Update 44 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts
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• PC/Mac: No maintenance – September 23
We will be performing maintenance for patch 10.2.1 on the PTS on Monday at 10:00AM EDT (14:00 UTC).

Official Feedback Thread for Templars

  • Derra
    Derra
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    Wrobel 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.

    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.
    Edited by Derra on March 4, 2016 11:20AM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Iyas
    Iyas
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    Derra wrote: »
    Wrobel 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.

    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.

    Quote for Mr. Wrobel
    Noricum/ Kitesquad/ PC/EU

    Kitesquad Vol. 1

    https://youtube.com/watch?v=6tGxK9KRrEI
  • Mr_Nobody
    Mr_Nobody
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    I'm happy Wrobler corrected Ginas post about templars being strong and explained all the buffs and fixes we received. It went from "still very powerful" to "very powerful". Next DLC it's going to be "Not sure if powerful"
    Edited by Mr_Nobody on March 4, 2016 12:00PM
    ~ @Niekas ~




  • dodgehopper_ESO
    dodgehopper_ESO
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    Derra wrote: »
    Wrobel 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.

    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.

    Enduring rays is not the only culprit in the passive lineup. Most other classes have passives that are more universally useful. Templar has a lot of passives that only effect a few skills, and questionably at that. A prime example of this is Enduring Rays, Light Weaver, and Focused Healing. You'll note that all 3 of these are only really useful on 3 skills in their line, versus almost every other passive in other classes at least hitting a full skill line and often more. Compare the universality of something like disintegrate vs. burning light. I'm not fully clear if disintegrate has to pay the same cooldown issues as burning light either. As many have said Templar also has the weakest passives when it comes to resource management. These are issues that ought to be discussed as well. In short the passives a Templar uses are very narrow and have poor magnitude.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Nifty2g
    Nifty2g
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    for the last time
    make cresent sweep apply major sorcery
    make radial sweep apply major brutality
    #MOREORBS
  • EgoRush
    EgoRush
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    Derra wrote: »
    Wrobel 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.

    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.
    Server: EU Pact
    Guild: Hodor (PvE - www.hodor-guild.eu), Chimaira (PvE)
    Character: Oriantha (Templar Healer), Zelda's Inferno (Dragonknight Tank), The Lumen Sage (Stamina Sorcerer DD), The Umbra Witch (Magicka Nightblade DD), Flirts-With-Boys (Stamina Nightblade DD), Oriantha Ellesidil (Magicka Sorcerer DD/healer), Wariantha (Magicka Warden in the making)

    Current vMA score (Templar): Pending return to game
    World Record for all trials pre-Thieves Guild
    World first V16 Maw of Lorkhaj clear
    World first V16 Maw of Lorkhaj speed run clear
    Returning to the game for Morrowind
  • technohic
    technohic
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    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.
  • danno8
    danno8
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    EgoRush wrote: »
    Derra wrote: »
    Wrobel 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.

    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.

    Or just change it so the abilities affected last 20% longer AND do 20% more damage.
  • Bashev
    Bashev
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    technohic wrote: »
    i can't believe people keep spending so much time making suggestions still.

    Exactly this. Why shall I make suggestions if ZoS does not consider them. Even if they do, it takes them 5 months to implement them (Magicka DKs are dead since October - they might have a chance in March). Who knows whether I will play this game in another 5 months.
    Because I can!
  • Joy_Division
    Joy_Division
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    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 there been actual two way communication and player input into the changes to templars.
    Edited by Joy_Division on March 4, 2016 3:24PM
  • Cinbri
    Cinbri
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    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.

    We got this now
    http://forums.elderscrollsonline.com/en/discussion/250628/split-content#latest
  • booksmcread
    booksmcread
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    Wrobel 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.

    You've had plenty of time to fix templar abilities and passives, but you adamantly refuse to do so. You also refuse to temper nerfs to the class which were not needed. At the very least, your post and inaction on doing anything productive for templars despite 78+ pages of discussion (which included a lot of good and reasonable suggestions) shows us how much you care about your customers. As a result, I have just unsubscribed from your game.
  • Yudarl
    Yudarl
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    Just a small suggestion:
    Sun shield (and it's morphs) used to be a very powerful ability but since IC it's nearly useless. In my opinion Templars need this ability restored in order to gain some tankiness back. Wrobel already said the he'll take a look at this ability in the next dlc but that will be to late in my opinion. So why not give this ability a small buff now and then rework it later?

    At the moment a templar with 25k health will get a 3750 shield (around 4.7k with 100 points into bastion) in cyro. That's way to low considering the high cost and the low duration. My suggestion would be to add 2500 base value (not affected by battle spirit) to the shield. With this change a templar with 25k health would get a 6250 (3750+2500) shield in cyro( without champion points) .

    This Shouldn't be to hard to implement before TG goes live and would improve the skill quite a bit without making it to strong.
    @Wrobel if you are, as you mentioned, aware of the problems this class has, please don't wait till the next dlc to fix them.
    Edited by Yudarl on March 4, 2016 3:52PM
  • TheM0rganism
    TheM0rganism
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    Itoq wrote: »
    Wrobel wrote: »
    Templar has a lot of powerful abilities

    No doubt, that out of the four houses below, the bottom house is the most secure and uninviting.

    35mdy54.png

    14awj1i.png

    r04609.png

    200cl1f.png


    Thats funny and all, but the Templar should be using Nova to be perfectly fair.
    PS4 DC Stamina Templar Tank/DPS...because I ALWAYS play on hard mode
    #2233 - Never Forget
  • timidobserver
    timidobserver
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    Itoq wrote: »
    Wrobel wrote: »
    Templar has a lot of powerful abilities

    No doubt, that out of the four houses below, the bottom house is the most secure and uninviting.

