This skill needs a major rethink. The heal is strong but using it puts your group in more danger by using it than not. What it should be is a heal over time with a strong initial heal on cast and two more heal ticks after every 0.5 sec with and additional heal tick for the Lingering Ritual morph of this skill.Healing Ritual: Reduced the cast time for this ability and its morphs by 25%, and reduced the healing done by 25%.
Now that I finally lifted my jaw off the floor I can say that this is the worst thing you could come up with.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.
Just to be clear, total dark now reflects physical ranged attacks and spells, but no longer reflects whip and stuff?dodgehopper_ESO wrote: »Joy_Division wrote: »tinythinker wrote: »So it is worse after all then, @Joy_Division? Since it is single target, expensive, and has no penalty for breaking free/gaining CC immunity, at the least it should reflect all single target abilities and not just projectiles. I've posted suggestions before to make Eclipse better many times (i.e. take a lot of damage for breaking free) but this seems to be a skill that gets little thought or that devs just don't know what to do with.Joy_Division wrote: »Dueled for about an hour or two and my biggest impression is that defensive morph of Eclipse (total dark) is noticeably worse than before. I have been using this skill forever and I felt naked because it no longer blocks spells. DK whips, NB concealed weapons and ...ehem ...soul tether! ... enemy templar charge/jabs, all this stuff was reflected and the trade for physical projectiles in no way makes up for that loss. A duel is the absolute best environment this skill is ever going to get as the one target restriction is irrelevant so there is no way I'd recommend any templar take this morph.
In my opinion, yes the Total Dark morph is worse. It was useful previously very useful against all magical builds and even could occasionally get some stamina players who didn't bother breaking it to soul tether themselves. Now the only opponent now that is would be worth casting against is a sorcerer.
The Unstable Core version is ... I suppose a buff when looked at from strictly the perspective of Live. BUT ... consider back in Jul 2015, I was able to spam the spell as much as I wanted to AND had it reflect all spells, so it's hard for me to get all excited about it because that amounts to a net nerf.
I think you are right, the devs dont seem to know what to do with it. This skill is hard to implement and balance in PvP because of the break free mechanic.
Hard to balance in pvp, and its fairly useless in pve (the mobs that actually hurt enough where its necessary, are immune).
yes, whip and rest of melee spells.Just to be clear, total dark now reflects physical ranged attacks and spells, but no longer reflects whip and stuff?dodgehopper_ESO wrote: »Joy_Division wrote: »tinythinker wrote: »So it is worse after all then, @Joy_Division? Since it is single target, expensive, and has no penalty for breaking free/gaining CC immunity, at the least it should reflect all single target abilities and not just projectiles. I've posted suggestions before to make Eclipse better many times (i.e. take a lot of damage for breaking free) but this seems to be a skill that gets little thought or that devs just don't know what to do with.Joy_Division wrote: »Dueled for about an hour or two and my biggest impression is that defensive morph of Eclipse (total dark) is noticeably worse than before. I have been using this skill forever and I felt naked because it no longer blocks spells. DK whips, NB concealed weapons and ...ehem ...soul tether! ... enemy templar charge/jabs, all this stuff was reflected and the trade for physical projectiles in no way makes up for that loss. A duel is the absolute best environment this skill is ever going to get as the one target restriction is irrelevant so there is no way I'd recommend any templar take this morph.
In my opinion, yes the Total Dark morph is worse. It was useful previously very useful against all magical builds and even could occasionally get some stamina players who didn't bother breaking it to soul tether themselves. Now the only opponent now that is would be worth casting against is a sorcerer.
The Unstable Core version is ... I suppose a buff when looked at from strictly the perspective of Live. BUT ... consider back in Jul 2015, I was able to spam the spell as much as I wanted to AND had it reflect all spells, so it's hard for me to get all excited about it because that amounts to a net nerf.
I think you are right, the devs dont seem to know what to do with it. This skill is hard to implement and balance in PvP because of the break free mechanic.
Hard to balance in pvp, and its fairly useless in pve (the mobs that actually hurt enough where its necessary, are immune).
