dodgehopper_ESO wrote: »9) I'm reiterating this but it deserves being restated. Make Health the proper stat of tanks. Either give a much stronger multiplier on this attribute or build derived stats around it that can lower block costs, rolling costs, reduce fatigue from running, etc. Consider possibly enhancing armor/sr with this stat as well, or actually reducing the cost of 'tanking' powers with health instead of stam/magicka. There are many ways to go about it, but right now the game is way too much about being a DPS. The design of the game right now is mostly about putting in as little health as possible without getting one-shot or dead by lag.
Max Magicka Max Health Max Stamina Spell Critical Spell Power Spell Resistance |
1471 2426 1975 12% 97 2105* |
Magicka Recovery Health Recovery Stamina Recovery Weapon Critical Weapon Power Armor |
77 117* 111 12% 193 2226* |
Max Magicka Max Health Max Stamina Spell Critical Spell Power Spell Resistance |
1471 2426 1975 12% 110 2105* |
Magicka Recovery Health Recovery Stamina Recovery Weapon Critical Weapon Power Armor |
112 195* 195* 15% 216* 2226* |
Darnathian wrote: »This is funny watching people post suggestions when they DGAF. He literally created a account to appease his bosses because of all the feedback we provided. They will do none of these changes unless it coincides with their agenda.
I have a message for them. When this game shuts down, don't think gamers will forget the names of people that treated the player base like this.
Fool me once shame on you. Fool me twice shame on me. Will not go for it. I see right through these smoke mirrors.
1. Argonian racial passives. They need either 6% max magicka or max stamina in addition to the 6% max health. Max stats are what matter in a soft cap free game design. Right now they have the most marginally useful passives. For instance, races with max magicka not only have more magicka but also more powerful spells. Therefore, races with max magicka can heal better because their spells are stronger. The Argonian racial passives are a travesty. They look like they could be useful, but they're far inferior to other racials that have much more utility.
Look around at builds. Nobody recommends Argonians for anything. That should trouble you guys, but it doesn't. Time and again, Argonian players have been ignored. Swim speed? Marginally useful. A racial linked to a consumable? Tripots are powerful enough. Not only that, but no other racial costs so much to maintain. It's ridiculous. Healing received? Again, marginally useful. Racials that give max stat bonuses increase healing done and healing received. You see, the Argonian passives are smoke and mirrors, like someone took a dump in a box and dressed it up with wrapping paper and a bow. Fact is it's still crap.
Please stop ignoring us. We're tired of feeling like we're handicapped playing as Argonians. You changed the game by removing soft caps then you ninja nerfed the Argonian Nightblade synergy. You didn't even have the decency to put it in the patch notes. You all acted like it never existed and left us with inferiority that continues to this day. You've changed the Nords, Khajiit, Bosmer, and Orc passives to make them more useful, but, for some reason, you've kept the Argonian passives as is. Adding a couple percentage points doesn't make them better. They're still hindered by how limiting they are. How come you guys won't acknowledge what the entire player base knows: Argonians got the shaft.
Argonians have traditionally been portrayed as sneak thieves, worshippers of Sithis. Why not make them the best magicka-based assassins? There are so many stamina-based races, but only 3 magicka races. The factions are imbalanced. The only two stealth races are in the same faction. Two "tanky" races and the 3rd best magicka race are in the Ebonheart Pact. DC is the only faction that looks somewhat balanced. 4% damage increase to Orcs and you leave Argonians as is? Orcs have 6% boost to stamina and health, 4% damage increase, increased speed, increased regen? Are you guys absolutely batcrap crazy? It makes me think that you don't know how your own game works. Max stamina and magicka not only give more uses to abilities it also makes them stronger by how damage is calculated in this game.
Please stop ignoring Argonians players. We're not just whining for no reason. We have a legitimate gripe and we'd like you to acknowledge it and actually do something substantive to fix our racial passives. You've done it for every other race. Now do it for us. Please.
Thank you.
