blackcom90 wrote: »ok. we will not understand each other and will not come out with something from this discussion. let's stop here.
I also really like his idea of "house". I had a similar pvp stamina build in late times of 1.5. With buffs, I had almost hard capped armor/resist and soft capped stamina, health, weapon power, magicka regen and stamina regen through radiant aura. I was literally unkillable in my house and that house was HARMING anyone who dare to come near thanks to the blazing shield and flashes. And I was also able to do enough dmg to kill ppl who were overestimated the build or overly aggressive on me in melee range, ie; nbs, dks and templars.Spacemonkey wrote: »I figured I'd post this here also, concerning 'The House':
Actually, been playing templar since beta (Haven't been able to put many hours since 1.6 - work reasons, but still consistently a few every week) - It's my only vet character
And I very much want Wrobel's 'vision' for the templars. Here's a quick flash from the past::
It is in fact smack on the build I had prior 1.6, mixing up def buffs + rune and fighters guild circle of protection, I'd over double my res and armor past the SOFTCAPS. (Yes 200% of softcaps, dyou realize how much that was???). I was the most unkillable healer in the game. I'd stay in my @)$(* house , heal and def buff teamates, and overall protect the crap out of them. Oh I was no tank. (no aggro), but it is so much easier resource-wise (thus not mattering if I was stam or magicka for healing) to keep everyone healed up when you don't have to worry about yourself. To add, I was stam/hp hybrid (still am). This worked awesomely. Add another similar templar build to the team, we could def buff so high with those AoEs; we were nigh unkillable in Dungeons. (When a boss smacks you repeatdly, the HEALER, and you're just shrugging it off, no stress, and res-ing fallen teamates etc...) And if all hell broke loose youd launch the heal ultimate which would bring your def and res near 300% past softcap (ok maybe 250%) and give crazy regens to all 3 bars even though you were rooted. Killing you in that ulti was litterally unfeasible. This was back when I'd slot WB because of the awesome CC, not because it was the only viable dmg option other than Jabs. This was back when only 4 out of my 12 slotted skills weren't from the Templar skills.
In PVE this was fun, excellent, fine. Because you need others to kill the stuff, dmg being rather sub par.
In PVP apparently this was exceedingly frustrating for DPSs or something, because 1.6 changed ALL of that. (as in, what do you mean 3 DPS can't burst you down? Doesn't matter if those 3 DPS are mostly safe because you dont have the mobility or dmage to kill them - obviously you are OP and need to be nerfed. Funny how DPS seems to be the only role that matters in PvP).
See I really LIKE 'The House'. My house was the ***!! I didn't care what was going on, I'd be standing in my [insert profanity] house and those long range DPS builds were exercising futility trying to kill me in it - even those up close weren't having an easy time. DKs were my worse nightmare, (with their chains, pulling me out of my precious house). People new better than to waste all those resources killing templars in their houses so they got them to leave em, pulling them out, throwing them out, anything. Priority was to get the temp out of his multi AoE stacking madness house. And why even bother on the templar? Because if you didnt kill them, they'd be healing, buffing, and keeping alive all the other people that WERE a threat. Even if they did kill me, I didn't mind, I felt like I put up a fight and made them waste time. Nowadays I just feel like I'm giving free AP to everyone....
So yes @Wrobel, I very much get your vision, and very much do want it.
But every patch and step since 1.6 has been driving the meta steadily away from the very possibility of having a functional AoE house - dmg mitigation is a joke (seriously), burst dmg is way too great and healing is crippled in PvP (the fact we still manage burst healing is a testament to how dedicated some healers are)
Now THAT is how you describe a house. Not that shítty cabin we currently have in current patch.
Animal_Mother wrote: »Healing Ritual
My favorite morph of this is actually the slowest one to cast Lingering Ritual. I tried using it in PVP to heal people going through breaches, they'd take some damage and get healed afterwards. But, I don't heal and all I really liked was I would get healed for 30-60% more than anyone else using it as a self heal.
I would like to see the skill suck less, but we are probably going to always have a long cast time for the ability.
