Instead of some stubborn, short comments that serve no purpose in this thread, I'm going to give my point of view, and be as objective as possible.
Most of what I have to say is relevant to PvP.
Main changes and my thoughts:
Puncturing Sweeps - There is a snare now. This is a good change because it helps solve the problem that most people had with this ability - aiming it. However, the stun it had previously was bad by itself. I think it was great in catching people with CC that could be followed with an ultimate or another set of jabs. An idea is to add the stun back, and make the snare occur after the CC is gone.
Radiant Destruction - This ability can't be dodged - rightfully so. If I recall correctly, it was stated that it being dodgeable was unintended. In PvP, the damage MIGHT need to be toned down a bit. Since they increased the damage per tick a couple patches ago, it can tick for really high amounts. This may be a frowned upon suggestion.
Eclipse - This can now reflect physical projectiles. This is a great change. Unfortunately, this ability doesn't reflect ALL single target spells anymore (only projectiles). I don't think that was a necessary nerf, as it's another redundant CC that can be easily taken care of via purge or cc break.
Javelin - Range is now 28 meters. That's really far. I don't think this change is unbalanced. The magicka morph of this ability gives up to a 40% damage increase based upon the range at which it's casted. No change was made to the magicka morph(I believe). It's very weak compared to the stamina morph. Adding extra damage to a CC ability doesn't make sense. The ability is not used as DPS; it's supposed to be used as a CC skill. The stamina morph, providing a 3 second stun after the knockback, is far superior.
Crescent Sweep and Blazing Shield As stated in previous comments, the changes made to these skills are insignificant. Blazing shield will not all of the sudden become viable with the small change that was made. The same goes for Radial Sweep. It is nothing compared to similar ultimates, such as dawnbreaker or soul tether, which cost a little more, but they deal way higher damage and have addition effects.
Focused Charge - This ability was "fixed." Unfortunately, based on my experience on the PTS so far, only part of the problem was addressed. In live, Focused Charge has multiple problems. After landing it, there is a slight delay compared to other gap closers, and you can't use any abilities for about .5 seconds or so. When looked at side by side, the difference is very apparent. The other problem (the most noticed one) occurs after casting the ability. Your character will be locked out of his/her bars and will not be able to cc break, dodge roll, or cast any abilities for an extended period of time. This can be dealt with by using a consumable, however, that doesn't change the fact that it is a nuisance. THIS particular problem was the one addressed in the PTS ( to my knowledge ). The third problem involves not being able to use the ability at all. As far as I know, this was introduced in Orsinium. When this problem is occuring, your character will start the animation of the ability when you attempt to cast it, but the ability will not actually play out. Your character will be in the same spot, as if nothing happened. If you press it repeatedly, you'll see the starting animation very fast. All of these problems should be addressed.
Breath of Life - I see a lot of Templars complaining about the change that was made with this ability. It heals 1 less player than it did before. From a PvP standpoint, this change was necessary. Breath of life was far too powerful, especially since heals go through LoS. The amount that it heals was unchanged.
Solar Flare % Morphs - Damage was increased by 12%. The damage on dark flare was already great. This change is not too drastic. Both morphs hit harder. Nothing too special.
Vampires Bane - About 2 seconds added to the DoT. This is a great change, and combined with elemental expert and magic damage being merged in the CP system, this ability is more than viable in 1v1 situations. However, it still won't take a place on my bar in open world, as a single target, ranged projectile can be easily countered. This is a well balanced change.
Focused Healing Passive - This change is absolutely amazing. Instead of increasing the Restoring Light healing by 30%, this passive now grants major mending. That means the 30% healing buff applies to all heals, including those from Resto staff or stamina abilities. This offers a buff to stamina Templars and incentive to using Resto staff abilities.
Rune Focus - The main change that caught my eye:
Rune Focus: Revised the tooltips for this ability and its morphs to indicate that the Major Ward and Major Resolve buffs will stick to you for 8 seconds after leaving the rune, while the morph effects of Channeled Focus and Restoring Focus require you to remain in the rune at all times.