1. Argonian racial passives. They need either 6% max magicka or max stamina in addition to the 6% max health. Max stats are what matter in a soft cap free game design. Right now they have the most marginally useful passives. For instance, races with max magicka not only have more magicka but also more powerful spells. Therefore, races with max magicka can heal better because their spells are stronger. The Argonian racial passives are a travesty. They look like they could be useful, but they're far inferior to other racials that have much more utility.
Look around at builds. Nobody recommends Argonians for anything. That should trouble you guys, but it doesn't. Time and again, Argonian players have been ignored. Swim speed? Marginally useful. A racial linked to a consumable? Tripots are powerful enough. Not only that, but no other racial costs so much to maintain. It's ridiculous. Healing received? Again, marginally useful. Racials that give max stat bonuses increase healing done and healing received. You see, the Argonian passives are smoke and mirrors, like someone took a dump in a box and dressed it up with wrapping paper and a bow. Fact is it's still crap.
Please stop ignoring us. We're tired of feeling like we're handicapped playing as Argonians. You changed the game by removing soft caps then you ninja nerfed the Argonian Nightblade synergy. You didn't even have the decency to put it in the patch notes. You all acted like it never existed and left us with inferiority that continues to this day. You've changed the Nords, Khajiit, Bosmer, and Orc passives to make them more useful, but, for some reason, you've kept the Argonian passives as is. Adding a couple percentage points doesn't make them better. They're still hindered by how limiting they are. How come you guys won't acknowledge what the entire player base knows: Argonians got the shaft.
Argonians have traditionally been portrayed as sneak thieves, worshippers of Sithis. Why not make them the best magicka-based assassins? There are so many stamina-based races, but only 3 magicka races. The factions are imbalanced. The only two stealth races are in the same faction. Two "tanky" races and the 3rd best magicka race are in the Ebonheart Pact. DC is the only faction that looks somewhat balanced. 4% damage increase to Orcs and you leave Argonians as is? Orcs have 6% boost to stamina and health, 4% damage increase, increased speed, increased regen? Are you guys absolutely batcrap crazy? It makes me think that you don't know how your own game works. Max stamina and magicka not only give more uses to abilities it also makes them stronger by how damage is calculated in this game.
Please stop ignoring Argonians players. We're not just whining for no reason. We have a legitimate gripe and we'd like you to acknowledge it and actually do something substantive to fix our racial passives. You've done it for every other race. Now do it for us. Please.
Thank you.
Greetings Marsh Kin @Junkogen
I respect your strong enthusiasm towards the improvement of our people attributes, yet remember we are a regenerative healing based species. Our attributes are best focused around these truths. Of course percentages may be increased and buffs added, the fact is all may petition for that. Comparing others to us is unsuggested because all may do that based on personal desires for character improvement. We are unique and have a niche. It's up to use to wisely utilize our unique stats. I am still learning and applying, defeating and dying.
I am confident, that we will be the dominant type once we apply our environment, inventory tools, skills and weapons in that correct mix of personal pleasure and accurate combat mechanics.
In short, I respect your strong want for us to improve, I encourage you to trust we have what we need and will improve by wise application.
Stay Moist
Kota-Sax-Blood
Cherryblossom wrote: »@Wrobel
Whilst I like the idea, myself and I'd imagine many others will take this with a pinch of Salt!
We have many Threads in the Developer area which have been created based upon the same idea, many of which will contain the same information that many are posting here!
The problem with those threads are that after an intial small response there was no further input from the team, I really hope this does signal an end to the lack of communication.
Good post, but I'm going to quote the part that resonates most with me:dodgehopper_ESO wrote: »9) I'm reiterating this but it deserves being restated. Make Health the proper stat of tanks. Either give a much stronger multiplier on this attribute or build derived stats around it that can lower block costs, rolling costs, reduce fatigue from running, etc. Consider possibly enhancing armor/sr with this stat as well, or actually reducing the cost of 'tanking' powers with health instead of stam/magicka. There are many ways to go about it, but right now the game is way too much about being a DPS. The design of the game right now is mostly about putting in as little health as possible without getting one-shot or dead by lag.