Just to be clear, total dark now reflects physical ranged attacks and spells, but no longer reflects whip and stuff?dodgehopper_ESO wrote: »Joy_Division wrote: »tinythinker wrote: »So it is worse after all then, @Joy_Division? Since it is single target, expensive, and has no penalty for breaking free/gaining CC immunity, at the least it should reflect all single target abilities and not just projectiles. I've posted suggestions before to make Eclipse better many times (i.e. take a lot of damage for breaking free) but this seems to be a skill that gets little thought or that devs just don't know what to do with.Joy_Division wrote: »Dueled for about an hour or two and my biggest impression is that defensive morph of Eclipse (total dark) is noticeably worse than before. I have been using this skill forever and I felt naked because it no longer blocks spells. DK whips, NB concealed weapons and ...ehem ...soul tether! ... enemy templar charge/jabs, all this stuff was reflected and the trade for physical projectiles in no way makes up for that loss. A duel is the absolute best environment this skill is ever going to get as the one target restriction is irrelevant so there is no way I'd recommend any templar take this morph.
In my opinion, yes the Total Dark morph is worse. It was useful previously very useful against all magical builds and even could occasionally get some stamina players who didn't bother breaking it to soul tether themselves. Now the only opponent now that is would be worth casting against is a sorcerer.
The Unstable Core version is ... I suppose a buff when looked at from strictly the perspective of Live. BUT ... consider back in Jul 2015, I was able to spam the spell as much as I wanted to AND had it reflect all spells, so it's hard for me to get all excited about it because that amounts to a net nerf.
I think you are right, the devs dont seem to know what to do with it. This skill is hard to implement and balance in PvP because of the break free mechanic.
Hard to balance in pvp, and its fairly useless in pve (the mobs that actually hurt enough where its necessary, are immune).
Joy_Division wrote: »tinythinker wrote: »So it is worse after all then, @Joy_Division? Since it is single target, expensive, and has no penalty for breaking free/gaining CC immunity, at the least it should reflect all single target abilities and not just projectiles. I've posted suggestions before to make Eclipse better many times (i.e. take a lot of damage for breaking free) but this seems to be a skill that gets little thought or that devs just don't know what to do with.Joy_Division wrote: »Dueled for about an hour or two and my biggest impression is that defensive morph of Eclipse (total dark) is noticeably worse than before. I have been using this skill forever and I felt naked because it no longer blocks spells. DK whips, NB concealed weapons and ...ehem ...soul tether! ... enemy templar charge/jabs, all this stuff was reflected and the trade for physical projectiles in no way makes up for that loss. A duel is the absolute best environment this skill is ever going to get as the one target restriction is irrelevant so there is no way I'd recommend any templar take this morph.
In my opinion, yes the Total Dark morph is worse. It was useful previously very useful against all magical builds and even could occasionally get some stamina players who didn't bother breaking it to soul tether themselves. Now the only opponent now that is would be worth casting against is a sorcerer.
The Unstable Core version is ... I suppose a buff when looked at from strictly the perspective of Live. BUT ... consider back in Jul 2015, I was able to spam the spell as much as I wanted to AND had it reflect all spells, so it's hard for me to get all excited about it because that amounts to a net nerf.
I think you are right, the devs dont seem to know what to do with it. This skill is hard to implement and balance in PvP because of the break free mechanic.
Did some runs on templar on PTS... some thoughts (PvP oriented):
- Total Dark went from somewhat useful skill, to totally useless -- post edit: meant Unstable Core here
- Purifying Light.. won't be using that one anymore in PvP. Wasn't great before, but now it's pointless.
- Actually preferred jabs how it was before.. hardly notice the snare on people.. think this skill should at least be uninterruptable / unbashable.
- Range increase on javelin is nice
- Radiant ward... ROFL! nope... like NO!
