Here is some feedback:
1. Templar Charge - don't have much experience of it on PTS but yet didn't faced skill refusing to cast. Still, charge became slower - now instead of jumping on enemy from far distance your tempalr will run closely to target, jump, hit, land back. And most terrible thing i encountered just after several uses of Charge is - returning of stuck in animation bug that i didn't experienced since TG launch. Just give us tempalr version of Ambush![]()
Even with so many excellent changes, I am still worried about overall class balance. I worry about the efficacy of Stamplars versus other classes. Stamplars still have a few crippling-ly weak passives - I hope you will consider my wishlist of suggestions:
[passive] Light Weaver (the worst class passive in the game in my opinion, consider changing to the following:) Healing yourself while below 50% health restores X magicka and Y stamina. This effect has a cooldown of Z seconds. [X/Y/Z is obviously determined/balanced by ZOS, and I feel that the stamina return should be slightly greater as Stamplars struggle the most with resources.]
[passive] Piercing Spear in addition to current effects, increases the damage of Aedric Spear abilities against enemies with a damage shield by 5/10%. [mageplars currently have 0 chance of busting shield-stack builds because everything they do is negated by Harness Magicka and gives the target infinite magicka sustain. Also, there aren't any counters to damage shields within any skill trees yet - this is a great place to do it!]
[passive] Balanced Warrior in addition to current effects, provides Minor Expedition (+10% movement speed) at all times while Aedric Spear ability slotted.
[passive] Master Ritualist (does not currently help the Templar at all) - in addition to current effects, increases weapon attack speed by 5/10%. [same basic effect as the 2.3 weighted weapon trait]
Dawnbreaker: This ability and its morphs no longer deal bonus damage to Undead and Daedra, and now deals Physical Damage instead of Magic Damage..
Roymachine wrote: »Here is some feedback:
1. Templar Charge - don't have much experience of it on PTS but yet didn't faced skill refusing to cast. Still, charge became slower - now instead of jumping on enemy from far distance your tempalr will run closely to target, jump, hit, land back. And most terrible thing i encountered just after several uses of Charge is - returning of stuck in animation bug that i didn't experienced since TG launch. Just give us tempalr version of Ambush![]()
Honestly, this would be great, but to differentiate itself you could make it similar to what I've seen some mobs in north Wrothgar use where they jump high in the air and come down on their opponent. Naturally this animation would have to be quicker, but it could keep it separate from Ambush and be more in line with Templar. The best part is that it is already in the game.
Roymachine wrote: »Here is some feedback:
1. Templar Charge - don't have much experience of it on PTS but yet didn't faced skill refusing to cast. Still, charge became slower - now instead of jumping on enemy from far distance your tempalr will run closely to target, jump, hit, land back. And most terrible thing i encountered just after several uses of Charge is - returning of stuck in animation bug that i didn't experienced since TG launch. Just give us tempalr version of Ambush![]()
Honestly, this would be great, but to differentiate itself you could make it similar to what I've seen some mobs in north Wrothgar use where they jump high in the air and come down on their opponent. Naturally this animation would have to be quicker, but it could keep it separate from Ambush and be more in line with Templar. The best part is that it is already in the game.
Sorry, ignore what i said about teleporting Charges - it is already here ;D
Now templars... and rest of players can exploit charges to jump into inner Ash and same style castlesRoymachine wrote: »Here is some feedback:
1. Templar Charge - don't have much experience of it on PTS but yet didn't faced skill refusing to cast. Still, charge became slower - now instead of jumping on enemy from far distance your tempalr will run closely to target, jump, hit, land back. And most terrible thing i encountered just after several uses of Charge is - returning of stuck in animation bug that i didn't experienced since TG launch. Just give us tempalr version of Ambush![]()
Honestly, this would be great, but to differentiate itself you could make it similar to what I've seen some mobs in north Wrothgar use where they jump high in the air and come down on their opponent. Naturally this animation would have to be quicker, but it could keep it separate from Ambush and be more in line with Templar. The best part is that it is already in the game.
Sorry, ignore what i said about teleporting Charges - it is already here ;D
We did ask for charge to act more like ambush lol
lol that second video
Power of the Light deals physical dmg now, finaly!
YurtTheSilentChief wrote: »Are these abilities (biting jabs/ puncturing sweep) are not considered as a DOT damage that scales to Thaumaturge(CP) in DB?
YurtTheSilentChief wrote: »Are these abilities (biting jabs/ puncturing sweep) are not considered as a DOT damage that scales to Thaumaturge(CP) in DB?
They do,wrobel admitted it's a bug on pts
YurtTheSilentChief wrote: »YurtTheSilentChief wrote: »Are these abilities (biting jabs/ puncturing sweep) are not considered as a DOT damage that scales to Thaumaturge(CP) in DB?
They do,wrobel admitted it's a bug on pts
So, I guess putting points in Thaumaturge is useless now.
Why are they nerfing the only good purgemorph and leave the useless one witht he longer duration???
Haveing the 5 effects purge and the 30% snare dotpurge as option would be way nicer.
Why are they nerfing the only good purgemorph and leave the useless one witht he longer duration???
Haveing the 5 effects purge and the 30% snare dotpurge as option would be way nicer.
Because, we can't have Templars instantly cleansing those shiny new poisons (thus making them useless), now can we.
