Brutusmax1mus wrote: »Ok, extensive tests completed and so is feedback:
Changes are actually great, but, unlike changes of dragonknights, its only half-way road changes, during next pts cycles we need additional tweaks to solidify new skills mechanics.
1. Eclipse - overall I don't understand all bad feedback about it and calling it crap... First of all and best thing - it became reliable skill that you can use against everyone, well at least against 90% of enemies, I can finally get this skill as my main CC and don't be afraid that all stamina builds will laugh at my face. With such changes and following treatments this skill once again will become one of the best in Templar arsenal, as it once was.
Another great change is that now it breakable: yes, skill bad as CC against any defensive target, like those permablocking tanks that only holds block or healbots that only spam heals, but that can be fixed by Unstable Core morph (read below). In U14 resource sustain became important thing but Templar got unbreakable Eclipse and overall bad CCs. Now it is CC that can pressure enemy's stamina resource while becoming CC that enemy really want to CC Break as soon as possible. As new unique soft CC-debuff it fulfill it's purpose but in unique way: first - it force people to use CC breaks and pressure stamina, second - it allow to survive caster during enemy CCed, third - CC allow to pressure enemy. And it CC with duration, it means that any teammate can hard CC on him during duration of Eclipse, i.e. your usage of it won't destroy others' possibilities of CCs.
New idea of making it soft CC-debuff is very interesting and should be expanded(read below). After it lost ability to disable enemies it lost almost all group utility - teammates can't save they stamina or hp when you eclipsing enemies, but Templars already class with biggest group utility and in return of lost support can now get better Eclipse. And now it benefit Templars who actually want to fight, not carry-bot.
As example I taking fight vs permablocking dragonknight: one of my most hated enemies - right now Templar simply can't CC it coz Aurora is just too bad skill to even consider of using it and Toppling Charge main purpose de facto is gap-close, not CCing. Currently when you fight such dk you can only hope to CC him with Charge, at least for short duration, but it almost impossible - you can do it only during short period of vulnerability to CC when he swap weapons, and you have to take minimal distance for Charge to cast, and that almost impossible with all permasnares and permaroots. And even if you CC him, Charge with its a bit clunky animation grant short duration CC during which you won't be able to burst him down...
But in U16 you can slot Total Dark - and dk will be left with 2 choices - 1. waste presiouc stamina on CC Break, and holding block just won't save him anymore from this CC. I.e. TD fulfill purpose of being CC - the thing that Templar is lacked of. Second choice for dk is to keep debuffed and not waste stamina on CC Break. And that what will happen next, since 90% of dks use their razor armor skill: his second choice will be splitted for 2 choices: A.: he have to drop off block for duration off CC, making him vulnerable to all templar attacks in that time span, that is great. B.: is worst option to choose - keep attacking Templars wile permablocking. That will have terrible results for him: firstly - with TD on dk, he simply won't be able to burst Templar (check tooltip below), it will be equal to be disabled by old Eclipse. Secondly - all his attacks will proc damage return to him, even for all his 1k lightattacks will will eat back twice more damage in addition to direct attacks of Templar will proc Eclipse damage coz razor armor is direct damage that dealt to Templar upon attacks. And thirdly and best part - all damage return he will block will eat his stamina.
As result of such struggle he either will CC Break it or keep fighting with it, and in return stop being threat to Templar while simultaneously will recive large amount of damage and drain his own stamina. That is utterly amazing result.
Regarding tooltips: yes it not reflected damage but tooltip bad only for those Templars who are carry others, for tempalr that actually wana fight and survive it good enough. TD simultaneously will buffed offense and defense. And both parameters can crit, making it even stronger for high crit builds while also making independent to enemies offense capabilities. And unlike warden's Leeching Veins it don't have cooldown on proc.
That is my tooltip on *** pts template while de facto damage is higher coz such CP skills as Shatter Blows/Penetration:
Does anyone really pretend to say that CC that can simultaneously heal for same amount as dk's whip proc (and even much higher), while deal damage that only 10% weaker than initial hit of Vampire Bain on each proc (given that it can happen up to 8 procs during one duration - damage tooltip is 52936 damage in 5 sec) is bad?! Like, really? With such tooltip for every light attack enemy will get even more damage back and heal templar for more than damage dealt, or, on pts when my TD's heal crit - all enemy 6k crit Uppercauts will be completely outhealed by 6k crit heal. In addition to fact that direct attacks was Templars biggest bane since we can just purge dots, unless someone pretend that templar cleanse is bad.