I have been Heavy Armor since I started, with brief forays into Medium Armor for better DPS (see my post on buffing Heavy Armor, post #336), experiencing the rise and fall of platemail as a viable option. It started as something with a lot of armor and little else, then buffed to include a little resource regeneration, melee damage boost and break free cost reduction. Most of those buffs are gone now, leaving Heavy Armor with a little more protection than the other types and less resource regeneration than it used to have (the cooldown on Constitution was increased). Templar used to be a very enjoyable Heavy Armor Stamina build, even in pre-1.6 days: higher Health gave Blazing Shield both substance and impact and Blinding Light granted the passive evasion both Templars and Dragonknights are lacking right now.
I have not looked thoroughly into when the whining about both classes ceasing to be tanky started, but I do notice it was around the time both classes lost their Miss chances - lost their evasion.
Now, I am going to go into detail about my old build from pre-1.5, to show what Heavy Armor could accomplish and the type of build I enjoyed. These numbers will be as accurate as my memory and screenshots will allow and very different from the current numbers since stats were ~x10ed in Update 6.
7/7 Heavy Armor
5x Willow's Path (Magicka Regen, Stamina Regen, Health Regen, All Regen +15%)
3x Ashen Grip (Max Health, Weapon Damage)
4x Ashen Grip w/ Shield (Weapon Critical)*soft capped
Max Magicka
Max Health
Max Stamina
Spell Critical
Spell Power
Spell Resistance1471
2426
1975
12%
97
2105*Magicka Recovery
Health Recovery
Stamina Recovery
Weapon Critical
Weapon Power
Armor77
117*
111
12%
193
2226*
Max Health is without Battle Spirit
At the highest buffed values I can recall, my stats were:
Max Magicka
Max Health
Max Stamina
Spell Critical
Spell Power
Spell Resistance1471
2426
1975
12%
110
2105*Magicka Recovery
Health Recovery
Stamina Recovery
Weapon Critical
Weapon Power
Armor112
195*
195*
15%
216*
2226*
In PvP, I used Blinding Light and Low Slash as my only defensive abilities. Today, I use Immovable, Low Slash, Purifying Ritual and Rally. Two more defensive abilities in use yet my survival rate has gone down dramatically compared to my pre-1.6 build. Some of the nuances of why are explained in my Buff Heavy Armor post above. But the biggest change was the loss of Blinding Light - a 50% Miss chance to enemies in melee range. Yes, it was overpowered, that's why Radiant Destruction replaced it when enough people cried for a Templar execute, but with it and the stat balancing of the day, I did not need to debuff my enemies beyond the Miss chance. Low Slash was for the singular purpose of a snare to keep enemies in melee range, it was not necessary for damage reduction like today. In my last duel before Update 6, my opponent remarked my Health did not drop below 50% at any point in the fight.
In recent PvE escapades, I compared using Unstoppable (Major Resolve and Major Ward) against Shuffle (Major Evasion) with 7/7 Heavy Armor in soloing Craglorn. To my surprised disappointment, my Health stayed near full while using Shuffle and near or below half when using Unstoppable. Evasion is a big tool in the tanking classes' arsenals. They need it back.
To provide an overview of what changes I notice contributing to the decline of Heavy Armor rather than type another page or two:These items do not affect Heavy Armor alone but they have, collectively, turned our metal suits to scrap.
- Battle Spirit changed from +500 Health and +500 Armor Penetration to +5000 Health, -50% Damage Taken, -50% Healing Taken and -50% Damage Shield Capacity
- Soft cap removal led to a meta shift toward Armor Penetration and stacking damage
- Removal of Stamina Regeneration while blocking
- Hard cap of 50% damage reduction
- Hard cap requires Legendary Reinforced armor in addition to Major Resolve and Major Ward
While I do like the aim of some changes (No regeneration while blocking adds more skill), they have taken the defense and offense out of using plate. To briefly go into a few:
To make armor worthwhile, Resistances need to be at or near the hard cap. Damage is too high for the tradeoff in resource management and offense otherwise. The prolific use of Sharpened Mauls and like setups makes maintaining this Resistance nigh impossible without going considerably over the hard cap. The difficulty of which it takes to reach the hard cap exacerbates this problem. A possible fix is to raise the mitigation percentage cap to 60% or as high as 80% while keeping the required value (32,500 according to most recent player testing) the same. While drastic, a hard cap of 90% mitigation is not out of the question. 50% has become too low for the current damage levels rampant in PvP and becoming rampant in PvE.
