The point is that if Templar has to be so anchored in place to get the same buff, there should be a whole lot more than just some magicka or minor protection. Major Protection would be good, considering the size of the rune, and that could wear off right away if you leave the rune.
Hiero_Glyph wrote: »Joy_Division wrote: »My health is 21K because I run drinks. I run with a guildmate who has 55K health and his shield is still smaller than what I get on my sorcerer who doesn't even have bastion maxed out. How much health isn't the issue here. Having abilities scales to it is not going to work well with how the game's mechanics since 1.6.
An often overlooked fact is that Sun Shield only lasts for 6s while Hardened Ward lasts over 3x as long and still scales off of a primary stat. The 6s duration is as much of a problem as the fact that is scales off of health.
cazlonb16_ESO wrote: »Hiero_Glyph wrote: »Joy_Division wrote: »My health is 21K because I run drinks. I run with a guildmate who has 55K health and his shield is still smaller than what I get on my sorcerer who doesn't even have bastion maxed out. How much health isn't the issue here. Having abilities scales to it is not going to work well with how the game's mechanics since 1.6.
An often overlooked fact is that Sun Shield only lasts for 6s while Hardened Ward lasts over 3x as long and still scales off of a primary stat. The 6s duration is as much of a problem as the fact that is scales off of health.
While both Blazing Shield and Hardened Ward are shields, their purposes are different. HW is a purely defensive tool while BS is an offensive/defensive hybrid. HW you cast preemptively, BS in battle. You want it to expire quickly, so you can time its damage.
So initially there actually was some solid reasoning behind the difference in duration. In the current environment ( and for the Radiant Ward morph in general ) that's not true anymore of course.
Joy_Division wrote: »@maxjapank - If I want to compete in PvE trials, I have to maximize my magicka pool. So when I come to PvP, my health is going to be low because I am not respecing my character every day. Thus, it is not fair for ZoS to scale stuff off of my health. That's what I meant. Hope this clears it up
I understand about not wanting to respec your character. But you can have one set of gear for PvE and one set for PvP. You can even glyph for health if need be on your PvP gear. I think PvE and PvP are two separate playstyles, at least for Templars. And you just cannot treat them the same.Joy_Division wrote: »My health is 21K because I run drinks. I run with a guildmate who has 55K health and his shield is still smaller than what I get on my sorcerer who doesn't even have bastion maxed out. How much health isn't the issue here. Having abilities scales to it is not going to work well with how the game's mechanics since 1.6.
I guess I don't like extremes because they don't provide an accurate picture of the average player. 21k health is just way too low. The average Templar and player should have at least 25k health imo, in which case Blazing Shield will be higher. This still is too low and I fully support a buff to Blazing Shield. But I think basing feedback on the average values of players is more beneficial.Joy_Division wrote: »As for the breath of life parses, those were the secondary heals, not the primary one on me. Usually my secondary heals are about 4K. It was a mobile situation so no focused healing passive. The heals weren't crits. I don't know. It is what it is. The combat log does not lie. A lot of folks upset with healing seem to think when I hit the breath of life button a bunch of 15K heals just magically appear. It doesn't work that way.
I figured those were secondary heals, but even so, it still is an extreme example of a very low BoLs. And just as you say that a lot of folks think that BoL instantly produces 15k heals...it just isn't true.Joy_Division wrote: »I think it is good you are trying to find some explanation for these results that derive from something other than templar mechanics. It's an absolute prerequisite for objective analysis. All the variables have to be considered. However, I feel confident that what I wrote and the screenshots took are representative of stuff that happens every night in Cyrodiil. I do not think templars have a toolkit that gives them the defensive and resource management options needed to stay in their "house" and contend with the damage and other means of attack they will face in the next patch.
I agree with this statement. Templars do need more, especially with some of the passives. But I think some of the players here are over-exaggerating about the "house" thing.
