However I fount in Wrobel words 2 very important things:
1. Wrobel confirmed that like DK it designed to be "hold-your-ground" turtle class.
2. And as result - decision i made long time ago to roll tankplar "juggernaut" build was right as nothing will be changed on this and in Update 10 with heavy armor buffs it will prevail even more.
However I fount in Wrobel words 2 very important things:
1. Wrobel confirmed that like DK it designed to be "hold-your-ground" turtle class.
2. And as result - decision i made long time ago to roll tankplar "juggernaut" build was right as nothing will be changed on this and in Update 10 with heavy armor buffs it will prevail even more.
I hope they make the skills fit in that playstyle as well.
I really like that style. It is how i play my templar with both magic and stamina builds. But skilsl are so outdated to support that playstle. It somehow working sometimes if you try hard. But they can be better i believe. Eric finally addressed that problem yesterday, after a year later. I just hope he come up with a good redesign for blazing shield and blinding flashes effect added to a skill(he said that!!). I can only hope because he often don't listen anyway.
Kevmeister wrote: »CraftMaster wrote: »The breath of life nerf is along the right lines but I just think it should reduce the healing to the 3rd and 4th person as well as or a reduced cost. If a tank is doing his job well he shouldn't need as many heald as the DD and it's encouraging the return of a tank to all delves since most can be done with 3 DPS and no need for a tank.
For the umpteenth time, BoL only heals 3 targets. Never a 4th. Maybe due to this misconception by others, they perceived that it heals everyone in a group and that the heal is 'OP'. It heals 3 out 4 players. And now, with the upcoming change in PTS, it's 2 out of 4 players.
Typical magicka Templar vs magicka DK duel: dk cast talons on templar, templar cast purify coz can't land attack on dk, dk cast talons again and spam it till templar give up on purify them = templar can't land i single Jab on dk.
@Wrobel fix Jabs as it was before, so it change direction when camera moving. Templar can't fight in roots
We know zos opinion - Templars are perfectly balanced coz streamers and those who never ever tried to play pvp templar claiming thay are balanced. Streamers who never tried to play magicka pvp templar knows better than templar community.So many great points I agree with about how Templars got screwed up I didn't even bother reading past page 11, I just started looking for a response from ZOS and found none.
Typical magicka Templar vs magicka DK duel: dk cast talons on templar, templar cast purify coz can't land attack on dk, dk cast talons again and spam it till templar give up on purify them = templar can't land i single Jab on dk.
@Wrobel fix Jabs as it was before, so it change direction when camera moving. Templar can't fight in roots
Joy_Division wrote: »I dont know ... still trying to process disappointment.
The thing I don't get is the Eric actually speaks like his has a grasp of the Meta and the basic play-style of what people do, but when it comes to talking about templars, it sounds like he has no experience playing them and how awkward they fit into that Meta. It's one thing to speak about anticipating when to heal for Healing Ritual and to say the templar has a "house," but anyone who has ever tried to use Healing Ritual or defend their "house" in a competitive situation knows just how impractical the templar toolkit is for doing either.
There is a serious disconnect between what ZoS thinks a templar can do and what templars are actually doing in competitive situations
david.haypreub18_ESO wrote: »Keep up the pressure folks. There is no guarantee they will listen, but from the ESO Live, it was clear that at least the women interviewing Eric were aware that a lot of people were not happy with the Templar changes. And even though Eric and the combat team seems to be completely disregarding all our feedback, it did seem to me that he was at least cognizant of the heat.
Keep posting, keep giving suggestions for solutions, keep explaining why Templars have no tools to protect their 'house', keep noting in detail how exactly Templar skills are bugged and slow and don't work, and keep explaining why Templars are falling further and further behind in the current meta.
It is our only hope: that some day he will listen to reason and the many voices in the Templar community that have long been ignored.
Joy_Division wrote: »The thing I don't get is the Eric actually speaks like his has a grasp of the Meta and the basic play-style of what people do, but when it comes to talking about templars, it sounds like he has no experience playing them and how awkward they fit into that Meta... There is a serious disconnect between what ZoS thinks a templar can do and what templars are actually doing in competitive situations
I kinda like the king of my house story he served us. BUT, it would be cool to have facts to back it up. Right now, what do templar gain in their tiny houses others don't have and do fear?
I agree with these comments, like a cyphergramphillyboy7897 wrote: »What wrobel is saying is possible but to sit still and face tank everything For more than 2 seconds requires serious mitigation, like way way more than is possible in the game.
He's actually throwing out some cool concepts and I agree that class distinction is important, but when it comes down to the numbers the ability changes don't match up with our class concept. I.e. the Templars house winds up being about the same defensive capability as other classes achieve while mobile.
However I fount in Wrobel words 2 very important things:
1. Wrobel confirmed that like DK it designed to be "hold-your-ground" turtle class.
2. And as result - decision i made long time ago to roll tankplar "juggernaut" build was right as nothing will be changed on this and in Update 10 with heavy armor buffs it will prevail even more.
I hope they make the skills fit in that playstyle as well.
I really like that style. It is how i play my templar with both magic and stamina builds. But skilsl are so outdated to support that playstle. It somehow working sometimes if you try hard. But they can be better i believe. Eric finally addressed that problem yesterday, after a year later. I just hope he come up with a good redesign for blazing shield and blinding flashes effect added to a skill(he said that!!). I can only hope because he often don't listen anyway.
Yes, very outdated skills.
If templars are supposed to "hold their ground", how come my sorc with actual mobility and higher burst does it better?
Place mines, Hardened ward&Healing ward and you're better protected while standing still, than a templar.
Rune Focus or Breath of Life doesn't stop anyone from entering a house lol. We have no powerful defensive skills at all, after removal of Flashes and battle spirit nerf making Sun Shield obsolete.
Update the skills to fit the intended design of the class and I might consider paying for this game again.
timidobserver wrote: »Instead of making changes to backup such a ludicrous statement we got a 1% increase to our shield and +1 added to the radius of our ultimate. He seemed to be describing the vision for the dragonknight not the Templar.