The alterations to Battle Spirit over the course of the game's lifespan has been indicative of the rising power and limits of the players. We are finding ways to create imbalanced and lopsided builds faster than the Devs can analyze and fix them, leading to this broad stroke fix for PvP. Pre-1.6 Battle Spirit increased our offense. Numbers were balanced around PvP with soft-caps so only a minor tweak was needed for the transition from PvE to PvP. The removal of soft caps has thrown that fine tuned balance to Oblivion.
I am not going to blame ZOS for removing soft caps -- it was by popular request of the players. At the time of Update 6's launch, I do not think any of us foresaw how much we shattered ESO's statistical balance. PvE has been rectified, tweaking monster stats and AI to compensate for the increased power of players. PvP may be beyond saving without soft caps of another major overhaul.
It may be just a temporary and rushed fix but I think hard caps are in order for all stats if the Devs want to buy time for an overhaul of statistical balance. And even that will require a lesser overhaul as PvE has been rebalanced around the lack of caps.
In the meantime, I am going to keep playing ESO, keep experimenting with my niche builds and keep looking for the minor changes that had a major impact on balance and power creep.
Safe roads, soft beds and full flagons to you.
Eight guide our steps.
1. Argonian racial passives. They need either 6% max magicka or max stamina in addition to the 6% max health. Max stats are what matter in a soft cap free game design. Right now they have the most marginally useful passives. For instance, races with max magicka not only have more magicka but also more powerful spells. Therefore, races with max magicka can heal better because their spells are stronger. The Argonian racial passives are a travesty. They look like they could be useful, but they're far inferior to other racials that have much more utility.
Look around at builds. Nobody recommends Argonians for anything. That should trouble you guys, but it doesn't. Time and again, Argonian players have been ignored. Swim speed? Marginally useful. A racial linked to a consumable? Tripots are powerful enough. Not only that, but no other racial costs so much to maintain. It's ridiculous. Healing received? Again, marginally useful. Racials that give max stat bonuses increase healing done and healing received. You see, the Argonian passives are smoke and mirrors, like someone took a dump in a box and dressed it up with wrapping paper and a bow. Fact is it's still crap.
Please stop ignoring us. We're tired of feeling like we're handicapped playing as Argonians. You changed the game by removing soft caps then you ninja nerfed the Argonian Nightblade synergy. You didn't even have the decency to put it in the patch notes. You all acted like it never existed and left us with inferiority that continues to this day. You've changed the Nords, Khajiit, Bosmer, and Orc passives to make them more useful, but, for some reason, you've kept the Argonian passives as is. Adding a couple percentage points doesn't make them better. They're still hindered by how limiting they are. How come you guys won't acknowledge what the entire player base knows: Argonians got the shaft.
Argonians have traditionally been portrayed as sneak thieves, worshippers of Sithis. Why not make them the best magicka-based assassins? There are so many stamina-based races, but only 3 magicka races. The factions are imbalanced. The only two stealth races are in the same faction. Two "tanky" races and the 3rd best magicka race are in the Ebonheart Pact. DC is the only faction that looks somewhat balanced. 4% damage increase to Orcs and you leave Argonians as is? Orcs have 6% boost to stamina and health, 4% damage increase, increased speed, increased regen? Are you guys absolutely batcrap crazy? It makes me think that you don't know how your own game works. Max stamina and magicka not only give more uses to abilities it also makes them stronger by how damage is calculated in this game.
Please stop ignoring Argonians players. We're not just whining for no reason. We have a legitimate gripe and we'd like you to acknowledge it and actually do something substantive to fix our racial passives. You've done it for every other race. Now do it for us. Please.
