Thanks to everyone for all of the passionate posts in this thread. Though this is our first response here, we’ve been reading this thread since it started and understand your opinions on the current state of the Templar.
The Thieves Guild update hosts a number of Templar buffs, but we recognize there are still some abilities that are under performing. Overall, the Templar has a lot of powerful abilities that we are happy with, but we feel there is still room for improvement. We will continue to evaluate and gather feedback after Thieves Guild goes live.
Thanks to everyone for all of the passionate posts in this thread. Though this is our first response here, we’ve been reading this thread since it started and understand your opinions on the current state of the Templar.
The Thieves Guild update hosts a number of Templar buffs, but we recognize there are still some abilities that are under performing. Overall, the Templar has a lot of powerful abilities that we are happy with, but we feel there is still room for improvement. We will continue to evaluate and gather feedback after Thieves Guild goes live.
Mr. @Wrobel one of the reasons why people feel being treated bad on the templar class can be illustrated on the enduring rays passive of the templar class:
Enduring rays supposedly will buff the duration of eclipse and morphs and sunfire and morphs.
However on pts enduring rays 1/2 does not increase the dmg of the sunfire dot component and the reflective light dot component. It does increase the vampires bane morph dot dmg.
Having 2/2 enduring rays will not further increase the vampires bane morph dmg but now magically will increase the base ability and reflective light dot dmg.
On top of this enduring rays is directly harmful to the use of the new unstable core morph. What´s the point in increasing the duration a spell takes to explode without increasing its dmg aswell - with 0/2 enduring rays unstable core takes 5s to explode with 2/2 it takes 6.5s to explode for the same amount of dmg. How can this oversight happen?
If you want to use unstable core don´t spec enduring rays at all. If you want to use vampires bane spec 1/2 into enduring rays. For reflective light spec 2/2 into enduring rays. If you want to use a combination - WELL TOUGH LUCK.
The main offender for most templars is not the general state of the class (as far as i understand it) but how bugridden with borderline useless certain skills and passives are.
Why is the templar charge bug still not fixed...
And imho this very reasoning is the prime one for complains about classabilities in general. Abilities and morphs are not working consistently to the games mechanic or not even to how their tooltip suggests.
Thanks to everyone for all of the passionate posts in this thread. Though this is our first response here, we’ve been reading this thread since it started and understand your opinions on the current state of the Templar.
The Thieves Guild update hosts a number of Templar buffs, but we recognize there are still some abilities that are under performing. Overall, the Templar has a lot of powerful abilities that we are happy with, but we feel there is still room for improvement. We will continue to evaluate and gather feedback after Thieves Guild goes live.
Mr. @Wrobel one of the reasons why people feel being treated bad on the templar class can be illustrated on the enduring rays passive of the templar class:
Enduring rays supposedly will buff the duration of eclipse and morphs and sunfire and morphs.
However on pts enduring rays 1/2 does not increase the dmg of the sunfire dot component and the reflective light dot component. It does increase the vampires bane morph dot dmg.
Having 2/2 enduring rays will not further increase the vampires bane morph dmg but now magically will increase the base ability and reflective light dot dmg.
On top of this enduring rays is directly harmful to the use of the new unstable core morph. What´s the point in increasing the duration a spell takes to explode without increasing its dmg aswell - with 0/2 enduring rays unstable core takes 5s to explode with 2/2 it takes 6.5s to explode for the same amount of dmg. How can this oversight happen?
If you want to use unstable core don´t spec enduring rays at all. If you want to use vampires bane spec 1/2 into enduring rays. For reflective light spec 2/2 into enduring rays. If you want to use a combination - WELL TOUGH LUCK.
The main offender for most templars is not the general state of the class (as far as i understand it) but how bugridden with borderline useless certain skills and passives are.
Why is the templar charge bug still not fixed...
And imho this very reasoning is the prime one for complains about classabilities in general. Abilities and morphs are not working consistently to the games mechanic or not even to how their tooltip suggests.
Thanks to everyone for all of the passionate posts in this thread. Though this is our first response here, we’ve been reading this thread since it started and understand your opinions on the current state of the Templar.
The Thieves Guild update hosts a number of Templar buffs, but we recognize there are still some abilities that are under performing. Overall, the Templar has a lot of powerful abilities that we are happy with, but we feel there is still room for improvement. We will continue to evaluate and gather feedback after Thieves Guild goes live.
Mr. @Wrobel one of the reasons why people feel being treated bad on the templar class can be illustrated on the enduring rays passive of the templar class:
Enduring rays supposedly will buff the duration of eclipse and morphs and sunfire and morphs.
However on pts enduring rays 1/2 does not increase the dmg of the sunfire dot component and the reflective light dot component. It does increase the vampires bane morph dot dmg.
Having 2/2 enduring rays will not further increase the vampires bane morph dmg but now magically will increase the base ability and reflective light dot dmg.
On top of this enduring rays is directly harmful to the use of the new unstable core morph. What´s the point in increasing the duration a spell takes to explode without increasing its dmg aswell - with 0/2 enduring rays unstable core takes 5s to explode with 2/2 it takes 6.5s to explode for the same amount of dmg. How can this oversight happen?
