Give templar a CC that is unblockable (useful for magicka or stamina builds) or leave the CC on blazing spear. Possibly rework Eclipse and it's morphs for this since it is one of the least used skills for templars.
Give stamplars better resource management for PvE & PvP that doesn't involve sets/heavy attacking and give them some group utilities for end game PvE
Keep Live's current Radiant Destruction damage but make it start scaling after 30% instead of 50% and reduce the max range to 20m w/ Reach rank 2 passive otherwise the max range is 15m anywhere else other than a keep. (15m is a nice range to protect ones home.)
@ZOS_RichLambert
At least stamplars don't have to use crap drink/ food for magick...cause...you know it's almost pointless for stamplars to use magic. Magplars on the other hand get shafted..alas..no one cares
timidobserver wrote: »Give templar a CC that is unblockable (useful for magicka or stamina builds) or leave the CC on blazing spear. Possibly rework Eclipse and it's morphs for this since it is one of the least used skills for templars.
Give stamplars better resource management for PvE & PvP that doesn't involve sets/heavy attacking and give them some group utilities for end game PvE
Keep Live's current Radiant Destruction damage but make it start scaling after 30% instead of 50% and reduce the max range to 20m w/ Reach rank 2 passive otherwise the max range is 15m anywhere else other than a keep. (15m is a nice range to protect ones home.)
@ZOS_RichLambert
It is kind of sad that they buffed permablocking and then completely removed our ability to deal with it all in the same patch.
leepalmer95 wrote: »timidobserver wrote: »Give templar a CC that is unblockable (useful for magicka or stamina builds) or leave the CC on blazing spear. Possibly rework Eclipse and it's morphs for this since it is one of the least used skills for templars.
Give stamplars better resource management for PvE & PvP that doesn't involve sets/heavy attacking and give them some group utilities for end game PvE
Keep Live's current Radiant Destruction damage but make it start scaling after 30% instead of 50% and reduce the max range to 20m w/ Reach rank 2 passive otherwise the max range is 15m anywhere else other than a keep. (15m is a nice range to protect ones home.)
@ZOS_RichLambert
It is kind of sad that they buffed permablocking and then completely removed our ability to deal with it all in the same patch.
Luminous shards goes through block...
leepalmer95 wrote: »timidobserver wrote: »Give templar a CC that is unblockable (useful for magicka or stamina builds) or leave the CC on blazing spear. Possibly rework Eclipse and it's morphs for this since it is one of the least used skills for templars.
Give stamplars better resource management for PvE & PvP that doesn't involve sets/heavy attacking and give them some group utilities for end game PvE
Keep Live's current Radiant Destruction damage but make it start scaling after 30% instead of 50% and reduce the max range to 20m w/ Reach rank 2 passive otherwise the max range is 15m anywhere else other than a keep. (15m is a nice range to protect ones home.)
@ZOS_RichLambert
It is kind of sad that they buffed permablocking and then completely removed our ability to deal with it all in the same patch.
Luminous shards goes through block...
I would say it completely useless.timidobserver wrote: »leepalmer95 wrote: »timidobserver wrote: »Give templar a CC that is unblockable (useful for magicka or stamina builds) or leave the CC on blazing spear. Possibly rework Eclipse and it's morphs for this since it is one of the least used skills for templars.
Give stamplars better resource management for PvE & PvP that doesn't involve sets/heavy attacking and give them some group utilities for end game PvE
Keep Live's current Radiant Destruction damage but make it start scaling after 30% instead of 50% and reduce the max range to 20m w/ Reach rank 2 passive otherwise the max range is 15m anywhere else other than a keep. (15m is a nice range to protect ones home.)
@ZOS_RichLambert
It is kind of sad that they buffed permablocking and then completely removed our ability to deal with it all in the same patch.
Luminous shards goes through block...
This is true but the CC is much less useful.
I would say it completely useless.
PTS4 will get minor tweaks and fixes, like Honor fix and maybe Backlash fix. Hopefully tweaks also will be nice. Till then nothing else to test beside setups.
