david.haypreub18_ESO wrote: »FENGRUSH wrote:
You want to see FENGRUSH slay it on a templar? EZ - Ill show off stam and magicka templar play soon! Ive played both with topend builds - just not on stream.
FENGRUSH, you could go from one of the most hated men in the Templar community to a folk hero to Templars everywhere if you did that. Simply play a Templar in competitive PvP and stream about some of your experiences. I think we'd all support you; at least someone would be talking about Templars.
Are you up for the challenge @FENGRUSH ?
@Joy_Division I can resonate with most of what you say, especially Templars lacking defense.
I get the sense you play primarily a Magicka Templar as no Stamina morphs were mentioned in detail and one suggestion would actually shaft Stamina Templars: Sun Shield to Magicka.
Stamina has no access to Rushed Ceremony and Healing Ritual is actually strong enough to function as a heal for Stamina - but is unusable with a cast time, like everyone has said; Biting Jabs has no healing, nor does Power of the Light. Templar has no defense and Stamina cannot even use healing to make up for it.
Having Sun Shield as Health based would give Stamina a defense if buffed. Converting it to Magicka will make the Magicka/Stamina parity for Templar very similar to the parity for Sorcerers. Instead of taking an option away from Stamina Templars, double the base and bonus percentages for Sun Shield, 60% and 10% respectively. It may make it overpowered for PvE but such a buff will restore it to the usable shape we had for PvP prior to 1.6.
david.haypreub18_ESO wrote: »FENGRUSH wrote:
You want to see FENGRUSH slay it on a templar? EZ - Ill show off stam and magicka templar play soon! Ive played both with topend builds - just not on stream.
FENGRUSH, you could go from one of the most hated men in the Templar community to a folk hero to Templars everywhere if you did that. Simply play a Templar in competitive PvP and stream about some of your experiences. I think we'd all support you; at least someone would be talking about Templars.
Are you up for the challenge @FENGRUSH ?
Great post @Joy_Division. I nominate @Joy_Division and @Ffastyl as Templar ambassadors to ZoS. Somebody start a gofundme to send them in person to the corporate offices.
@Joy_Division I can resonate with most of what you say, especially Templars lacking defense.
I get the sense you play primarily a Magicka Templar as no Stamina morphs were mentioned in detail and one suggestion would actually shaft Stamina Templars: Sun Shield to Magicka.
Stamina has no access to Rushed Ceremony and Healing Ritual is actually strong enough to function as a heal for Stamina - but is unusable with a cast time, like everyone has said; Biting Jabs has no healing, nor does Power of the Light. Templar has no defense and Stamina cannot even use healing to make up for it.
Having Sun Shield as Health based would give Stamina a defense if buffed. Converting it to Magicka will make the Magicka/Stamina parity for Templar very similar to the parity for Sorcerers. Instead of taking an option away from Stamina Templars, double the base and bonus percentages for Sun Shield, 60% and 10% respectively. It may make it overpowered for PvE but such a buff will restore it to the usable shape we had for PvP prior to 1.6.
I agree. Stam builds suffer for picking Templar and that needs to change.
I believe all shield should be based off of Health or a combo of health something. To stack stats that make you a hit hard AND take less damage seems kind of silly and not balanced. A tank should mitigate better then a DPS. Health seems to be that balance point.
I've often said shields are the magicka block (which cost stamina) and dodge roll (which cost stamina). Since hard/soft caps have been removed its become harder to effectively have enough magicka for stam users to utilize class skills such as healing, and magicka users to block and dodge roll. Short of returning to the days of hard/soft caps I believe the magicka shield may need to be a little larger, by 30% ish percent. Is that something you could accept?
Something like (30% health) + ( magicka regen times 3). Drinks, potions, Radiant Aura, Repentance could buff it. Though Vamp 10% regen and Structured Entropy 8% health ... Obviously would take more then 5 mins of thought to balance out.
Of course Battle Spirit would have to be removed to make it worth anything still.
