There is 3 main problems I see with magicka templars that hopefully will be fixed in Update 13:
1. First problem is what I
predicted more than 1 year ago when zos started templars nerfs rampage -
lack of defense.
Templar's only defensive mechanic left - is spamming Rushed Ceremony button again and again and again, i.e. this change transforming Templar into pure Cleric healing class in PvP.
Year passed and best templar most effective and usefull build in Cyro indeed became healbot spamming BoL button again and again. When people see templars it automatically make them think "hey, our combat medic is here". And even with serious BoL nerf there is still most effective build is healbot build where templars still spamming it non-stop,
simply coz they can't do anything else to survive and heal is best thing they can give in group play.
And zos shredding class defense from update to update:
a. Blinding Light was removed in exchange of execute that promote zerging. It decreased survivablitiy in melee combat, same as remove Talons from dks and give them execute instead.
b. Eclipse - one of the most expensive skills stoped reflecting ultimates, hard hitting melee abilities, got cap to affect only 1 target, stoped debuffing enemy, stoped being counter to reflective abilities, lost ability to intercept projectiles. Nowdays it doesn't work in majority of battles and only implementation vs stamina users is to break their bash-light attack rotation. Literally it is same as remove dk's Scales and give them Defensive stance instead.
c. Blazing Shield - stoped being viable skill for anyone who doesn't stack 60k HP. Since Wrobel wants to make HP builds more viable - ok, we can afford this skill to benefit hp builds but it is still spot in defense.
d. small small nerfs to all rest defensive skills like: decrease mana returns from Honor the Dead, 25% decrease of BoL healing power, decrease of Major Mending healing on 5%, 30% increase cost of Cleansing Ritual, "fixes" for Rune Focus, nerf healing on 5% for Puncturing Sweeps, decrease healing and increase cast time for Healing Ritual (making this skill totally useless), nerf of Mending passive.
ZOS should stop nerfing templars and start giving them back tools to defend themselves, or prepare to keep reading on forum how people hate templars coz they are literally healbots, doing nothing but stacking into hordes and taking no skills but spamming 1 button to achieve maximum effectiveness.
2. Second problem is serious lack of proper class CC:
a. With Blinding Flashes removal Templar lost only AoE CC.
Each of 4 classes have AoE CC All classes, except Templars, have AoE CC.
b. With nerf of Eclipse and introducing CP system - it no possible to use Eclipse on enemy to force them choose: either Break Free or be forced to deal damage to themselves, simply cos Eclipse is now almost a zero threat for enemy. Also any stamina builds either can decide to break free (for stamina builds Break Free is almost free and they can even benefit from Unchained passive) or don't break it at all coz Eclipse won't affect them in most of time.
c. Even worse problem is counter to permablocking - with current meta permablocking became as easy as it never being before, yet Templars lost ability to effectively counter them:
- Blinding Flashes applied debuff that set off-balance enemies allowed to CC tanks for short time <-- skill was removed.
- Another counter was Luminous Shards that applied disorient and could CC enemy for 8 sec through block <-- skill was nerfed. To prevent abusing CC-lock by disorient status it started to break on damage and grant CC immunity. For Templar it means if you used Luminous Shards to break enemy block and tried to deal damage while enemy CCed - you will end that enemy will get out of CC next second and get CC immunity for free; situation even worse than Jabs that granted CC immunity for 0.5 knockback not-so-long-ago. I.e. meaning of this morph as counter of permablocking is completely lost and it can be counted as yet another usless morph.
Majority of left Templar CCs are snares - but giving the fact of how easy nowdays to get snare immunity in PvP, it can't be counted as proper CC.
Way to fix it:
1. Eclipse should be able to reflect all types of damage and return to old mechanic of applying debuff or DoT on enemy after he used Break Free. Currently there is no consequences for doing it and Total Dark morph is not working at all coz everyone will either remove Eclipse instantly or just won't proc hp returns coz it won't reflect anything. And there is plenty of availale debuffs.
