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: »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: »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: »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.
Blackfyre20 wrote: »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 I don't think you understand what this skill does on live...
Silver_Strider wrote: »Blackfyre20 wrote: »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 I don't think you understand what this skill does on live...
@Blackfyre20
You mean the skill that drains corpses and gives everyone back stamina right now? I'm well away of what it does. My argument is more towards the fact that Healers just use this ability willy nilly and at inopportune times that it could be more wasteful than helpful for the Stamina player they are trying to help. I gave up healing on my Templar because I found it distasteful but tried Stamplar and liked it enough that I just kept him and never bothered with Healing again. The problem came whenever I got into a PUG or whenever I was allowed to Raid with my Guild, that I would find that I would be at nearly full stamina when healers would repent and whenever I tried to repent when I needed it, I was SoL and had to ask for a Shard instead.
I understand that I'm 1 person out of a 12 man raid and that my opinion is not the popular one but having a skill that is literally my only means of self sustain constantly being taken away and being a dead skill on my hotbar was far more annoying and I will applaud this change and while continue to state my opinion on the matter.
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.
Blackfyre20 wrote: »Silver_Strider wrote: »Blackfyre20 wrote: »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 I don't think you understand what this skill does on live...
@Blackfyre20
You mean the skill that drains corpses and gives everyone back stamina right now? I'm well away of what it does. My argument is more towards the fact that Healers just use this ability willy nilly and at inopportune times that it could be more wasteful than helpful for the Stamina player they are trying to help. I gave up healing on my Templar because I found it distasteful but tried Stamplar and liked it enough that I just kept him and never bothered with Healing again. The problem came whenever I got into a PUG or whenever I was allowed to Raid with my Guild, that I would find that I would be at nearly full stamina when healers would repent and whenever I tried to repent when I needed it, I was SoL and had to ask for a Shard instead.
I understand that I'm 1 person out of a 12 man raid and that my opinion is not the popular one but having a skill that is literally my only means of self sustain constantly being taken away and being a dead skill on my hotbar was far more annoying and I will applaud this change and while continue to state my opinion on the matter.
I mean this just makes zero sense... correct me if I'm wrong, but what you are saying is basically "thank you for nerfing this ability to the point that no healer will use it. I will probably be the only one with it on my bar because it is so bad, so I will be able to get stam back." So hopefully there are no other stamplars around with it on their bar and also screw everyone else in the group who could use stam during trash fights, at least you'll get it. It'll hurt your group as a whole but whatever since you still get your stam. Alrighty then.
as a quastion that title asks...
YOU are NOT going to run Templar Any More
Blackfyre20 wrote: »I mean this just makes zero sense... correct me if I'm wrong, but what you are saying is basically "thank you for nerfing this ability to the point that no healer will use it. I will probably be the only one with it on my bar because it is so bad, so I will be able to get stam back." So hopefully there are no other stamplars around with it on their bar and also screw everyone else in the group who could use stam during trash fights, at least you'll get it. It'll hurt your group as a whole but whatever since you still get your stam. Alrighty then.
ashenb14_ESO wrote: »Blackfyre20 wrote: »I mean this just makes zero sense... correct me if I'm wrong, but what you are saying is basically "thank you for nerfing this ability to the point that no healer will use it. I will probably be the only one with it on my bar because it is so bad, so I will be able to get stam back." So hopefully there are no other stamplars around with it on their bar and also screw everyone else in the group who could use stam during trash fights, at least you'll get it. It'll hurt your group as a whole but whatever since you still get your stam. Alrighty then.
thats the exact attitude i have been seeing from EVERYBODY whos in love with these changes it looks good to them, they dont like the current combat, they want slower more drawn out fights....15-30min do to wayrest sewers for new players...screw that....it needs to take at least an hour...where 1/2 the play time is people using heavy attacks to regen..since regens are being nerfed to hell, and skills that let healers and the like restore stam...you dont need that if you just use heavy attacks for the majority of the damage you do....
im sure that everything will be much better with even more useless skills in the game, skills nerfed so hard they arent worth buying...
Silver_Strider wrote: »This is a bold statement to make when it's actually not my reason for liking the change. I like the change because it gives more diversity in roles. Templar healers are no longer the only end game healer expanding that spot across all classes, support DPS can now be a thing without it being scoffed at as unnecessary. These are good things.
Silver_Strider wrote: »This is a bold statement to make when it's actually not my reason for liking the change. I like the change because it gives more diversity in roles. Templar healers are no longer the only end game healer expanding that spot across all classes, support DPS can now be a thing without it being scoffed at as unnecessary. These are good things.
If this were the first major set if changes this game has seen, I'd agree. After a while it gets old when they don't seem to have a clear direction of what each class should be.
I do think that every class should be able to DD, heal and tank. But I don't think nerfing one so bad that all that matters is the restoration staff is the right way to do it. Instead, it would be much more interesting if each of the classes 3 skill lines were attuned for DPS, healing, and tanking, but the way they went about it was unique to their archetype. It's the attempt to homogenize every class rather than make their play style unique and have their own pros/cons that is annoying. It definitely doesn't feel like true diversity.
Templars and Wardens could have the best range, NBs have the best mobility, and DKs and Sorcs have the most potency but a really slow cast time.
I posted in another thread my ideas about each class having a different, but equal, archetypical spread.
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.
