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!