own many times over and has proven he is a great tank- do his thing, drop his AoEs, talons, ash cloud, all that good *** (Ash Cloud is amazing damage now) and I threw one Blazing Spear and gained ALL the Threat lol

    An AoE Taunt may not be the key and frankly for what you said that makes sense, but something needs to be done to lend tanks a hand to tank more than 3 or 4 dudes.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Enodoc
    Enodoc
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    BTW, did you get a chance to test Restoring Aura? One PTS tester is posting that Restoring Aura's active doesn't even affect the caster anymore.
    So what does it not do? Is it not granting Major Fortitude and Major Endurance to the caster? That must be a bug. Every time previously that an ability refers to "allies", it includes the caster in that list.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
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  • glak
    glak
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    Tanking a number of enemies isn't a matter of survival, it's a matter of being able to actually hold them. The main issue out there is that threat itself seemed very off, such as having a tank run in- mind you a tank that has held his own many times over and has proven he is a great tank- do his thing, drop his AoEs, talons, ash cloud, all that good *** (Ash Cloud is amazing damage now) and I threw one Blazing Spear and gained ALL the Threat lol

    An AoE Taunt may not be the key and frankly for what you said that makes sense, but something needs to be done to lend tanks a hand to tank more than 3 or 4 dudes.

    You may have stumbled on something - Templar can AoE taunt with Blazing Spear?
  • Khivas_Carrick
    Khivas_Carrick
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    I hope to God it isn't that, I really do lol But I will say that I've noticed that Blazing Spear is buggy, going from stunning all the mobs it hits to stunning one, two, maybe three or four, then one again when I use it.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Khivas_Carrick
    Khivas_Carrick
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    Enodoc wrote: »
    BTW, did you get a chance to test Restoring Aura? One PTS tester is posting that Restoring Aura's active doesn't even affect the caster anymore.
    So what does it not do? Is it not granting Major Fortitude and Major Endurance to the caster? That must be a bug. Every time previously that an ability refers to "allies", it includes the caster in that list.

    Then many people hope you are right, but as of right now it does not indeed include the caster in it's boon.

    @ZOS_GinaBruno‌ , if you don't mind, go throw a netch plushie at somebody and get us the information please.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Wargaard
    Wargaard
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    Nice post @Khivas_Carrick‌

    Perhaps, instead of reducing Healing Ritual cast time, keep the time factor of the skill but make it pulse every .5 seconds. This means that even if interrupted the skill would be useful in PvP.
    And they can add a larger 'burst' heal component if reaching the final pulse - giving you an advantage if ppl in pvp if they don't interrupt.
  • Khivas_Carrick
    Khivas_Carrick
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    Now that's a sound idea there sir
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • glak
    glak
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    I like your pulsing idea of healing ritual. Makes me feel more warm and fuzzy about the cast time.
    The final burst you speak of is already in Lingering Ritual.
  • Khivas_Carrick
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    Nah, lingering ritual is a timed burst after the spell ends, his idea is a big hit at the very end of the spell
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Soris
    Soris
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    Wargaard wrote: »
    Nice post @Khivas_Carrick‌

    Perhaps, instead of reducing Healing Ritual cast time, keep the time factor of the skill but make it pulse every .5 seconds. This means that even if interrupted the skill would be useful in PvP.
    And they can add a larger 'burst' heal component if reaching the final pulse - giving you an advantage if ppl in pvp if they don't interrupt.

    Like Rapid Strikes.
    So basicly, smaller version of our healing ulti

    Brilliant idea! Now call a staff here :smiley:

    @ZOS_GinaBruno
    Edited by Soris on January 29, 2015 10:11PM
    Welkynd [Templar/AD/EU]
  • Khivas_Carrick
    Khivas_Carrick
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    In a sense yes, and it's morphs can be similar as well
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
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