Catches_the_Sun wrote: »ZOS_GinaBruno wrote: »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.
Think about what situations you actually used Repentance for it's heal, though. I used it during trash mob fights to keep the train moving, so to speak, giving back resources to my group, not for the heals. In boss fights, where you actually need heals, it's either a single boss (no corpses to use), or the adds don't count as corpses for the Repentance ability in the first place. It still reads to me that from my gameplay style, as a PvE healer, this skill might as well have been removed entirely.
Joy_Division wrote: »I'm going to type out my feeling on Monday. I would do so today, but I'm going to wait because I don't want to write something down that I will regret.
For now though, I'll say this.
The reason I am very disappointed with the upcoming Morrowind update is not because of nerfs. Nope, all ZoS's patch notes have been for the past year+ is just a big fat compilation of nerfs that have me dreading them instead of looking forward to reading them. I'm rather numbed by them actually.
It's not because I am jealous of the Warden. I'm not going to resentful that other classes have interesting aspects that set them part even though mine no longer has.
It's not necessarily because I will have to spam heavy attacks next patch and I honestly don't think exchanging two spell power jewelry enchants for two cost reduction ones somehow makes me a better player or the game more interesting to play.
It's ZoS's approach. 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.
What it boils down to is this. I have played a Templar since Launch and actually cared about the class. When I think back to all the interesting game mechanics that I once had that set me apart from the other classes and the generic homogenized husk of its former self now, I just want to throw my computer out the window. It anyone thinking I am exaggerating than they have not played a Templar since launch and cared about the class.
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.
ZOS_GinaBruno wrote: »
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.ZOS_GinaBruno wrote: »Sneak attacks no longer grant a bonus to Critical Damage when used against other players. Sneak attacks will continue to guarantee a Critical Strike and stun the target, and will also still grant a bonus to Critical Damage when used against monsters.
What?
Joy_Division wrote: »I'm going to type out my feeling on Monday. I would do so today, but I'm going to wait because I don't want to write something down that I will regret.
For now though, I'll say this.
The reason I am very disappointed with the upcoming Morrowind update is not because of nerfs. Nope, all ZoS's patch notes have been for the past year+ is just a big fat compilation of nerfs that have me dreading them instead of looking forward to reading them. I'm rather numbed by them actually.
It's not because I am jealous of the Warden. I'm not going to resentful that other classes have interesting aspects that set them part even though mine no longer has.
It's not necessarily because I will have to spam heavy attacks next patch and I honestly don't think exchanging two spell power jewelry enchants for two cost reduction ones somehow makes me a better player or the game more interesting to play.
It's ZoS's approach. 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.
What it boils down to is this. I have played a Templar since Launch and actually cared about the class. When I think back to all the interesting game mechanics that I once had that set me apart from the other classes and the generic homogenized husk of its former self now, I just want to throw my computer out the window. It anyone thinking I am exaggerating than they have not played a Templar since launch and cared about the class.
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.
Joy_Division wrote: »What it boils down to is this. I have played a Templar since Launch and actually cared about the class. When I think back to all the interesting game mechanics that I once had that set me apart from the other classes and the generic homogenized husk of its former self now, I just want to throw my computer out the window. It anyone thinking I am exaggerating than they have not played a Templar since launch and cared about the class.
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've thought of this many times myself. "Games are supposed to be fun yet, here I am, doing my daily in-game chores so I can get *** to be strong enough in this game to have fun...someday." If I could explore Skyrim with my wife and two of my friends, I would've never touched ESO.With the proposed changes... you have effectively forced me to start over with all of them. And ZOS thinks that's going to make me want to buy Morrowind or spend ANY money here? ROTFLMBO! What it makes me want to do is quit MMOs altogether and go back to single player where I dont have to worry that in a couple of months I'm going to have to start over again.
Give that man a cigar! He totally gets it and also the same reason I hate the changes for the Templar class. Instead of working hard and giving each class a unique ability for healing, the devs took the lazy way out and nerfed the main healing class instead. It's like giving everyone in class a gold star so they feel good about themselves instead of trying to excell at something. I had to laugh at Gina's comment about what they did to Repentence as being an "adjustment". More like "make another useless skill that most healers will never keep on their bar".Joy_Division wrote: »I'm going to type out my feeling on Monday. I would do so today, but I'm going to wait because I don't want to write something down that I will regret.
For now though, I'll say this.
The reason I am very disappointed with the upcoming Morrowind update is not because of nerfs. Nope, all ZoS's patch notes have been for the past year+ is just a big fat compilation of nerfs that have me dreading them instead of looking forward to reading them. I'm rather numbed by them actually.
It's not because I am jealous of the Warden. I'm not going to resentful that other classes have interesting aspects that set them part even though mine no longer has.