Blazing Spear should disorient now, which is actually the same thing as petrify and agonyAs it stands, Templar is the only class with out an unblockable cc (petrify, fear, defensive rune) and they took our only good CC in blazing spear away(which by the way against any good stam build very rarely CCd them). Change luminous to an unblockable cc with a bigger radius as the added effect. I believe the problem they have with giving us an unblockable cc is that most don't break on dots, yet almost all of Templar abilities are dots(sweeps, vamp bane, radiant) so the implementation of it would be difficult. I propose they implement a bigger radius in luminous and a that is unblockable similar to fear and lasts the same amount of time as fear. It would no longer be a disorient, but would have to be a much larger radius to compensate for the fact that one of the morphs does not break on dots like petrify and rune cage.
josh.lackey_ESO wrote: »If the stun is being removed from Blazing Spear, could we at least get the minimum range for Toppling Charge removed so that we have a reliable CC? Between Reflective Scale and Defensive Posture, I find the javelin stuns me as often as my target.
I also agree with the excellent post by @Joy_Division.
With Eclipse in particular, I think it would almost be more useful if it affected me instead. For example, Unstable Core would explode after 5s damaging targets around me. Or Total Dark would absorb an attacker's projectiles and heal me instead.
I still think Sun Shield needs some major attention. It is practically useless except for specific max health builds. If a morph of Sun Shield would scale off max magicka/spell damage, that would be incredible. I always try to keep an Aedric Spear ability on both bars for the passives, but with the Blazing Spear nerf, it becomes less attractive to do so. It would be nice if I could put Sun Shield on my bar and not be wasting a slot.
Sugaroverdose wrote: »Blazing Spear should disorient now, which is actually the same thing as petrify and agonyAs it stands, Templar is the only class with out an unblockable cc (petrify, fear, defensive rune) and they took our only good CC in blazing spear away(which by the way against any good stam build very rarely CCd them). Change luminous to an unblockable cc with a bigger radius as the added effect. I believe the problem they have with giving us an unblockable cc is that most don't break on dots, yet almost all of Templar abilities are dots(sweeps, vamp bane, radiant) so the implementation of it would be difficult. I propose they implement a bigger radius in luminous and a that is unblockable similar to fear and lasts the same amount of time as fear. It would no longer be a disorient, but would have to be a much larger radius to compensate for the fact that one of the morphs does not break on dots like petrify and rune cage.
Elsterchen wrote: »No clue why they felt the need to increase Javelin speed.. think most people would agree that it is already fine as-is. Would much have preferred a working gapcloser, ie. one that doesn't get you killed due to skills becoming stuck or just entirely failing.
I never felt like the speed of the skill was an issue. It was already so fast, you could catch some people pre-Meteor in a duel before they could even block, which was a common combo.
It just seems like a consolation prize to the Blazing Spear nerf, when there is nothing wrong with that skill.
Javelin speed will just incentivize people to sit back and throw it annoyingly like they already do. Templar is an up close and personal class. They are slow. Javelin speed should not be an issue when you're on top of an opponent. Its the same reason Magicka Socs should be on top of the opponent when they go to cast Crystal Frag. Speed of the skill doesn't matter if you're not hiding in the background.
Which is why Blazing Spear works. Its a good "in your face" stun.
New Javelin will just become another annoyance ability for the already aggravating unkillable heavy armor templar healbots.
Javeline isn't a skill that i use when "on top" of an opponent and its range ability doesn't suggest its thought to be used this way imho. When used as a ranged skill it is lacking speed. I was ambushed more then once while trying to pull jacelline off trying to keep opponents away. The changes might solve this problem.
Blazing Spear solves spambush players. Well, not anymore.
You aren't going to Javelin someone to death at range. So when you CC, you need to be ready to combo. For both the stamplar and magplar, this means being on top of your opponent.
Elsterchen wrote: »Elsterchen wrote: »No clue why they felt the need to increase Javelin speed.. think most people would agree that it is already fine as-is. Would much have preferred a working gapcloser, ie. one that doesn't get you killed due to skills becoming stuck or just entirely failing.
I never felt like the speed of the skill was an issue. It was already so fast, you could catch some people pre-Meteor in a duel before they could even block, which was a common combo.
It just seems like a consolation prize to the Blazing Spear nerf, when there is nothing wrong with that skill.
Javelin speed will just incentivize people to sit back and throw it annoyingly like they already do. Templar is an up close and personal class. They are slow. Javelin speed should not be an issue when you're on top of an opponent. Its the same reason Magicka Socs should be on top of the opponent when they go to cast Crystal Frag. Speed of the skill doesn't matter if you're not hiding in the background.
Which is why Blazing Spear works. Its a good "in your face" stun.
New Javelin will just become another annoyance ability for the already aggravating unkillable heavy armor templar healbots.
Javeline isn't a skill that i use when "on top" of an opponent and its range ability doesn't suggest its thought to be used this way imho. When used as a ranged skill it is lacking speed. I was ambushed more then once while trying to pull jacelline off trying to keep opponents away. The changes might solve this problem.
