Why are any non dot heals instant cast???
If you can drop a heal to full there should be at least a half second time to interrupt.
That's is in my mind at least one way to introduce counterplay to endless healspam.
Templars already do extra dmg on blocked enemies, it's a shame every dmg ability we own doesn't stack up to the burst versatility of a sorc or the raw dmg of a NB. Plus this templar passive does a small percentage (like 10%) so why bother? At block, if my dmg does 300 I get a puny 30 extras points? Absurd considering how much dmg block actually reduces lol. The passive should be a flat value, considering you can get an easy 50% dmg reduction by pressing the right mouse button.
CP must be nerfflol lol
Nothing funny about it but it's where the problem lies when you don't see the issue without CP.
A direct nerf probably is a bad idea as it affects PVE but adding a counter in for attacking another player would not.
There is a cast time mega heal in Templar tree that heals up to 6 friends for like 10k. No one uses it. DoT heals are hardly a disadvantage in this game. They are proactive, not reactive and using them at full health is useful since you can go offensive while they are ticking. If there was a magicka version of Vigor I would take it over BoL for PvP.
God, sometimes I forget how bad Templar passives are.
Its really simple, target their resources. Everyone hates poisons but lets be real, they definitely level the playing field against builds like what OP describes.
Cp changes coming up are going to make resource management more difficult. So there's a sort of nerf right there.
You can throw a negate at the player and perma root him as well. Root spamming doesn't seem to be going away.
There is counter play to reactive armor. They aren't "unkillable". Usually when someone complains like this really its really them just saying "I noticed x prevented me from killing someone, it must be broken".
Templar well magplar isn't a solo class. Its not a class designed to be played solo. Its the healer class for a reason healers are group specs. Templars suck solo but strongest class in a group just adding 1 person to a fight with a templar and you see the templar shine. You can't buff magplar solo because it will make them even stronger in groups.
Some classes need be buffed as templars solo
Templar well magplar isn't a solo class. Its not a class designed to be played solo. Its the healer class for a reason healers are group specs. Templars suck solo but strongest class in a group just adding 1 person to a fight with a templar and you see the templar shine. You can't buff magplar solo because it will make them even stronger in groups.
Everyone already hate full raids of templars it would just get worst.
I'm not saying templar shouldn't be able to play solo I should have word it better let me say this. They would need to buff templars in a certain way that doesn't make them even stronger in group play.
It's not unreasonable to have the expectation that any class should have the ability to solo/group. I expect any class to do enough damage to perform individually and mitigate that dmg enough to run by themselves as well as offer group benefits.
Case in point, the mag class tool kit might suggest more healing, but I should be able to find what I need elsewhere to perform as a magplar solo. Granted I won't be the very top teir slot when compared to a sorc/nb, but I shouldn't be forced to reroll because the only reliably viable PvP spells for a Templar is his healing.
There currently are gear options, and I've explored them. Still, having flex slot on the skill bar with nothing to fill it because most of the templar toolkit is buggy or too situational outside of group play is very frustrating. Even the staff options can be lackluster in the options they provide.
I'm not saying templar shouldn't be able to play solo I should have word it better let me say this. They would need to buff templars in a certain way that doesn't make them even stronger in group play.
Joy_Division wrote: »
Maybe, but that's not what he said. That's a different topic. And as someone who has played since Beta, I can say there always been "unkillable" builds, and I'm not just referring to MurderThumbs playing his broken DK back at Launch. I've seen Krim tank over a dozen players at Alessia Bridge with his NB sap tank back before soft-caps were a thing. I would sign up for a 1.5 server in a second if ever offered, but let's not be overly nostalgic that ESO was somehow more complex and that ridiculous builds weren't possible back then.
Can any scrub tank and heal in PvP? Maybe true, but let's not pretend that these same scrubs can't just watch one of Alcast's videos, put on the current BiS gear, add Velidreth/Viper for good measure, and pour outs tons of damage. And let's not even get into the destro ultimate. This game is bear & pretzels. It's not supposed to be in-depth or hardcore. Whether that's tanking, healing, or DPS. Or is DPS supposed to be easy and healing hard? Or is being DPS somehow more "skillful"? I'm sure these players put a lot of practice in spamming Dizzying Swing and then Executioner when their add-on screams to them "Execute Now!"