It's not necessarily because I will have to spam heavy attacks next patch and I honestly don't think exchanging two spell power jewelry enchants for two cost reduction ones somehow makes me a better player or the game more interesting to play.
It's ZoS's approach. 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.
What it boils down to is this. I have played a Templar since Launch and actually cared about the class. When I think back to all the interesting game mechanics that I once had that set me apart from the other classes and the generic homogenized husk of its former self now, I just want to throw my computer out the window. It anyone thinking I am exaggerating than they have not played a Templar since launch and cared about the class.
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.
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.
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.
Silver_Strider wrote: »As for Repentance, it's now just a resource tool for Stamplar with a utility heal for the group now, which give Stamplar a small niche utility heal and I feel that's a good thing
Silver_Strider wrote: »As for Repentance, it's now just a resource tool for Stamplar with a utility heal for the group now, which give Stamplar a small niche utility heal and I feel that's a good thing
Except it's a utility/resource tool for only ONE Templar. Only ONE Templar can benefit from it AND you need to kill something first.
Again - I ask you - when will you be in a position as a DK/NB/Sorc that only ONE will able to use their sustain tool if there are others around? All the while having the worst in-class sustain passive - a big whooping 4% cost reduction - oh boy....
@ZOS_GinaBruno This isn't aimed at you but whoever said that Repentance is a "free" cast, it's really not... you have to cast multiple skills to kill a target to make use of that skill. The reward of repentance is to kill a target and HELP your group sustain more by draining the bodies to keep them going. Why on earth would that even remotely be thought about to be removed from the game is beyond me, that is one of the most unique things ESO has.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.
Silver_Strider wrote: »Except that this has always been the case for Templar and thus is unrelated to the patch at all, so this is a strawman argument at best, and a troll post at worst. Taking the Stamina return for the group away was the best thing for Stamplars as now they no longer have to worry about the Healer using Repentance and just need to worry about other Stamplars (or Templar Tanks) using it, reducing the number of people that could screw the Stamplar by a great deal.
Also, because apparently I wasn't clear enough or your reading comprehension is that poor, I said Repentance is still a utility HEAL ability as the group heal component of Repentance has not been altered, only the stamina return. Another thing you failed to notice is that Shards now return resources to the Templar themselves as well as the individual that uses the synergy and since the synergy returns based off the user's max stat vs. the Templar's, it doesn't matter if a Stamplar or Magplar is throwing the shard. It becomes a magic dump that Stamplars can use to restore their stamina, helping their sustainability greatly. This patch has turned Stamplar into a great support DPS as a result by giving them tools to help the group in both sustainability and survivability.
Magic builds have a plethora of sets to restore magic and Magplar still has Minor Magicka Steal from Radiant Aura since they'll no longer need to morph for Repentance, as well as Channeled Focus to help with sustain. Throw in Shards and Magplar is going to be just fine in sustainability as well.
Oh, keep it coming, I'm loving this.
LithiumFlower wrote: »Templars made great healers because:
1. It was the only dedicated healing class with healing abilities.
2. It was great at resource sustain and support.
We get that you want to nerf resource sustain at the root and hope that somehow brings balance to PvP and the ceiling down on PvE DPS. Fine.
The answer doesn't lie in gutting the entire tree and making it useless compared to what's available elsewhere.
Everyone gets access to healing through restoration staff and major mending - what do templars get that is unique in their dedicated healing kit?
1. Breath of Life - it's half as useful as healing ward (resto staff) for emergency healing with the nerf.
2. Healing Ritual - lol, healing springs (resto staff) is far more useful as an aoe mass heal.
3. Purifying Ritual - Purge is better at cleansing, spell that shall not be named is better as a hot, and now it's no longer even a source of major mending.
4. Restoring Aura - Radiant Aura is a unique source of magicka steal and should remain so. Repentence has no useful utility any more.
Compare with the other classes:
DKs have a dedicated tanking skill line:
None of the of the skills can be replaced by others from generic sources. No other source of major brutality, major sorcery for the whole group. No other source of shielding everyone etc.
Sorcerors get a dedicated summoning line:
No other source of getting a HUGE ASS MASSIVE SHIELD.
No other source of summons that do plenty of damage and healing.
Nightblades get a Shadow Skill line:
No other source of instant stealth/evasion. No other sources of instant teleport independent of LoS.
These trees are essential in defining their classes. Why is it that the templar tree can not do that in any meaningful way?
How is it justifiable for every class to get access to better skills at doing what a whole class tree is dedicated to doing uniquely. Templars don't have access to escaping like Nightblades, chaining like DKs, or shielding like sorcs.
Yes, I support giving access to stamina and magicka restoring capability to generic healing, just like templars have access to lesser counterparts of unique class abilities.
My suggestion would be:
Take the useless ability from Fighter's Guild - Blood Fountain and give it staminasteal. Now everyone has access to restoring stamina and pugs can function with a generic healer.