I use Rune Focus extensiviely in Pvp to keep my damage mitigation buffs up. And there is a big difference in incoming damage when I let this buff fall off. If you are running around in a zerg, you will likely not feel the difference. But in smaller group play, you really need to balance yourself between attacking and keeping defensive buffs up. In 5L/2H, I am at 33k spell resistance and 27k physical resistance. So yes..I am an extreme case so not a good representation of the average Templar. I am mostly a healer as well...but I also help attack when I can.
I don't think some Templars are used to playing with Rune Focus for the purpose of keeping the spell and phys buffs up. I am so used to putting it down and moving in and out of it that nothing in this patch changes how I play. I am used to keeping those buffs up for 8 secs...and planting a new one down when I need to move further away.
But here is the thing that I don't agree with. In order to be more successful in pvp, Templars are going to have to use Rune Focus and get used to playing with those 8 secs. You really do not have a choice. You must have this skill on your bar. You are forced to choose this skill because it is that good and you will suffer if you don't have it. And....8 secs is still a bit restrictive for many players.
If Sun Shield was better, it would allow Templars to make a choice. But it's not. So I am again very supportive of buffing Sun Shield to allow more freedom in gameplay. But...let's try to get a better representation of the average pvp players stats, rather than working with extremes.
Anyways..this is just my two cents...and no need to respond. But thank you for replying to me. Cheers
a. to remove such problems as percentage skills in PvP and shieldstacking problem, revamp Radiant Ward to work like: self-buff for 20 seconds that will grant Major Evasion buff(20%) and will have additional effect to help with sustain:It should help sustain in both PvE and PvP and will negate fact that templar as tanking class without active stamina returns. Also in compare with Blinding Flashes - it 50% miss chance but only for melee 5m, while Evasion grants 20% to both melee and range. For magicka templars stamina based Evasion is stamina-drainer cos high cost, and stamplars are worst stamina-based class coz lack of sustain and also have only couple magicka skills to waste mana on.
- every dodge grants returns 1000 stamina to caster.
To further comparison we can compare it with old Black Rose that had 20% of 900 stamina return upon block:
unbuffed block cost 1730 stamina, and to restore 900 stamina you must waste at least 6920 block stamina, same with dodge effect - it won't make you to dadge instantly vs 1 target and make you unkillable but each 1 more enemy will slightly increase chances to survive, also unlike Blinding Flashes, dodge not proccing on AoE dd skills. So for example: As you can see vs 8 targets 20 sec dodge-buff gave only 9 dodges: 9k stamina in 20 seconds vs 8 enemies, it equal to 900 stamina regen for 20 sec only while being already heavily outnumbered. To compare to dk Helping Hands passive with ~15k stamina = 750 stamina returns, in addition to Battle Roar passive effectiveness you can see on video i linked above from WGT.
This change will allow to invest more resources into offense, not just stuck as much defense as possible and have 0 damage outpoot.
"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.
Hiero_Glyph wrote: »Joy_Division wrote: »My health is 21K because I run drinks. I run with a guildmate who has 55K health and his shield is still smaller than what I get on my sorcerer who doesn't even have bastion maxed out. How much health isn't the issue here. Having abilities scales to it is not going to work well with how the game's mechanics since 1.6.
An often overlooked fact is that Sun Shield only lasts for 6s while Hardened Ward lasts over 3x as long and still scales off of a primary stat. The 6s duration is as much of a problem as the fact that is scales off of health.
cazlonb16_ESO wrote: »Hiero_Glyph wrote: »Joy_Division wrote: »My health is 21K because I run drinks. I run with a guildmate who has 55K health and his shield is still smaller than what I get on my sorcerer who doesn't even have bastion maxed out. How much health isn't the issue here. Having abilities scales to it is not going to work well with how the game's mechanics since 1.6.
An often overlooked fact is that Sun Shield only lasts for 6s while Hardened Ward lasts over 3x as long and still scales off of a primary stat. The 6s duration is as much of a problem as the fact that is scales off of health.
