timidobserver wrote: »*Constructive Feedback*
-Feedback directly related to the changes that were made ion the PTS-
Ritual of Retribution- When comparing Ritual of Retribution's damage to similar skills(Eruption, Liquid Lightning, Twisting Path, Wall of Elements), the damage is not competitive. All of those skills do more damage in 1 second than Ritual of Retribution does in 2 seconds. Either double the damage of Ritual of Retribution, make the damage portion of this skills tick every 1 second, or add some kind of increasing damage effect. If the damage was in line with similar skills, the removal of Purifying Ritual would be slightly more palatable.
The change to the number of effects cleansed by Ritual seems really painful, but I do see the necessity for it.
The damage of Rit of Ret certainly needs an increase though and I think it should scale via ((magicka + spellpwr)+(stamina + wpn per))/2 OR the greater of the two. This is a class-defining ability and should remain useful to Stamplars.
Now, with the reduction of cleansed effects, I would also like to see
1) Intelligent Cleanse prioritization - for example I want to ALWAYS purge things like Daedric Curse and Major Defile.
2) More sensible debuffing attached to abilities. For example, there is no reason that a spammable, high DPS ability should also apply a debuff (I'm looking at you, Surprise Attack O.o). Nightblades are prime examples of the problem created by the change to Ritual - when they jump you from stealth, they put 5-7 (or more) debuffs on you immediately. If the change to Ritual is made without concurrent buffs, Templars are going to be super vulnerable.
The change to the number of effects cleansed by Ritual seems really painful, but I do see the necessity for it.
dantheman1972 wrote: »Can someone test power of light and purifying light against shields? I had looked forward to it after the TG changes, however I learned if you don't penetrate the shields during the 6 seconds (thanks to shield stacking), it does a whopping 19 points of damage. I.e., it's not proc-ing from damage done, but health damage received.
With Stam users having a shield just as viable as magic users in DB, I fear this great ability will be yet another completely useless Templar ability.
staracino_ESO wrote: »Even with the snare and ground dot added to my house, I would still rather have the enemies outside of my house instead of in it. A weak snare and weak dot are not enough incentive for me to get into melee range with a stam user.
Don't know what is up with toppling charge, but it's a lot slower. When you see someone charging you with it, it's very easy to act before it hits you. It's as if you charge up to them, but you hesitate in the air before hitting the aedric spear. It's super predictable.
dodgehopper_ESO wrote: »staracino_ESO wrote: »Even with the snare and ground dot added to my house, I would still rather have the enemies outside of my house instead of in it. A weak snare and weak dot are not enough incentive for me to get into melee range with a stam user.
Actually lets think about this. If you're trying to tank as a Templar, the snare and dot aren't so bad. It at least solves one of the issues I had playing my Templar, which was the exorbitant costs of Caltrops making it impossible to properly cc a crowd.
All of that being said I will miss having the 5-pc cleanse as well, but I can see a benefit here anyway.
staracino_ESO wrote: »dodgehopper_ESO wrote: »staracino_ESO wrote: »Even with the snare and ground dot added to my house, I would still rather have the enemies outside of my house instead of in it. A weak snare and weak dot are not enough incentive for me to get into melee range with a stam user.
Actually lets think about this. If you're trying to tank as a Templar, the snare and dot aren't so bad. It at least solves one of the issues I had playing my Templar, which was the exorbitant costs of Caltrops making it impossible to properly cc a crowd.
All of that being said I will miss having the 5-pc cleanse as well, but I can see a benefit here anyway.
This is true, but I was speaking from more of a PvP perspective, where I use it almost exclusively as a cleanse. Taking the only morph that most people ever use and making it good for only tanking is not really a good change. In Pvp, I never place my ritual with the intention of getting my enemies inside of it, and I hardly ever place it with the intention of using it to heal my allies, since they usually wont even stay in it. I rely on other heals to get that done.