But with all it's effectiveness as I said it only half-way change it really need to threat new mechanics and old mechanics that are relics of previous usage of skill:
1. CC immunity after skill expire - in Morrowind skill was made to have no counter and for that reason became short CC with CC immunity after expire. It was made coz it was impossible to CC break it and CC immunity after expire allowed to not be affected by it 100% of time, i.e. what currently happen with resource guards that apply unbreakable reflect 100% uptime...
But after skill became breakable once again - it should be restored to its former form - to not grant CC immunity on expire. It will make choice of Break it or not to Break it, otherwise 5 sec duration debuff will still be something that many enemies will accept for in return of getting free CC immunity after. In addition it going against new mechanic of soft CC-debuff: when enemy using soft CCs, like roots, waiting for it to expire wont grant immunity to roots. To have it you must actively counter it by dodge, not waiting it expire and get free immunity to next root. If it would be so - roots would start to be useless soft CC.
Given the developer comment about it, currently it a bit wrong: enemy can ignore but it won't turn battle in your favor as much as it can coz for his aggressive action of attacking and not breaking it he will get highest pvp buff - CC immunity... for not CC breaking... It is soft CC-debuff that lost group utility, so why both aspects of this(CC and debuff) must be countered by one act?!
2. Same as was on U14 pts and for that reason hopefully bug: upon purge Eclipse it grant free CC immunity. It should be fixed same as it was in U14 to not grant immunity.
3. Eclipse lost ability to CC checks on cast: well, same as Petrify, so I hope it just a bug. Coz for expensive (unlike new Petrify) skill that is targeted, it huge drawback that will making it as terrible resource eater. But if it not bug there is other solution to it: given that it is not simple soft CC, but new unique soft CC-debuff it might be get next treatment: same as current Total DArk works: split TD on 2 separate debuff: one - is CC damage reflect that can be braken, second is healing solid debuff that can't be broken but only purged; or vice versa, as both are strong. Both can be purged, but only 1 can be CC Breaked. It will allow to not waste resource on empty cast, but even when enemy have CC immunity - cast won't be wasted and will play role of debuff. On debuff list it will look same as current TD:
Visual effect used can be same as it current - debuff as shadows flowing around enemy.
If not - at least increase duration 1 sec. Only 0.5 sec boost from previous unbreakable CC mechanic is too low.
4. Morphs diversity: have to agree with everyone else - Unstable Core became completely useless morph that has absolutely no reason to be used. While TD grant strong utility, all that UC can grant is low damage aoe ~each 7-12 seconds. Currently UC is not the best coz it flaw mechanic of not being CC, and had to be removed from passive that extend duration, but it can deal damage at least. However I think it should be remained as current soft CC but get some treatments to actually become offensive morph that can work against full defensive opponents in perfect state; or at least be aggressive by default.
The way I see fixes:
- a. Same as was done once - buff it returned damage to 60%, that will make it full offense CC: being hit for like 10k on his own attacks before realizing that he debuffed is worthy to sacrifice survivability of TD. And to make it solid with concept of double debuff of TD above - let it be as current TD - apply time bomb.
- b. Same, to be solidified with double debuff concept - make it apply 2.5 sec root debuff on enemy, so if he will have CC immunity, he still can be rooted. Templar is only class without root.
- c. Decrease damage but make damage return to be Oblivion damage with time bomb 2nd debuff. It will be like "ok, you can not to break it but than your block nor your 20k shields will help you in battle". However it won't help against full defense enemy.
- d. As already suggested - keep it as current UC but make it apply unbreakable/undodgeable stun for 2 sec after explosion will hit in 3.5 sec. But this time not exclude from passive again so it will be long 5sec charging. This will make it delayed hard CC, like warden subterranean assault, that will affect full defensive opponents.
- e. Simply make it to restore 500 stamina on proc same as TD restore HP. Wont grant healing survivability but will work in both pve and pvp and tempalr will have to fight in attempt to survive.
- f. Increase damage a bit, but make all damage return to be and magnetic bomb explosion, i.e. aoe damage.