Thank you.
Greetings Marsh Kin @Junkogen
I respect your strong enthusiasm towards the improvement of our people attributes, yet remember we are a regenerative healing based species. Our attributes are best focused around these truths. Of course percentages may be increased and buffs added, the fact is all may petition for that. Comparing others to us is unsuggested because all may do that based on personal desires for character improvement. We are unique and have a niche. It's up to use to wisely utilize our unique stats. I am still learning and applying, defeating and dying.
I am confident, that we will be the dominant type once we apply our environment, inventory tools, skills and weapons in that correct mix of personal pleasure and accurate combat mechanics.
In short, I respect your strong want for us to improve, I encourage you to trust we have what we need and will improve by wise application.
Stay Moist
Kota-Sax-Blood
I disagree strongly. Our passives are absolute kwama poo. You must tell your build if you think it is better than the rest. If you wish to keep it secret then pm me. I just don't see how you can think what we have is anywhere near what the other races have.
I know you're trying to reassure me, but it's having the opposite effect. It irritates me because they read feedback like yours and think everything is okay. It's not.
Also, why do Argonians have to be built around health regeneration? No other races are built around their special racial ability from Skyrim. Do khajiits have night vision? Do Bosmer have an animal affinity? No. In fact, a lot of the passives are departures from previous games because they would suck in an MMO. So why do Argonians have to be soul tethered to one ability from Skyrim? They don't. What Argonians have now is not competitive in this MMO. What works in a single player game does not work here. My suggestions are 110% compatible with lore and would actually make Argonians of some use.
dodgehopper_ESO wrote: »1. Argonian racial passives. They need either 6% max magicka or max stamina in addition to the 6% max health. Max stats are what matter in a soft cap free game design. Right now they have the most marginally useful passives. For instance, races with max magicka not only have more magicka but also more powerful spells. Therefore, races with max magicka can heal better because their spells are stronger. The Argonian racial passives are a travesty. They look like they could be useful, but they're far inferior to other racials that have much more utility.
Look around at builds. Nobody recommends Argonians for anything. That should trouble you guys, but it doesn't. Time and again, Argonian players have been ignored. Swim speed? Marginally useful. A racial linked to a consumable? Tripots are powerful enough. Not only that, but no other racial costs so much to maintain. It's ridiculous. Healing received? Again, marginally useful. Racials that give max stat bonuses increase healing done and healing received. You see, the Argonian passives are smoke and mirrors, like someone took a dump in a box and dressed it up with wrapping paper and a bow. Fact is it's still crap.
Please stop ignoring us. We're tired of feeling like we're handicapped playing as Argonians. You changed the game by removing soft caps then you ninja nerfed the Argonian Nightblade synergy. You didn't even have the decency to put it in the patch notes. You all acted like it never existed and left us with inferiority that continues to this day. You've changed the Nords, Khajiit, Bosmer, and Orc passives to make them more useful, but, for some reason, you've kept the Argonian passives as is. Adding a couple percentage points doesn't make them better. They're still hindered by how limiting they are. How come you guys won't acknowledge what the entire player base knows: Argonians got the shaft.
Argonians have traditionally been portrayed as sneak thieves, worshippers of Sithis. Why not make them the best magicka-based assassins? There are so many stamina-based races, but only 3 magicka races. The factions are imbalanced. The only two stealth races are in the same faction. Two "tanky" races and the 3rd best magicka race are in the Ebonheart Pact. DC is the only faction that looks somewhat balanced. 4% damage increase to Orcs and you leave Argonians as is? Orcs have 6% boost to stamina and health, 4% damage increase, increased speed, increased regen? Are you guys absolutely batcrap crazy? It makes me think that you don't know how your own game works. Max stamina and magicka not only give more uses to abilities it also makes them stronger by how damage is calculated in this game.
Please stop ignoring Argonians players. We're not just whining for no reason. We have a legitimate gripe and we'd like you to acknowledge it and actually do something substantive to fix our racial passives. You've done it for every other race. Now do it for us. Please.