Honestly, reading through some of the changes and having taken note how every class can benefit from the new (or revised) gear in this update BUT Templar (except maybe if you're a tank, but tanking is about godawful on Templar to begin with), time to shelf mine for a few months since it is blindingly obvious that they have no idea what to do with the class at this point.
staracino_ESO wrote: »Why are they nerfing the only good purgemorph and leave the useless one witht he longer duration???
Haveing the 5 effects purge and the 30% snare dotpurge as option would be way nicer.
Because, we can't have Templars instantly cleansing those shiny new poisons (thus making them useless), now can we.
Honestly, reading through some of the changes and having taken note how every class can benefit from the new (or revised) gear in this update BUT Templar (except maybe if you're a tank, but tanking is about godawful on Templar to begin with), time to shelf mine for a few months since it is blindingly obvious that they have no idea what to do with the class at this point.
I know you are being sort of facetious with the bolded part there, but, as I have posted elsewhere, this is likely the true reason they did it.
staracino_ESO wrote: »Why are they nerfing the only good purgemorph and leave the useless one witht he longer duration???
Haveing the 5 effects purge and the 30% snare dotpurge as option would be way nicer.
Because, we can't have Templars instantly cleansing those shiny new poisons (thus making them useless), now can we.
Honestly, reading through some of the changes and having taken note how every class can benefit from the new (or revised) gear in this update BUT Templar (except maybe if you're a tank, but tanking is about godawful on Templar to begin with), time to shelf mine for a few months since it is blindingly obvious that they have no idea what to do with the class at this point.
I know you are being sort of facetious with the bolded part there, but, as I have posted elsewhere, this is likely the true reason they did it.
Don't poisons apply 3 things? Purify changed to remove 2... It's exactly why they did it.
But this unhomoginized templar version of Scales is really OP, don't you see. Thats why 0.01% of templar population use this pvp skill in Cyro.Joy_Division wrote: »staracino_ESO wrote: »Why are they nerfing the only good purgemorph and leave the useless one witht he longer duration???
Haveing the 5 effects purge and the 30% snare dotpurge as option would be way nicer.
Because, we can't have Templars instantly cleansing those shiny new poisons (thus making them useless), now can we.
Honestly, reading through some of the changes and having taken note how every class can benefit from the new (or revised) gear in this update BUT Templar (except maybe if you're a tank, but tanking is about godawful on Templar to begin with), time to shelf mine for a few months since it is blindingly obvious that they have no idea what to do with the class at this point.
I know you are being sort of facetious with the bolded part there, but, as I have posted elsewhere, this is likely the true reason they did it.
Don't poisons apply 3 things? Purify changed to remove 2... It's exactly why they did it.
Probably. Then again, with every set of patch notes comes a Templar nerf that wasn't ask for by non-templars so it's not a given that ZoS is logical in this respect. I mean, has there ever been a thread about Eclipse being OP?
GoodOlPinkly wrote: »Even with so many excellent changes, I am still worried about overall class balance. I worry about the efficacy of Stamplars versus other classes. Stamplars still have a few crippling-ly weak passives - I hope you will consider my wishlist of suggestions:
[passive] Light Weaver (the worst class passive in the game in my opinion, consider changing to the following:) Healing yourself while below 50% health restores X magicka and Y stamina. This effect has a cooldown of Z seconds. [X/Y/Z is obviously determined/balanced by ZOS, and I feel that the stamina return should be slightly greater as Stamplars struggle the most with resources.]
[passive] Piercing Spear in addition to current effects, increases the damage of Aedric Spear abilities against enemies with a damage shield by 5/10%. [mageplars currently have 0 chance of busting shield-stack builds because everything they do is negated by Harness Magicka and gives the target infinite magicka sustain. Also, there aren't any counters to damage shields within any skill trees yet - this is a great place to do it!]
[passive] Balanced Warrior in addition to current effects, provides Minor Expedition (+10% movement speed) at all times while Aedric Spear ability slotted.
[passive] Master Ritualist (does not currently help the Templar at all) - in addition to current effects, increases weapon attack speed by 5/10%. [same basic effect as the 2.3 weighted weapon trait]
Sorry dude but master ritualist.... I love my temp kag clutch rez
Can't wait for next dlc when ZOS start to teach sorcs to use rapid maneuver instead of streak, dk will learn how to use defensive stance instead of scales, night blades will learn how to eat invisibility pots.GoodOlPinkly wrote: »
It is also clear ZOS wants us to use an expensive purge instead of a cheap self purge. It's a band-aid balance, set on a scale that heavily favors DMG.
ZOS_GinaBruno wrote: »Combat & Gameplay
General Abilities that heal based on their damage done (Strife, Puncturing Sweeps, etc.) will no longer “double dip” in the Critical Strike modifier.
The damage from these abilities can still Critically Strike, but the healing will no longer be able to roll for an additional Critical Strike chance.
cpuScientist wrote: »Can I ask this though, in trials and what not how competitive is stamina Templar DPS the highest I have seen it go is 22k -23k... Can a stamplar hit the 30's sustained like magicka classes?
YurtTheSilentChief wrote: »ZOS_GinaBruno wrote: »Combat & Gameplay
General Abilities that heal based on their damage done (Strife, Puncturing Sweeps, etc.) will no longer “double dip” in the Critical Strike modifier.
The damage from these abilities can still Critically Strike, but the healing will no longer be able to roll for an additional Critical Strike chance.
Can someone explain to me this^^
To me, change to PS is that we might not get any heal from it or just from critical hit by which it as the same meaning because almost all magicka Templar's are going slot innerlight for critical heal and damage.
So, this will most likely make this ability useless compared to Biting jabs. Right?