I can't actually tell what over half the people are upset about in here
americansteel wrote:yet Templars and magic DKs will still be left in dark!
I don't think I can play Templar or DK any longer I don't see it in me.
Templars will not only struggle against harder hitting players we will struggle with resource management.
recovery enchants and 5 seducers will probably be a must, leaves no room for damage.
I think Magicka DK´s got a huge buff...
Templar is the only class that will be nerfed to death..
Magicka DK looks incredible right now, ZOS actually did exactly what was needed with DK. Stam DK was king and didn't need much so they focused on Magic DK and I think the changes look great. They did the opposite with Templar. Stamplar needed the most love and got almost nothing....
Magicka DK looks incredible right now, ZOS actually did exactly what was needed with DK. Stam DK was king and didn't need much so they focused on Magic DK and I think the changes look great. They did the opposite with Templar. Stamplar needed the most love and got almost nothing....
Everyone else has basically articulated the problems with these changes to the Templar Class.
In PvP, the theme of standing your ground is further encouraged by many of these changes, in a game where mobility and positioning is key. However encouraged =/= positive changes, as Templar is still left without ANY tools to stand our grand and win, as heal spam does not constitute as it is not a proactive defense.
[*] Rune Focus: Revised the tooltips for this ability and its morphs to indicate that the Major Ward and Major Resolve buffs will stick to you for 8 seconds after leaving the rune, while the morph effects of Channeled Focus and Restoring Focus require you to remain in the rune at all times.
Yep, this will definitely be a useful change! Especially when in most end game content and PvP, especially vMA, you need to be very mobile! Thanks for doing the opposite of what Templars suggested with feedback ZoS :')
[/list]
can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.
BalticBlues wrote: »In PvP, a mobility option that gets you out of a mess.Jabs - very good
Dark Flare - OP AF
Jesus Beam - Back to 1.6
What else do u want?
In PvP, an ultimate that is actually useful 1v1.
In PvP, a shield that is actually useful 1v1.
In PvP, a dark flare that procs like Crystal Fragments.
In PvP, a class that can survive 1v1 against a skilled Sorc
Overall, skills that actually become useful instead of being placeholders as Radial Sweep or Healing Ritual. The next thing not to be used anymore will be Right of Passage, because Barrier now costs the same and does not freeze the healer. The Templar class is the only class with many WORSE skills than the ones available to all players.
All the Templar changes are made only for PvP. And all these PvP changes come too late. The Templar class is almost extinct in PvP. All the people who re-rolled a liquid Sorcerer/NB won't come back to the Templar snail.
What really hurts now is that the Templar class goes down the drain in PvE as well. ZOS dictates immobility and lower healing, while content gets more dynamic and demanding. With the latest changes, Templars now can become extinct in PvE as well.
RIP.
Nightwolfmenace wrote: »"Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected. "
At first i was confused about this change.. but now I believe how it works so i can clarify for everyone.. basically if assuming it works the way i think it does (Needs Testing)..ITS A HUGE BUFF! To put it in numbers to understand
If it took 30k Damage stored last patch just to do a 10k Explosion, now it takes 30k - (30k * .66) which is 10200 damage stored to inflict 10k* 1.25 = 12500 damage explosion.
Stamina Templars now have an Inevitable Detonation.. rejoice!
can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.
Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.
But Stamina Templars are the ones who need some attention now, they got nothing this round...
dodgehopper_ESO wrote: »can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.
Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.
But Stamina Templars are the ones who need some attention now, they got nothing this round...
Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.
Nightwolfmenace wrote: »"Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected. "
At first i was confused about this change.. but now I believe how it works so i can clarify for everyone.. basically if assuming it works the way i think it does (Needs Testing)..ITS A HUGE BUFF! To put it in numbers to understand
If it took 30k Damage stored last patch just to do a 10k Explosion, now it takes 30k - (30k * .66) which is 10200 damage stored to inflict 10k* 1.25 = 12500 damage explosion.