Thank you.
Greetings Marsh Kin @Junkogen
I respect your strong enthusiasm towards the improvement of our people attributes, yet remember we are a regenerative healing based species. Our attributes are best focused around these truths. Of course percentages may be increased and buffs added, the fact is all may petition for that. Comparing others to us is unsuggested because all may do that based on personal desires for character improvement. We are unique and have a niche. It's up to use to wisely utilize our unique stats. I am still learning and applying, defeating and dying.
I am confident, that we will be the dominant type once we apply our environment, inventory tools, skills and weapons in that correct mix of personal pleasure and accurate combat mechanics.
In short, I respect your strong want for us to improve, I encourage you to trust we have what we need and will improve by wise application.
Stay Moist
Kota-Sax-Blood
I disagree strongly. Our passives are absolute kwama poo. You must tell your build if you think it is better than the rest. If you wish to keep it secret then pm me. I just don't see how you can think what we have is anywhere near what the other races have.
I know you're trying to reassure me, but it's having the opposite effect. It irritates me because they read feedback like yours and think everything is okay. It's not.
Also, why do Argonians have to be built around health regeneration? No other races are built around their special racial ability from Skyrim. Do khajiits have night vision? Do Bosmer have an animal affinity? No. In fact, a lot of the passives are departures from previous games because they would suck in an MMO. So why do Argonians have to be soul tethered to one ability from Skyrim? They don't. What Argonians have now is not competitive in this MMO. What works in a single player game does not work here. My suggestions are 110% compatible with lore and would actually make Argonians of some use.
Didn't you have a forum thread that suggested health regeneration that was increased based upon injury level? I thought that was a really cool idea @Junkogen. I love my Argonian, I just wish he had Stealthy and better regeneration. Actually in my view they should have the absolute best regeneration. I find it ironic that Nords, Orcs and Khajiit outdo them in this front, and I find it sad that bosmer and khajiit are empirically more sneaky. My Argonian NB build has changed so much since the beginning of the game, but I will say if I use the right self heals he actually does maintain a pretty strong regeneration rate. I agree with you though that Argonian balancing really isn't done yet.
I know you're trying to reassure me, but it's having the opposite effect. It irritates me because they read feedback like yours and think everything is okay. It's not.
.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
@ZOS_BrianWheeler, @ZOS_RichLambert, @wrobel
Where AOE caps added and Blinding Flashes removed for the same reason the 666 Deer were removed from Cyro?
Brian Wheeler stated (with the assistance of his white board) on ESO Live that all the additional calculations from skills being unlocked at the time of the lighting patch are the cause of lag issues in Cyro, but not the lighting patch its self. Those would be Alliance Skills, Undaunted skills, Mages Guild Skills, and Fighters Guild skills. That must be why BWL seems to performs better then Vet. That and the limited CP.
Why not just remove these skills (and reintroduce them later) rather then screwing with class skills and play the juggling act for the rest of the games existence? Those are also the skills, imo, that unbalance the classes as well. ZOS added Legerdemainan passives ... next we'll have Dark Brotherhood skills coming that are just going to add to the mix. Hence the adjustment to DOTs and AOE skills, etc.
From the 2 Guild trees only Expert Hunter, Entropy and the 2 ultimate are typically used in PVP. Of the Alliance skills only Vigor and Magica Det are typically used out side the mass groups. Why not just consolidate these trees and reduce the passives, nerfing the ball groups in the process?
Performance and balance need to be priority 1. Class skills should be sacred above and beyond all other skills as they are the IDENTITY of the character.
Champion points and non class skils and passives can and should be sacrificed to fix the lag. Dumb down the game for the sake of all of us and then reintroduce stuff as you work things out. Siege should not replace skills in PVP to buy time for more tinkering.
