ZOS_GinaBruno wrote: »Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.
Regarding Necrotic Orb and it now sharing a cooldown with Spear Shards, there are a few key differences between these two abilities we’d like to touch on first. Spear Shards is significantly cheaper and easier to target. Additionally, with the Luminous Shards morph, the Templar can also get this resource restore for himself. This change was ultimately made to make all classes viable healers in concordance with the reduction to resources. If Templars were the only healers that could restore resources after these changes, they would be outrageously superior healers, and we want all classes to be viable in some way. With that being said, despite the changes we’ve made, Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.
Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters.
Dagoth_Rac wrote: »Which takes the MMO with the most exciting combat on the market and turns into the MMO with the dullest combat on the market.
masterbroodub17_ESO wrote: »masterbroodub17_ESO wrote: »Catches_the_Sun wrote: »masterbroodub17_ESO wrote: »Catches_the_Sun wrote: »Alchemical wrote: »If you play Templar because it's the objectively strongest healer and/or it was easy to play, well, then go play Warden for your easy mode flavor of the month. Then in a few patches it'll get nerf'd back into line and people will cry "Why even run a Warden when Templar is so much better now?"
Sorry, I don't do this "flavor of the month" nonsense. I have a character that I've invested years of play into, that has high end achievements that I had hoped to continue to build on. Getting everything I needed for this character has been a daunting task for me. I've put way too many hours into this character to just sideline him and pick up another healer because ZoS decided to nerf me to hell & back to sell their DLC class.
Our 4-man group has just completed some nice vet dungeons with only Ruins of Mazzatun remaining...and now I am to be told that we have to just suck it up with these changes, learn to how to respec our builds, farm new gear, learn new rotations, etc, just to continue to maybe be able to do the same content in the future that we're already doing today? Our tank will have to relearn how to block, have to farm new gear, have to manage resources that I can no longer give him. Our Stamblade DPS will decrease drastically, and he'll be out of resources too, likely also have to farm new gear. I think I'll pass on that. It's taken us months to get to this point. To start over does not sound at all appealing to me. I thought we really were accomplishing something, and I'm not sure I have the energy or motivation to start that process over again.
It's akin to being in an abusive relationship...ZoS comes back in this thread after smacking us down and says "hey, we still love you, honest!", but it doesn't feel right to continue to throw money at them. The crazy thing is that I've already preordered Morrowind, and planned to check out the Warden as an alt...but not at the expense of losing my beloved main character's strengths & identity.
Every game goes through major shake-ups throughout it's lifespan. In a game like this it's felt much more because of the amount of freedom you get. It has a price, and that price is that when even one skill is changed by something as small as 2% the entire meta shifts.
It's the nature of the beast in a game like this, suck it up buttercup.
I am not new to MMO's. Been playing them since UO/Everquest. This is the first time that I've felt this way about any DLC patches in all those years. I've had classes or abilities that were legitimately overpowered, and were rightfully adjusted. This is not that. Gaming is a very competitive market for our time though, and the beauty of it is I don't have to suck it up. I can simply cancel my preorders, unsub, and play something else that feels more rewarding and less dirty. So no, I don't have to suck it up. ZoS does.
@ZOS_GinaBruno
Another thing that has Templars fired up is this statement:
"Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted."
Followed by these:
Aedric Spear
Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.
Undaunted
Mystic Orb (Necrotic Orb morph): This morph now increases the damage the orb deals.
Necrotic Orb: The synergy from this ability and its morphs now restore Stamina or Magicka to the synergy-user, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Spear Shards synergy.
Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.
Once again, insulting our intelligence by claiming that "several" synergies & group buffs were "near-mandatory" in end-game situations and have been adjusted. Yet you didn't adjust "several" synergies and group buffs...you only adjusted Templar group buffs & synergies, removing Repentance altogether as a group buff, and bastardizing the Spear by putting it on same cooldown as the Orb. Why not just change the original statement to something along these lines:
"Templars bring too much group buff & synergy utility to the table and are desired in end-game situations. Since healing Wardens will fulfill the same role, we've removed any reason to need to bring a Templar with you in those situations. Buy our expansion."
TL;DR: I'm not meta anymore and I'm going to throw a fit over it.
Welcome to Nightblades since forever.
Why are you even here? You're not adding anything substantial to anyone's discussion, nor are you giving any sort of proper rebuttal. If you're fine with the changes, then have fun on the PTS. But continuously misrepresenting people's arguments is bordering trolling.
It's simple enough to understand what I meant. Not every post has to be a page-long diatribe.
