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Unintended Gameplay Nerf to Templar Solo Play (PVE)

GrumpyDuckling
GrumpyDuckling
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The upcoming removal of the disorient effect from the One-Hand and Shield skill Power Bash will strip Templars of the only long duration disorient (15+ seconds) that they have access to.

Dragonknight has Petrify.
Nightblade has Agony.
Sorcerer has Rune Prison.

Templar is the only class that does not have a class skill which provides a lengthy stun/disorient. The three other classes have skills that allow them to remove an NPC enemy from combat for a long period of time, which is a mechanic that, at times, is crucial to solo gameplay. Abilities with a lengthy stun/disorient can make difficult multi-enemy encounters (such as multi-enemy world bosses) more manageable - especially when it comes to dealing with healers.

The lengthy disorient is a game mechanic that probably not a lot of people care about. I get that. And the small change I am about to request is really specific... but could you please consider adding a 10-20 second disorient duration to the already existing 6 second disorient that Spear Shards and its morph, Luminous Shards have?

The requested change would bring Templar disorient capability in line with other classes. Thank you.

@ZOS_GinaBruno
@ZOS_NickKonkle
  • Silver_Strider
    Silver_Strider
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    Does anyone even use Agony/Rune Prison/Petrify?
    Argonian forever
  • susmitds
    susmitds
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    Does anyone even use Agony/Rune Prison/Petrify?

    Most of the mobs I face die before 10 secs generally or otherwise it is me who dies due to lag or plain carelessness. The fact that the disorient breaks on damage, makes it useless for me.
  • redspecter23
    redspecter23
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    Does anyone even use Agony/Rune Prison/Petrify?

    These sort of effects have niche but potentially very useful applications in vet Maelstrom where you're often attacked by 1 - 3 extremely powerful foes. Taking one out of combat for 15+ seconds can be the difference between life and death at times.
  • STEVIL
    STEVIL
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    Why would templars ever wsnt to leave enemies out of jabs? More damage more heal!!

    Templars have an effective direct damage aoe spammable that makes the pin out of combat effect moot.

    Imo imx

    Heck as templar player i hate it when the enemies split.

    Every class doesnt need everything.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Americanfunguy
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    @Silver_Strider Yes I do, for solo play, mostly in cases of vMA.
    Flawless Conqueror 6 times over.
    All HM clears and PvE titles - Angler.
    PvP all factions.
  • AfkNinja
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    STEVIL wrote: »
    Why would templars ever want to leave enemies out of jabs? More damage more heal!!

    Templars have an effective direct damage aoe spammable that makes the pin out of combat effect moot.

    Imo imx

    Heck as templar player i hate it when the enemies split.

    Every class doesnt need everything.

    Only Magic Templars heal from their puncturing sweeps. Stamina Templar's get no healing from Biting Jabs.
  • GrumpyDuckling
    GrumpyDuckling
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    STEVIL wrote: »
    Why would templars ever wsnt to leave enemies out of jabs? More damage more heal!!

    Templars have an effective direct damage aoe spammable that makes the pin out of combat effect moot.

    Imo imx

    Heck as templar player i hate it when the enemies split.

    Every class doesnt need everything.

    While I agree that not every class should have everything, access to a lengthy disorient is a mechanic that I would argue every class should have access to - and I haven't found a good reason/argument to exclude it from one class.

    The proposed change in the original post has little to no effect in PVP and is almost exclusively a solo PVE mechanic.

    Edited by GrumpyDuckling on May 7, 2016 3:07PM
  • Tormy
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    I agree reverb bash needs the stun brought back. No one asked for this change and the broken CC was fixed in TG.
  • dodgehopper_ESO
    dodgehopper_ESO
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    Does anyone even use Agony/Rune Prison/Petrify?

    Of course they do, particularly in PvP. These kinds of skills could potentially be very useful in Trial applications if the Devs designed them that way. I'm just thinking the way certain raids function in SWTOR for example, where you NEED to hard-cc a couple of mobs so the damage doesn't overwhelm. Either way yes those are good skills, and I agree with the OP that I really miss having this cc.

    Reverb Bash was a core skill for me on and off for the last two years of the game. Yes, its complete changeover ruins the skill for me personally (Like a lot of skills have been done, bye bye Blinding Flashes). I can live with these kinds of changes if there's a reason for it, but stylistically I think the CC/debuff actually made more sense. It helped give Tanks a way to threaten an enemy without actually pumping up their DPS. There are also some problems with the way this morph works in the update that have been discussed elsewhere, so I won't go into it here right now.
    Edited by dodgehopper_ESO on May 7, 2016 3:50PM
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
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    <And plenty more>
  • WillhelmBlack
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    Does anyone even use Agony/Rune Prison/Petrify?

    Yep, 3 of my characters do.
    PC EU
  • WillhelmBlack
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    Does anyone even use Agony/Rune Prison/Petrify?

    Yep, 3 of my characters do.
    PC EU
  • WillhelmBlack
    WillhelmBlack
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    Does anyone even use Agony/Rune Prison/Petrify?

    Yep, 3 of my characters do.
    PC EU
  • WillhelmBlack
    WillhelmBlack
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    Does anyone even use Agony/Rune Prison/Petrify?

    Yep, 3 of my characters do.
    PC EU
  • GrumpyDuckling
    GrumpyDuckling
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    Tormy wrote: »
    I agree reverb bash needs the stun brought back. No one asked for this change and the broken CC was fixed in TG.

    In a perfect ESO world they'd 1) bring back the disorient from Power Slam, and 2) give Templar's a skill that has a long duration disorient.
  • GrumpyDuckling
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    In the PTS patch notes, 2.4.4, Power Bash received changes again. Unfortunately, the disorient is still removed. I will ask again, please give Templars a long duration disorient to make up for this.
  • Browiseth
    Browiseth
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    Wait, different classes have access to different perks and benefits?

    whaaaaat
    skingrad when zoscharacters:
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    • EP - F - Melina Elinia - Dunmer Magicka Dragonknight - lvl 50
    • EP - F - Sinnia Lavellan - Altmer Warden Healer - lvl 50
    • EP - M - Follows-the-Arcane - Argonian Healer Sorcerer- lvl 50
    • EP - F - Ashes-of-Arcane - Argonian Magicka Necromancer - lvl 50
    • EP - M - Bolgrog the Sinh - Orc Stamina Dragonknight - lvl 50
    • EP - F - Moonlight Maiden - Altmer Magicka Templar - lvl 50
    • EP - F - Maxine Cauline - Breton Magicka Nightblade - lvl 50
    • EP - M - Garrus Loridius - Imperial Stamina Templar - lvl 50
    • EP - F - Jennifer Loridius - Imperial Necromancer tank - lvl 50
    PC/NA but live in EU 150+ ping lyfe
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