Lightspeedflashb14_ESO wrote: »hmsdragonfly wrote: »Lightspeedflashb14_ESO wrote: »Uhm. Read the bolded part again. Both morphs are affected.
Conceded and that's not what I would have done. I would have left one morph pbaoe so that there's an additional effect morph of both styles.
Though at least you can just not morph it if you prefer pbaoe.And yet Wardens will get perma major mending, but you don't seem to have a problem with that.
Why lie? That's sad and desperate.
Wardens can only get class-derived major mending by healing someone under 50% health and if you're throwing out heals to people who are that heavily wounded constantly - which you would need to maintain it permanently - then something's probably horribly wrong.Templars have no source of Major Mending now, aside from heavy attacking with the restoration staff.
Nightblades and sorcerers have had to suffer that pretty much since the introduction of the major mending buff.
Now everyone is on a more equal footing. Awesome.
Where is Templar's Hardened Ward then? That would be equal footing
http://elderscrollsonline.wiki.fextralife.com/blazing+shield
Yes, a 6k ward is the same as a 22k Ward, thanks for pointing that out.
Hardened Ward doesn't go boom and kill people. So there's that xD
that 6k ward does half that as damage, please get real, that is nothing.
ROFL like that's actually comparable or feasible to do in a trial environment. WAIT GUISE, lemme just stop healing and buffing, and channel some resto heavies.... not to mention, that Warden is the only class that actually benefits from channeling resto Heavies.ZOS_GinaBruno wrote: »Resto Staff users have to complete a fully charged heavy attack.
LOL DID THEY JUST TALK ABOUT HEALING RITUAL? The one heal in the game that's not useful in ANY circumstance! And never has been.ZOS_GinaBruno wrote: »they have a faster healing spammable ability with Healing Ritual
Great healing ultimate indeed... WARHORN *COUGH* Nova is what you use if you need damage mitigation, for which Warden has a unique far superior MOBILE damage mitigation. Nice.ZOS_GinaBruno wrote: », and their Ultimate heal hits targets in a 28m radius instead of 8 meters.
Ooh, talking about the skill that NO healer in their right mind is ever going to slot after the nerfs to it? Now that is rich.ZOS_GinaBruno wrote: »In addition, have also have a free heal with Repentance
ACTUALLY, the sorc pet heal is stronger now, with NO CONE restrictions too. How ironic, sorc better at healing too now?ZOS_GinaBruno wrote: »Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them.
hmsdragonfly wrote: »Lightspeedflashb14_ESO wrote: »hmsdragonfly wrote: »Lightspeedflashb14_ESO wrote: »Uhm. Read the bolded part again. Both morphs are affected.
Conceded and that's not what I would have done. I would have left one morph pbaoe so that there's an additional effect morph of both styles.
Though at least you can just not morph it if you prefer pbaoe.And yet Wardens will get perma major mending, but you don't seem to have a problem with that.
Why lie? That's sad and desperate.
Wardens can only get class-derived major mending by healing someone under 50% health and if you're throwing out heals to people who are that heavily wounded constantly - which you would need to maintain it permanently - then something's probably horribly wrong.Templars have no source of Major Mending now, aside from heavy attacking with the restoration staff.
Nightblades and sorcerers have had to suffer that pretty much since the introduction of the major mending buff.
Now everyone is on a more equal footing. Awesome.
Where is Templar's Hardened Ward then? That would be equal footing
http://elderscrollsonline.wiki.fextralife.com/blazing+shield
Yes, a 6k ward is the same as a 22k Ward, thanks for pointing that out.
Hardened Ward doesn't go boom and kill people. So there's that xD
that 6k ward does half that as damage, please get real, that is nothing.
Not if you build around it.
What about Stamina Templar?? How are they supposed to aquire major mending like magicka templar, stamina dk, magicka dk, stamina warden, and magicka warden? Am I expected to equip a resto staff on a stamplar? @ZOS_GinaBrunoZOS_GinaBruno wrote: »We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack
Peekachu99 wrote: »Gina, thanks for taking the time to post all this. Still, it shouldn't be necessary if people would just behave themselves, read the notes and act like adults. I, for one, wholeheartedy support these changes to bring the game out of the power creep that has consumed it--and my main is a temp!
Keep up the good work, and don't worry too much about the echo chamber here. All the best.