While both Blazing Shield and Hardened Ward are shields, their purposes are different. HW is a purely defensive tool while BS is an offensive/defensive hybrid. HW you cast preemptively, BS in battle. You want it to expire quickly, so you can time its damage.
So initially there actually was some solid reasoning behind the difference in duration. In the current environment ( and for the Radiant Ward morph in general ) that's not true anymore of course.
@Minno
With time left till live i think we should ask only to fix templar worst's aspect - sustain, and since Templar don't have abilities to return stamina, i suggesting 1-2 of those 3 requests(we all should understand that they won't make tons of changes in just 2 weeks till live), each of it will give sugnificant improvement of templar sustain:
1. Sun Shield - Wrobel told it won't be fixed till Update 10: there is no reason to waste time on proposing any changes regarding regarding percentage, etc., so i suggested to revamp one of the morphs: Radiant Ward, this change will help both PvE and PvP:It won't be OP in 1v1 and in 1vX it will increase survivability for each additional enemy. Like NB with siphoning attacks - it is strong enough in 1v1 and in 1vX it becoming even more stronger. Nightblade have dodge buff and resource return ability, in compare with him templar can't for example hold block as long as nb in PvE; check my video:a. to remove such problems as percentage skills in PvP and shieldstacking problem, revamp Radiant Ward to work like: self-buff for 20 seconds that will grant Major Evasion buff(20%) and will have additional effect to help with sustain:It should help sustain in both PvE and PvP and will negate fact that templar as tanking class without active stamina returns. Also in compare with Blinding Flashes - it 50% miss chance but only for melee 5m, while Evasion grants 20% to both melee and range. For magicka templars stamina based Evasion is stamina-drainer cos high cost, and stamplars are worst stamina-based class coz lack of sustain and also have only couple magicka skills to waste mana on.
- every dodge grants returns 1000 stamina to caster.
To further comparison we can compare it with old Black Rose that had 20% of 900 stamina return upon block:
unbuffed block cost 1730 stamina, and to restore 900 stamina you must waste at least 6920 block stamina, same with dodge effect - it won't make you to dadge instantly vs 1 target and make you unkillable but each 1 more enemy will slightly increase chances to survive, also unlike Blinding Flashes, dodge not proccing on AoE dd skills. So for example: As you can see vs 8 targets 20 sec dodge-buff gave only 9 dodges: 9k stamina in 20 seconds vs 8 enemies, it equal to 900 stamina regen for 20 sec only while being already heavily outnumbered. To compare to dk Helping Hands passive with ~15k stamina = 750 stamina returns, in addition to Battle Roar passive effectiveness you can see on video i linked above from WGT.
This change will allow to invest more resources into offense, not just stuck as much defense as possible and have 0 damage outpoot.https://www.youtube.com/watch?v=zfSK7vJio082. One of the most useless Dawn Wrath skills - Eclipse; take idea of @Solariken, this change will help mostly PvP but it not require much theorycrafting, just check of how good dk Scales works, also it is easy to implement.
More enemies=more procs=more resource returns"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.
Any of those 2 changes will take niche of Sun Shield that was our defense previously but not serving its role anymore
3. Most easy change - remove CC from Luminous Shards and allow it to have unique synnergy that can be activated by own caster, (or make Solar Barrage to return some amount of stamina for each affected enemy). This change will help both PvE and PvP and easily can be implemented.
4. Light Weaver should restore ult points upon healing below 60% to caster. Templar don't have very strong ult and this change at least will allow him to use them more often. Like NB got improved passive that grants ult upon potions and literally equal to 2.25 ult/sec passive.
Those 4 easily achievable suggestions is all I can think now about. They answered all aspects of skills that Wrobel talked about on eso live: a. unique skill. b. easy implementable skill. c.not granting user god-mode d. since templars left without any single defensive skill, one of those should be implemented to play role of defense.