Solar Barrage - another good change but also actually only half-way change. Change differentiated it from Impusle but didn't granted any utility for making this morph independent and that why it should grant more treatments to make it usefull for juggernauts:
I see such ways:
1. Remove Empower buff. Unlike old Barrage and default skill/another morph, current Barrage became AoE DoT that can't be self-empowered, making this buff irrelevant. Those minority of of templar skills that can be empowered simply won't be casted after Barrage, but have to be used before. So we can remove it and it will keep skill as DoT. And that will allow to have it any of other treatments:
A. Remove cast time - we don't even need to theorycraft about this change coz we already have almost exact same skill with long history - Detonation. Once Proximity had to be casted skill with cast time that was removed simply coz it couldn't fulfill its purpose of melee explosion "standing there in interruptable cast and then run to enemies for melee range" simple not worked coz enemies were aleady aware of what is coming; so range morph is cast time with unlimited amount of targets, melee without cast time. It exact same mechanic as Templar Flare works - range morph with high damage, self-empower, and AoE major debuff, so Barrage could be melee DoT without cast time, empower that not working. Bombplars unite
B. Another treatment - and I prefer it more coz it will grant more utility and will be familiar with Templar "channeling" theme keep it as 1sec cast time but solidify it with another morph and allow it to apply Major Defile for 4-5 sec on targets that hitted. It will transform it into frontline aoe skill that will debuff enemies, while Dark Flare will be remained as backline range high damage support skill. Cast time in this case will be drawback that wont allow juggernauts to simply reapply skill while being focused by enemies, but have to LosIng, using shield ult to reapply it, and 1sec cast time that not decreasing speed is not a insane drawback, Dark Deal as example. Also Templar survivability is based on healings but he can't pressure other classes/builds that built same way.
_____________________________________________________________________________________________
And regarding some other small changes:
1. Focus - let it have it bonuses from morphs (mana restore/vitality,protection) to be char based, not ground; keep armor buff ground-based. It will allow Templar to stop recasting Focus every 10 meters when kiting just to make it work, it will make them less turtles, coz even now when you fight in small area fights you have to spam it to have effect. There once was bug when additional effects was attached to caster and I think everyone could agree that it was making this skill much better.
2. Rite of Passage - since dk got huge buff for their Shifting Standart, we should get buff to our useless ults too. In this case I propose idea of Practiced Incantation morph change - make it cast only Templar/cast templar and 1 ally in 8 meters, grant it CC immunity for 8sec, but no longer disable caster. It will make ultimate to work for solo/duo Templars, morph will loose all(almost) group utility but in exchange will work for caster himself and will allow to actively participate in combat. Also it will stop granting armor buff from Light Weaver that equal to major protection buff, i.e. reduce default tankiness in exchange. Keep current bright sun light effect so it will be visible for both caster and enmemies that he is under its effect.
3. Restoring Spirit - to help tempalrs with tankiness make it to reduce all costs for 4% not only resources. Same as Alteration set works.
4. Sweep ultimate - make it scale from highest resource so both magplars/stamplars would have use of it.
4. Empowering Sweep ultimate - make it apply major protection buff instead of current scaling, it will make it 11% stronger in 1v1 but 9% weaker in it max spike effectiveness. Also it will no longer stack with same buff from other sources and grant too much reduction. Rename it to Empowered Sweep.
_____________________________________________________________________________
@Wrobel
Sorry but i disagree with the eclipse presentation. It's going to be just as strong as the current, except to everyone not just magicka, but only to bad players now. As soon as a good player gets hit with this they will cc break and you'll now be screwing up your stun or your allies cc options. You're right in saying its an option in 1v1 vs perma blockers and will force stam drain, but that's something that should be addressed itself. In opened world, all you'll do to a perma blocker is make them immune to a real cc that drops block. Stamina management isn't any issue for good perma blockers in a 1v1 if built right anyway.
It'll be good for the 1 or 2 seconds to stop someone's combo, just like the current eclipse, but now i don't get my cc combo bc they will cc break while I'm recovering. When i do use it i always cc right before the effect ends to get the most out of the skill. The ability to cc break destroys that. Bad change.
Sure it works against a lot more, but no good player is going to sit there hitting themselves for 5 seconds... be real. Sure it would great against npcs, but they are as dumb as it gets.