ZOS_GinaBruno wrote: »
If you’re worried that there’s no reason to play a Templar over a Warden, or any other class, keep in mind that Templars have a stronger single target burst heal that’s easier to aim (Rushed Ceremony), they have a faster healing spammable ability with Healing Ritual, and their Ultimate heal hits targets in a 28m radius instead of 8 meters. In addition, have also have a free heal with Repentance, can cleanse allies with the Cleansing Ritual synergy and can remove 5 effects from themselves. Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them.
andreasranasen wrote: »When you've invested time and money into a company, you have the right to be upset over changes that will negatively affect your experience and gameplay.
ZOS_GinaBruno wrote: »We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments.
This stubborn idealism will be your downfall.
Players react--they move out of red, they heal when their health drops, they change tactics based on what is happening to them.
PvE and PvP WILL NEVER be the same. Period. Full stop. The day they become the same is the day we start worrying about SkyNet and the AI apocalypse.
This is why PvE enemies have such higher health--and need to have such higher health--than PvP enemies. This is why we have standard MMO mechanics like tanks with taunts. Already, you have two fundamentally incompatible and divergent models. You can either act rationally and embrace this reality and create a game that is equally enjoyable in both PvP and PvE at the expense of this unifying idealism of yours.
Or you can irrationally cling onto this notion that PvE and PvP can somehow be the same and end up with a game that alienates both populations.
Choose wisely.
Lightspeedflashb14_ESO wrote: »hmsdragonfly wrote: »Lightspeedflashb14_ESO wrote: »hmsdragonfly wrote: »Lightspeedflashb14_ESO wrote: »Uhm. Read the bolded part again. Both morphs are affected.
Conceded and that's not what I would have done. I would have left one morph pbaoe so that there's an additional effect morph of both styles.
Though at least you can just not morph it if you prefer pbaoe.And yet Wardens will get perma major mending, but you don't seem to have a problem with that.
Why lie? That's sad and desperate.
Wardens can only get class-derived major mending by healing someone under 50% health and if you're throwing out heals to people who are that heavily wounded constantly - which you would need to maintain it permanently - then something's probably horribly wrong.Templars have no source of Major Mending now, aside from heavy attacking with the restoration staff.
Nightblades and sorcerers have had to suffer that pretty much since the introduction of the major mending buff.
Now everyone is on a more equal footing. Awesome.
Where is Templar's Hardened Ward then? That would be equal footing
http://elderscrollsonline.wiki.fextralife.com/blazing+shield
Yes, a 6k ward is the same as a 22k Ward, thanks for pointing that out.
Hardened Ward doesn't go boom and kill people. So there's that xD
that 6k ward does half that as damage, please get real, that is nothing.
Not if you build around it.
Does this really need to be said? Of course you could build 70k health trollplar. We are comparing in class shields, with the basic mag DPS stats, ie around 18k Health and 40k mag, hardened is simply the better sheild. The point is that Templars do not have access to an in class option to a survivability tool as good as hardened, which did not get the nerf bat like every heal that the templar has access to by the removal of major mending.
ZOS_GinaBruno wrote: »We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up (...)
hmsdragonfly wrote: »Lightspeedflashb14_ESO wrote: »hmsdragonfly wrote: »Lightspeedflashb14_ESO wrote: »hmsdragonfly wrote: »Lightspeedflashb14_ESO wrote: »Uhm. Read the bolded part again. Both morphs are affected.
Conceded and that's not what I would have done. I would have left one morph pbaoe so that there's an additional effect morph of both styles.
Though at least you can just not morph it if you prefer pbaoe.And yet Wardens will get perma major mending, but you don't seem to have a problem with that.
Why lie? That's sad and desperate.
Wardens can only get class-derived major mending by healing someone under 50% health and if you're throwing out heals to people who are that heavily wounded constantly - which you would need to maintain it permanently - then something's probably horribly wrong.Templars have no source of Major Mending now, aside from heavy attacking with the restoration staff.
Nightblades and sorcerers have had to suffer that pretty much since the introduction of the major mending buff.
Now everyone is on a more equal footing. Awesome.
Where is Templar's Hardened Ward then? That would be equal footing
http://elderscrollsonline.wiki.fextralife.com/blazing+shield
Yes, a 6k ward is the same as a 22k Ward, thanks for pointing that out.