Also, I want to reiterate that extending the duration of ritual as a morph effect is extremely weak. If we are losing the better morph, this one needs to get something else.
dodgehopper_ESO wrote: »staracino_ESO wrote: »dodgehopper_ESO wrote: »staracino_ESO wrote: »Even with the snare and ground dot added to my house, I would still rather have the enemies outside of my house instead of in it. A weak snare and weak dot are not enough incentive for me to get into melee range with a stam user.
Actually lets think about this. If you're trying to tank as a Templar, the snare and dot aren't so bad. It at least solves one of the issues I had playing my Templar, which was the exorbitant costs of Caltrops making it impossible to properly cc a crowd.
All of that being said I will miss having the 5-pc cleanse as well, but I can see a benefit here anyway.
This is true, but I was speaking from more of a PvP perspective, where I use it almost exclusively as a cleanse. Taking the only morph that most people ever use and making it good for only tanking is not really a good change. In Pvp, I never place my ritual with the intention of getting my enemies inside of it, and I hardly ever place it with the intention of using it to heal my allies, since they usually wont even stay in it. I rely on other heals to get that done.
Also, I want to reiterate that extending the duration of ritual as a morph effect is extremely weak. If we are losing the better morph, this one needs to get something else.
I'm not denying that, the hit to the cleanse hurts. The 5part cleanse is the same choice I made for my characters. I always found the HoT to be a joke, and I'm sure many others did as well. I will say this though, by giving Templars a large aoe snare it helps us in the sense that we really needed SOMETHING when it came to CC. While snares are slushy cc, it helps a lot. Snares are also useful for bringing someone down, so I can see its usage in pvp, pve, and elsewhere. I think where we really get hurt here though is that its 1 step forward and POSSIBLY 2 steps back, because the loss of some cleanses, particularly in an environment where we expect to see more debuffs. I agree they should give us an option somewhere to have more cleanses, it is the best part of Templar defense right now (which already says something about our defenses, unless we're a healer).
Enraged_Tiki_Torch wrote: »
Enraged_Tiki_Torch wrote: »
I'm not saying they SHOULD gut the ability like that, or that it's the "right" change, but there is no denying that it's one of those skills that can completely nullify DoT/debuff builds. Debuffs should be meaningful, but in the current meta they just aren't because they are so easily and cheaply wiped away.
The problem of course is that, in typical ZOS fashion, I'm sure we will eat this massive nerf without the necessary buffs in other areas to compensate.
staracino_ESO wrote: »This is true, but I was speaking from more of a PvP perspective, where I use it almost exclusively as a cleanse. Taking the only morph that most people ever use and making it good for only tanking is not really a good change. In Pvp, I never place my ritual with the intention of getting my enemies inside of it, and I hardly ever place it with the intention of using it to heal my allies, since they usually wont even stay in it. I rely on other heals to get that done.
Also, I want to reiterate that extending the duration of ritual as a morph effect is extremely weak. If we are losing the better morph, this one needs to get something else.
Joy_Division wrote: »I have *ZERO* idea exactly who and where ZoS is getting your templar feedback from. I can't say I perused every single thread, but let me take a wild guess as to what people complained about the class: RADIANT DESTRUCTION. Somehow, ZoS interpreted this to mean: "Wow, PvPers are *really* mad that Templars are able to cleanse themselves of multiple debuffs, so let's nerf Purifying Ritual."
Wut?
I know ZoS is trying to make the class more interesting to play, but why is it nerf to what we templars like about the class has to accompany this changes we didn't ask for?
I'm not saying they SHOULD gut the ability like that, or that it's the "right" change, but there is no denying that it's one of those skills that can completely nullify DoT/debuff builds. Debuffs should be meaningful, but in the current meta they just aren't because they are so easily and cheaply wiped away.
The problem of course is that, in typical ZOS fashion, I'm sure we will eat this massive nerf without the necessary buffs in other areas to compensate.
Am I on the right track?