Just to add to your last sentence, it only works against trash NPC's. Anything 1 pip or higher are immune to it. Why would anyone on the PvE side ever use this 5 second single target skill on an NPC that will probably be dead in less than 5 seconds?
And where it could have some use (6k every 2 seconds is a pretty good DoT, most mobs attack ~ once every 2 seconds) you can't use it since the mob will be immune!
On Eclipse giving CC immunity without actually stunning the enemy: I guess this is a trade off. If you Eclipse your enemy he has two choices: stop doing damage (Templars can purge DoTs with ease too) or break it and use your stam pool. You could simply run the opponent out of stam (at least mag users) and then have a guaranteed stun via Javelin or Toppling Charge (I agree the two skills have their own issues). The alternative is the enemy not breaking it and thus not attacking for the duration. If you remove CC immunity from the skill it would be quite strong for shutting down an enemy completely. PvP perspective ofc.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Brutusmax1mus wrote: »
Sorry but i disagree with the eclipse presentation. It's going to be just as strong as the current, except to everyone not just magicka, but only to bad players now. As soon as a good player gets hit with this they will cc break and you'll now be screwing up your stun or your allies cc options. You're right in saying its an option in 1v1 vs perma blockers and will force stam drain, but that's something that should be addressed itself. In opened world, all you'll do to a perma blocker is make them immune to a real cc that drops block. Stamina management isn't any issue for good perma blockers in a 1v1 if built right anyway.
It'll be good for the 1 or 2 seconds to stop someone's combo, just like the current eclipse, but now i don't get my cc combo bc they will cc break while I'm recovering. When i do use it i always cc right before the effect ends to get the most out of the skill. The ability to cc break destroys that. Bad change.
Sure it works against a lot more, but no good player is going to sit there hitting themselves for 5 seconds... be real. Sure it would great against npcs, but they are as dumb as it gets.
Saying that it making bad coz breakable is same as saying that pre-IC Total Dark was crap. No one whoever used it back In time will agree on this. And as I said there should be done something about Unstable Core, for example apply undodgeable/unblockable stun that will counter those full defensive enemies.Brutusmax1mus wrote: »Ok, extensive tests completed and so is feedback:
Changes are actually great, but, unlike changes of dragonknights, its only half-way road changes, during next pts cycles we need additional tweaks to solidify new skills mechanics.
1. Eclipse - overall I don't understand all bad feedback about it and calling it crap... First of all and best thing - it became reliable skill that you can use against everyone, well at least against 90% of enemies, I can finally get this skill as my main CC and don't be afraid that all stamina builds will laugh at my face. With such changes and following treatments this skill once again will become one of the best in Templar arsenal, as it once was.
Another great change is that now it breakable: yes, skill bad as CC against any defensive target, like those permablocking tanks that only holds block or healbots that only spam heals, but that can be fixed by Unstable Core morph (read below). In U14 resource sustain became important thing but Templar got unbreakable Eclipse and overall bad CCs. Now it is CC that can pressure enemy's stamina resource while becoming CC that enemy really want to CC Break as soon as possible. As new unique soft CC-debuff it fulfill it's purpose but in unique way: first - it force people to use CC breaks and pressure stamina, second - it allow to survive caster during enemy CCed, third - CC allow to pressure enemy. And it CC with duration, it means that any teammate can hard CC on him during duration of Eclipse, i.e. your usage of it won't destroy others' possibilities of CCs.
New idea of making it soft CC-debuff is very interesting and should be expanded(read below). After it lost ability to disable enemies it lost almost all group utility - teammates can't save they stamina or hp when you eclipsing enemies, but Templars already class with biggest group utility and in return of lost support can now get better Eclipse. And now it benefit Templars who actually want to fight, not carry-bot.
As example I taking fight vs permablocking dragonknight: one of my most hated enemies - right now Templar simply can't CC it coz Aurora is just too bad skill to even consider of using it and Toppling Charge main purpose de facto is gap-close, not CCing. Currently when you fight such dk you can only hope to CC him with Charge, at least for short duration, but it almost impossible - you can do it only during short period of vulnerability to CC when he swap weapons, and you have to take minimal distance for Charge to cast, and that almost impossible with all permasnares and permaroots. And even if you CC him, Charge with its a bit clunky animation grant short duration CC during which you won't be able to burst him down...
