Post 2.3.2 suggestions:
Post as thread too to make sure that ZOS will see it.
First of all. Sweep ultimate finally became viable especially Crescent Sweep(funny but it contradict new trial crescent-moon theme). 2sec for Empowering Sweep is much needed but i still think that change mitigation mechanic to Major Protection buff will be better. And now we must get fixed Rite of Passage, coz with all penalties it apply, ultimate is pale.
This is mostly all feedback with argumentation and theorycrafting i can provide for now:
1.Animations and visual improvements. 2.Small buffs and Improvements.3.Skills Overhaul.
Rest of feedback depends only on what Wrobel will say on friday eso live. Hope 26 pages will result in some notacible and positive buffs. I really hope.
Suggestions:
Not a single viusal effect for templars was improved and i don't understand why. We got revamped Empower animation, dk molten armaments improved, sorc got new animation for revamped skill.
1.
Yellow glwoing round hands for either Focused Healing passive or Focus buffs. It is impossible to see if those bonuses are still on you without addons that showing buffs duration. Focus now grants buff duration for 8 sec and still apply glowing yellow effect on body, but as i said before body effect is easily can be overwriten by other same boddy effects, so it is impossible to determine if buff still on you; nor the FH passive giving you hints if healing buff still on you.
Since Empower no longer trigger red glowing on hands, it is even more easy to dtermine such buffs - templar must get iconic "sun"-color buff that can't be overwritten
2.
Honor the Dead mana return is also impossible to determine without addons.
3.
Spear Shards animation must be fixed and i gave suggestion how it could be fixed.
[*]
Spear Shards: right now animation of this skill is too slow it may looks like it has cast time. At the time when templar start casting second Spear, first one didn't land yet. It is nice to have ranged AoE but with current animation speed it is impossible to target high/medium mobile targets. Regarding removing ability to target zone for this skill: it may improve speed of this skill but i remember how terrible it was whan you was unable to target zone for tactical play, adding such option was great improvement and should not be removed. DKs Eruption on other hand is landing at same second same as revamped Daedric Tomb.
Currently when templar choose target are of attack it starting 2nd phase of animation: currently templar throwing spear into air, after it animation end it proc next animation - of falling from sky spear.The way to fix it should be similar as new Daedric Tomb working - when templar throwing spear into air, in middle of this 1st animation, 2nd animation of spear falling from sky already should starting to proc.
Also you can notice that on last phase of 2nd animation, 3rd animation proccing - splitting shards, that decreasing animation even more. Improving this 3rd animation may result of increasing speed of cast for miliseconds.
And from this slow-mo you can see that target should be affected but still not affected by spear till 3rd animation played to an end:
4.
Solar Barrage cast animation still apply short stuck.
1.
Templar Charge - now "fixed", but is still often auto-cancelling upon cast. Wrobel said that it related to path finding mechanic and lags making things even worse. Why than not to revamp skill and make it like NB ambush - it won't requare for skill to track path and lags won't negatively affect this skill. Also you can take animation from Vosh Rakh skill with cutting half of it and apply for templar Charge. My editing skills are bad but thats how it could looks like, similar to ambush but we would not travel through shadows but through light
2.
Puncturing Sweep - this skill still loosing its effectiveness vs shields. It must be fixed to allow healing upon hitting damage shields.
3.
Focus - since now both morphs working for 8 sec, Restoring Focus became equal to another morph and maybe looking like Chocking Talons of dk. Change of mana return - at least it is "fixed", alos now after CF expired 8 sec buff of mana return still proccing = 1920 more mana return from this morph.
4.
Light Weaver/Balanced Warrior/Restoring Spirit - still suggesting to do this
5. Restoring Spirit - there is no secret that magplars/stamplars have worst sustain, such small buff as increasing this passive's numbers to 8% all reduction will help a lot.
6. Light Weaver - very weak passive that almost don't have synnergy. I suggest to revamp ult giving component and make it return ultimates only to caster(not to allies as they are more sustainable) upon casting Healing Ritual and Rushed Ceremony abilities so those healings won't be only 100% defensive mechanic.
7. Balanced Warrior - templar now is only class without major sorcery buff. So in addition to weapon damage it should grant spelldamage and probably same number of physical resistance.
5.
Rite of Passage - must get Sweep treatment, i.e. fixed to become usefull in PvP.
6.
Eclipse - change to Total Dark will make ability even less viable than before, I will talk about it below(no matter what, 1 target cap must be removed of increased to 3 targets). Unstable Core - another useless change: in PvE dd won't spam it on several targets and wait 6 sec for it to explode, heal will still heal and tank won't waste huge amount of mana for it. But looks on Sun-Eaters from new trial: they cast ground aoe dot Eclipse, templar could get either same or revamped to work as Rune Prison of npc menders - stun through block(tempalr version of Fissilize).
7.
Backlash - obviously PvE skill, but to give it at least some usability in PvP you can make it work as Mark - enemies won't be able to hide. That is just that easy.
Templar sustain:
It is still no secret that templar sustain worse possible . Now Wrobel confirmed that templar like dk is "hold-your-ground" class, but unlike dk its sustain worse then nb or sorc in light armor...And myth about templar super tankiness is just a myth coz templar forced to stack defense to maximum coz lack of sustain and thus sacrifice all his damage outpoot.