If you want to use unstable core don´t spec enduring rays at all. If you want to use vampires bane spec 1/2 into enduring rays. For reflective light spec 2/2 into enduring rays. If you want to use a combination - WELL TOUGH LUCK.
The main offender for most templars is not the general state of the class (as far as i understand it) but how bugridden with borderline useless certain skills and passives are.
Why is the templar charge bug still not fixed...
And imho this very reasoning is the prime one for complains about classabilities in general. Abilities and morphs are not working consistently to the games mechanic or not even to how their tooltip suggests.
Thanks to everyone for all of the passionate posts in this thread. Though this is our first response here, we’ve been reading this thread since it started and understand your opinions on the current state of the Templar.
The Thieves Guild update hosts a number of Templar buffs, but we recognize there are still some abilities that are under performing. Overall, the Templar has a lot of powerful abilities that we are happy with, but we feel there is still room for improvement. We will continue to evaluate and gather feedback after Thieves Guild goes live.
Mr. @Wrobel one of the reasons why people feel being treated bad on the templar class can be illustrated on the enduring rays passive of the templar class:
Enduring rays supposedly will buff the duration of eclipse and morphs and sunfire and morphs.
However on pts enduring rays 1/2 does not increase the dmg of the sunfire dot component and the reflective light dot component. It does increase the vampires bane morph dot dmg.
Having 2/2 enduring rays will not further increase the vampires bane morph dmg but now magically will increase the base ability and reflective light dot dmg.
On top of this enduring rays is directly harmful to the use of the new unstable core morph. What´s the point in increasing the duration a spell takes to explode without increasing its dmg aswell - with 0/2 enduring rays unstable core takes 5s to explode with 2/2 it takes 6.5s to explode for the same amount of dmg. How can this oversight happen?
If you want to use unstable core don´t spec enduring rays at all. If you want to use vampires bane spec 1/2 into enduring rays. For reflective light spec 2/2 into enduring rays. If you want to use a combination - WELL TOUGH LUCK.
The main offender for most templars is not the general state of the class (as far as i understand it) but how bugridden with borderline useless certain skills and passives are.
Why is the templar charge bug still not fixed...
And imho this very reasoning is the prime one for complains about classabilities in general. Abilities and morphs are not working consistently to the games mechanic or not even to how their tooltip suggests.
You made me think up an idea for how Enduring Rays could benefit Unstable Core if the ability is tweaked. Since it no longer reflects enemy spells, how about this: for each spell cast by someone afflicted by Unstable Core a percentage of the damage is stored up, the total damage stored then explodes (perhaps with a bonus applied). So it's similar to Backlash but based on the victims damage output. This way the longer someone is affected by it the more damage they potentially store up that will explode on them and others around them.
I'd say to keep the base damage (or maybe reduce it in lieu of the bonus damage from casting spells while afflicted) so that if people break free immediately they are still taking damage. However, it effectively silences people who don't have the stamina to break free and will kill people that don't understand the ability as they'll spam cast and receive the revenge damage.
i can't believe people keep spending so much time making suggestions still.
Joy_Division wrote: »These 78 pages are bright shining example why ZoS's practice of doing all class-balance in house with zero transparency and zero input from the community is a terrible and inefficient idea.
So many feelings of anger, disgust, and hurt could have been avoided had their been actual two way communication and player input into the changes to templars.
Thanks to everyone for all of the passionate posts in this thread. Though this is our first response here, we’ve been reading this thread since it started and understand your opinions on the current state of the Templar.
The Thieves Guild update hosts a number of Templar buffs, but we recognize there are still some abilities that are under performing. Overall, the Templar has a lot of powerful abilities that we are happy with, but we feel there is still room for improvement. We will continue to evaluate and gather feedback after Thieves Guild goes live.
About the no mobility for Templar, this really makes no sense y'know. We are imbued with the power of LIGHT. Light moves faster than everything, how are we the slowest class? Amiright?
About the no mobility for Templar, this really makes no sense y'know. We are imbued with the power of LIGHT. Light moves faster than everything, how are we the slowest class? Amiright?
Depending on what vantage point and distance light does a few things:
1) reduces your visibility (human visibility angle is around 30 degrees up/down from eye level.)
2) causes increased heat,
3) increases general visibility.
Based on a Templar embracing light as a primary source for our spells it makes sense for the following:
1) therapeutic/feelings of fulfillment being in a well lit environment.(Resto tree)
2) increased dmg over time or cause for fire. (Dawns wrath)
3) use light to blind targets (none available).
One of the above was removed entirely, one received a "buff" via Champion point system overhaul, and one only worked because one spell offered the best mobility.
This is why the community has such a difficult time accepting any ZOS changes. One class does fire based dmg better (DK) and another does blinding/CC better (NB). They together render a Templar "lightless, dark and full of anger".
Thanks to everyone for all of the passionate posts in this thread. Though this is our first response here, we’ve been reading this thread since it started and understand your opinions on the current state of the Templar.