- Sweep ultimate, meh.. think people will stick to dawnbreaker / meteor
You just gave awesome idea: Unstable Core - instead of useless thing it doing now, make it work as Fossilize = stun through block. We only class without "cc through block" mechanic and Luminous Shards that break immideatley after applying cc in most of situations is hardly counted as CC.bikerangelo wrote: »Joy_Division wrote: »tinythinker wrote: »So it is worse after all then, @Joy_Division? Since it is single target, expensive, and has no penalty for breaking free/gaining CC immunity, at the least it should reflect all single target abilities and not just projectiles. I've posted suggestions before to make Eclipse better many times (i.e. take a lot of damage for breaking free) but this seems to be a skill that gets little thought or that devs just don't know what to do with.Joy_Division wrote: »Dueled for about an hour or two and my biggest impression is that defensive morph of Eclipse (total dark) is noticeably worse than before. I have been using this skill forever and I felt naked because it no longer blocks spells. DK whips, NB concealed weapons and ...ehem ...soul tether! ... enemy templar charge/jabs, all this stuff was reflected and the trade for physical projectiles in no way makes up for that loss. A duel is the absolute best environment this skill is ever going to get as the one target restriction is irrelevant so there is no way I'd recommend any templar take this morph.
In my opinion, yes the Total Dark morph is worse. It was useful previously very useful against all magical builds and even could occasionally get some stamina players who didn't bother breaking it to soul tether themselves. Now the only opponent now that is would be worth casting against is a sorcerer.
The Unstable Core version is ... I suppose a buff when looked at from strictly the perspective of Live. BUT ... consider back in Jul 2015, I was able to spam the spell as much as I wanted to AND had it reflect all spells, so it's hard for me to get all excited about it because that amounts to a net nerf.
I think you are right, the devs dont seem to know what to do with it. This skill is hard to implement and balance in PvP because of the break free mechanic.
The entire skill is a waste of magicka and time, very similar to the previous version of Fossilize (but at least they fixed Fossilize). I've never used it in open world because of how unreliable it is, for me at least. The Unstable Core morph is also gimped by the passive that increases the duration of Dawn's Wrath abilities, so this morph was definitely not thought out. Since it's in the Dawn's Wrath tree, I'd rather have a buff that increases my spell damage than a buggy skill that doesn't even work properly.
Make the skill still apply magic damage if the target is CC immune and when the target breaks out of it, otherwise it will be unused in this patch.
Did some runs on templar on PTS... some thoughts (PvP oriented):
- Total Dark went from somewhat useful skill, to totally useless -- post edit: meant Unstable Core here
- Purifying Light.. won't be using that one anymore in PvP. Wasn't great before, but now it's pointless.
- Actually preferred jabs how it was before.. hardly notice the snare on people.. think this skill should at least be uninterruptable / unbashable.
- Range increase on javelin is nice
- Radiant ward... ROFL! nope... like NO!
- Sweep ultimate, meh.. think people will stick to dawnbreaker / meteor
So templars got a buff to dark flare and that's about it it seems ... It will be nerfed before Dark Brotherhood drops as well.
You just gave awesome idea: Unstable Core - instead of useless thing it doing now, make it work as Fossilize = stun through block. We only class without "cc through block" mechanic and Luminous Shards that break immideatley after applying cc in most of situations is hardly counted as CC.bikerangelo wrote: »Joy_Division wrote: »tinythinker wrote: »So it is worse after all then, @Joy_Division? Since it is single target, expensive, and has no penalty for breaking free/gaining CC immunity, at the least it should reflect all single target abilities and not just projectiles. I've posted suggestions before to make Eclipse better many times (i.e. take a lot of damage for breaking free) but this seems to be a skill that gets little thought or that devs just don't know what to do with.Joy_Division wrote: »Dueled for about an hour or two and my biggest impression is that defensive morph of Eclipse (total dark) is noticeably worse than before. I have been using this skill forever and I felt naked because it no longer blocks spells. DK whips, NB concealed weapons and ...ehem ...soul tether! ... enemy templar charge/jabs, all this stuff was reflected and the trade for physical projectiles in no way makes up for that loss. A duel is the absolute best environment this skill is ever going to get as the one target restriction is irrelevant so there is no way I'd recommend any templar take this morph.
In my opinion, yes the Total Dark morph is worse. It was useful previously very useful against all magical builds and even could occasionally get some stamina players who didn't bother breaking it to soul tether themselves. Now the only opponent now that is would be worth casting against is a sorcerer.