Radiant Aura should be reworked to provide magicka steal and stamina steal.
Repentence should likewise be reworked to minor protection, magickasteal and staminasteal but only to the caster.
Make them toggles that reduce max magicka by 5%.
Mystic orbs should do dmg and restore magicka and healing orbs should heal and restore stamina. Reduce the resource return to keep it in line with the new resource low meta and viable options for generic healers.
Let shards function like they do now. Both have unique utility for different situations and should remain unique sources of resource support available to templars. Shared cool down with orbs is no longer a problem problem keeps resource return under control.
Breath of Life nerf should be reverted. Maybe you can further reduce the number of targets (granted its already pretty minimal on live) but it shouldn't be less useful than Matriarch heal or healing ward.
Healing Ritual needs a buff while we're at it: one morph with Cast time and more healing and one morph that's instant cast mass heal over time similar to rapid regen.
Purifying Ritual can keep minor mending. Give the Restoring Focus morph major mending.
Remembrance caster only nerf should be reverted. It's an essential PvP healing tool. The unique damage protection should be replaced with major protection so that it's at least still as useful as Sleet Storm while not stacking with other sources.
With changes in this vein, templars have a skill tree that has useful skills that can show up on their bars in preference to the generic options yet nothing is out of reach of generic healers and support players either. Nothing can double stack and be OP.
And there is still space for a secondary support class to develop without making templars irrelevant.
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.
Also, I find it hilarious that the strongest class at the moment (mag sorcs) were completely untouched, while everything else suffered significant nerfs.
Silver_Strider wrote: »Silver_Strider wrote: »As for Repentance, it's now just a resource tool for Stamplar with a utility heal for the group now, which give Stamplar a small niche utility heal and I feel that's a good thing
Except it's a utility/resource tool for only ONE Templar. Only ONE Templar can benefit from it AND you need to kill something first.
Again - I ask you - when will you be in a position as a DK/NB/Sorc that only ONE will able to use their sustain tool if there are others around? All the while having the worst in-class sustain passive - a big whooping 4% cost reduction - oh boy....
Except that this has always been the case for Templar and thus is unrelated to the patch at all, so this is a strawman argument at best, and a troll post at worst. Taking the Stamina return for the group away was the best thing for Stamplars as now they no longer have to worry about the Healer using Repentance and just need to worry about other Stamplars (or Templar Tanks) using it, reducing the number of people that could screw the Stamplar by a great deal.
Silver_Strider wrote: »Except that this has always been the case for Templar and thus is unrelated to the patch at all, so this is a strawman argument at best, and a troll post at worst. Taking the Stamina return for the group away was the best thing for Stamplars as now they no longer have to worry about the Healer using Repentance and just need to worry about other Stamplars (or Templar Tanks) using it, reducing the number of people that could screw the Stamplar by a great deal.
Also, because apparently I wasn't clear enough or your reading comprehension is that poor, I said Repentance is still a utility HEAL ability as the group heal component of Repentance has not been altered, only the stamina return. Another thing you failed to notice is that Shards now return resources to the Templar themselves as well as the individual that uses the synergy and since the synergy returns based off the user's max stat vs. the Templar's, it doesn't matter if a Stamplar or Magplar is throwing the shard. It becomes a magic dump that Stamplars can use to restore their stamina, helping their sustainability greatly. This patch has turned Stamplar into a great support DPS as a result by giving them tools to help the group in both sustainability and survivability.
Magic builds have a plethora of sets to restore magic and Magplar still has Minor Magicka Steal from Radiant Aura since they'll no longer need to morph for Repentance, as well as Channeled Focus to help with sustain. Throw in Shards and Magplar is going to be just fine in sustainability as well.
Oh, keep it coming, I'm loving this.
Why the tone? You seem to be quite hostile and borderline on personal insults - if this is how you think a constructive conversation should go then I think you need to re-evaluate that.
This has not always been the case for Templar. Now if another Stamplar uses Repent, they know they will not rob their other Templar ally completely of sustain. Or a Magicka Templar for that matter.
That will no longer be a thing next patch.
It will boil down to who gets the privilege to use their sustain skill.
And are you seriously saying that Luminous Shards will be good stamina sustain for a Stamplar? Seriously?
That makes me think you don't know how that works.
Say you are in PvP - as a Stamplar, your Magicka pool will already be used up by skills like Rune and Purify. Say you even have enough Magicka to cast Luminous Shards - an ally activates the synergy - you know what happens? You get *magicka* back then. Because chances are your *magicka* pool is the one that will proc the return.
So yes - tell me more how a Stamplar will sustain their stamina through Luminous Shards.
Honestly at this point I kinda think you don't even PvP, or you don't understand how that changes will interact with sustain, so I doubt I want to continue having this conversation, no hard feelings!
Have a good day!