Cirith, interesting post but I have to disagree about hasty retreat. I've use this passive all the time and have grown to love the combination of a well timed dodge roll and then the major speed buff that follows it to build distance. The speed buff last for just over the dodge roll debuff so you can string them together well enough and i've used it plenty of times to outpace enemies (its just hard to do this in pvp with gap closers that root and silence you). And trust me, the minor speed buff is almost impossible to notice.
CirithValaria wrote: »Cirith, interesting post but I have to disagree about hasty retreat. I've use this passive all the time and have grown to love the combination of a well timed dodge roll and then the major speed buff that follows it to build distance. The speed buff last for just over the dodge roll debuff so you can string them together well enough and i've used it plenty of times to outpace enemies (its just hard to do this in pvp with gap closers that root and silence you). And trust me, the minor speed buff is almost impossible to notice.
Yeah that's why I wouldn't get rid of it completely - I use it too so I added Hasty Retreat to go with the first passive. Also I feel that small added mobility (minor expedition) could be surprisingly big help when Sniping in dungeons/situations like Darkshade Caverns (fire phase on last boss) or Crypt Of Hearts (boss pinions) and many others...Since now it feels I'm barely moving while "casting" and often need to block-cancel Snipe and move - that's huge DPS loss.
Thanks for the reading and constructive feedback!
I think zos could improve Templar solo potential not just by increasing damage, but giving morphs either work for templar only (solo) or others (group) and give some stamina restore ability/passive(at least 1, see below). ZOS already implemented it in some skills, they just need a further improvement of this class mechanic.
Like we have :
Rushed Ceremony morphs:
1.Breath of Life - perfect for group play.
2. Honor the Dead - for solo play, despite it is useless now. As i said it should restore stamina instead of magicka.
Solar Flare morphs:
1. Dark Flare - supporting aoe healing debuff with revealing invisible targets.
2. Solar Barrage - currently useless frontline dd aoe. It should be changed to templar version of proximity detonation with smaller addition damage in radius. Templar dont need 2 aoe skills, especially when Spear Shards are much much more supreme to barrage.
Restoring Aura morphs:
1. Repentance - must have skill for group play, mostly useless for solo run.
2. Radiant Aura - absolutelly useless in any style for now skill. It must be changed for solo usability same as sorcs Dark Deal - restore hp and stamina or only stminato caster only in cost of magick/hp, so solo templars or stamplars won't be so lack of resource managment.
Rite of Passage ultimate:
1. Remembrance - keep with current aoe group healing.
2. Practiced Incantation - make it work like heavy hot only for templar but allow him to move. At least one usefull sustain ultimate for solo templar.
Rune Focus morphs:
1. Channeled Focus - restoring magicka, i.e. only passive resource managment skill we have.
2. Restoring Focus - current Minor Vitality with 8% heal buff only inside rune is absolutely weak, however Major Vitalty with 30% buff will be no brainer too OP. Change it either to portable Minor Mending or make it work same as other morph, but instead of magicka - restore stamina.
Radial Sweep ultimate still need much improvement. Increase cost, radius, duration, fix bugs:
1.Empowering Sweep - for defensive play.
2. Crescent Sweep - offensive morph, but even weaker than another morph. For offensive play it should be changed to deal additional damage to all round targets based on number of targets got hit, again some templar version of proximity detonation, i.e. some burst aoe ultimate.
Any of those changes will help templar's sustain and will add so much needed diversity to this class. People won't be left with no brain decisisons but will be forced to choose - group play abilities or solo working abilities that Templar is lack of. And this is easy to make - just a little changes to morphs, not to base skills. Any time templars will have option to respec morphs and try either more solo skills or more group skills or even mix of group/solo skills.
Khivas_Carrick wrote: »Just reiterating what I've said many times before here, as well as a few others, so please don't bite my head off.
1) Remove the spear theme from Aedric Spear line and make it more like an actual Battle Cleric type deal. It's annoying as hell to see a character holding a mace, ax, or sword, then suddenly see them charge into something and stab it a hundred times with a giant glowing spear.
2) Get rid of the Javelin skills as they are, both of them, they're freaking useless. Instead change them into a Melee Damage Over Time for Binding Javelin and make Aurora Javelin into something a Magicka Templar would actually use, like a casted ability that doesn't take three years to hit or increases all friendly damage, something, anything.