The Unstable Core version is ... I suppose a buff when looked at from strictly the perspective of Live. BUT ... consider back in Jul 2015, I was able to spam the spell as much as I wanted to AND had it reflect all spells, so it's hard for me to get all excited about it because that amounts to a net nerf.
I think you are right, the devs dont seem to know what to do with it. This skill is hard to implement and balance in PvP because of the break free mechanic.
The entire skill is a waste of magicka and time, very similar to the previous version of Fossilize (but at least they fixed Fossilize). I've never used it in open world because of how unreliable it is, for me at least. The Unstable Core morph is also gimped by the passive that increases the duration of Dawn's Wrath abilities, so this morph was definitely not thought out. Since it's in the Dawn's Wrath tree, I'd rather have a buff that increases my spell damage than a buggy skill that doesn't even work properly.
Make the skill still apply magic damage if the target is CC immune and when the target breaks out of it, otherwise it will be unused in this patch.
Just to be clear, total dark now reflects physical ranged attacks and spells, but no longer reflects whip and stuff?dodgehopper_ESO wrote: »Joy_Division wrote: »tinythinker wrote: »So it is worse after all then, @Joy_Division? Since it is single target, expensive, and has no penalty for breaking free/gaining CC immunity, at the least it should reflect all single target abilities and not just projectiles. I've posted suggestions before to make Eclipse better many times (i.e. take a lot of damage for breaking free) but this seems to be a skill that gets little thought or that devs just don't know what to do with.Joy_Division wrote: »Dueled for about an hour or two and my biggest impression is that defensive morph of Eclipse (total dark) is noticeably worse than before. I have been using this skill forever and I felt naked because it no longer blocks spells. DK whips, NB concealed weapons and ...ehem ...soul tether! ... enemy templar charge/jabs, all this stuff was reflected and the trade for physical projectiles in no way makes up for that loss. A duel is the absolute best environment this skill is ever going to get as the one target restriction is irrelevant so there is no way I'd recommend any templar take this morph.
In my opinion, yes the Total Dark morph is worse. It was useful previously very useful against all magical builds and even could occasionally get some stamina players who didn't bother breaking it to soul tether themselves. Now the only opponent now that is would be worth casting against is a sorcerer.
The Unstable Core version is ... I suppose a buff when looked at from strictly the perspective of Live. BUT ... consider back in Jul 2015, I was able to spam the spell as much as I wanted to AND had it reflect all spells, so it's hard for me to get all excited about it because that amounts to a net nerf.
I think you are right, the devs dont seem to know what to do with it. This skill is hard to implement and balance in PvP because of the break free mechanic.
Hard to balance in pvp, and its fairly useless in pve (the mobs that actually hurt enough where its necessary, are immune).
It now reflects only projectiles, stamina or magic.
I feel as if my Magicka Templar suffers right now due to the amount of CC & mobility available to every other class. Its like we're fighting in the wrong weight class at a disadvantage.
Thoughts on this:
What if.... one of the morphs of rune focus made Templars immune to stun + fear + snares while they stood in the 5 meter radius. That would make us able to "stand our ground."
BalticBlues wrote: »Dear devs,
please read this story from the field to learn why nerfing BOL will kill a lot of fun in PvE.
Today's vet pledge was Banished Cells. I love the story and mechanics of this dungeon.
With my regular V16 vet group this dungeon is not difficult at all to heal.
Our V16 vet group would probably hardly notice the BOL nerf,
because the players are so good and BOL is so expensive that I hardly use it.
However, this changes drastically with PUGs (which I do regulary for training).
Today, ESO gave me this PUG for Banished Cells (auto leveled to V16):
- a V16 DK Tank (very good, exactly knowing what to do)
- a V16 Templar Healer (me, also knowing what to do)
- a V1 Sorc DD (solid new veteran player)
- a V1 NB DD (solid new veteran player)
This is an interesting constellation where two veterans help two newcomers into the game.
Problem: The V1 players were solid, but their damage was absolutely lacking.