If I'm reading this correctly, it states that you MUST be INSIDE the circle at all times to receive the buffs that each morph provides. When I logged onto the PTS today, I was still receiving the magicka while being outside the circle. The magicka gain lasted 18 seconds, just like it does on live. I hope this isn't a bug, as forcing us to be immobile doesn't make any sense. Nobody will use the ability if he/she is forced to stand in a circle that has a 1 meter diameter.
Radiant Aura - This ability now grants major intellect. This is a nice change on paper, however it still defeats the purpose of potions. There is no reason to use this morph if you are using potions. Until the effects that are given upon cast are changed from being major buffs, this ability will be used by few.
Nova synergy got a buff.
Purifying light got a buff...? Not sure lol. Still can't be crit?
Purifying ritual heals for a little more.
Those are alright, I suppose.
All I hear is whining. Sure...some changes mean we need to learn to play differently. But other changes were good. I'm excited for my Magicka Templar. I still wish that the passive that reduces resource and Ult costs was buffed a bit. If anything, Templars have always asked for skills to be less expensive. But...
If you have good feedback for the Devs, then keep it up. If you're just whining how it's the end of the world, quit it. And if you must re-roll, then by all means re-roll. I'm gonna keep on playing my Templar.
There is a lot of valid reasoning behind a potential nerf to Breath of Life, and while I do think line-of-site changes would better serve to remedy the problems with the skill, I'm happy to accept this current proposal if the trade off is better balance in other areas for the class.
My conceptual problem with these changes as a whole is this: if I were to build a character that had access to every active skill in the game, I don't think I would end up with a single Templar skill on either bar. Breath of Life was that skill. I worry that with this change every skill in the Templar arsenal will just be some marginally-different version of a skill in another line (embarrassingly, most of which are available to any class), and a passiveless character wouldn't be that much worse or better off with one instead of the other.
This would be fine if it were true for all classes, but we all know instantly what skills we would cherry-pick from other classes if we could. It may be absolutely necessary to nerf a class-defining skill, just make sure there still is a class-defining skill.
There is a lot of valid reasoning behind a potential nerf to Breath of Life, and while I do think line-of-site changes would better serve to remedy the problems with the skill, I'm happy to accept this current proposal if the trade off is better balance in other areas for the class.
My conceptual problem with these changes as a whole is this: if I were to build a character that had access to every active skill in the game, I don't think I would end up with a single Templar skill on either bar. Breath of Life was that skill. I worry that with this change every skill in the Templar arsenal will just be some marginally-different version of a skill in another line (embarrassingly, most of which are available to any class), and a passiveless character wouldn't be that much worse or better off with one instead of the other.
This would be fine if it were true for all classes, but we all know instantly what skills we would cherry-pick from other classes if we could. It may be absolutely necessary to nerf a class-defining skill, just make sure there still is a class-defining skill.
sabresandiego_ESO wrote: »Purifying Ritual is the class defining skill. Its the best cleanse in the game, and a great heal over time and self healing buff as well.
sabresandiego_ESO wrote: »Purifying Ritual is the class defining skill. Its the best cleanse in the game, and a great heal over time and self healing buff as well.
All I hear is whining. Sure...some changes mean we need to learn to play differently. But other changes were good. I'm excited for my Magicka Templar. I still wish that the passive that reduces resource and Ult costs was buffed a bit. If anything, Templars have always asked for skills to be less expensive. But...
If you have good feedback for the Devs, then keep it up. If you're just whining how it's the end of the world, quit it. And if you must re-roll, then by all means re-roll. I'm gonna keep on playing my Templar.
All I hear is whining. Sure...some changes mean we need to learn to play differently. But other changes were good. I'm excited for my Magicka Templar. I still wish that the passive that reduces resource and Ult costs was buffed a bit. If anything, Templars have always asked for skills to be less expensive. But...
If you have good feedback for the Devs, then keep it up. If you're just whining how it's the end of the world, quit it. And if you must re-roll, then by all means re-roll. I'm gonna keep on playing my Templar.
We have been keeping it up. Even to the extent of us starting a templar issues thread requested by Gina so they could review our issues and suggestions (I think it hit about 40 pages). After two years of begging for changes they gave us exactly 2 that were requested by the community. Major Mending so Stamplars get some bonus healing, and snare on jabs. Every other change made was something decided by ZOS not requested by us.