Hardened Ward doesn't go boom and kill people. So there's that xD
that 6k ward does half that as damage, please get real, that is nothing.
Not if you build around it.
Does this really need to be said? Of course you could build 70k health trollplar. We are comparing in class shields, with the basic mag DPS stats, ie around 18k Health and 40k mag, hardened is simply the better sheild. The point is that Templars do not have access to an in class option to a survivability tool as good as hardened, which did not get the nerf bat like every heal that the templar has access to by the removal of major mending.
I assume we are talking about PvP?
Blackfyre20 wrote: »Blackfyre20 wrote: »ZOS_GinaBruno wrote: »With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
@ZOS_GinaBruno I just want to give the TL;DR version of the requirements needed to be met for major mending:
DKs - need to have a shield active that disappears after one light attack
Everyone else, including the traditional healing class with a healing dedicated tree: equip a resto staff, complete a fully charged heavy attack during which you can't cast anything else to get the buff for 3 seconds, most of which is needed to complete another heavy attack to get the buff again.
Warden - you will get it whenever you actually need it
You don't know that about Wardens. Stop with misinformation
When you heal an ally below 50% health with a green balance ability you get major mending for 6 seconds. Not misinformation, that is directly from ZOS.
KochDerDamonen wrote: »KochDerDamonen wrote: »This is a good thing.
Templars were never good healers/supports, they've been broken. Any class can dps, any class can tank (DK and NB moreso in vTrials) but you might maybe see a sorc off-healer rarely.
Down with the op free sustain
so...are u saying
Make any class can dps
Make any class can tank
Templar is never good healer, they are not best dps and tank either, they are just broken so nerf them even more
Sorceror can doing anything best, but not healer, so let them op at healling too?
@Lyserus I'm saying Templar was not providing a healthy amount of support and healing, they were grossly over-supplying in both categories and preventing other classes from even being a choice. They should have received dps-usability and mitigation buffs in the same patch, but the nerfs to their healing and utility is absolutely justified.
I say this as someone who mains a templar healer.
joaaocaampos wrote: »@ZOS_GinaBruno I gave a suggestion earlier. And now I'm giving another:
Make a more powerful synergy for Spear Shards (compared to Necrotic Orb). You can use my previous example to solve this.
Spear Shards: The synergy of this ability and its morphs now restore Stamina AND Magicka.
Necrotic Orb: The synergy of this ability and its morphs now restore Stamina OR Magicka, whichever percentage is lower.
I understand the developer's comments, but please let the Templar a little more unique.
Doctordarkspawn wrote: »What's the point of playing period?
ZOS_GinaBruno wrote: »We’d like to provide some clarity on why we made some of the changes we did, specifically to the Templar. Reading about some of these changes can be a bit jarring at first, and we highly suggest you to log onto the PTS to give it a try first-hand; this may help you see how everything works together and in context.
First, we want to reiterate why we’re making these global changes to abilities and resource management (and most of this will sound very familiar if you read the PTS patch notes). Our combat system features fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is a core pillar of the system. Due to the number of balance changes we’ve made over time, this core pillar of resource management has become trivialized in that it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage. The overall goal here is to have a combat system that reinforces decision making and resource management.
With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
If you’re worried that there’s no reason to play a Templar over a Warden, or any other class, keep in mind that Templars have a stronger single target burst heal that’s easier to aim (Rushed Ceremony), they have a faster healing spammable ability with Healing Ritual, and their Ultimate heal hits targets in a 28m radius instead of 8 meters. In addition, have also have a free heal with Repentance, can cleanse allies with the Cleansing Ritual synergy and can remove 5 effects from themselves. Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them.
Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game.
Again, we encourage everyone to hop on the PTS and give these changes a try in both PvE and PvP scenarios rather than just reading about the changes. Once you’ve had a chance to try everything out, we’d love to hear your feedback about what you played.
ZOS_GinaBruno wrote: »
With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It]’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
dmanlongb14_ESO wrote: »All good changes. Templar's are too strong and have the best utility as a bonus.
Let the data speak for itself and not a bunch of whiners who want things handed to them.
dmanlongb14_ESO wrote: »All good changes. Templar's are too strong and have the best utility as a bonus.
Let the data speak for itself and not a bunch of whiners who want things handed to them.
Massive_Stain wrote: »In the notes, they actually literally call a nerf a buff!