As a result, as a healer I had to DD as much as I did heal.
This is extremely resource demanding, but also extreme fun - if it works.
We failed two times on the final Boss Rilis. The third try then probably was the most intense battle I had in ages, where at the end we had not 3 Daedroth running around spitting fire as needed for the Gold key, but probaby 7-9 Daedroth running around. It was like a flood, I could not count them anymore. The Tank was absolutely incredible keeping the Daedroth together, while I did my best to heal this fire mess and support the two V1 DDs in doing damage.
During this "Banished Cell's battle of all times", three times players died, but we could revive them. When about the 5th Daedroth showed up, I noticed that I was running out of magicka, starting to use potions to do damage and heal at the same time. At the end of the battle, with about 7-9 Daedroth, I was out of magicka and could not heal anymore. Exactly at this moment, we managed to kill the Boss with a last epic try. It was a PvE moment of absolute relief and triumph, especially for the new V1 players, but also for us veterans who could not remember seeing so many Daedroth in this dungeon ever.
Now the sad part: This huge battle with its huge fun would not have been possible at all with the BOL nerf. With the crippled BOL healing 25% less (costing 25% more), I would have been low on magicka much sooner, so that I could not have done enough damage to support the two V1 DDs. The result would definately have been failure.
So is it really advisable to nerf BOL and ruin this much fun in PUGS? From my experience, for most players PvE is the most important aspect of the game. Therefore it is of most importance to have a PvE that works, a PvE that is demanding and fun for PUGS at the same time.
I know that some PvP players find BOL too strong, demanding a nerf. However, for most players PvE is still of greater importance, and crippling PvE via nerfing BOL is not an option. I also know, great PvE players like Deltia say BOL is too easy and can use a nerf, but I doubt that these pro players usually run with PUGS in their professional time. Yes, for a vet pro group BOL may be too easy, but for PUGS the unnerfed BOL is essential.
Remember, we all started as beginners. The most of us failed the first times in vet dungeons. However, we still could see a light to continue trying. A light as in the described battle above, where we failed two times but still had the feeling it could be possible. To have a full, reliable BOL is part of what gives PUGS this light of hope. Please do not take away this light from us, because PvE would massively suffer.
Thanks for reading.
[/quote
It really tell me they don't want new ppl coming into the game. I won't heal pug groups anymore to much work for so little reward.
Just to be clear, total dark now reflects physical ranged attacks and spells, but no longer reflects whip and stuff?dodgehopper_ESO wrote: »Joy_Division wrote: »tinythinker wrote: »So it is worse after all then, @Joy_Division? Since it is single target, expensive, and has no penalty for breaking free/gaining CC immunity, at the least it should reflect all single target abilities and not just projectiles. I've posted suggestions before to make Eclipse better many times (i.e. take a lot of damage for breaking free) but this seems to be a skill that gets little thought or that devs just don't know what to do with.Joy_Division wrote: »Dueled for about an hour or two and my biggest impression is that defensive morph of Eclipse (total dark) is noticeably worse than before. I have been using this skill forever and I felt naked because it no longer blocks spells. DK whips, NB concealed weapons and ...ehem ...soul tether! ... enemy templar charge/jabs, all this stuff was reflected and the trade for physical projectiles in no way makes up for that loss. A duel is the absolute best environment this skill is ever going to get as the one target restriction is irrelevant so there is no way I'd recommend any templar take this morph.
In my opinion, yes the Total Dark morph is worse. It was useful previously very useful against all magical builds and even could occasionally get some stamina players who didn't bother breaking it to soul tether themselves. Now the only opponent now that is would be worth casting against is a sorcerer.
The Unstable Core version is ... I suppose a buff when looked at from strictly the perspective of Live. BUT ... consider back in Jul 2015, I was able to spam the spell as much as I wanted to AND had it reflect all spells, so it's hard for me to get all excited about it because that amounts to a net nerf.
I think you are right, the devs dont seem to know what to do with it. This skill is hard to implement and balance in PvP because of the break free mechanic.
Hard to balance in pvp, and its fairly useless in pve (the mobs that actually hurt enough where its necessary, are immune).