Please support it, we need such improvements, for both stamina and magicka users; this will help to stay your ground.@Joy_Division Yes, i agree that it too homoginized but that why i like @Solariken idea, especially after watching new trial and after changes made clear that ZOS don't know how to fix it::
"Surround yourself with the Void(we already have "dark" version of skill - Dark Flare) that absorb 4 incoming projectile and have bonus based on % of absorbed projectile(like small amount of stamina return)", like Absorb Magick morph, but unique. ZOS don't need even to create some new mechanic, they could take it from Absorb Magick morph; same with visual effect - floating shadows that previously used for Total Dark morph, it easily visible and opponent will understand why his damage not reaching target; it is easy to do in 2 left weeks. No secret that stamplars are spamming Cleansing Ritual to purify projectiles, so this change will be usefull for both magicka templars and stamplars. Why we need it:
1. ZOS must realise that almost noone use Eclipse
2. ZOS must realize that after nerf even less people will use Eclipse
3. Once again they must realize that with new meta after people will realize that stacking on enemy = 1 shot by Detonation, they will split up and start using all kinds of ranged skill, so we will see much more snipers. And we all know who will be picked as easiest target - our "hold-your-home" class, that in fact can't hold anything and we will just die after tons of snipes on us.
By the way, I wanted to say I agree with what @Cinbri said about Spear Shards.
It is pretty balanced and I am happy with how it works. It isn't so effective against one person, but in small group fights and larger ones, it is pretty powerful. And the ability to get back 25% of your stam makes it a great support skill to your teammates who synergize it. I do wish I could get some of the stam, myself, though.
WillhelmBlack wrote: »47 pages. I've had enough, im playing Magicka NB for now. No need for block or bash cancelling, nice heals from just doing damage from range or AoE. Passives are ridiculously OP. Oh it's insanely fast, can disappear permanently and never runs out of magic.
Guyz there is only 2 weeks left till live so we must offer easily achievable and totally balanced(so ZOS won't waste time on theory) suggestions:Please support it, we need such improvements, for both stamina and magicka users; this will help to stay your ground.@Joy_Division Yes, i agree that it too homoginized but that why i like @Solariken idea, especially after watching new trial and after changes made clear that ZOS don't know how to fix it::
"Surround yourself with the Void(we already have "dark" version of skill - Dark Flare) that absorb 4 incoming projectile and have bonus based on % of absorbed projectile(like small amount of stamina return)", like Absorb Magick morph, but unique. ZOS don't need even to create some new mechanic, they could take it from Absorb Magick morph; same with visual effect - floating shadows that previously used for Total Dark morph, it easily visible and opponent will understand why his damage not reaching target; it is easy to do in 2 left weeks. No secret that stamplars are spamming Cleansing Ritual to purify projectiles, so this change will be usefull for both magicka templars and stamplars. Why we need it:
1. ZOS must realise that almost noone use Eclipse
2. ZOS must realize that after nerf even less people will use Eclipse
3. Once again they must realize that with new meta after people will realize that stacking on enemy = 1 shot by Detonation, they will split up and start using all kinds of ranged skill, so we will see much more snipers. And we all know who will be picked as easiest target - our "hold-your-home" class, that in fact can't hold anything and we will just die after tons of snipes on us.
1.It is strong, but won't make us immortal.
2.It is unique (Scales can reflect; Total Dark can absorb)
3.It is easy to make.(typed above)
^^All thing that Wrobel talked about. @Wrobel Our shield won't be fixed coz percentage and shieldstacking problem, OK, but this change don't have such problems and will make useless skill very usefull.
We don't wanna be left without any defense for next 4 months again.
@Joy_Division
Puncturing Sweep heal does not crit, but you get a proportional increase on the heal when the damage component crits.
So it acts like a crit in a very real sense, since we are dealing with multiplication.
I just tested this on live to be sure. With a normal Sweep hit of ~2300 the heal was ~1100, with a crit of ~3800 the heal was ~1900.
Strange things happen when Burning Light procs at the same time though, like was noted somewhere on these forums.
THIS. 100% signed.I'd like to say Update 6 was pretty much the most perfect update a Templar has had since launch. This includes PvE and PvP [...]
what @Wrobel said on ESOLive and what his newest vision was for Templars, making them a stable tank and welcoming people into their homes, and honestly it's making me want to stop playing this game altogether, because this whole game is about mobility [...]
ZOS are trying to remove the Templar mobility, this is focused around Rune Focus and it's morphs - this game is heavily mobile, the whole welcome to our house does not work, it never will - and further more, didn't we try to bury this toxic play style when we decided to nerf Dragonknights into the ground?