2. Change either of currently useless Unstable Core or Luminous Shards to knockdown through block that absorb damage for example like dk's Fossilize. There was already several lore-wise ways of it in DB update - either chains of light that were applied by primate menders or Time Freeze by Artorius boss. Both of those skills have their sources from Light or main aedra - Akatosh so it perfectly fit Templar class.
3. Third problem is clunky visual effects and class lore:
Firstly it seems not so important but it making playing Templar without buff-addons is very painfull.
a. Here is some examples of lack of proper animations:
Honor the Dead restore magicka in some cases but it have no visual effect of doing so. Couple pathces before skill was bugged and didn't restore magicka but it was impossible to determine without using Combat Log addons and left mostly unnoticable.
Sacred Ground passive apply strongest Major Mending buff but for 4 seconds. Yet there is no visual clue except addons or counting itself if buff still affecting you or not. Major Mending buff could get currently removed visual effect that just is too perfect to not implement - transparent yellow hands:
Radiant Aura - there is no way without char sheet or addons to determine if major buffs still affecting you.
Puncturing Sweeps - back in time when it didn't worked on shields without effect of when ability is heal you, many people were questioned about it and made wrong assumptions based on unclear mehcanic.
There are already many nice visual effecs in game but only from NPCs, for example: Solar Barrage is useless morph - it could become small AoE dot same as Consecrated Ground from Artorius(it will aslo fix problem that templar lack of burst)
. Or Eclipse should get back it's debuff on enemy that is look perfect for my suggestion below
.
. Or Heart of Light visual
Or already mentioned chains of light.
b. There is overpowered visual effect associated with Rushed Ceremony and Breath of Life in particular:
- 1. Rushed Ceremony source of cast visual effect - currently is showing 2 strings round character meaning him as caster, however this animation is usless coz it is impossible to determine this effect and caster in large scale PvP nor to find out if spell affected anyone, in addition to BoL visual effect that making it almost invisible.
I vote for returning old animation of transparent strings that were coming from your hand to people that got heal. This animation was perfect and allowed not just determine source of cast much easier but also to determine whos of allies got healing or simply where did your Honor's heal go and why it didn't heal you, it also allowed to determine enemy healers in enemy tactical formation much easier. Only negative aspect was invalid animation of healing through walls but after LoS was added to Rushed ceremony, this is no more a problem. It was most informative visual effect
So, I highly demand for its return.
- 2. Breath of Life visual effect is too bright:
. Given that it still main morph coz problem i described before - battlefield transformed into some toxic disco-party everywhere. In large scale Cyro battles it draining too much resources and even leaving visual artefacts when PC unable to analyze it:
It should become at lest more transparent.
c. Not important but as templar I still would like to mention it: Templars are not lore-wise.
For example: sorcs have their powers from daedras. Yet their Surge skill decription mention Meridia as source of power or
their skills means something as @Dracane proved.
In compare to this Templar's Rune Focus have just signs of some unknown "aedric" language that means nothing or their skills' descritions have general concepts like "inner light", without mentioning some particular aedra or cosmic laws in they mechanic.
Templar's source of power is aedras and ZOS showed us lore about Lorkhan's dead body and how it negatively affect everything, Sun-Eaters and Void in TG dlc and since aedra doesn't responsible only for "Light" (Lorkhan is aedra) based on tes3 quote: "
As the darkness grew, we fought it, and crafted walls to confine it, but we never could destroy it, for the source of the darkness was the same source as the source of our own divine inspiration", it would be nice, for example, instead of Total Dark and Dark Flare skill names that means nothing to get something like "Lorkhan's Embrace" to increase the feel of "dark templars" or instead of Unstable Core - "Grip of Akatosh" to show direct source of power.
Such small changes would make game a little bit funnier for RPers.
@Wrobel @ZOS_GinaBruno