How about:
Slotting it would add a passive to increase all self heals, probably not up to the current 30% the spell provides on activation, but around 15%. This would stack with other bonuses and eliminate the current bonus.
I don't want to take 1.5 seconds for a range limited instant heal. Change the ability to a powerful long HOT. 16 seconds. Keep the range at 10m - buff up range.
Have one morph allow the caster to refresh the HOT to all affected party members up to 28m - changes the HOT time remaining from >0 to 16 sec.
And the other morph to allow the caster to effectively "cash out" the HOT for an instant heal by activating the ability a second time while active. This morph has a shorter cast time with an increase in radius.
iamnotweakrwb17_ESO wrote: »Please don't defend healing ritual. There are no situations where it should be used over any of the other healing abilities. None, as in zero, zip, zilch! Even in breaches you are far better off dumping down healing springs, spamming BOL, or using your healing ultimate.
It has 3 core problems with each one being enough to prevent it from ever being slotted. Fixing those problems would turn it into BOL on steroids. The ability should be completely redesigned. As to how it should be redesigned, I still don't know. I've been pondering this for the past 2 days.
a) It cannot have a cast time.
b) It has to bring something to the table that isn't covered presently by any of the Templar's abilities or the restoration tree
Possible ideas:-
Applies X number of healing wards to up to Y number of players for Z seconds. Healing wards trigger upon damage taken with a 1 second internal cooldown. Might present a problem if multiple wards from different templars are allowed to stack on the same target. Would work similar to kolto shell from swtor.
Apply health regeneration to all friendly targets within X meters. Amount is 10% of the recipients health pool. (2k at 20000 HP.) if the recipient falls below 30% health or the effect is refreshed it explodes healing all allies within X radius for Y health. Lasts 20 seconds or until triggered / refreshed. I actually like this option. It would synergize with a lot of set bonuses while also making the robust passive a lot more attractive. Health regen builds... k go!
Grants holy protection to nearby allies for X number of seconds reflecting the next fear, stun or knockdown and healing the target for a percentage of the damage taken. Possibly add 5 - 6 seconds of CC immunity to the caster if cast while standing in the radius of their rune. Would be hilarious to watch a WB spammer fall flat on his ass.
I'll keep thinking of more.
blackcom90 wrote: »ok. we will not understand each other and will not come out with something from this discussion. let's stop here.
Very civil
I do think there is one thing we could agree on. Very simple tweaks that help both Stam and Magik Templars. Help Tanks, healers, and dps.
Restoring Spirit - the passive currently gives us 4% reduction for all Magicka, Stam, and Ult costs. A buff of this to 6% is not much, but it does help everyone.
Balanced Warrior - the passive currently gives 6% weapon dmg and a bit of spell resistance. A buff of this to offer both 6% spell and weapon dmg and a bit of both spell and physical resistance is not much, but it does help everyone.
Both of these passives help make us a bit stronger in our "home." They are not much, but I'm sure every Templar would welcome these changes.
Tanis-Stormbinder wrote: »blackcom90 wrote: »ok. we will not understand each other and will not come out with something from this discussion. let's stop here.
Very civil
I do think there is one thing we could agree on. Very simple tweaks that help both Stam and Magik Templars. Help Tanks, healers, and dps.
Restoring Spirit - the passive currently gives us 4% reduction for all Magicka, Stam, and Ult costs. A buff of this to 6% is not much, but it does help everyone.
Balanced Warrior - the passive currently gives 6% weapon dmg and a bit of spell resistance. A buff of this to offer both 6% spell and weapon dmg and a bit of both spell and physical resistance is not much, but it does help everyone.
Both of these passives help make us a bit stronger in our "home." They are not much, but I'm sure every Templar would welcome these changes.
Love this
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Here's an idea that could go with the 'defend the house' mentality. While in cleansing ritual's aoe healing ritual's cast time is reduced and any target in cleansing ritual's aoe can also be targeted by the heal. You could also add a snare to enemies who enter the healing ritual, or even a minor healing debuff. Right now I have no incentive to stick around in a templar's 'house' and I don't even notice an enemy templar's house. Make those matter if that's the direction the class is headed zos, make templars able to hold ground and define where fights happen.