But in U16 you can slot Total Dark - and dk will be left with 2 choices - 1. waste presiouc stamina on CC Break, and holding block just won't save him anymore from this CC. I.e. TD fulfill purpose of being CC - the thing that Templar is lacked of. Second choice for dk is to keep debuffed and not waste stamina on CC Break. And that what will happen next, since 90% of dks use their razor armor skill: his second choice will be splitted for 2 choices: A.: he have to drop off block for duration off CC, making him vulnerable to all templar attacks in that time span, that is great. B.: is worst option to choose - keep attacking Templars wile permablocking. That will have terrible results for him: firstly - with TD on dk, he simply won't be able to burst Templar (check tooltip below), it will be equal to be disabled by old Eclipse. Secondly - all his attacks will proc damage return to him, even for all his 1k lightattacks will will eat back twice more damage in addition to direct attacks of Templar will proc Eclipse damage coz razor armor is direct damage that dealt to Templar upon attacks. And thirdly and best part - all damage return he will block will eat his stamina.
As result of such struggle he either will CC Break it or keep fighting with it, and in return stop being threat to Templar while simultaneously will recive large amount of damage and drain his own stamina. That is utterly amazing result.
Regarding tooltips: yes it not reflected damage but tooltip bad only for those Templars who are carry others, for tempalr that actually wana fight and survive it good enough. TD simultaneously will buffed offense and defense. And both parameters can crit, making it even stronger for high crit builds while also making independent to enemies offense capabilities. And unlike warden's Leeching Veins it don't have cooldown on proc.
That is my tooltip on *** pts template while de facto damage is higher coz such CP skills as Shatter Blows/Penetration:
Does anyone really pretend to say that CC that can simultaneously heal for same amount as dk's whip proc (and even much higher), while deal damage that only 10% weaker than initial hit of Vampire Bain on each proc (given that it can happen up to 8 procs during one duration - damage tooltip is 52936 damage in 5 sec) is bad?! Like, really? With such tooltip for every light attack enemy will get even more damage back and heal templar for more than damage dealt, or, on pts when my TD's heal crit - all enemy 6k crit Uppercauts will be completely outhealed by 6k crit heal. In addition to fact that direct attacks was Templars biggest bane since we can just purge dots, unless someone pretend that templar cleanse is bad.
But with all it's effectiveness as I said it only half-way change it really need to threat new mechanics and old mechanics that are relics of previous usage of skill:
1. CC immunity after skill expire - in Morrowind skill was made to have no counter and for that reason became short CC with CC immunity after expire. It was made coz it was impossible to CC break it and CC immunity after expire allowed to not be affected by it 100% of time, i.e. what currently happen with resource guards that apply unbreakable reflect 100% uptime...
But after skill became breakable once again - it should be restored to its former form - to not grant CC immunity on expire. It will make choice of Break it or not to Break it, otherwise 5 sec duration debuff will still be something that many enemies will accept for in return of getting free CC immunity after. In addition it going against new mechanic of soft CC-debuff: when enemy using soft CCs, like roots, waiting for it to expire wont grant immunity to roots. To have it you must actively counter it by dodge, not waiting it expire and get free immunity to next root. If it would be so - roots would start to be useless soft CC.
Given the developer comment about it, currently it a bit wrong: enemy can ignore but it won't turn battle in your favor as much as it can coz for his aggressive action of attacking and not breaking it he will get highest pvp buff - CC immunity... for not CC breaking... It is soft CC-debuff that lost group utility, so why both aspects of this(CC and debuff) must be countered by one act?!
2. Same as was on U14 pts and for that reason hopefully bug: upon purge Eclipse it grant free CC immunity. It should be fixed same as it was in U14 to not grant immunity.
3. Eclipse lost ability to CC checks on cast: well, same as Petrify, so I hope it just a bug. Coz for expensive (unlike new Petrify) skill that is targeted, it huge drawback that will making it as terrible resource eater. But if it not bug there is other solution to it: given that it is not simple soft CC, but new unique soft CC-debuff it might be get next treatment: same as current Total DArk works: split TD on 2 separate debuff: one - is CC damage reflect that can be braken, second is healing solid debuff that can't be broken but only purged; or vice versa, as both are strong. Both can be purged, but only 1 can be CC Breaked. It will allow to not waste resource on empty cast, but even when enemy have CC immunity - cast won't be wasted and will play role of debuff. On debuff list it will look same as current TD:
Visual effect used can be same as it current - debuff as shadows flowing around enemy.