It now reflects only projectiles, stamina or magic.
Has that been tested? Apple still has my mac so can't get on PTS for another day or so. The only time I used Eclipse was against magic NBs and Overload, if it doesn't reflect concealed weapon anymore then yes, another major nerf....
BalticBlues wrote: »Dear devs,
please read this story from the field to learn why nerfing BOL will kill a lot of fun in PvE.
Today's vet pledge was Banished Cells. I love the story and mechanics of this dungeon.
With my regular V16 vet group this dungeon is not difficult at all to heal.
Our V16 vet group would probably hardly notice the BOL nerf,
because the players are so good and BOL is so expensive that I hardly use it.
However, this changes drastically with PUGs (which I do regulary for training).
Today, ESO gave me this PUG for Banished Cells (auto leveled to V16):
- a V16 DK Tank (very good, exactly knowing what to do)
- a V16 Templar Healer (me, also knowing what to do)
- a V1 Sorc DD (solid new veteran player)
- a V1 NB DD (solid new veteran player)
This is an interesting constellation where two veterans help two newcomers into the game.
Problem: The V1 players were solid, but their damage was absolutely lacking.
As a result, as a healer I had to DD as much as I did heal.
This is extremely resource demanding, but also extreme fun - if it works.
We failed two times on the final Boss Rilis. The third try then probably was the most intense battle I had in ages, where at the end we had not 3 Daedroth running around spitting fire as needed for the Gold key, but probaby 7-9 Daedroth running around. It was like a flood, I could not count them anymore. The Tank was absolutely incredible keeping the Daedroth together, while I did my best to heal this fire mess and support the two V1 DDs in doing damage.
During this "Banished Cell's battle of all times", three times players died, but we could revive them. When about the 5th Daedroth showed up, I noticed that I was running out of magicka, starting to use potions to do damage and heal at the same time. At the end of the battle, with about 7-9 Daedroth, I was out of magicka and could not heal anymore. Exactly at this moment, we managed to kill the Boss with a last epic try. It was a PvE moment of absolute relief and triumph, especially for the new V1 players, but also for us veterans who could not remember seeing so many Daedroth in this dungeon ever.
Now the sad part: This huge battle with its huge fun would not have been possible at all with the BOL nerf. With the crippled BOL healing 25% less (costing 25% more), I would have been low on magicka much sooner, so that I could not have done enough damage to support the two V1 DDs. The result would definately have been failure.
So is it really advisable to nerf BOL and ruin this much fun in PUGS? From my experience, for most players PvE is the most important aspect of the game. Therefore it is of most importance to have a PvE that works, a PvE that is demanding and fun for PUGS at the same time.
I know that some PvP players find BOL too strong, demanding a nerf. However, for most players PvE is still of greater importance, and crippling PvE via nerfing BOL is not an option. I also know, great PvE players like Deltia say BOL is too easy and can use a nerf, but I doubt that these pro players usually run with PUGS in their professional time. Yes, for a vet pro group BOL may be too easy, but for PUGS the unnerfed BOL is essential.
Remember, we all started as beginners. The most of us failed the first times in vet dungeons. However, we still could see a light to continue trying. A light as in the described battle above, where we failed two times but still had the feeling it could be possible. To have a full, reliable BOL is part of what gives PUGS this light of hope. Please do not take away this light from us, because PvE would massively suffer.
Thanks for reading.
It really tell me they don't want new ppl coming into the game. I won't heal pug groups anymore to much work for so little reward.
Resto staff pretty much outshines every heal in the templar line now, which is bizarre considering what the purpose of that skill line is supposed to be for templars. I LIKE that resto staff is good now, but I don't see it being well balanced when templars have an entire skill line that is outshone by resto staff.
cazlonb16_ESO wrote: »Even after sleeping on it I can't for the life of me understand how the people who designed the combat system in ESO could possibly think that the stationary gameplay they obviously envision for the Templar class can ever be viable. This applies to all aspects now - Dark Flare and Sweeps as primary damage abilities have a cast/channel time and snare the user, devs clearly think that Healing Ritual should be an integral part of healing and basically all class buffs are bound to location, a tiny circle in case of rune, a somewhat larger one for Cleansing Ritual.