Realistically you might get another 1% increase to the shield per hit for Radiant Ward. That list is too long/involved to be in for March 7th, and besides, I think they will want to see how existing changes play out with the larger player base on live before going in for more modifications.@Minno
With time left till live i think we should ask only to fix templar worst's aspect - sustain, and since Templar don't have abilities to return stamina, i suggesting 1-2 of those 3 requests(we all should understand that they won't make tons of changes in just 2 weeks till live), each of it will give sugnificant improvement of templar sustain:
1. Sun Shield - Wrobel told it won't be fixed till Update 10: there is no reason to waste time on proposing any changes regarding regarding percentage, etc., so i suggested to revamp one of the morphs: Radiant Ward, this change will help both PvE and PvP:It won't be OP in 1v1 and in 1vX it will increase survivability for each additional enemy. Like NB with siphoning attacks - it is strong enough in 1v1 and in 1vX it becoming even more stronger. Nightblade have dodge buff and resource return ability, in compare with him templar can't for example hold block as long as nb in PvE; check my video:a. to remove such problems as percentage skills in PvP and shieldstacking problem, revamp Radiant Ward to work like: self-buff for 20 seconds that will grant Major Evasion buff(20%) and will have additional effect to help with sustain:It should help sustain in both PvE and PvP and will negate fact that templar as tanking class without active stamina returns. Also in compare with Blinding Flashes - it 50% miss chance but only for melee 5m, while Evasion grants 20% to both melee and range. For magicka templars stamina based Evasion is stamina-drainer cos high cost, and stamplars are worst stamina-based class coz lack of sustain and also have only couple magicka skills to waste mana on.
- every dodge grants returns 1000 stamina to caster.
To further comparison we can compare it with old Black Rose that had 20% of 900 stamina return upon block:
unbuffed block cost 1730 stamina, and to restore 900 stamina you must waste at least 6920 block stamina, same with dodge effect - it won't make you to dadge instantly vs 1 target and make you unkillable but each 1 more enemy will slightly increase chances to survive, also unlike Blinding Flashes, dodge not proccing on AoE dd skills. So for example: As you can see vs 8 targets 20 sec dodge-buff gave only 9 dodges: 9k stamina in 20 seconds vs 8 enemies, it equal to 900 stamina regen for 20 sec only while being already heavily outnumbered. To compare to dk Helping Hands passive with ~15k stamina = 750 stamina returns, in addition to Battle Roar passive effectiveness you can see on video i linked above from WGT.
This change will allow to invest more resources into offense, not just stuck as much defense as possible and have 0 damage outpoot.https://www.youtube.com/watch?v=zfSK7vJio082. One of the most useless Dawn Wrath skills - Eclipse; take idea of @Solariken, this change will help mostly PvP but it not require much theorycrafting, just check of how good dk Scales works, also it is easy to implement.
More enemies=more procs=more resource returns"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.
Any of those 2 changes will take niche of Sun Shield that was our defense previously but not serving its role anymore
3. Most easy change - remove CC from Luminous Shards and allow it to have unique synnergy that can be activated by own caster, (or make Solar Barrage to return some amount of stamina for each affected enemy). This change will help both PvE and PvP and easily can be implemented.
4. Light Weaver should restore ult points upon healing below 60% to caster. Templar don't have very strong ult and this change at least will allow him to use them more often. Like NB got improved passive that grants ult upon potions and literally equal to 2.25 ult/sec passive.
Those 4 easily achievable suggestions is all I can think now about. They answered all aspects of skills that Wrobel talked about on eso live: a. unique skill. b. easy implementable skill. c.not granting user god-mode d. since templars left without any single defensive skill, one of those should be implemented to play role of defense.