If not - at least increase duration 1 sec. Only 0.5 sec boost from previous unbreakable CC mechanic is too low.
4. Morphs diversity: have to agree with everyone else - Unstable Core became completely useless morph that has absolutely no reason to be used. While TD grant strong utility, all that UC can grant is low damage aoe ~each 7-12 seconds. Currently UC is not the best coz it flaw mechanic of not being CC, and had to be removed from passive that extend duration, but it can deal damage at least. However I think it should be remained as current soft CC but get some treatments to actually become offensive morph that can work against full defensive opponents in perfect state; or at least be aggressive by default.
The way I see fixes:
- a. Same as was done once - buff it returned damage to 60%, that will make it full offense CC: being hit for like 10k on his own attacks before realizing that he debuffed is worthy to sacrifice survivability of TD. And to make it solid with concept of double debuff of TD above - let it be as current TD - apply time bomb.
- b. Same, to be solidified with double debuff concept - make it apply 2.5 sec root debuff on enemy, so if he will have CC immunity, he still can be rooted. Templar is only class without root.
- c. Decrease damage but make damage return to be Oblivion damage with time bomb 2nd debuff. It will be like "ok, you can not to break it but than your block nor your 20k shields will help you in battle". However it won't help against full defense enemy.
- d. As already suggested - keep it as current UC but make it apply unbreakable/undodgeable stun for 2 sec after explosion will hit in 3.5 sec. But this time not exclude from passive again so it will be long 5sec charging. This will make it delayed hard CC, like warden subterranean assault, that will affect full defensive opponents.
- e. Simply make it to restore 500 stamina on proc same as TD restore HP. Wont grant healing survivability but will work in both pve and pvp and tempalr will have to fight in attempt to survive.
- f. Increase damage a bit, but make all damage return to be and magnetic bomb explosion, i.e. aoe damage.
Solar Barrage - another good change but also actually only half-way change. Change differentiated it from Impusle but didn't granted any utility for making this morph independent and that why it should grant more treatments to make it usefull for juggernauts:
I see such ways:
1. Remove Empower buff. Unlike old Barrage and default skill/another morph, current Barrage became AoE DoT that can't be self-empowered, making this buff irrelevant. Those minority of of templar skills that can be empowered simply won't be casted after Barrage, but have to be used before. So we can remove it and it will keep skill as DoT. And that will allow to have it any of other treatments:
A. Remove cast time - we don't even need to theorycraft about this change coz we already have almost exact same skill with long history - Detonation. Once Proximity had to be casted skill with cast time that was removed simply coz it couldn't fulfill its purpose of melee explosion "standing there in interruptable cast and then run to enemies for melee range" simple not worked coz enemies were aleady aware of what is coming; so range morph is cast time with unlimited amount of targets, melee without cast time. It exact same mechanic as Templar Flare works - range morph with high damage, self-empower, and AoE major debuff, so Barrage could be melee DoT without cast time, empower that not working. Bombplars unite
B. Another treatment - and I prefer it more coz it will grant more utility and will be familiar with Templar "channeling" theme keep it as 1sec cast time but solidify it with another morph and allow it to apply Major Defile for 4-5 sec on targets that hitted. It will transform it into frontline aoe skill that will debuff enemies, while Dark Flare will be remained as backline range high damage support skill. Cast time in this case will be drawback that wont allow juggernauts to simply reapply skill while being focused by enemies, but have to LosIng, using shield ult to reapply it, and 1sec cast time that not decreasing speed is not a insane drawback, Dark Deal as example. Also Templar survivability is based on healings but he can't pressure other classes/builds that built same way.
_____________________________________________________________________________________________
And regarding some other small changes:
1. Focus - let it have it bonuses from morphs (mana restore/vitality,protection) to be char based, not ground; keep armor buff ground-based. It will allow Templar to stop recasting Focus every 10 meters when kiting just to make it work, it will make them less turtles, coz even now when you fight in small area fights you have to spam it to have effect. There once was bug when additional effects was attached to caster and I think everyone could agree that it was making this skill much better.
