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.
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.
(...)
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.
It's actually jarring the second, third and fourth time I read them as well.ZOS_GinaBruno wrote: »Reading about some of these changes can be a bit jarring at first
I did, and I think there may be a bug. None of my templars will engage in combat. They are all stuck in an endless /cry emote loop.ZOS_GinaBruno wrote: »we highly suggest you to log onto the PTS to give it a try first-hand
Oh good. I would have hated for them to get Major Mending for healing high health targets.ZOS_GinaBruno wrote: »Wardens have to heal low health targets
We'll see....ZOS_GinaBruno wrote: »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.
Thanks for that. I needed a good laugh by this point.ZOS_GinaBruno wrote: »spammable ability ... Healing Ritual
The Repentance that no longer works with Engine Guardian? The Repentance that no longer restores group stamina and got a nerf to self stamina sustain? The Repentance that isn't worth a slot anymore? Oh goodie!!!ZOS_GinaBruno wrote: »free heal with Repentance
Coming in the next PTS incremental: mudcrabs crit attacking from stealth, blocking ultimates, moving out of AoE and then healing when low on health.ZOS_GinaBruno wrote: »We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, .... when ESO originally launched, you could knock the same mudcrab down over and over.
Whats special about a templar?
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.
masterbroodub17_ESO wrote: »Mordenkainen wrote: »How stupid can a game developer be to ignore obvious feedback on a scale that large?
How stupid can a consumer be to keep paying a developer that they have this much bad blood with?
Mordenkainen wrote: »masterbroodub17_ESO wrote: »Mordenkainen wrote: »How stupid can a game developer be to ignore obvious feedback on a scale that large?
How stupid can a consumer be to keep paying a developer that they have this much bad blood with?
You again trying to bait arguments, eh?
masterbroodub17_ESO wrote: »Mordenkainen wrote: »masterbroodub17_ESO wrote: »Mordenkainen wrote: »How stupid can a game developer be to ignore obvious feedback on a scale that large?
How stupid can a consumer be to keep paying a developer that they have this much bad blood with?
You again trying to bait arguments, eh?
Just pointing out the silliness of attacking the developers you pay to play their game
While I personally find the back-and-forth passive aggression amusing, I do think it will lead to a thread lock.
Let's all chillax, fam.
ZOS_GregoryV wrote: »Greetings everyone,
We have recently have had to remove a handful of baiting and flaming posts. While we understand that not everyone may feel the same about the Patch Notes, that is no reason to bait or flame other members of the community. Both are in fact violations of the rules that we have set in place.
Instead of proceeding with such a heinous attacks such as this, we suggest that you try to be an ESO Community Hero so that we can avoid a repeat of this situation.
Please be aware that future violations of the Community Rules may result in the temporary suspension or permanent deactivation of your access to the ESO forums.
Thank you for your understanding!
dodgehopper_ESO wrote: »Strider_Roshin wrote: »Excellent changes! Reason to still use a Templar Healer? Breath of Life; it's still the easiest healing class in the game; only now other classes can potentially be stronger, but it requires more skill.
Zenimax is finally rewarding skill! Thank God!
It makes sense to turn a class into a skill-less steaming pile? I don't think so. Many of us picked our class based upon theme at the outset, and almost none of the classes look anything like they started. Templar is literally unrecognizable from its original state apart from Jabs/Sweeps and the ultimates. Templar has been a problem for them from the outset because they did a terrible job of making all of the parts work together, and they are still doing a terrible job of it. I love the class, but lets face it they put it together in a haphazard fashion. When I look at the Warden I think to myself that the Warden is basically designed in a more intelligent manner... how they should have made Templar. I'll wait to see though until I actually play the class.
While I personally find the back-and-forth passive aggression amusing, I do think it will lead to a thread lock.
Let's all chillax, fam.
Ah fair point.
okay yeah, back on topic;
These changes are still utterly ridiculous. Too templar, too DK....to everything......my tank ....my healer.....my stam dd's....my pvp stamblade in the making......so many characters both non-pvp and pvp are messed about hard now..how the hell are any of us going to enjoy ourselves.
Players punished for a infinite sustain problem that isnt their fault. Punished for being willing to branch out to other classes. Punished for running stamina which usually requires vigor which costs 35% more......christ. The list goes on....I cant even..
Might as well call the game one of the following: Heavy attacks online or Sorc Scrolls Online.
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: »
Templar
- 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.
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.
- Dawn’s Wrath
- Eclipse:
- This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.
- Reduced the cost of this ability and its morphs by approximately 20%.
- Power of the Light (Backlash morph): Fixed an issue where the damage from this morph could be dodged.
- Purifying Light (Backlash morph): Fixed an issue where the heal from this morph could not critically strike.
- Restoring Light
- Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target’s missing health, up from 5/10%.
- 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.
- Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.
Developer Comments:Rushed Ceremony has been an extremely potent heal, and we wanted to adjust its effectiveness without making the ability heal for less. With these goals in mind, we made it so the ability only heals targets in front of the Templar. This makes the ability require more strategic positioning and gives the healer more control over who gets healed. You can now position yourself to ensure an ally being attacked will be healed, rather than another player standing in the back.
- 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.
The one silver lining I saw with the Morrowind CP changes was the fact that Templars would still be able to aid in resource management. However, with Repentance no longer restoring stamina to the group, and Spear Shards sharing a synergy cooldown with Necrotic Orb, what is the point of running a Templar healer? The main niche of having a Templar over any other class as a healer was the fact that Templars could support resource management so efficiently. I understand the want to reduce that, but to remove it altogether? That's a bit too far.
I understand that Major Mending was too common, but removing it completely from Templars, the only class that has an entire skill line dedicated to healing, makes no sense.
Overall, I'm very disappointed by the patch notes, and hope that some serious reconsideration is done before it appears on live.
Also, I find it hilarious that the strongest class at the moment (mag sorcs) were completely untouched, while everything else suffered significant nerfs.