Also Wrobel pointed some pain points:
a. Cyro Spirit and how it affects skill, so here: Blazing Shield=Dragonblodd and both not fixed coz it requare to take into account percentage improve and shieldstacking problem.
b. Inhale buffed to make dk more viable for self-healing, so here: Honor the Dead=Inhale and thats fine.
And now lets see on sustain passives:
Restoring Spirit = Battle Roar
Remembrance = Helping Hands
^^As we can see templar abilities can't directly restore stamina, especially if there is no corpses. Even NBs have direct stamina restore abilities. Thats why templar tank is worst from those 3 classes after block nerf that stoped regen stamina while blocking and thus making PvP for templar impossible to play "hold-your-ground" style. If he tanking Boss in PvE there is no way for him to restore stamina to sustain. ZOS hope watched HODOR runs through Maw of Lorkhaj and see fact that DK tank is most viable coz self-sustain.
Another tanking class - DK - must be taken as example of what is tanking class is, coz even in PvE Templar can't sustain even nearly as good as DK, for example this:
Templar just can't fill role Wrobel invisioned for it, and this is problem related to
Blinding Flashes:
a.Blinding Flashed effects:
1.dodge-like buff. 2.AoE melee CC. Literally, it was melee version of Scales+CC, so
removal of BF is equal to removal of Scales+root of Talons. Remove those from DK and you will see what will happen, same happened with templars. (While DK got set-off balance type of skill after it was removed from templars. "Shattering Rocks")
So, we got finisher in the coast of most effective defensive skill.
b.Next our mitigation skill B
lazing Shield became broken, so we got 1 less viable defense for melee.
c. Now
Total Dark nerf - not possible to reflect hard-hitting melee abilities and 1 cap target.
d. Now fixed, Cleansing Ritual was symbol how good for sustain such absorb-reflect skills, this bug made templars feel like true "hold-your-ground" class.
^^^With those nerfs we lost
all defensive skills and left only with healing that is not mitigating damage but only serve to recover from harm that was done to us. No skills to help sustain or tank.
To fix it we should get back Flashes-like skill or revamp current templar skills to become viable to sustain:
1. The most easiest way to do it:
a. Revamp
Total Dark and make it work as DK Scales.
b. Revamp
Radiant Ward to apply some sort of CC upon cast with little damage shield.
As result to it: In PvP - templar will become as Wrobel wanted - enemies will be forced to come to melee to kill templar and in melee templar will be able to slowing them by CC. In PvE - tanking will still be not as viable as DK, but it will contradict with fact that templar better healer at least. Change of Radiant Ward will completely remove such problems as percentage skills in PvP and shieldstacking problem for this morph. Also it will cover another Eclipse problem - only hard hitting range stamina ability is Snipe, but Snipe has
much longer range and Eclipse won't be able to reach it, aslo stamina build have high stamina regen and break free will be almost unnoticable for them while mana cost for Eclipse is high.
2. Another way to fix it:
a. Make
Spear Shards to have unique synnergy that can be activated by its own caster.
b. Make
Total Dark to reflect
all types of abilities and increase cap to 3 targets.
As result those 2 changes will fix problem of self-sustainable templar tanks both in PvP and PvE and will negate fact that templar as tanking class without active stamina returns.
3. And last way to fix it: (some unique)
a. to remove such problems as percentage skills in PvP and shieldstacking problem, revamp
Radiant Ward to work like: self-buff for 20 seconds that will grant Major Evasion buff(20%) and will have additional effect to help with sustain:
- every dodge grants returns 1000 stamina to caster.
It should help sustain in both PvE and PvP and will negate fact that templar as tanking class without active stamina returns. Also in compare with Blinding Flashes - it 50% miss chance but only for melee 5m, while Evasion grants 20% to both melee and range. For magicka templars stamina based Evasion is stamina-drainer cos high cost, and stamplars are worst stamina-based class coz lack of sustain and also have only couple magicka skills to waste mana on.
To further comparison we can compare it with old Black Rose that had 20% of 900 stamina return upon block:
unbuffed block cost 1730 stamina, and to restore 900 stamina you must waste at least 6920 block stamina, same with dodge effect - it won't make you to dadge instantly vs 1 target and make you unkillable but each 1 more enemy will slightly increase chances to survive, also
unlike Blinding Flashes, dodge not proccing on AoE dd skills. So for example:
As you can see vs 8 targets 20 sec dodge-buff gave only
9 dodges: 9k stamina in 20 seconds vs 8 enemies, it equal to 900 stamina regen for 20 sec
only while being already heavily outnumbered. To compare to dk Helping Hands passive with ~15k stamina = 750 stamina returns, in addition to Battle Roar passive effectiveness you can see on video i linked above from WGT.
This change will allow to invest more resources into offense, not just stuck as much defense as possible and have 0 damage outpoot.
b. Make
Total Dark to reflect abilities as it is now on pts but remove cap completely. As many times already said why.
Radaint Aura:
Just rename it may it work as Equilibrium: restore stamina in cost of mana/hp. Add vuisual effect from npc mages:
@Wrobel