Also remember not to take damage during the long fights, healers will also have serious regen issues, this include sorcerer and warden healers even if better than others.ashenb14_ESO wrote: »Blackfyre20 wrote: »I mean this just makes zero sense... correct me if I'm wrong, but what you are saying is basically "thank you for nerfing this ability to the point that no healer will use it. I will probably be the only one with it on my bar because it is so bad, so I will be able to get stam back." So hopefully there are no other stamplars around with it on their bar and also screw everyone else in the group who could use stam during trash fights, at least you'll get it. It'll hurt your group as a whole but whatever since you still get your stam. Alrighty then.
thats the exact attitude i have been seeing from EVERYBODY whos in love with these changes it looks good to them, they dont like the current combat, they want slower more drawn out fights....15-30min do to wayrest sewers for new players...screw that....it needs to take at least an hour...where 1/2 the play time is people using heavy attacks to regen..since regens are being nerfed to hell, and skills that let healers and the like restore stam...you dont need that if you just use heavy attacks for the majority of the damage you do....
im sure that everything will be much better with even more useless skills in the game, skills nerfed so hard they arent worth buying...
ZOS_GinaBruno wrote: »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.
@Elsterchen Yeah, I don't really get it either. Their marketing is to push us a 5th class when they haven't even been able to balance 4 classes over 3 years. Seems like, given the direction they want for this game (i.e. no class is better at anything than another), they should do away with classes altogether, not add more.
Sweetpea704 wrote: »The change to the major mending for Templars is the one thing that I wish that they would not change. Templars should have a buff that gives them major mending over other classes. They are healers. My friends that run Templars are fantastic healers. One of my friends runs nothing but a Templar healer. That buff goes with taking all the crap that healers take. Give them the tools they need to run the end game content. I don't want all the classes to be the same. Why have classes? I'm fine with Warden having it only because if it is truly a "healer class" they need it as a tool in their arsenal also. You don't have to take this from Templar's for me to try a Warden. I am cool with balance, but don't make all the classes the same. Uniqueness is good. I love my Sorc and the unique abilities she has. I understand why my Templar buddies are bugged by this.
I can agree with changes like this only.ZOS_GinaBruno wrote: »
- Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever Max pool is higher. 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.
Developer Comments:This reduces the need to have a Templar to constantly feed Stamina to your Stamina DPS and Tank, while making the Spear Shards synergy more useful to Magicka builds.
This skill was useful for tanks only, because they have tons of Stam and fairly low Stam regen.ZOS_GinaBruno wrote: »
- 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.
Developer Comments:This will be a buff if your Maximum Stamina is below 29,700 and a nerf if it is above.
Just a nonsense. DK would still have Major Mending on demand, Warden would have it on the passive. Nice changes, really (not)ZOS_GinaBruno wrote: »
- Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
Developer Comments:With a similar goal to reducing uptime on Major Mending as noted with the Igneous Shield change, Templars having 100% uptime on Major Mending by just standing within their areas of protection is stronger than we’d like and is one of the reasons they are the most desirable healer in endgame situations. We’ve changed the bonus to Minor Mending instead, but have increased the bonus from the Mending passive to compensate slightly.
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.
Been away for few days and checked if ZoS has come to their senses about Templar funeral patch.
It seems not and not even suprised. Hope your Morrowind $$$$$$ profit plumtis due this nonsense.
SorataArisugawa wrote: »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.
Yeah right. I already play 2 of them. The people, which are playing it are not in my interest. You could feel special all day long. I don't care.
It is not about crippling a class. It is about to make an too good class comparable. The class was to good for healing and supporting and now this is gone. Now It is still good or even slightly better as the others. But you feel entiteled to be the unreachable healer for chosing the templar. Now you have to work for your place as a healer. And you can't accept it. You got 3 years of beeing the best by default. I hope you enjoyed this time enough. And when you major up, you can stop the salt in the end...
SorataArisugawa wrote: »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.
Yeah right. I already play 2 of them. The people, which are playing it are not in my interest. You could feel special all day long. I don't care.
It is not about crippling a class. It is about to make an too good class comparable. The class was to good for healing and supporting and now this is gone. Now It is still good or even slightly better as the others. But you feel entiteled to be the unreachable healer for chosing the templar. Now you have to work for your place as a healer. And you can't accept it. You got 3 years of beeing the best by default. I hope you enjoyed this time enough. And when you major up, you can stop the salt in the end...
What's the point in even having classes if everyone is going to be able to do anything just as good as anyone else? The beauty of an RPG is that you PLAY a ROLE; usually a warrior, mage, cleric, rouge, ranger, or berserker, or a subclass of them.
It is healbot funeral patch and healbot ≠ templar. Templar is feeling alive and great, thx for concerning. But given that people love the way of less resistance with easy mode 1 button spam I not surprised with all this hysteria.Been away for few days and checked if ZoS has come to their senses about Templar funeral patch.
It seems not and not even suprised. Hope your Morrowind $$$$$$ profit plumtis due this nonsense.
It is healbot funeral patch and healbot ≠ templar. Templar is feeling alive and great, thx for concerning. But given that people love the way of less resistance with easy mode 1 button spam I not surprised with all this hysteria.Been away for few days and checked if ZoS has come to their senses about Templar funeral patch.
It seems not and not even suprised. Hope your Morrowind $$$$$$ profit plumtis due this nonsense.