Nivzruo_ESO wrote: »Obvious Templar is obvious.
kkravaritieb17_ESO wrote: »This thread is hilarious just like the other 2 you started.
kkravaritieb17_ESO wrote: »Keep dreaming...zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
BugCollector wrote: »1. Sorcerer
- Ball of Lightning: drastically decrease the radius of the absorbing orbs
- Overload: decrease the amount of damage it does
2. Dragonknight
- Talons: a player shouldn't be able to snare the opponent over and over again. Do something about this.
- Reflective Scales: make it so it's only able to reflect one projectile, but decrease the magicka cost drastically.
3. Nightblade
- Fear: Make it blockable
- Grim Focus: decrease the amount of light attacks it takes to 5 instead of 7.
4. Templar
I refer to this thread: http://forums.elderscrollsonline.com/en-GB/discussion/161959/templar-skills-bugged-made-useless-ignored#latest
BugCollector wrote: »1. Sorcerer
- Ball of Lightning: drastically decrease the radius of the absorbing orbs
- Overload: decrease the amount of damage it does
2. Dragonknight
- Talons: a player shouldn't be able to snare the opponent over and over again. Do something about this.
- Reflective Scales: make it so it's only able to reflect one projectile, but decrease the magicka cost drastically.
3. Nightblade
- Fear: Make it blockable
- Grim Focus: decrease the amount of light attacks it takes to 5 instead of 7.
4. Templar
I refer to this thread: http://forums.elderscrollsonline.com/en-GB/discussion/161959/templar-skills-bugged-made-useless-ignored#latest
fear should stay unblockable. Literally only the casual player suffers verse fear, you just need to manage resources.
BugCollector wrote: »BugCollector wrote: »1. Sorcerer
- Ball of Lightning: drastically decrease the radius of the absorbing orbs
- Overload: decrease the amount of damage it does
2. Dragonknight
- Talons: a player shouldn't be able to snare the opponent over and over again. Do something about this.
- Reflective Scales: make it so it's only able to reflect one projectile, but decrease the magicka cost drastically.
3. Nightblade
- Fear: Make it blockable
- Grim Focus: decrease the amount of light attacks it takes to 5 instead of 7.
4. Templar
I refer to this thread: http://forums.elderscrollsonline.com/en-GB/discussion/161959/templar-skills-bugged-made-useless-ignored#latest
fear should stay unblockable. Literally only the casual player suffers verse fear, you just need to manage resources.
Thank you for not hating on this thread, but actually contributing.
Make fear blockable... *holds shield over your eyes so you can no longer see the enemy and pretend they are gone*
Not sure about you class changes... but I'd like to see structured PvP.
The Kvatch Arena would be a perfect location.
fear must remain unblockable. we do not need perma blockers dominating arenas.
BugCollector wrote: »1. Sorcerer
- Ball of Lightning: drastically decrease the radius of the absorbing orbs
- Overload: decrease the amount of damage it does
2. Dragonknight
- Talons: a player shouldn't be able to snare the opponent over and over again. Do something about this.
- Reflective Scales: make it so it's only able to reflect one projectile, but decrease the magicka cost drastically.
3. Nightblade
- Fear: Make it blockable
- Grim Focus: decrease the amount of light attacks it takes to 5 instead of 7.
4. Templar
I refer to this thread: http://forums.elderscrollsonline.com/en-GB/discussion/161959/templar-skills-bugged-made-useless-ignored#latest
All the unblockable skills should remain unblockable, god forbid we empower permblockbuilds even more. Personally I think every execute should be unblockable.
fear must remain unblockable. we do not need perma blockers dominating arenas.
How many perma blockers have you died to in 1.6?
I've died to 0. Few DK's and a rare templar/siphoner still going for it. But now they have no dps what so ever, feels more like running into PvE tanks. Partly because they're magicka users and not sorcerers. But also because you have to give up loads of dps, if you want to block more than "reactively" while also keeping enough stamina for dodge and cc-break in 1.6.
That's why I doubt they dominate. Like what would even be the point of standing there blocking doing no dmg in competitive arenas?
If we're talking casual Battlegrounds and similar PvP instances tho, than yes, you're probably right lol. Killing a perma blocker(with healers), that's holding or carrying some sort of objective, would be a pain in the butt.
Attorneyatlawl wrote: »BugCollector wrote: »1. Sorcerer
- Ball of Lightning: drastically decrease the radius of the absorbing orbs
- Overload: decrease the amount of damage it does
2. Dragonknight
- Talons: a player shouldn't be able to snare the opponent over and over again. Do something about this.
- Reflective Scales: make it so it's only able to reflect one projectile, but decrease the magicka cost drastically.
3. Nightblade
- Fear: Make it blockable
- Grim Focus: decrease the amount of light attacks it takes to 5 instead of 7.
4. Templar
I refer to this thread: http://forums.elderscrollsonline.com/en-GB/discussion/161959/templar-skills-bugged-made-useless-ignored#latest
Sorc: Ball of Lightning is a small radius already, barely extending beyond the visible bubble animation. Overload is only extreme damage when built as a glass cannon and attacking an enemy that did likewise, neglecting their survivability and mitigation. Neither need changes.
Dragonknight: Talons are a "soft cc" in that they do not cause you to lose control of your character, only impacting movement. Roots and snares on every class and skill wide across the game fall into this category and soft cc does not need, or have, immunity timers. Most of these can also be cleansed from you with Purge or by dodge-rolling.
Nightblade: Fear should either break on the affected enemies taking damage, be blockable, or both, to be in-line in power and mechanics with other class-based crowd control skills. The primary function of Grim Focus and its morphs is for the 8% damage buff "Minor Berserk", and the extra high-damage ranged attack is able to be procced within 5-7 seconds of beginning combat as an extra currently. Reducing the required hits to allow the projectile to fire would not be balanced.
Templar: While a handful of outstanding issues are not yet fixed, they have been acknowledged inside the thread you linked and slated for improvement. The most important and pertinent remaining bug there now is simply being unable to act briefly after landing from a Focused Charge (or morphs) activation which is the same issue the Shield Charge (and morphs) in the One-Hand and Shield skill line, as well as "Rush" skills in the two-handed line, suffered from in the past.
BugCollector wrote: »