2. Rite of Passage - since dk got huge buff for their Shifting Standart, we should get buff to our useless ults too. In this case I propose idea of Practiced Incantation morph change - make it cast only Templar/cast templar and 1 ally in 8 meters, grant it CC immunity for 8sec, but no longer disable caster. It will make ultimate to work for solo/duo Templars, morph will loose all(almost) group utility but in exchange will work for caster himself and will allow to actively participate in combat. Also it will stop granting armor buff from Light Weaver that equal to major protection buff, i.e. reduce default tankiness in exchange. Keep current bright sun light effect so it will be visible for both caster and enmemies that he is under its effect.
3. Restoring Spirit - to help tempalrs with tankiness make it to reduce all costs for 4% not only resources. Same as Alteration set works.
4. Sweep ultimate - make it scale from highest resource so both magplars/stamplars would have use of it.
4. Empowering Sweep ultimate - make it apply major protection buff instead of current scaling, it will make it 11% stronger in 1v1 but 9% weaker in it max spike effectiveness. Also it will no longer stack with same buff from other sources and grant too much reduction. Rename it to Empowered Sweep.
_____________________________________________________________________________
@Wrobel
Sorry but i disagree with the eclipse presentation. It's going to be just as strong as the current, except to everyone not just magicka, but only to bad players now. As soon as a good player gets hit with this they will cc break and you'll now be screwing up your stun or your allies cc options. You're right in saying its an option in 1v1 vs perma blockers and will force stam drain, but that's something that should be addressed itself. In opened world, all you'll do to a perma blocker is make them immune to a real cc that drops block. Stamina management isn't any issue for good perma blockers in a 1v1 if built right anyway.
It'll be good for the 1 or 2 seconds to stop someone's combo, just like the current eclipse, but now i don't get my cc combo bc they will cc break while I'm recovering. When i do use it i always cc right before the effect ends to get the most out of the skill. The ability to cc break destroys that. Bad change.
Sure it works against a lot more, but no good player is going to sit there hitting themselves for 5 seconds... be real. Sure it would great against npcs, but they are as dumb as it gets.
That not true. Pre-Morrowind I was able to defeat top eu manabaldes by using Total Dark, they could break it but fight always was ended that they didn't got enough stamina for that and when it happened they were doomed. And back in time they were most sustainable for stamina class. That's why I was unhappy about making it unbreakable coz since Morrowind there were serious sustain nerfs.Brutusmax1mus wrote: »On Eclipse giving CC immunity without actually stunning the enemy: I guess this is a trade off. If you Eclipse your enemy he has two choices: stop doing damage (Templars can purge DoTs with ease too) or break it and use your stam pool. You could simply run the opponent out of stam (at least mag users) and then have a guaranteed stun via Javelin or Toppling Charge (I agree the two skills have their own issues). The alternative is the enemy not breaking it and thus not attacking for the duration. If you remove CC immunity from the skill it would be quite strong for shutting down an enemy completely. PvP perspective ofc.
You can run bad players out of stam. I haven't had a stamina issue on any of my mag characters in will over a year. Good players will ALWAYS cc break this spell immediately. You may get 1 or maybe 2 reflects based on your timing in a competitive environment. It needs to have another component to have a spot on my bar.
Depends on what you mean by it. I don't remember last time when Curse was able to hit Templar. Rest of those skills listed are procing new eclipse. Some proc sets proc damage return now too, that make those proc sets to not deal any damage to you and punish user..Joy_Division wrote: »
- An opponent could potentially fight just fine being Eclipsed. Talons, Curse, Flame Breath, Dawnbreaker, Meteor, Sap Essence, Deep Fissure, etc., all work just fine.
Forgot to mention it but completely agree with it. Why was it done? Templar was good dps in pve but worst in pvp, and after changes it made all other classes even stronger dps in pve and in pvp it increased gap in damage between Templar and other classes even more. Currently cp distribution looks weird for pvp Templar: some skills works as direct, some as dot, there is no perfect rotation of it as other classes have.NiclasFridholm wrote: »Just reverse changes to the way Radiant/Sweeps is calculated, we literally lost 8K ST overnight.
I get that theese skills would be OP if you didnt change em since they was buffed by Direct Damage CP originally, (stated as intended) then you removed the CP buff without rebalancing the calculation. Please just fix this so we can actually be welcome in endgame raids again! For 6 months I havent been able to play my Magplar properly...
