This is more how we feel since 2015 playing the "Templar free falling nerf patches".bikerangelo wrote: »
booksmcread wrote: »So, are we going to see any fixes and positive tweaks for templars before this patch gets released to live, or is Wrobel going to give us the proverbial middle finger and tell us to wait 4-5 months?
This is getting absurd.
ZOS, if you're reading this 65-page (and counting) Templar thread, please respond.
At this point, it doesn't even have to be a substantive response. Just say "Hi" so that we know you're here.
The problem I've always had with dark flare is the initial hit taking longer to cast because #zoscoding, and it being incredibly difficult to use in lag.
Interesting idea. I'll give these a go because my playstyle sounds like it's very similar to yours.I changed up my play style the other day and had a more enjoyable time in PVP. For those wondering, I stopped using Toppling charge & Jabs on my main bar replacing them with Dark Flare & Javelin. When Toppling charge did not bug out it would often cause me to over extend and die.
Bar 1 has a ranged play style now which helps keep me out of trouble, and with the added range to javelin will create a nice synergy between Structured entropy > Dark Flare > Javelin > Radiant Destruction.
Bar 2 Has Purifying Ritual, Honor the Dead, mist form & a single offensive flex skill which i use for Jabs. This bar is for healing support, evasive action and generally when someone gets in your face.
The change-up really favours the Templar because you can put out some serious ranged damage and force the player to either run, or if they decide to get in your face have them deal with HtD, Ritual & Jabs. In a sense we're controlling the situation and Wrobel's idea of Templar's defending their house may work. Its too early to say until things go live and we see everything in practice.
Templar is one of the hardest classes to theorycraft and it has taken me 2 years of on & off play and 9 build revisions to get it to a point where I feel confident in PVP.
Anyways, good luck to all my Templar bro's and if anyone has questions about my build please feel free to message me.
The problem I've always had with dark flare is the initial hit taking longer to cast because #zoscoding, and it being incredibly difficult to use in lag. Bar swapping is already hard to pull off and unreliable, but trying to do so while you're in the casting animation for flare is just silly. Most channels and casts you can auto break by wep swap or blocking, but I haven't found that to be true with flare. Like other Templar skills, it's clunky and buggy. FFS, I could've dealt with zero buffs to Templar in TG patch if they had only cleaned up our buggy and derpy animations and their fascination with putting so many casts and channels into a single class.
Sorcs point out noob sorcs by hard casted frags, but it's kosher for temps to have flare, Jesus beam, ritual, remembrance, and jabs all on the same class and intended to be casted/channeled.
Sometimes I day dream that the extended silence over the past few weeks is because ZOS has been trying fill the open position for lead combat designer.
The problem I've always had with dark flare is the initial hit taking longer to cast because #zoscoding, and it being incredibly difficult to use in lag.
You can turn the long flight time into an advantage by timing your Javelin to hit right after Dark flare does, its devastating. Javelin gets 40% damage at max range + empower from the Dark Flare.
david.haypreub18_ESO wrote: »
Having worked as both a customer service rep and later as a project manager, my sense is that the devs are aware of the conversation going on here, but simply think that their vision for the class is the right one, and that once the fury dies down players will eventually come around and accept it.
I think you've hit the nail on the head.
It was the same thing with them trying to entice Sorcerers to use Liquid Lightning in PvP: it just isn't very effective. Unfortunately, it has been 2 years for Templars now, and many players are just not buying into their vision. I for example would like to play a Paladin: someone who wears heavy armor, is tanky, and can throw out some buffs and heals to help the group. That is not really possible right now in high end PvP: tanking in general has been nerfed with the changes to blocking, Templars are not particularly tanky or capable of 'protecting a house', and heavy armor is terrible. I don't fit the vision.
Worse still, the Templar class as it stands now doesn't even match the developers unique vision. Templars simply don't have many tools to 'protect the house'. So we're stuck with a class that fails to meet a vision that we don't share and never wanted in the first place.
The problem I've always had with dark flare is the initial hit taking longer to cast because #zoscoding, and it being incredibly difficult to use in lag.
You can turn the long flight time into an advantage by timing your Javelin to hit right after Dark flare does, its devastating. Javelin gets 40% damage at max range + empower from the Dark Flare.