And as i said:It has excuse to have gcd - it is only(almost) gapcloser that is undodgeable(funny if zos will nerf it and say it was unintentional.)
However it doesn't have excuse to be only gapcloser that unusable.
So, now it still has gcd but can be dodged.ZOS_GinaBruno wrote: »Templar
- Focused Charge: The damage from this ability and the Toppling Charge morph can now be dodged.
And as i said:It has excuse to have gcd - it is only(almost) gapcloser that is undodgeable(funny if zos will nerf it and say it was unintentional.)
However it doesn't have excuse to be only gapcloser that unusable.
patchnotes 2.0.3:ZOS_GinaBruno wrote: »Templar
- Focused Charge: The damage from this ability and the Toppling Charge morph can now be dodged.
And as i said:It has excuse to have gcd - it is only(almost) gapcloser that is undodgeable(funny if zos will nerf it and say it was unintentional.)
However it doesn't have excuse to be only gapcloser that unusable.
patchnotes 2.0.3:So, now it still has gcd but can be dodged.ZOS_GinaBruno wrote: »Templar
- Focused Charge: The damage from this ability and the Toppling Charge morph can now be dodged.
timidobserver wrote: »And as i said:It has excuse to have gcd - it is only(almost) gapcloser that is undodgeable(funny if zos will nerf it and say it was unintentional.)
However it doesn't have excuse to be only gapcloser that unusable.
patchnotes 2.0.3:ZOS_GinaBruno wrote: »Templar
- Focused Charge: The damage from this ability and the Toppling Charge morph can now be dodged.
Not enough resources to work on fixing it, but definitely enough to nerf it.
Ye, thats why said (almost).And as i said:It has excuse to have gcd - it is only(almost) gapcloser that is undodgeable(funny if zos will nerf it and say it was unintentional.)
However it doesn't have excuse to be only gapcloser that unusable.
patchnotes 2.0.3:So, now it still has gcd but can be dodged.ZOS_GinaBruno wrote: »Templar
- Focused Charge: The damage from this ability and the Toppling Charge morph can now be dodged.
This really sucks. This honestly felt like one of the Templar's only offensive advantages. This is a massive nerf.
For the record, it's not the only gap closer that ignored dodging - Lotus Fan does it as well.
And as i said:It has excuse to have gcd - it is only(almost) gapcloser that is undodgeable(funny if zos will nerf it and say it was unintentional.)
However it doesn't have excuse to be only gapcloser that unusable.
patchnotes 2.0.3:So, now it still has gcd but can be dodged.ZOS_GinaBruno wrote: »Templar
- Focused Charge: The damage from this ability and the Toppling Charge morph can now be dodged.
timidobserver wrote: »And as i said:It has excuse to have gcd - it is only(almost) gapcloser that is undodgeable(funny if zos will nerf it and say it was unintentional.)
However it doesn't have excuse to be only gapcloser that unusable.
patchnotes 2.0.3:ZOS_GinaBruno wrote: »Templar
- Focused Charge: The damage from this ability and the Toppling Charge morph can now be dodged.
Not enough resources to work on fixing it, but definitely enough to nerf it.
Ye, thats why said (almost).And as i said:It has excuse to have gcd - it is only(almost) gapcloser that is undodgeable(funny if zos will nerf it and say it was unintentional.)
However it doesn't have excuse to be only gapcloser that unusable.
patchnotes 2.0.3:So, now it still has gcd but can be dodged.ZOS_GinaBruno wrote: »Templar
- Focused Charge: The damage from this ability and the Toppling Charge morph can now be dodged.
This really sucks. This honestly felt like one of the Templar's only offensive advantages. This is a massive nerf.
For the record, it's not the only gap closer that ignored dodging - Lotus Fan does it as well.
Lotus Fan is aoe and thats why can hit, templar's Explosive Charge is aoe too and thats why can still hit dodgers, but now you can't use Toppling to hit them and apply CC
At least Crescent Sweep is nice now.
Ye, thats why said (almost).And as i said:It has excuse to have gcd - it is only(almost) gapcloser that is undodgeable(funny if zos will nerf it and say it was unintentional.)