How on earth is turning Templars into even more of sitting ducks, defenseless ones at that while casting, going to improve just about anything ? It's not like turret mode would provide any benefits other classes do not get while being mobile and able to use active defenses.
This is a much more important issue than individual buffs or nerfs, even hidden ones, because it shows a fundamental misunderstanding of the very basics of the combat gameplay in ESO.
Resto staff pretty much outshines every heal in the templar line now, which is bizarre considering what the purpose of that skill line is supposed to be for templars. I LIKE that resto staff is good now, but I don't see it being well balanced when templars have an entire skill line that is outshone by resto staff.
I have to disagree on this. I agree that Templar healing skills need some adjustments but there's still a few major things we have that Resto staff does not. The primary difference is the fact that Resto is primarily heal over time skills and one shield. Sure you can spam Healing Springs, but that's a small radius and going to take longer to get the full heal with spamming and the fact that it's a HoT and not instant. While were on that topic, Templar's AoEs are all larger in radius. Also Templar has more burst heals which come in handy in a lot of situations in both PvP and PvE to really save the day. We also still get a better cleanse/purify skill than they have (which they can only get via the Alliance War Support line). And of course there's the fact that we get Major Mending when they don't get any healing buff at all.cazlonb16_ESO wrote: »Even after sleeping on it I can't for the life of me understand how the people who designed the combat system in ESO could possibly think that the stationary gameplay they obviously envision for the Templar class can ever be viable. This applies to all aspects now - Dark Flare and Sweeps as primary damage abilities have a cast/channel time and snare the user, devs clearly think that Healing Ritual should be an integral part of healing and basically all class buffs are bound to location, a tiny circle in case of rune, a somewhat larger one for Cleansing Ritual.
How on earth is turning Templars into even more of sitting ducks, defenseless ones at that while casting, going to improve just about anything ? It's not like turret mode would provide any benefits other classes do not get while being mobile and able to use active defenses.
This is a much more important issue than individual buffs or nerfs, even hidden ones, because it shows a fundamental misunderstanding of the very basics of the combat gameplay in ESO.
Honestly I think they envisioned Templar's from the beginning as a heavy armor healer, Cleric style, able to withstand damage, stand in one spot, and dish out lots of healing. However the rest of the game doesn't really support that playstyle. I wouldn't honestly mind going that way if they made it viable, however their idea for the class and how the game actually works doesn't really match up.
They can certainly fix the heavy armor line and a few of our skills to make that work, or they can just fix our skills to make the current light armor fast moving style work, but they need to pick a vision and make it happen.
And actually now that I think about it, it'd be cool if the Cleric style would be the way they go. It might also be easier for them to balance with our current healing toolset and the way our skills are designed. You can always roll another class to be a light armored mage style healer, but if Templar was your Cleric/Paladin healer, that would further solidify our niche among healers.
BalticBlues wrote: »During this "Banished Cell's battle of all times", three times players died, but we could revive them. When about the 5th Daedroth showed up, I noticed that I was running out of magicka, starting to use potions to do damage and heal at the same time. At the end of the battle, with about 7-9 Daedroth, I was out of magicka and could not heal anymore. Exactly at this moment, we managed to kill the Boss with a last epic try. It was a PvE moment of absolute relief and triumph, especially for the new V1 players, but also for us veterans who could not remember seeing so many Daedroth in this dungeon ever.
Now the sad part: This huge battle with its huge fun would not have been possible at all with the BOL nerf. With the crippled BOL healing 25% less (costing 25% more), I would have been low on magicka much sooner, so that I could not have done enough damage to support the two V1 DDs. The result would definately have been failure.
Are you forgetting about Blessing of Restoration? It will put out significantly more healing than BoL and costs less. PVP healers will need to be on their game switching to this, but the translation for PVE should be simple considering most are stacked anyway.Resto staff pretty much outshines every heal in the templar line now, which is bizarre considering what the purpose of that skill line is supposed to be for templars. I LIKE that resto staff is good now, but I don't see it being well balanced when templars have an entire skill line that is outshone by resto staff.