BalticBlues wrote: »THIS. 100% signed.I'd like to say Update 6 was pretty much the most perfect update a Templar has had since launch. This includes PvE and PvP [...]
what @Wrobel said on ESOLive and what his newest vision was for Templars, making them a stable tank and welcoming people into their homes, and honestly it's making me want to stop playing this game altogether, because this whole game is about mobility [...]
ZOS are trying to remove the Templar mobility, this is focused around Rune Focus and it's morphs - this game is heavily mobile, the whole welcome to our house does not work, it never will - and further more, didn't we try to bury this toxic play style when we decided to nerf Dragonknights into the ground?
The healing/rezzing nerfs will "only" seriosly harm PvE players trying to heal PUGs.
What finally could kill the Templar class for PvE and PvP is the mobility nerf.
PvP+PvE endgame content does not allow standing still and recasting circles again and again.
DKs already suffered an Exodus. Almost all my DK friends left the game or changed the class.
Result: It's almost impossible to find a DK Tank on consoles for a PUG.
ZOS now risk that Templars will be the next players on Exodus.
Will Sorcs and NBs be strong enough to carry the game in PvP and PvE alone?
The core problem with this thread seems to be that it questions the entire Templar design and direction. Players see that their once viable and fun to play Templars degrade with each patch into a more unviable and less fun to play class. Not because it is necessary, but because it is intended. The core problem:SeptimusDova wrote: »this thread is 47 pages long [...] No comments from Dev's or E.W
First off, I love this game it is amazing and ever since launch I played a Sorcerer then made a move onto Templar back in 1.5 because I loved the class, it was a fun thing to do healing and then figuring out how to maximize my damage and healing at the same time and then that became my build. I needed to be very mobile to be able to do it and then that whole playstyle took a massive increase of volume of Templars doing it in 1.6, everyone started to become more mobile learning their class a lot more figuring out how to actually deal good damage on a Templar. I'd like to say Update 6 was pretty much the most perfect update a Templar has had since launch. This includes PvE and PvP a lot of Templar DPS arised from PvP and a lot of Stamplars too, with @Alcast and his crew shifting the meta in VDSA causing everyone to pretty much reroll a Stamplar.
So, I have been doing a lot of thinking about what @Wrobel said on ESOLive and what his newest vision was for Templars, making them a stable tank and welcoming people into their homes, and honestly it's making me want to stop playing this game altogether, because this whole game is about mobility, it's a fast paced action MMO with constant dynamic mechanics to the environment, constant dynamic AoE's that you need to move out from whether it be from PvE or PvP. The class as a whole is having it's mobility stripped away from it. Causing Templars to be still, taking on a whole new direction - an ugly direction
The issue here is that a lot of players do not want ZOS to take this direction with the class as it was so perfect how it was 2 updates ago and has been taking a lot of indirect nerfs and changes to it for absolutely no reason, it was the most rounded and diverse class, now there are many hidden internal cooldowns and broken abilities that are not explained nor touched on.
Now to the main issue, slowly and surely ZOS are trying to remove the Templar mobility, this is focused around Rune Focus and it's morphs - this game is heavily mobile, the whole welcome to our house does not work, it never will - and further more, didn't we try to bury this toxic play style when we decided to nerf Dragonknights into the ground? Why are you trying to bring it back for Templars in such an odd way that no one even wants?
- There are many hidden cooldowns behind Puncturing Sweep and it feels so much weaker on PTS, theres something that hasn't been explained and ZOS are neglecting it.
- Toppling Charge is being ignored and won't ever be fixed.
- Sunshield is barely getting increases
- Dark Flare has been buffed in conjunction to @Wrobels new amazing player housing idea. (we all see this)
- The only class without access to Major Berserk
- The Breath of Life nerf was completely unreasonable - you always wanted one class to be the healer, now this is being slowly stripped away from Templars and not being changed.
There are some really nice Templar changes in the PTS but honestly, the class is taking too much of a hit and it's ruining my personal experience and I hope Zenimax actually take this feedback from the Templar thread and fix up the class hugely.
I have no idea why ZOS thinks it's good to go around in circles when something is so well balanced and perfect they change it around and make it worse without actually talking to players and taking their feedback.
I sincerely hope ZOS that you listen to your playerbase for once especially on this issue.
@ZOS_GinaBruno @ZOS_RichLambert
It's about time you guys stopped ignoring the issue and came out with a talk specifically about the issues with Templars.