What's the point man, you can call it crying all you want. The way I see it we have watched the past two years go by with nerf after nerf, always being close to bottom of the barrel and after all this time and countless feedback threads we got some minor tweaks as an apparent "shut up" by zos. Did you read the patch notes for DK? For Sorc? Notice a trend?
All I hear is whining. Sure...some changes mean we need to learn to play differently. But other changes were good. I'm excited for my Magicka Templar. I still wish that the passive that reduces resource and Ult costs was buffed a bit. If anything, Templars have always asked for skills to be less expensive. But...
If you have good feedback for the Devs, then keep it up. If you're just whining how it's the end of the world, quit it. And if you must re-roll, then by all means re-roll. I'm gonna keep on playing my Templar.
We have been keeping it up. Even to the extent of us starting a templar issues thread requested by Gina so they could review our issues and suggestions (I think it hit about 40 pages). After two years of begging for changes they gave us exactly 2 that were requested by the community. Major Mending so Stamplars get some bonus healing, and snare on jabs. Every other change made was something decided by ZOS not requested by us.
What's the point man, you can call it crying all you want. The way I see it we have watched the past two years go by with nerf after nerf, always being close to bottom of the barrel and after all this time and countless feedback threads we got some minor tweaks as an apparent "shut up" by zos. Did you read the patch notes for DK? For Sorc? Notice a trend?
I've only played a Templar tank and then switched to a stamina Templar dps since playing this game. I really do love how it is right now on live. I tried the pts and it feels so much more difficult to fight in PvP. The major mending passive through the restoring light skill tree is amazing and feels like a pretty big buff but the hardest part to deal with right now for me personally is that the biting jabs no longer CC towards the end making it much more difficult to finish players off when they reach execute range. The snare added to it is alright but I have always had stampede and caltrops to help with snaring opponents. I could understand the snaring to be a lot more useful on magicka Templars. If this current pts goes live with the Templar changes, I feel like stamina Templar will definitely be one of the hardest to play in PvP. I feel like it will even be more difficult to run VMA knowing that I also relied on the biting jab CC to help keep off adds. This is just my opinion and what I feel based on my experiences.
brace yourself for instarezzes swarming cyrodiil
Battle Res lv 2 (30%)+Kragrenance(25%)+(Templar 20%)
After speaking to @ZOS_Seiffer on a Hodor raid stream last night he assured me that developers are reading all feedback made on the PTS forum at the moment. If you really want your point across make sure its thorough, indepth and well argumented, and not just some snippy comment about you wanting a buff or a nerf.brace yourself for instarezzes swarming cyrodiil
Battle Res lv 2 (30%)+Kragrenance(25%)+(Templar 20%)
Yeah man, that is why I think the templar ressurection passive should just be made into a straight rescource management passive.
5% reduced stamina and magicka cost
or
10% increased stamina and magicka regeneration
or
something simular...
After speaking to @ZOS_Seiffer on a Hodor raid stream last night he assured me that developers are reading all feedback made on the PTS forum at the moment. If you really want your point across make sure its thorough, indepth and well argumented, and not just some snippy comment about you wanting a buff or a nerf.brace yourself for instarezzes swarming cyrodiil
Battle Res lv 2 (30%)+Kragrenance(25%)+(Templar 20%)
Yeah man, that is why I think the templar ressurection passive should just be made into a straight rescource management passive.
5% reduced stamina and magicka cost
or
10% increased stamina and magicka regeneration
or
something simular...
After speaking to @ZOS_Seiffer on a Hodor raid stream last night he assured me that developers are reading all feedback made on the PTS forum at the moment. If you really want your point across make sure its thorough, indepth and well argumented, and not just some snippy comment about you wanting a buff or a nerf.brace yourself for instarezzes swarming cyrodiil
Battle Res lv 2 (30%)+Kragrenance(25%)+(Templar 20%)
Yeah man, that is why I think the templar ressurection passive should just be made into a straight rescource management passive.
5% reduced stamina and magicka cost
or
10% increased stamina and magicka regeneration
or
something simular...
or 15% like Nbs But that is actually a good idea
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"