Yeah, dark flare -> javelin -> radiant destruction is a strong combo on live already. Now 12% more damage on dark flare, more range on javelin and undodgeable radiant destruction = GG. Glass cannon magicka templar is gonna hit hard. BUT it's STILL gonna have exactly the same problems we had before. No mobility, weak passives, a lot of useless skills, and those that are usable are usually with cast times. To be honest, dark flare did not need a damage buff. I'd rather see it go away and have buffs elsewhere. I really don't see why the damage of dark flare was increased. Its damage is insane already on live. Same with the nova synergy. That damage straight one shots some people on live, and they are increasing it furter? Madness. Meanwhile, the actual issues we had with the skills are unadressed (mainly the skill being waaaay to expensive, especially considering across the board ultimate cost decreases for other classes, and the skill just not being worth it without someone using the synergy). We get the buffs on all the wrong places. We didn't ask for those buffs, we don't want those buffs, we don't need those buffs. But we got them. Just like we got the purifying ritual fix. That's gonna be the real killer of templar survivability. It's going to be fun watching glass templars shatter (get the pun? ) trying to go full offensive like sorcs do.
Yeah, dark flare -> javelin -> radiant destruction is a strong combo on live already. Now 12% more damage on dark flare, more range on javelin and undodgeable radiant destruction = GG. Glass cannon magicka templar is gonna hit hard. BUT it's STILL gonna have exactly the same problems we had before. No mobility, weak passives, a lot of useless skills, and those that are usable are usually with cast times. To be honest, dark flare did not need a damage buff. I'd rather see it go away and have buffs elsewhere. I really don't see why the damage of dark flare was increased. Its damage is insane already on live. Same with the nova synergy. That damage straight one shots some people on live, and they are increasing it furter? Madness. Meanwhile, the actual issues we had with the skills are unadressed (mainly the skill being waaaay to expensive, especially considering across the board ultimate cost decreases for other classes, and the skill just not being worth it without someone using the synergy). We get the buffs on all the wrong places. We didn't ask for those buffs, we don't want those buffs, we don't need those buffs. But we got them. Just like we got the purifying ritual fix. That's gonna be the real killer of templar survivability. It's going to be fun watching glass templars shatter (get the pun? ) trying to go full offensive like sorcs do.
I've had success using Mist Form which tends to buy me time to re-position and throw down some heals right after. Of course you won't survive a dedicated burst from a good NB, or an onslaught from multiple people but I have got out of some really tough situations using mistform, terrain and heals. The best part is if its a melee class and you suddenly start jabbing them. You can go from defense to offense very quickly, something we were lacking and tended to get us killed.
Yeah, dark flare -> javelin -> radiant destruction is a strong combo on live already. Now 12% more damage on dark flare, more range on javelin and undodgeable radiant destruction = GG. Glass cannon magicka templar is gonna hit hard. BUT it's STILL gonna have exactly the same problems we had before. No mobility, weak passives, a lot of useless skills, and those that are usable are usually with cast times. To be honest, dark flare did not need a damage buff. I'd rather see it go away and have buffs elsewhere. I really don't see why the damage of dark flare was increased. Its damage is insane already on live. Same with the nova synergy. That damage straight one shots some people on live, and they are increasing it furter? Madness. Meanwhile, the actual issues we had with the skills are unadressed (mainly the skill being waaaay to expensive, especially considering across the board ultimate cost decreases for other classes, and the skill just not being worth it without someone using the synergy). We get the buffs on all the wrong places. We didn't ask for those buffs, we don't want those buffs, we don't need those buffs. But we got them. Just like we got the purifying ritual fix. That's gonna be the real killer of templar survivability. It's going to be fun watching glass templars shatter (get the pun? ) trying to go full offensive like sorcs do.
I've had success using Mist Form which tends to buy me time to re-position and throw down some heals right after. Of course you won't survive a dedicated burst from a good NB, or an onslaught from multiple people but I have got out of some really tough situations using mistform, terrain and heals. The best part is if its a melee class and you suddenly start jabbing them. You can go from defense to offense very quickly, something we were lacking and tended to get us killed.
I haven't had much luck with mistform after the change to gap closers rooting you in place. There was just no way to escape anyone spamming a gap closer on you. No magicka regen, and the skill not actually reducing 75% of the damage taken along with tab target makes for a very weak skill. I don't know which one of these things has the biggest influence, but this skill changed from a very good, must-have skill for a vamp templar to a very weak skill people usually only slot to get the vampire passives on the second bar (and use ulti on the other one). I used mist form back in the day on a stamina templar as a magicka dump and I loved it. Now however, I wouldn't recommend it.
booksmcread wrote: »So, are we going to see any fixes and positive tweaks for templars before this patch gets released to live, or is Wrobel going to give us the proverbial middle finger and tell us to wait 4-5 months?
*tell us to wait 4-5 months for CU beta to be available and drop wrobel's catastrophe of combat and balance. Fixed it for ya books.
He didn't even blink when he said he was doing magicka now, and stamina and non-class skill line balancing in DB 3 months later. We're stuck as is, patch goes live in 1.5 weeks. At least you and I both have DKs though.