I'll take those changes and concentrate on sustain if it means they can get it in before live hits.
tinythinker wrote: »Realistically you might get another 1% increase to the shield per hit for Radiant Ward. That list is too long/involved to be in for March 7th, and besides, I think they will want to see how existing changes play out with the larger player base on live before going in for more modifications.@Minno
With time left till live i think we should ask only to fix templar worst's aspect - sustain, and since Templar don't have abilities to return stamina, i suggesting 1-2 of those 3 requests(we all should understand that they won't make tons of changes in just 2 weeks till live), each of it will give sugnificant improvement of templar sustain:
1. Sun Shield - Wrobel told it won't be fixed till Update 10: there is no reason to waste time on proposing any changes regarding regarding percentage, etc., so i suggested to revamp one of the morphs: Radiant Ward, this change will help both PvE and PvP:It won't be OP in 1v1 and in 1vX it will increase survivability for each additional enemy. Like NB with siphoning attacks - it is strong enough in 1v1 and in 1vX it becoming even more stronger. Nightblade have dodge buff and resource return ability, in compare with him templar can't for example hold block as long as nb in PvE; check my video:a. to remove such problems as percentage skills in PvP and shieldstacking problem, revamp Radiant Ward to work like: self-buff for 20 seconds that will grant Major Evasion buff(20%) and will have additional effect to help with sustain:It should help sustain in both PvE and PvP and will negate fact that templar as tanking class without active stamina returns. Also in compare with Blinding Flashes - it 50% miss chance but only for melee 5m, while Evasion grants 20% to both melee and range. For magicka templars stamina based Evasion is stamina-drainer cos high cost, and stamplars are worst stamina-based class coz lack of sustain and also have only couple magicka skills to waste mana on.
- every dodge grants returns 1000 stamina to caster.
To further comparison we can compare it with old Black Rose that had 20% of 900 stamina return upon block:
unbuffed block cost 1730 stamina, and to restore 900 stamina you must waste at least 6920 block stamina, same with dodge effect - it won't make you to dadge instantly vs 1 target and make you unkillable but each 1 more enemy will slightly increase chances to survive, also unlike Blinding Flashes, dodge not proccing on AoE dd skills. So for example: As you can see vs 8 targets 20 sec dodge-buff gave only 9 dodges: 9k stamina in 20 seconds vs 8 enemies, it equal to 900 stamina regen for 20 sec only while being already heavily outnumbered. To compare to dk Helping Hands passive with ~15k stamina = 750 stamina returns, in addition to Battle Roar passive effectiveness you can see on video i linked above from WGT.
This change will allow to invest more resources into offense, not just stuck as much defense as possible and have 0 damage outpoot.https://www.youtube.com/watch?v=zfSK7vJio082. One of the most useless Dawn Wrath skills - Eclipse; take idea of @Solariken, this change will help mostly PvP but it not require much theorycrafting, just check of how good dk Scales works, also it is easy to implement.
More enemies=more procs=more resource returns"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.
Any of those 2 changes will take niche of Sun Shield that was our defense previously but not serving its role anymore
3. Most easy change - remove CC from Luminous Shards and allow it to have unique synnergy that can be activated by own caster, (or make Solar Barrage to return some amount of stamina for each affected enemy). This change will help both PvE and PvP and easily can be implemented.
4. Light Weaver should restore ult points upon healing below 60% to caster. Templar don't have very strong ult and this change at least will allow him to use them more often. Like NB got improved passive that grants ult upon potions and literally equal to 2.25 ult/sec passive.
Those 4 easily achievable suggestions is all I can think now about. They answered all aspects of skills that Wrobel talked about on eso live: a. unique skill. b. easy implementable skill. c.not granting user god-mode d. since templars left without any single defensive skill, one of those should be implemented to play role of defense.
I'll take those changes and concentrate on sustain if it means they can get it in before live hits.