The Thieves Guild update hosts a number of Templar buffs, but we recognize there are still some abilities that are under performing. Overall, the Templar has a lot of powerful abilities that we are happy with, but we feel there is still room for improvement. We will continue to evaluate and gather feedback after Thieves Guild goes live.
Thanks to everyone for all of the passionate posts in this thread. Though this is our first response here, we’ve been reading this thread since it started and understand your opinions on the current state of the Templar.
The Thieves Guild update hosts a number of Templar buffs, but we recognize there are still some abilities that are under performing. Overall, the Templar has a lot of powerful abilities that we are happy with, but we feel there is still room for improvement. We will continue to evaluate and gather feedback after Thieves Guild goes live.
This is something you could have said 5 patches ago and it would have been just as true. Templars have waited, and waited, and you haven't delivered. Now it sounds like we're waiting until DB, another 3+ months out - particularly stamplars.
I'm waiting more for CU at this point than I am for you to get the class figured out.
Thanks to everyone for all of the passionate posts in this thread. Though this is our first response here, we’ve been reading this thread since it started and understand your opinions on the current state of the Templar.
The Thieves Guild update hosts a number of Templar buffs, but we recognize there are still some abilities that are under performing. Overall, the Templar has a lot of powerful abilities that we are happy with, but we feel there is still room for improvement. We will continue to evaluate and gather feedback after Thieves Guild goes live.
Mr. @Wrobel one of the reasons why people feel being treated bad on the templar class can be illustrated on the enduring rays passive of the templar class:
Enduring rays supposedly will buff the duration of eclipse and morphs and sunfire and morphs.
However on pts enduring rays 1/2 does not increase the dmg of the sunfire dot component and the reflective light dot component. It does increase the vampires bane morph dot dmg.
Having 2/2 enduring rays will not further increase the vampires bane morph dmg but now magically will increase the base ability and reflective light dot dmg.
On top of this enduring rays is directly harmful to the use of the new unstable core morph. What´s the point in increasing the duration a spell takes to explode without increasing its dmg aswell - with 0/2 enduring rays unstable core takes 5s to explode with 2/2 it takes 6.5s to explode for the same amount of dmg. How can this oversight happen?
If you want to use unstable core don´t spec enduring rays at all. If you want to use vampires bane spec 1/2 into enduring rays. For reflective light spec 2/2 into enduring rays. If you want to use a combination - WELL TOUGH LUCK.
The main offender for most templars is not the general state of the class (as far as i understand it) but how bugridden with borderline useless certain skills and passives are.
Why is the templar charge bug still not fixed...
And imho this very reasoning is the prime one for complains about classabilities in general. Abilities and morphs are not working consistently to the games mechanic or not even to how their tooltip suggests.
i can't believe people keep spending so much time making suggestions still. This is the exact same thing happening that happened around 1.6. Even the devs saying they realize there's room for improvement. At that time l, we got radiant destruction in an OP form supposedly to improve burst while blinding flashes went away and blazing shield became a liability without stacking a second shield. Then RD got nerfed and they continued to address more powerful shields making blazing shield even more worthless. They asked for feedback leading up to this patch saying it would be the one.
So here we are. Charge doesn't work. The snare we suggests for jabs is on the last hit rather than during the channel. Shield still worthless. Rune focus nerf. BOL nerfed. But hey, they buffed dark flare in a way no one thinks we needed which,will be the next nerf while they talk about getting to it next time.
Any suggestions and feedback are a waste of time. All you can do is make it work as is like Blabafat does or one of the stamplars that barely use Templars abilities, or move to a different class or a different game. And if you don't like those options yet continue to give them your money and time; you're part of the problem.
Thanks to everyone for all of the passionate posts in this thread. Though this is our first response here, we’ve been reading this thread since it started and understand your opinions on the current state of the Templar.
The Thieves Guild update hosts a number of Templar buffs, but we recognize there are still some abilities that are under performing. Overall, the Templar has a lot of powerful abilities that we are happy with, but we feel there is still room for improvement. We will continue to evaluate and gather feedback after Thieves Guild goes live.
bikerangelo wrote: »Thanks to everyone for all of the passionate posts in this thread. Though this is our first response here, we’ve been reading this thread since it started and understand your opinions on the current state of the Templar.
The Thieves Guild update hosts a number of Templar buffs, but we recognize there are still some abilities that are under performing. Overall, the Templar has a lot of powerful abilities that we are happy with, but we feel there is still room for improvement. We will continue to evaluate and gather feedback after Thieves Guild goes live.
And the award for "Most vague response towards an angry crowd that will ultimately solve nothing and probably makes things worse" goes to...
dodgehopper_ESO wrote: »Its as awkward as a sloth on heroine.
About the no mobility for Templar, this really makes no sense y'know. We are imbued with the power of LIGHT. Light moves faster than everything, how are we the slowest class? Amiright?
dodgehopper_ESO wrote: »Its as awkward as a sloth on heroine.
Made me LOL. Loudly.