Stamina Templars now have an Inevitable Detonation.. rejoice!
U think it might find a use in pvp?
dodgehopper_ESO wrote: »can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.
Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.
But Stamina Templars are the ones who need some attention now, they got nothing this round...
Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.
dodgehopper_ESO wrote: »can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.
Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.
But Stamina Templars are the ones who need some attention now, they got nothing this round...
Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.
They got 30% increased healing.
And if truly all channels arent dodgeable, so should jabs be! at least i hope so. Now if the cp system works out on the increased dmg on shields... i dont know how good we will be.
Nightwolfmenace wrote: »Nightwolfmenace wrote: »"Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected. "
At first i was confused about this change.. but now I believe how it works so i can clarify for everyone.. basically if assuming it works the way i think it does (Needs Testing)..ITS A HUGE BUFF! To put it in numbers to understand
If it took 30k Damage stored last patch just to do a 10k Explosion, now it takes 30k - (30k * .66) which is 10200 damage stored to inflict 10k* 1.25 = 12500 damage explosion.
Stamina Templars now have an Inevitable Detonation.. rejoice!
U think it might find a use in pvp?
Heck yea.. the problem with Backlash before was that you had to do 30k damage just to get a 10k explosion.. but 30k damage in a meta where people have 20k health you would never see it..
Now you only have to do 10k damage to a target to get the maximum explosion!
dodgehopper_ESO wrote: »can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.
Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.
But Stamina Templars are the ones who need some attention now, they got nothing this round...
Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.
Completely agree on the Rune, so ridiculous it didn't get the standard 20 sec treatment like all other class armor buffs, and it should stick to us! Noone needs a small rune on the ground in PvP. Stick it to us along with the buffs, end of story.dodgehopper_ESO wrote: »can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.
Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.
But Stamina Templars are the ones who need some attention now, they got nothing this round...
Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.
They got 30% increased healing.
And if truly all channels arent dodgeable, so should jabs be! at least i hope so. Now if the cp system works out on the increased dmg on shields... i dont know how good we will be.
Major Mending is actually 25% now, but it could have been 100000000000000% for all I care, it doesn't eliminate the problem that we cannot do anything on the move, we are forced to be more stationary that any other class, and not because we have no mobility, which everyone else have by now, but because we have to either reconnect with Rune every 8 seconds or rebuff it every 8 seconds. Please tell me that rebuffing your major armor buff every 8 seconds is okay when NBs get it passively for using their main damage ability and Sorcs/DKs have theirs last 20 seconds, and with all three classes it stays with their character, not one some weird spot on the ground...
dodgehopper_ESO wrote: »can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.
Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.
But Stamina Templars are the ones who need some attention now, they got nothing this round...
Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.
They got 30% increased healing.
And if truly all channels arent dodgeable, so should jabs be! at least i hope so. Now if the cp system works out on the increased dmg on shields... i dont know how good we will be.
kkravaritieb17_ESO wrote: »Bol nerf is so stupid and unnecessary ...nobody really asked for it but here it is. Why does ZOS never listen to the people actually playing templar i cant understand.
Rune Focus - The main change that caught my eye:
Rune Focus: Revised the tooltips for this ability and its morphs to indicate that the Major Ward and Major Resolve buffs will stick to you for 8 seconds after leaving the rune, while the morph effects of Channeled Focus and Restoring Focus require you to remain in the rune at all times.
If I'm reading this correctly, it states that you MUST be INSIDE the circle at all times to receive the buffs that each morph provides. When I logged onto the PTS today, I was still receiving the magicka while being outside the circle. The magicka gain lasted 18 seconds, just like it does on live. I hope this isn't a bug, as forcing us to be immobile doesn't make any sense. Nobody will use the ability if he/she is forced to stand in a circle that has a 1 meter diameter.