I have to disagree on this. I agree that Templar healing skills need some adjustments but there's still a few major things we have that Resto staff does not. The primary difference is the fact that Resto is primarily heal over time skills and one shield. Sure you can spam Healing Springs, but that's a small radius and going to take longer to get the full heal with spamming and the fact that it's a HoT and not instant. While were on that topic, Templar's AoEs are all larger in radius. Also Templar has more burst heals which come in handy in a lot of situations in both PvP and PvE to really save the day. We also still get a better cleanse/purify skill than they have (which they can only get via the Alliance War Support line). And of course there's the fact that we get Major Mending when they don't get any healing buff at all.
dodgehopper_ESO wrote: »Resto staff pretty much outshines every heal in the templar line now, which is bizarre considering what the purpose of that skill line is supposed to be for templars. I LIKE that resto staff is good now, but I don't see it being well balanced when templars have an entire skill line that is outshone by resto staff.
I have to disagree on this. I agree that Templar healing skills need some adjustments but there's still a few major things we have that Resto staff does not. The primary difference is the fact that Resto is primarily heal over time skills and one shield. Sure you can spam Healing Springs, but that's a small radius and going to take longer to get the full heal with spamming and the fact that it's a HoT and not instant. While were on that topic, Templar's AoEs are all larger in radius. Also Templar has more burst heals which come in handy in a lot of situations in both PvP and PvE to really save the day. We also still get a better cleanse/purify skill than they have (which they can only get via the Alliance War Support line). And of course there's the fact that we get Major Mending when they don't get any healing buff at all.cazlonb16_ESO wrote: »Even after sleeping on it I can't for the life of me understand how the people who designed the combat system in ESO could possibly think that the stationary gameplay they obviously envision for the Templar class can ever be viable. This applies to all aspects now - Dark Flare and Sweeps as primary damage abilities have a cast/channel time and snare the user, devs clearly think that Healing Ritual should be an integral part of healing and basically all class buffs are bound to location, a tiny circle in case of rune, a somewhat larger one for Cleansing Ritual.
How on earth is turning Templars into even more of sitting ducks, defenseless ones at that while casting, going to improve just about anything ? It's not like turret mode would provide any benefits other classes do not get while being mobile and able to use active defenses.
This is a much more important issue than individual buffs or nerfs, even hidden ones, because it shows a fundamental misunderstanding of the very basics of the combat gameplay in ESO.
Honestly I think they envisioned Templar's from the beginning as a heavy armor healer, Cleric style, able to withstand damage, stand in one spot, and dish out lots of healing. However the rest of the game doesn't really support that playstyle. I wouldn't honestly mind going that way if they made it viable, however their idea for the class and how the game actually works doesn't really match up.
They can certainly fix the heavy armor line and a few of our skills to make that work, or they can just fix our skills to make the current light armor fast moving style work, but they need to pick a vision and make it happen.
And actually now that I think about it, it'd be cool if the Cleric style would be the way they go. It might also be easier for them to balance with our current healing toolset and the way our skills are designed. You can always roll another class to be a light armored mage style healer, but if Templar was your Cleric/Paladin healer, that would further solidify our niche among healers.
What are you suggesting, that they make Templar better in general at being a Heavy Armor user?
Honestly I think they envisioned Templar's from the beginning as a heavy armor healer, Cleric style, able to withstand damage, stand in one spot, and dish out lots of healing. However the rest of the game doesn't really support that playstyle. I wouldn't honestly mind going that way if they made it viable, however their idea for the class and how the game actually works doesn't really match up.
They can certainly fix the heavy armor line and a few of our skills to make that work, or they can just fix our skills to make the current light armor fast moving style work, but they need to pick a vision and make it happen.
And actually now that I think about it, it'd be cool if the Cleric style would be the way they go. It might also be easier for them to balance with our current healing toolset and the way our skills are designed. You can always roll another class to be a light armored mage style healer, but if Templar was your Cleric/Paladin healer, that would further solidify our niche among healers.