    35mdy54.png

    14awj1i.png

    r04609.png

    200cl1f.png


    Best post in the thread for demonstrating how ignorant his house statement was.
    Edited by timidobserver on March 4, 2016 4:24PM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • AfkNinja
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    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?
  • Ghost-Shot
    Ghost-Shot
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    78 pages and Wrobel has only managed one reply basically saying wait a few more months and we might change more things, or we might not. Meanwhile Mark Jacobs personally sends emails to CU backers and provides weekly game updates, odd...
  • Erock25
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    Why does everyone keep mentioning CU? I haven't been following it, but doing a bit of research it seems that it has been heavily delayed and has all sorts of issues.
    You earned the 500 LOLs badge.
    You received 500 LOLs. It ain't no fluke, you post great stuff and we're lucky to have you here. +50 points
  • Murmeltier
    Murmeltier
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    I love the MMORPG Genre and i can understand that those Games needs Time to evolve. If a Company responds with "Please be Patience, we care and work on it" without delivering what many Players asked for and do this again and again, there is a Point a Player lose his Trust into the Situation.

    If a Player reached that Point and get the Answer again "Please be Patience, we work on this", he could think that it is Time to take a break until the Facts are Delivered. My Main is a Templar and i am tired to wait for Improvements and Fixes and Racechange. I reached that Point.

    I mean we all can tell us Stories here, how bad or cool this is or could be but at the End it counts what you offer. There was enough Time, enough constructive Feedback & Money from the Players and we get another "Please be Patience, we care and work on this".

    I thought over a good Solution for both Sides and i come to the Point that i cancel my Sub, first Time in this Game after two Years. So you can work on all what you want without Pressure and i can take a Holiday from this Situation, it feels right for me now. Dont let ever a Player reach this Point.

    Maybe you can deliver some interesting Work for the Future, maybe you can motivate the Players to come back and offer their Money & Feedback, who knows. Thats your Part now, you have all the Time you want, can do what you want, its fine.

    If i have the Time and Motivation between the other Games, i will look at the Facts you deliver and decide if they are good enough for me to renew my Subscription or not. I dont discuss this anymore, i am out and i feel really good about this.

    Have a nice Evening.

    Mfg Murmeltier
    Edited by Murmeltier on March 5, 2016 12:48PM
  • Minno
    Minno
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    AfkNinja wrote: »
    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".

    Edited by Minno on March 4, 2016 6:25PM
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • danno8
    danno8
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    Minno wrote: »
    AfkNinja wrote: »
    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".

    Also the faster you go the heavier you appear to be from an outside perspective.

    So maybe Templar just can't get up to light speed because they become huge fatsos when they try?
  • GhostwalkerLD
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    Wrobel 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.

    Typed out a response.. but then thought better of it. There just isn't any point anymore. CU it is.
    Edited by GhostwalkerLD on March 4, 2016 7:05PM
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • GhostwalkerLD
    GhostwalkerLD
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    Zheg wrote: »
    Wrobel 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.

    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.

    Well said.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • dodgehopper_ESO
    dodgehopper_ESO
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    Derra wrote: »
    Wrobel 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.

    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.

    Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes.
    Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes.
    Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes.
    Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes.
    Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes. Yes.
    Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes!

    Goofy is how I've described the design of the class for a long time. What you are posting is one among many shining examples (pun intended). Its just goofy. Its as awkward as a sloth on heroine. (No Sloths were harmed, just use your imagination). This awkwardness that is a common thread through the whole class is at the core of all our problems. Templar still sits as nothing more than an idea, the final cohesive vision has just never been met.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    technohic wrote: »
    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.

    I disagree. Giving up and Giving in is not the only option we have. We need to show a little backbone and keep giving them feedback. While I agree it is likely they'll nerf dark flare back just like they did with RD, all of which did nothing for fixing a wide array of problems with the class, I don't think we should necessarily stop giving feedback. Besides, I only give my feedback when I'm on hold on the phone, occassionally when I'm watching the news at home. I'm not losing anything here, and hopefully we'll all gain.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • bikerangelo
    bikerangelo
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    Wrobel 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...
  • Hiero_Glyph
    Hiero_Glyph
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    Wrobel 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...

    Yeah, at this point the first official response serves as nothing more than a mockery of the official Templar feedback thread. It's far too little, way too late to actually matter and the fact that the timeline is now ~3 months away for the next round of changes makes the fact that this thread was ignored until now so much worse. Passives are still broken and in some cases even worse than they were prevviously (Enduring Rays, Master Ritualist, etc) and don't even get me started on how poorly the active skills were handled. At the very least the passives should have been fixed during the 4-week PTS period.
  • AfkNinja
    AfkNinja
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    Its as awkward as a sloth on heroine.

    Made me LOL. Loudly.
  • dodgehopper_ESO
    dodgehopper_ESO
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    AfkNinja wrote: »
    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?

    I think the notion is that we are the juggernaut who stands in the breach, holding the armies of darkness at bay. The fighters guild line tells the story of an ancient war between Ayleid kingdoms, one sided with Merid-nunda and the other with Molag Bal whose daedric/vampiric armies came out of Abagarlas. These stories give a good sense of the theme of the Templar class, actually so does St. Veloth and his hammer. The Martyrdom of St. Pelin is another example of the hero holding the breach, although I fear this punching dummy example is all too fitting since Pelin dies after magically feeding an army of vampires before reinforcements can come and help vanquish the glutted monsters. I can see both sides of the coin, although I do think a teleportation-like movement would be appropriate, and that's why a lot of us love the Vosh Raka leap attack so much.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    AfkNinja wrote: »
    Its as awkward as a sloth on heroine.

    Made me LOL. Loudly.

    I'm glad someone enjoyed it.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
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