3) Sun Shield and it's morphs need love, as stated multiple times. Please stop nerfing it into the ground. Hell, if you don't want us having Damage Shields, then make it into a toggle that will either (A) Reduce Max Magicka to passively reduce all incoming damage by a small amount or (B) Make it a toggle that reduces Max Stamina to increase all outgoing damage by a small amount.
4) The charges should be leaps,/teleports, plain and simple, and obviously one should be stamina based, like that should be a no-brainer.
5) I would suggest making Crescent Sweep's damage slightly higher.
6) Make Power Of The Light do a DoT as it builds up, OR preferably, make it explode the moment that damage cap is reached, as to not waste time and DPS.
7) Make Purifying Light heal as an instant AoE to those nearby instead of it being a damn puddle.
8) Puncturing Sweeps and Biting Jabs: Make these both hit a little harder, like 150% as opposed to the 140% it is now. Also, because spears are lame when you're not holding an actual spear, change the animation.
9) Burning Light should proc on all attacks, all of them. If not, then I suggest a slight increase to the proc chance.
10) Spear Shards should have a DoT in it's base form, that way Magicka Templars get not one but two awesome DoTs to use and a support ability. Make it so Blazing simply increases the damage by adding an additional bit of fire damage.
11) Eclipse is friggun useless across the board, like straight up. Change it to be an honest spell reflect similar to how, you know, Spell Reflects work, or make it something else, like a weapon or spell crit buff, idk.
12) Change Restoring Spirit so it increases Regen slightly in addition to it's current action. That alone would make Templars love the class again lol
13) We need a HoT for Restoring Light imho, but that's just my thoughts. My deal is we have an entire tree devoted to healing but still need a damn Resto Staff to actually heal. Now I know this is born from other classes wanting to and needing to heal as well, but gods damn it, if we have an entire tree taken away from us just so we can heal, we better be the best god damn healers around, either through sheer healing power or immense versatility in our healing. My advice is to put in a HoT via one of the existing skills as an extra effect or to completely change one of them up, like Rune Focus or Radiant Aura.
14) Also, make the passives of Restoring Light more beneficial to Templars as a whole, especially when healing.
15) And as others have said, make Balanced Warrior Increase Spell Damage too. Not much balanced about a buff that's only good for tanks and melee dps.
16) Moving away from Templars for a moment, remake Dawnbreaker. Have it give the weapon damage as a base effect, but have it's morphs do one of two things. First, make it like how Overload works, only instead of shooting lightning everywhere like Darth Sidious, you imbue your weapon to deal an additional X amount of holy damage, with 50% more damage to undead and Daedra, with more Ultimate meaning more attacks you can unleash. That would go a long way for melee/stamina builds in general, especially bow users. The other morph of Dawnbreaker can stay the same tbh, nobody uses it much anyway. And speaking of bows btw....
17) Good god make them hit harder and faster man. Sure in PvP it's one thing, but in PvE bows are fracking GARBAGE man, like come on. Although, to be fair, I like to think that as a Templar, the lack of Bow DPS is more attributed to my class' abilities rather than the weapon itself, so I'll wait on that one.
18) Make Heavy Armor a little more DPS accessible, just a little. I don't know how you'd do it, but I believe in you.
19) Back to Templars for just a moment, Solar Flare. This old thing. Yea, know what? Ditch the AoE portion since people use Sweeps for that, and make it a faster cast with the chance to proc an instant hit and/or a much stronger blow on the next cast, or something. Actually, let's go with Solar Flare being the Templar Caster's Wrecking Blow, with a 1.1 second cast, decent flying projectile, and the next attack to the target that ISN'T a DoT getting that good ol` 20% damage boost. Sounds fair, eh?
20) Lastly, again, REMOVE THE SPEAR THEME DAMN IT! And add in actual spears to the game instead. Again, I don't know how you'd do it, but I believe you all to be a smart enough lot to figure it out.