If you want more detail I can simplify it for you. The meta *might* be changing to another healer and Templars are losing their ***. I feel no sympathy because plenty of other class/role combos are non-meta and have been for forever.
In a game where you are granted this much freedom things change all the time. If you want tightly tuned classes and encounters that will never ever change by more than a few fractions of a percent look elsewhere. I mean that too, not trying to say eff off, just the truth.
SorataArisugawa wrote: »Northern_Eve wrote: »I am getting really tired of these insults: "Templars are just a simple healing class" etc.
I wonder how many times us simple, privileged Templars that deserve to get nerfed to oblivion in your opinion have kept your asses alive and your resources going during the game?
Skip it already! A nightblade, dragonknight or a sorc would have done the same, but because they didn't get the CORE-supportskills, they where never chosen to be healer. You and all the other templars, who are used be the one and only, are just not capable to accept that YOU ARE NOT THAT SPECIAL ANYMORE
/rant
Northern_Eve wrote: »SorataArisugawa wrote: »Northern_Eve wrote: »I am getting really tired of these insults: "Templars are just a simple healing class" etc.
I wonder how many times us simple, privileged Templars that deserve to get nerfed to oblivion in your opinion have kept your asses alive and your resources going during the game?
Skip it already! A nightblade, dragonknight or a sorc would have done the same, but because they didn't get the CORE-supportskills, they where never chosen to be healer. You and all the other templars, who are used be the one and only, are just not capable to accept that YOU ARE NOT THAT SPECIAL ANYMORE
/rant
Are you serious? If you were all this time so envious to people who chose to play templars, why didn't you just make one yourself?
This is not about "being special". This is about crippling a class. Maybe you enjoy to see it happening to others, I certainly don't and wouldn't wish it on any sorc, NB (that is too late unfortunately) or DK.
It's difficult to understand people this spiteful exist.
dimensional wrote: »Dagoth_Rac wrote: »Which takes the MMO with the most exciting combat on the market and turns into the MMO with the dullest combat on the market.
Wrong. It makes it 100000% way better. Ability spam with infinite resources is boring and dull.
You forgot that both Shards and Orbs now restore Stamina or Magicka whichever is lower.
brandonv516 wrote: »Does this nerf to templar BoL make sorcerer pet healer more desired (no cone)?
I've personally found the sorcerer pet heal to be really good with the right build.
ZOS_GinaBruno wrote: »Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.
Regarding Necrotic Orb and it now sharing a cooldown with Spear Shards, there are a few key differences between these two abilities we’d like to touch on first. Spear Shards is significantly cheaper and easier to target. Additionally, with the Luminous Shards morph, the Templar can also get this resource restore for himself. This change was ultimately made to make all classes viable healers in concordance with the reduction to resources. If Templars were the only healers that could restore resources after these changes, they would be outrageously superior healers, and we want all classes to be viable in some way. With that being said, despite the changes we’ve made, Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.
Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters.
So, why are Templars allowed to keep their AoE Minor Magickasteal on Radiant Aura? Why doesn't this make them "outrageously superior" healers, but Repentance does? That seems simply like favoring magicka over stamina builds to me, considering there isn't even a Minor Staminasteal debuff in the game.
willklippsteinb14_ESO wrote: »ZOS_GinaBruno wrote: »Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.
Regarding Necrotic Orb and it now sharing a cooldown with Spear Shards, there are a few key differences between these two abilities we’d like to touch on first. Spear Shards is significantly cheaper and easier to target. Additionally, with the Luminous Shards morph, the Templar can also get this resource restore for himself. This change was ultimately made to make all classes viable healers in concordance with the reduction to resources. If Templars were the only healers that could restore resources after these changes, they would be outrageously superior healers, and we want all classes to be viable in some way. With that being said, despite the changes we’ve made, Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.
Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters.
So, why are Templars allowed to keep their AoE Minor Magickasteal on Radiant Aura? Why doesn't this make them "outrageously superior" healers, but Repentance does? That seems simply like favoring magicka over stamina builds to me, considering there isn't even a Minor Staminasteal debuff in the game.
are you listening to your self? how can you compare a skill that restores very little magicka to a skill that can complete refill thousands of points worth of stamina? that there is in favoring stamina. Stamina users needed this nerf. Magicka users had to worry about all three stats, whilst stam builds needed only two resources to excel. This is balance. Remember the death of the magicka sorcs? and we were told to get good? right back at the stam users #feelthenerf
ZOS_GinaBruno wrote: »Hey guys, we’d like to address a couple outstanding issues that we’ve seen brought up over the past couple days. We understand many of you are upset about the change with Repentance, and we’d like to explain why we made this change. Previously, Templars were able to restore the entire stamina bar for them and their whole group. In this upcoming update, we’re really focusing on resource recovery, so this ability needed to be adjusted. Additionally, running out of resources essentially provides a cooldown into a game that is currently without one, and restoring your group’s stamina through Repentance goes against these goals. Repentance does still heal the whole group for a large amount, and additionally, has no cost to boot. Now that resources are going to be more important, free abilities are quite powerful.