I asking to buff only one thing from my 1-3 list, ZOS must only pick up just 1 change they willing to do and implement it, I believe it is not hard, the only problem is their will to do it. But again, if ZOS glad how templar looks like with fact that after half of pts ended they got 50 pages of negative impressions and almost 1.5k comments on class...tinythinker wrote: »Realistically you might get another 1% increase to the shield per hit for Radiant Ward. That list is too long/involved to be in for March 7th, and besides, I think they will want to see how existing changes play out with the larger player base on live before going in for more modifications.@Minno
With time left till live i think we should ask only to fix templar worst's aspect - sustain, and since Templar don't have abilities to return stamina, i suggesting 1-2 of those 3 requests(we all should understand that they won't make tons of changes in just 2 weeks till live), each of it will give sugnificant improvement of templar sustain:
1. Sun Shield - Wrobel told it won't be fixed till Update 10: there is no reason to waste time on proposing any changes regarding regarding percentage, etc., so i suggested to revamp one of the morphs: Radiant Ward, this change will help both PvE and PvP:It won't be OP in 1v1 and in 1vX it will increase survivability for each additional enemy. Like NB with siphoning attacks - it is strong enough in 1v1 and in 1vX it becoming even more stronger. Nightblade have dodge buff and resource return ability, in compare with him templar can't for example hold block as long as nb in PvE; check my video:a. to remove such problems as percentage skills in PvP and shieldstacking problem, revamp Radiant Ward to work like: self-buff for 20 seconds that will grant Major Evasion buff(20%) and will have additional effect to help with sustain:It should help sustain in both PvE and PvP and will negate fact that templar as tanking class without active stamina returns. Also in compare with Blinding Flashes - it 50% miss chance but only for melee 5m, while Evasion grants 20% to both melee and range. For magicka templars stamina based Evasion is stamina-drainer cos high cost, and stamplars are worst stamina-based class coz lack of sustain and also have only couple magicka skills to waste mana on.
- every dodge grants returns 1000 stamina to caster.
To further comparison we can compare it with old Black Rose that had 20% of 900 stamina return upon block:
unbuffed block cost 1730 stamina, and to restore 900 stamina you must waste at least 6920 block stamina, same with dodge effect - it won't make you to dadge instantly vs 1 target and make you unkillable but each 1 more enemy will slightly increase chances to survive, also unlike Blinding Flashes, dodge not proccing on AoE dd skills. So for example: As you can see vs 8 targets 20 sec dodge-buff gave only 9 dodges: 9k stamina in 20 seconds vs 8 enemies, it equal to 900 stamina regen for 20 sec only while being already heavily outnumbered. To compare to dk Helping Hands passive with ~15k stamina = 750 stamina returns, in addition to Battle Roar passive effectiveness you can see on video i linked above from WGT.
This change will allow to invest more resources into offense, not just stuck as much defense as possible and have 0 damage outpoot.https://www.youtube.com/watch?v=zfSK7vJio082. One of the most useless Dawn Wrath skills - Eclipse; take idea of @Solariken, this change will help mostly PvP but it not require much theorycrafting, just check of how good dk Scales works, also it is easy to implement.
More enemies=more procs=more resource returns"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.
Any of those 2 changes will take niche of Sun Shield that was our defense previously but not serving its role anymore
3. Most easy change - remove CC from Luminous Shards and allow it to have unique synnergy that can be activated by own caster, (or make Solar Barrage to return some amount of stamina for each affected enemy). This change will help both PvE and PvP and easily can be implemented.
4. Light Weaver should restore ult points upon healing below 60% to caster. Templar don't have very strong ult and this change at least will allow him to use them more often. Like NB got improved passive that grants ult upon potions and literally equal to 2.25 ult/sec passive.
Those 4 easily achievable suggestions is all I can think now about. They answered all aspects of skills that Wrobel talked about on eso live: a. unique skill. b. easy implementable skill. c.not granting user god-mode d. since templars left without any single defensive skill, one of those should be implemented to play role of defense.
I'll take those changes and concentrate on sustain if it means they can get it in before live hits.
Not to mention that the bow thread gets a comment on page 2 already...
Makes you feel really appreciated...
forums.elderscrollsonline.com/en/discussion/comment/2708612/#Comment_2708612
That makes the Templar play different and homogenizes the classes.what about Major Evasion instead? .