BalticBlues wrote: »THIS. 100% signed.I'd like to say Update 6 was pretty much the most perfect update a Templar has had since launch. This includes PvE and PvP [...]
what @Wrobel said on ESOLive and what his newest vision was for Templars, making them a stable tank and welcoming people into their homes, and honestly it's making me want to stop playing this game altogether, because this whole game is about mobility [...]
ZOS are trying to remove the Templar mobility, this is focused around Rune Focus and it's morphs - this game is heavily mobile, the whole welcome to our house does not work, it never will - and further more, didn't we try to bury this toxic play style when we decided to nerf Dragonknights into the ground?
The healing/rezzing nerfs will "only" seriosly harm PvE players trying to heal PUGs.
What finally could kill the Templar class for PvE and PvP is the mobility nerf.
PvP+PvE endgame content does not allow standing still and recasting circles again and again.
DKs already suffered an Exodus. Almost all my DK friends left the game or changed the class.
Result: It's almost impossible to find a DK Tank on consoles for a PUG.
ZOS now risk that Templars will be the next players on Exodus.
Will Sorcs and NBs be strong enough to carry the game in PvP and PvE alone?
contact.opiumb16_ESO wrote: »BalticBlues wrote: »THIS. 100% signed.I'd like to say Update 6 was pretty much the most perfect update a Templar has had since launch. This includes PvE and PvP [...]
what @Wrobel said on ESOLive and what his newest vision was for Templars, making them a stable tank and welcoming people into their homes, and honestly it's making me want to stop playing this game altogether, because this whole game is about mobility [...]
ZOS are trying to remove the Templar mobility, this is focused around Rune Focus and it's morphs - this game is heavily mobile, the whole welcome to our house does not work, it never will - and further more, didn't we try to bury this toxic play style when we decided to nerf Dragonknights into the ground?
The healing/rezzing nerfs will "only" seriosly harm PvE players trying to heal PUGs.
What finally could kill the Templar class for PvE and PvP is the mobility nerf.
PvP+PvE endgame content does not allow standing still and recasting circles again and again.
DKs already suffered an Exodus. Almost all my DK friends left the game or changed the class.
Result: It's almost impossible to find a DK Tank on consoles for a PUG.
ZOS now risk that Templars will be the next players on Exodus.
Will Sorcs and NBs be strong enough to carry the game in PvP and PvE alone?
Yes, they are. In fact sorcerers can do tank/dps/healer, while NB can tank/dps/heal... wait, they have all we need to clean the whole content in the game, and do it better than DK who are supposed to be tank, and templar who are supposed to be healers !? Yes ! ZOS logic...
contact.opiumb16_ESO wrote: »BalticBlues wrote: »THIS. 100% signed.I'd like to say Update 6 was pretty much the most perfect update a Templar has had since launch. This includes PvE and PvP [...]
what @Wrobel said on ESOLive and what his newest vision was for Templars, making them a stable tank and welcoming people into their homes, and honestly it's making me want to stop playing this game altogether, because this whole game is about mobility [...]
ZOS are trying to remove the Templar mobility, this is focused around Rune Focus and it's morphs - this game is heavily mobile, the whole welcome to our house does not work, it never will - and further more, didn't we try to bury this toxic play style when we decided to nerf Dragonknights into the ground?
The healing/rezzing nerfs will "only" seriosly harm PvE players trying to heal PUGs.
What finally could kill the Templar class for PvE and PvP is the mobility nerf.
PvP+PvE endgame content does not allow standing still and recasting circles again and again.
DKs already suffered an Exodus. Almost all my DK friends left the game or changed the class.
Result: It's almost impossible to find a DK Tank on consoles for a PUG.
ZOS now risk that Templars will be the next players on Exodus.
Will Sorcs and NBs be strong enough to carry the game in PvP and PvE alone?
Yes, they are. In fact sorcerers can do tank/dps/healer, while NB can tank/dps/heal... wait, they have all we need to clean the whole content in the game, and do it better than DK who are supposed to be tank, and templar who are supposed to be healers !? Yes ! ZOS logic...
I read it as will people accept playing the 2 classes. Don't forget that DK got some work to so I think they'll be improved and many people will see them as the fotm.
Only way I see people rolling a templar is if Dark Flare doesn't get nerfed. Beyond that I don't think we got what we needed to make us break even this patch. We're less able to 'stand our ground' which includes no more capable of tanking PVE.