You have taken fear and meteors CCs in the face with 6 people banging on you because you are a very good player with a good build. The vast majority of the PvP community dies under those circumstances, CP or no. Dies very quickly too. Are you suggesting that you, too, should die in those circumstances? You want to make that scenario more difficult for the 1 rather than the 6?
Something else to consider. Maybe these scrubs that you used to destroy actually got better? Or maybe they reevaluated their builds after said destruction because they didn't want to get insta-killed again because that's too easy as well.
ZoS has catered much more often to DPS and made survival more difficult; dodge-roll fatigue, streak cost increase, breath of life nerfs, block stopping regeneration, chipping away at AoE caps, siege buffs, Rapid Maneuver and other assorted speed nerfs. Players who small-scale complain, rightly so IMHO, that the cumulative effect of these changes have made it noticeably more difficult and more frustrating to fight outnumbered. You and others can keep telling ZoS it's so easy to make an unkillable build till the cows come home. Just don't be surprised or mad when they make changes that makes surviving in general more difficult and empower zergs even more because you asked for it.
LeifErickson wrote: »
I should have died in that situation. I am not skilled because I survived. If someone runs out of stam with 6 people on them and takes a cc, they should die.
Also, if they make changes that makes surviving in general more difficult, let's just say in this case they nerf heavy armor to the ground so everyone only runs medium or light, that will make solo and small scale waaaaay easier. It is so much easier to win a 1v4 for example if you are in medium and everyone else is in medium than if you are in heavy and everyone else is in heavy.
Its really simple, target their resources. Everyone hates poisons but lets be real, they definitely level the playing field against builds like what OP describes.
Cp changes coming up are going to make resource management more difficult. So there's a sort of nerf right there.
You can throw a negate at the player and perma root him as well. Root spamming doesn't seem to be going away.
There is counter play to reactive armor. They aren't "unkillable". Usually when someone complains like this really its really them just saying "I noticed x prevented me from killing someone, it must be broken".
Edit: the power creep is definitely due to CP. So spot on with that assessment. Damage and healing will both increase everytime CP does.
Lol..."can cast BOL over and over without any risk" yeah a bone stock skill that in heavy armor costs 4500 magick. With 100 in reduced cost its still 3500 magick. I would have to go full regen build and full blessed with drinks to offset the loss of magick im losing. BoL is not that great, i dont know why everyones throwing abshit fit about it when a STAM DK with vigor and two handed heal can outheal me while still dealing damage to my ass. Atleast when a magplar is casting BOL he cant do anything other than cast it. Keep pressuring him, hell go oom, then *** him up. Works everytime. Strong pressure is not liked by magplars. Its why we run mistform and mist away when we get too much inc damage.
BTW not complaining about vigor and two handed heal, theyre ok
But templar heals are reactive, while everyone else gets to be passive in their defense. Now...lets get on board with a BOL HOT morph instead of HTD
This pretty much. With Magician CP gone completely next patch, BoL is going to cost 4500 again.
That's enough of a nerf.
On top of that elfborn and precise CP won't apply to healing anymore. So you can't crit a heal as easy, and the crit heal amount is going to be terrible without the 25% bonus:
@Minalan I haven't seen the removal of elfborn affecting crit heal, mind sending me the source.
Also I'm hoping the cost reduction does help stop these heavy armored Magplar healer/tanks, but what if they just stack a bit more recovery and still persist... Losing 400 spell damage for "x" amount of recovery won't kill them, then 100 points into blessed will still effectively work for them... Players always find a way, but I'm with @Lord_MK that this issue needs to be addressed. You shouldn't have a player that can't be killed because they are a tank and healer keeping the entire rest of the group alive. It gives little to no counter play against it. Perhaps with the warden's easily applied defile we will see a difference but we shouldn't be depending on one classes one ability to deal with these situations...
Mojomonkeyman wrote: »
Yeah, but we had that medium all damage party already in 1.6 and that was the most [snip] up playing experience ever. It made me quit the game for almost a year. Everything was totally outta control damage wise.
Dont need this. Stamplayers can dodge, break free, shuffle and now are complaining about cleanse lol. If they have this we can have cleanse too