Right now, I believe E.W. made a fool of himself with this house fantasy, but if he has good things in his sleeves to back it up, it's time to reveal a few, even if it's for the next updates (even if I think believing we can stay still in either pvp or pve is a big mistake).
Right now, I believe E.W. made a fool of himself with this house fantasy, but if he has good things in his sleeves to back it up, it's time to reveal a few, even if it's for the next updates (even if I think believing we can stay still in either pvp or pve is a big mistake).
Waiting until the next update would be yet another colossal mistake. CU will be in beta by then, BDO will have launched, other games are on the horizon - it just won't matter. The fact that he thought it was a smart idea to identify and admit there are going to be glaring discrepancies between magicka and stamina in TG and that stamina needs to wait until DB demonstrates his utter lack of foresight and his flawed approach to balance. It was evident in the way that he said they only have 3 months to push out changes that they are oblivious to the pace almost all of their competitors are able to hold when it comes to balance. I'm glad I have my DK to v16 and rank 24, and I may even play my broken racial sorc as a magicka considering how stupidly strong shield stacking will be in TG.
I've played a lot of MMOs, had issues and disagreements with a few of the companies that manage them, but never have I cared enough to actually remember names until now. I will NEVER play another mmo where Eric Wrobel has a hand in combat, itemization, or class design.
Every update we waiting for templar buffs, and every update we get nothing...Right now, I believe E.W. made a fool of himself with this house fantasy, but if he has good things in his sleeves to back it up, it's time to reveal a few, even if it's for the next updates (even if I think believing we can stay still in either pvp or pve is a big mistake).
cazlonb16_ESO wrote: »Hiero_Glyph wrote: »Joy_Division wrote: »My health is 21K because I run drinks. I run with a guildmate who has 55K health and his shield is still smaller than what I get on my sorcerer who doesn't even have bastion maxed out. How much health isn't the issue here. Having abilities scales to it is not going to work well with how the game's mechanics since 1.6.
An often overlooked fact is that Sun Shield only lasts for 6s while Hardened Ward lasts over 3x as long and still scales off of a primary stat. The 6s duration is as much of a problem as the fact that is scales off of health.
While both Blazing Shield and Hardened Ward are shields, their purposes are different. HW is a purely defensive tool while BS is an offensive/defensive hybrid. HW you cast preemptively, BS in battle. You want it to expire quickly, so you can time its damage.
So initially there actually was some solid reasoning behind the difference in duration. In the current environment ( and for the Radiant Ward morph in general ) that's not true anymore of course.
tinythinker wrote: »
Every update we waiting for templar buffs, and every update we get nothing...Right now, I believe E.W. made a fool of himself with this house fantasy, but if he has good things in his sleeves to back it up, it's time to reveal a few, even if it's for the next updates (even if I think believing we can stay still in either pvp or pve is a big mistake).
Remember how promise of "place under the sun" ended?! We were nerfed to play healbots.
tinythinker wrote: »
How so when only Nightblades have inclass Major Evasion? Although that in of itself is cause for not granting Major Evasion if it is intended for only Nightblades to have it inclass. And another "although," Templar and Dragonknight used to have miss chance, which was a form of evasion.
So, how is giving Templars Major Evasion homogenization when neither Dragonknight or Sorcerer have it as well?
Every update we waiting for templar buffs, and every update we get nothing...Right now, I believe E.W. made a fool of himself with this house fantasy, but if he has good things in his sleeves to back it up, it's time to reveal a few, even if it's for the next updates (even if I think believing we can stay still in either pvp or pve is a big mistake).
Remember how promise of "place under the sun" ended?! We were nerfed to play healbots.
TBH i think this time we got much. I am a 100% serious here, many buffs are not visible because they have their impact on us via champion system.
One thing i dislike, we still have to move our house to fight someone xD
In our house we might be ok but wihtout, we are nothing but a leaf in the wind, ahh i mean a brick in the dirt.