ZOS_GinaBruno wrote: »Regarding Necrotic Orb and it now sharing a cooldown with Spear Shards, there are a few key differences between these two abilities we’d like to touch on first. Spear Shards is significantly cheaper and easier to target. Additionally, with the Luminous Shards morph, the Templar can also get this resource restore for himself. This change was ultimately made to make all classes viable healers in concordance with the reduction to resources. If Templars were the only healers that could restore resources after these changes, they would be outrageously superior healers, and we want all classes to be viable in some way. With that being said, despite the changes we’ve made, Templars are still the best class to heal. We just had to make some adjustments so they weren’t far beyond the other classes.
ZOS_GinaBruno wrote: »Lastly, the Ultimate ability we called out as having 28 meters is Rite of Passage, and that should’ve been 20 meters. Apologies for the typo and confusion! For what it’s worth, the Warden’s heal is only 8 meters.
I'm Aside from the fact that the capability of having a long healing range plays a minimal role in PvE, Rite of Passage only has 20 meters if you happened to choose the right morph (Remembrance). The other morph, Practiced Incantation, has a radius of 12 meters, which isn't much better than the Warden's heal.
I'm Aside from the fact that the capability of having a long healing range plays a minimal role in PvE, Rite of Passage only has 20 meters if you happened to choose the right morph (Remembrance). The other morph, Practiced Incantation, has a radius of 12 meters, which isn't much better than the Warden's heal.
@Illurian This is incorrect. Whatever wiki you are using is wrong. In-game both morphs have a 20m radius.
You all know this is part of their plot to force everyone to pay for the Warden class if they want to heal, right?
Dagoth_Rac wrote: »ZOS_GinaBruno wrote: »Additionally, running out of resources essentially provides a cooldown into a game that is currently without one
But that is not really how cooldowns work in other games. In other games Skill A might be on cooldown, so you fall back on Skill B or Skill C or Skill D or Skill E or Skill F, etc. In a skill cooldown game, there is generally a large variety of skills available to be cast at any time, just not *any* skill you want because some are on cooldown. But in ESO, running out of resources does not mean you cannot cast a particular skill. It means you cannot cast anything. In other games, if a particular skill is on cooldown, you use one of a dozen other active skills. In ESO, if you run out of resources and are on "cooldown", all your choices are removed. All you can do is heavy attack. Which takes the MMO with the most exciting combat on the market and turns into the MMO with the dullest combat on the market.
It's really sad. Personally, at this point, I feel like CPs hurt more than provide any form of enjoyable character progression.Joy_Division wrote: »And for what? All in a futile effort to counterbalance the Power Creep that come from generic and insipid flat power buffs we all get from the Champion System. We have gained so much power from nuking Zombies in Skyreach Catacombs that ZoS has felt compelled they have no choice but to take away the actual power in our classes. That's a terrible change.
I understand wanting to bring the classes more in line with each other (and by classes, we seem to be completely ignoring Warden altogether), but the problem is that each class excelled at a certain aspect in the game more than the others, and thus fell behind in other aspects. DKs were the best tanks. Sorcs are the best dps. Templars were the best healers. NBs were the best gankers. (Yes I know NBs need tons of love but that's an entirely different debate altogether.)
You claim that Templars are still the best healers, but I beg to differ. Templars do not have anything other classes cannot provide anymore, and thus, at the very best, are even healers with the other classes, but fall far behind in tanking, dps or ganking (yes I know ganking got nerfed in general but different debate as well). The unique quirk of the class has been completely neutered and removed.
This. I feel exactly the same way and my Templar isn't even my main. I've often compared what they're doing with classes here to making all cars in a racing game have the exact same stats, instead of giving pros and cons to each. At the end of the day, homogenizing classes will reduce their differences to mere cosmetic appeal...Which seems counterproductive when you're trying to launch a FIFTH class.Joy_Division wrote: »I keep hearing how ZoS wants to make other class healers viable. Well, there was an alternative way you could have gone about doing that ZoS: give the other classes something unique they bring to the table. But nope. Instead nerf, nerf, nerf, nerf, always a nerf.