Blazing Spear solves spambush players. Well, not anymore.
You aren't going to Javelin someone to death at range. So when you CC, you need to be ready to combo. For both the stamplar and magplar, this means being on top of your opponent.
Hmm, well, maybe its just me, BUT I do use javeline to keep enemies away ... ... or (since i use 1rst morph) to hopp away as well (the only skill i found somewhat usefull as an escape mechanism). If i want to get NEAR some enemy i use toppling charge, which works about half the time because toppling is still broken as hell.
Ron_Burgundy_79 wrote: »Elsterchen wrote: »Elsterchen wrote: »No clue why they felt the need to increase Javelin speed.. think most people would agree that it is already fine as-is. Would much have preferred a working gapcloser, ie. one that doesn't get you killed due to skills becoming stuck or just entirely failing.
I never felt like the speed of the skill was an issue. It was already so fast, you could catch some people pre-Meteor in a duel before they could even block, which was a common combo.
It just seems like a consolation prize to the Blazing Spear nerf, when there is nothing wrong with that skill.
Javelin speed will just incentivize people to sit back and throw it annoyingly like they already do. Templar is an up close and personal class. They are slow. Javelin speed should not be an issue when you're on top of an opponent. Its the same reason Magicka Socs should be on top of the opponent when they go to cast Crystal Frag. Speed of the skill doesn't matter if you're not hiding in the background.
Which is why Blazing Spear works. Its a good "in your face" stun.
New Javelin will just become another annoyance ability for the already aggravating unkillable heavy armor templar healbots.
Javeline isn't a skill that i use when "on top" of an opponent and its range ability doesn't suggest its thought to be used this way imho. When used as a ranged skill it is lacking speed. I was ambushed more then once while trying to pull jacelline off trying to keep opponents away. The changes might solve this problem.
Blazing Spear solves spambush players. Well, not anymore.
You aren't going to Javelin someone to death at range. So when you CC, you need to be ready to combo. For both the stamplar and magplar, this means being on top of your opponent.
Hmm, well, maybe its just me, BUT I do use javeline to keep enemies away ... ... or (since i use 1rst morph) to hopp away as well (the only skill i found somewhat usefull as an escape mechanism). If i want to get NEAR some enemy i use toppling charge, which used to works about half the time because toppling has been is still broken as hell.
Fixed.
At this point in testing, I have to assume that ZOS is not planning any further changes. Players blew up the forums that they were tired of seeing high numbers on the death recaps from Templars beaming them and demanded a nerf- they got it.
Templars do good damage, and great healing (because let's face it, healing is what the class was built for). The problems for Templars have been resource managemnt, mobility, and CC. We basically suck at these and had a sweet execute to help make up for it.... which is now GONE AND our CC is even worse!
They asked for feedback about balance, but I don't see it. If you take one thing, you give something else, that's balance. Templars were never so brokenly OP they needed a massive nerf or anything. Being an "epic" healer is NOT glorious. A healers job is take the blame for Tanks and DPS being stupid by ignoring mechanics and then complaining that the healer somehow failed by running out of magicka keeping them alive while they swim through lava and try to facetank a boss. Yes, everyone loves to be the healer...
The point of elder scrolls whole class system is that anyone can be anything. Sure,some classes are more suited to certain roles than others, but the disparity should not be night and day. If we are all meant to be pigeon-holed into a role, just make it the only thing a class can do and be done with it. Do not torture players with the illusion of choice- give it to them honestly or don't. Period.
All CC should be breakable and everyone should have one- you want balance, THAT'S balance. I'd be fine with an AOE CC for every class, as long as we all had one- no one could complain (but you know they would). Personally, I want a divine dance bomb on blazing spear that makes everyone within 8 meters of the impact area have their feet set on fire and dance for 5 seconds with the DoT cooks them! Give DK's a stone hand that comes up out the ground and punches everyone in range in the nuggets- THAT would a skill that gets perma slotted.
Templars had a crappy CC and you took it. We had a great execute, and you took that too, but what did you GIVE us in exchange? That's what I thought...
Joy_Division wrote: »The sad part is they already told us. Rich Lambert said the Blazing Spear change was intended to make templar rotations simpler. In ZoS's mind, this is making the class better and more appealing to play.
Seriously. Not like we will be any more mobile because it already seems like we move in slow mo compared to other classes except maybe DK but they can talon people to help them keep up.