What!? I thought that having to remain in the circle for the buffs from the morphs was always the case. The Major Ward and Major Resolve only lasting for 8 seconds after leaving the circle was always the case. A bit short. But you could always run back over your circle and get another full 8 secs. Not very mobile. But you could still move around the circle area.
But the Magicka regen from Chanelled Focus always required you to remain in the circle. You didn't receive the magicka regen once you left the circle. If this wasn't the case, then I've been benefiting from maigicka regen that I didn't realize I was getting.
Magicka regen for 18 seconds sounds amazingly too good to be true. I'd settle for even the 8 seconds like the unmorphed buffs. If only.
Using AUI I've not seen the magicka regen outside of the Rune. Infact the skill seems to be the most accurate area of effect in the game to me. No give at all.
Rune Focus - The main change that caught my eye:
Rune Focus: Revised the tooltips for this ability and its morphs to indicate that the Major Ward and Major Resolve buffs will stick to you for 8 seconds after leaving the rune, while the morph effects of Channeled Focus and Restoring Focus require you to remain in the rune at all times.
If I'm reading this correctly, it states that you MUST be INSIDE the circle at all times to receive the buffs that each morph provides. When I logged onto the PTS today, I was still receiving the magicka while being outside the circle. The magicka gain lasted 18 seconds, just like it does on live. I hope this isn't a bug, as forcing us to be immobile doesn't make any sense. Nobody will use the ability if he/she is forced to stand in a circle that has a 1 meter diameter.
What!? I thought that having to remain in the circle for the buffs from the morphs was always the case. The Major Ward and Major Resolve only lasting for 8 seconds after leaving the circle was always the case. A bit short. But you could always run back over your circle and get another full 8 secs. Not very mobile. But you could still move around the circle area.
But the Magicka regen from Chanelled Focus always required you to remain in the circle. You didn't receive the magicka regen once you left the circle. If this wasn't the case, then I've been benefiting from maigicka regen that I didn't realize I was getting.
Magicka regen for 18 seconds sounds amazingly too good to be true. I'd settle for even the 8 seconds like the unmorphed buffs. If only.
Using AUI I've not seen the magicka regen outside of the Rune. Infact the skill seems to be the most accurate area of effect in the game to me. No give at all.
The magicka return (Channeled Focus) has ALWAYS occurred outside of the circle. Always. And it still does not require you to be in the circle on the PTS either.
I think they need to explicitly state this in the tooltip because I have personally explained it on the forums a couple dozen times.
If you are not seeing it, make sure you actually have less than 100% magicka, because it will stop if you don't have it.
I can't actually tell what over half the people are upset about in here
I will tell you exactly the parts that upset me.
1. Nerf to Purifying Ritual, no more cleansing projectiles. Huge nerf
2. Breath of Life reduced to 2 targets. Honor the Dead is better imo now, just use HtD and Grand Healing. They needed to fix line of sight, not nerf BOL 25%.
3. Nerf of our Rune. Leaving the rune causes major mending or mana regen to cancel after 4~ seconds (On live it lasts ~18). WHY DO WE HAVE TO STAND STILL????
4. My main complaint. All of the positive changes were for Magicka Templar only, which was already in a much better position than my Stamplar. All stamplar got was Major Mending which requires us to be stationary to use....Stamplar passives still suck, still no synergy, still no pro-active defense. Blazing shield is still terrible, radiant shield is still terrible etc etc.
I am pissed. They seriously couldn't go ONE PATCH without nerfing something on Templar? NOT ONE PATCH??? I'm thinking I will focus on my DK from now on, It's just too obvious they don't know what to do with Templar and I actually like the DK changes.
P.S. Disclaimer, I haven't tested the changes yet so this is just my opinion based on theory crafting.
I can't actually tell what over half the people are upset about in here
I will tell you exactly the parts that upset me.
1. Nerf to Purifying Ritual, no more cleansing projectiles. Huge nerf
2. Breath of Life reduced to 2 targets. Honor the Dead is better imo now, just use HtD and Grand Healing. They needed to fix line of sight, not nerf BOL 25%.