However it doesn't have excuse to be only gapcloser that unusable.
patchnotes 2.0.3:So, now it still has gcd but can be dodged.ZOS_GinaBruno wrote: »Templar
- Focused Charge: The damage from this ability and the Toppling Charge morph can now be dodged.
This really sucks. This honestly felt like one of the Templar's only offensive advantages. This is a massive nerf.
For the record, it's not the only gap closer that ignored dodging - Lotus Fan does it as well.
Lotus Fan is aoe and thats why can hit, templar's Explosive Charge is aoe too and thats why can still hit dodgers, but now you can't use Toppling to hit them and apply CC
At least Crescent Sweep is nice now.
Aedric Spear
Crescent Sweep (Radial Sweep morph): Increased the bonus to the initial hit provided by this morph to 66% more damage dealt from 33%.
Empowering Sweep (Radial Sweep morph): Increased the duration of the damage reduction provided by this morph to 10 seconds from 8 seconds.
Focused Charge: The damage from this ability and the Toppling Charge morph can now be dodged.
Dawn’s Wrath
Eclipse: Fixed an issue with this ability and the Total Dark morph that was causing your health bar to not update properly whenever you reflected attacks back to yourself.
Restoring Light
Rune Focus: All the effects provided by this ability and its morphs will now remain on you for up to 8 seconds after leaving the rune’s radius.
Abilities which give bonuses to resurrection speed now stack multiplicatively, rather than additively. This will result in slower resurrection cast speeds when stacking multiple bonuses.
Well, once again they listened QQ of streamers.. No surprise here.Abilities which give bonuses to resurrection speed now stack multiplicatively, rather than additively. This will result in slower resurrection cast speeds when stacking multiple bonuses.
Big nerf for the insta rezzing kagrenac wearing templar. Definitely needed with the upcoming changes to alliance war skill lines. I was hoping for the templar passive master ritualist to be replaced though. The biggest problem of templars is that their passives and their abilites often don't help THEM in any way, shape or form, but only help their teammates (blazing spear for example). This passive is exactly what I'm talking about. A support passive that does NOTHING for a solo templar, which is where we are the weakest.
Well, once again they listened QQ of streamers.. No surprise here.Abilities which give bonuses to resurrection speed now stack multiplicatively, rather than additively. This will result in slower resurrection cast speeds when stacking multiple bonuses.
Big nerf for the insta rezzing kagrenac wearing templar. Definitely needed with the upcoming changes to alliance war skill lines. I was hoping for the templar passive master ritualist to be replaced though. The biggest problem of templars is that their passives and their abilites often don't help THEM in any way, shape or form, but only help their teammates (blazing spear for example). This passive is exactly what I'm talking about. A support passive that does NOTHING for a solo templar, which is where we are the weakest.
Tanis-Stormbinder wrote: »blackcom90 wrote: »ok. we will not understand each other and will not come out with something from this discussion. let's stop here.
Very civil
I do think there is one thing we could agree on. Very simple tweaks that help both Stam and Magik Templars. Help Tanks, healers, and dps.
Restoring Spirit - the passive currently gives us 4% reduction for all Magicka, Stam, and Ult costs. A buff of this to 6% is not much, but it does help everyone.
Balanced Warrior - the passive currently gives 6% weapon dmg and a bit of spell resistance. A buff of this to offer both 6% spell and weapon dmg and a bit of both spell and physical resistance is not much, but it does help everyone.
Both of these passives help make us a bit stronger in our "home." They are not much, but I'm sure every Templar would welcome these changes.
Love this
Both these changes are simple, easy to implement and not remotely OP. And the suggestions have been made again and again.
That is why people are upset with TG update so far. These small, simple changes were either not seen, which is hard to imagine in all the feedback threads, or considered and dismissed as to strong/unbalanced, which is a head scratcher.
I don't agree with attacking Wrobel at all. But considering all the good ideas out there it is frustrating when you get a 1m increase on ultimate sweep or a 1% increase on Radiant Ward, and all Templars everywhere know instantly it will not make any difference to the skills usability, whereas the developer(s) seem to think it is a substantial change.