3. Nerf of our Rune. Leaving the rune causes major mending or mana regen to cancel after 4~ seconds (On live it lasts ~18). WHY DO WE HAVE TO STAND STILL????
4. My main complaint. All of the positive changes were for Magicka Templar only, which was already in a much better position than my Stamplar. All stamplar got was Major Mending which requires us to be stationary to use....Stamplar passives still suck, still no synergy, still no pro-active defense. Blazing shield is still terrible, radiant shield is still terrible etc etc.
I am pissed. They seriously couldn't go ONE PATCH without nerfing something on Templar? NOT ONE PATCH??? I'm thinking I will focus on my DK from now on, It's just too obvious they don't know what to do with Templar and I actually like the DK changes.
P.S. Disclaimer, I haven't tested the changes yet so this is just my opinion based on theory crafting.
For 3 + 4: The magicka regen still continues for the life of the rune, no matter if you are in it or not. Not sure if that is what they meant to do but it still works exactly as live.
You can still get Major Mending from Purifying Ritual circle which is much larger than the Rune. Doesn't Stamplar use Purifying Ritual?
Nightwolfmenace wrote: »Nightwolfmenace wrote: »"Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected. "
At first i was confused about this change.. but now I believe how it works so i can clarify for everyone.. basically if assuming it works the way i think it does (Needs Testing)..ITS A HUGE BUFF! To put it in numbers to understand
If it took 30k Damage stored last patch just to do a 10k Explosion, now it takes 30k - (30k * .66) which is 10200 damage stored to inflict 10k* 1.25 = 12500 damage explosion.
Stamina Templars now have an Inevitable Detonation.. rejoice!
U think it might find a use in pvp?
Heck yea.. the problem with Backlash before was that you had to do 30k damage just to get a 10k explosion.. but 30k damage in a meta where people have 20k health you would never see it..
Now you only have to do 10k damage to a target to get the maximum explosion!
Rune Focus - The main change that caught my eye:
Rune Focus: Revised the tooltips for this ability and its morphs to indicate that the Major Ward and Major Resolve buffs will stick to you for 8 seconds after leaving the rune, while the morph effects of Channeled Focus and Restoring Focus require you to remain in the rune at all times.
If I'm reading this correctly, it states that you MUST be INSIDE the circle at all times to receive the buffs that each morph provides. When I logged onto the PTS today, I was still receiving the magicka while being outside the circle. The magicka gain lasted 18 seconds, just like it does on live. I hope this isn't a bug, as forcing us to be immobile doesn't make any sense. Nobody will use the ability if he/she is forced to stand in a circle that has a 1 meter diameter.
What!? I thought that having to remain in the circle for the buffs from the morphs was always the case. The Major Ward and Major Resolve only lasting for 8 seconds after leaving the circle was always the case. A bit short. But you could always run back over your circle and get another full 8 secs. Not very mobile. But you could still move around the circle area.
But the Magicka regen from Chanelled Focus always required you to remain in the circle. You didn't receive the magicka regen once you left the circle. If this wasn't the case, then I've been benefiting from maigicka regen that I didn't realize I was getting.
Magicka regen for 18 seconds sounds amazingly too good to be true. I'd settle for even the 8 seconds like the unmorphed buffs. If only.
Using AUI I've not seen the magicka regen outside of the Rune. Infact the skill seems to be the most accurate area of effect in the game to me. No give at all.
The magicka return (Channeled Focus) has ALWAYS occurred outside of the circle. Always. And it still does not require you to be in the circle on the PTS either.
I think they need to explicitly state this in the tooltip because I have personally explained it on the forums a couple dozen times.
If you are not seeing it, make sure you actually have less than 100% magicka, because it will stop if you don't have it.
Does the buffs on the other morph do so also? Haven't tried it.