Sadly I afraid it wont be done this way - that how very first Total Dark worked: apply reflect after enemy break it apply spd debuff that was equal to cc immunity. That made TD to be active on non-Templar 100% uptime and it was perfect eclipse, they even kept this visual of floating shadows around enemy debuff, sadly zos changed it for some reason transforming it into more defensive option. However maybe we can get Unstable Core as offensive morph now, coz currently it just crap. Now they can give those shadows visual any meaning bu grant it to be representation of debuff, right now this effect just a relic from the past that reminds of how awesome it was.I don't agree with everything @Cinbri said BUT I think he's on the right track with suggesting Eclipse be split into 2 separate effects/debuffs, such that it is always meaningful to cast and useful in PvE boss encounters. With that in mind, here's another suggestion for the (base) spell:
The first effect is the soft CC which deals damage each time the enemy initiates a direct damage attack. It can be cleansed or broken free and obviously does not get applied to CC-immune targets or bosses.
The second effect is the time bomb - this goes through block/dodge like current and remains applied after the enemy breaks free but can be purged. It always gets applied on cast. I suggest adding Minor Maim (-15% damage) to this portion.
Just like on Live, Total Dark adds a small heal per proc on the first effect and Unstable Core increases the damage of the second effect.
Note: the damage portion that procs on enemy direct damage should still be changed such that it is useful to Stamplars! You can make it scale on highest stats or make it a % of the enemy's direct damage output.
Probably you right, but well, during Morrowind pts it took only 1 week to change Total Dark and split it into 2 debuffs - reflect and time bomb, originally time bomb and reflect was 1 debuff and purge removed all of it by 1 cast, and it allowed to apply magnetic bomb on CC immune enemies. So, split current new Eclipse on 2 debuffs, one of whick works on cc immune enemy is something zos can afford to do, unless they think it unbalansly strong.I personally don't see them making any drastic changes to Eclipse this time around. Either there will be small quality improvements or it will go as stated. Or..they could not change it at all and keep as it currently is. Seems someone has
enjoyed Unstable as it currently is. Seems some more have enjoyed Total Dark as it currently is.
Saying that it making bad coz breakable is same as saying that pre-IC Total Dark was crap. No one whoever used it back In time will agree on this. And as I said there should be done something about Unstable Core, for example apply undodgeable/unblockable stun that will counter those full defensive enemies.Brutusmax1mus wrote: »Ok, extensive tests completed and so is feedback:
Changes are actually great, but, unlike changes of dragonknights, its only half-way road changes, during next pts cycles we need additional tweaks to solidify new skills mechanics.
1. Eclipse - overall I don't understand all bad feedback about it and calling it crap... First of all and best thing - it became reliable skill that you can use against everyone, well at least against 90% of enemies, I can finally get this skill as my main CC and don't be afraid that all stamina builds will laugh at my face. With such changes and following treatments this skill once again will become one of the best in Templar arsenal, as it once was.
Another great change is that now it breakable: yes, skill bad as CC against any defensive target, like those permablocking tanks that only holds block or healbots that only spam heals, but that can be fixed by Unstable Core morph (read below). In U14 resource sustain became important thing but Templar got unbreakable Eclipse and overall bad CCs. Now it is CC that can pressure enemy's stamina resource while becoming CC that enemy really want to CC Break as soon as possible. As new unique soft CC-debuff it fulfill it's purpose but in unique way: first - it force people to use CC breaks and pressure stamina, second - it allow to survive caster during enemy CCed, third - CC allow to pressure enemy. And it CC with duration, it means that any teammate can hard CC on him during duration of Eclipse, i.e. your usage of it won't destroy others' possibilities of CCs.
New idea of making it soft CC-debuff is very interesting and should be expanded(read below). After it lost ability to disable enemies it lost almost all group utility - teammates can't save they stamina or hp when you eclipsing enemies, but Templars already class with biggest group utility and in return of lost support can now get better Eclipse. And now it benefit Templars who actually want to fight, not carry-bot.
As example I taking fight vs permablocking dragonknight: one of my most hated enemies - right now Templar simply can't CC it coz Aurora is just too bad skill to even consider of using it and Toppling Charge main purpose de facto is gap-close, not CCing. Currently when you fight such dk you can only hope to CC him with Charge, at least for short duration, but it almost impossible - you can do it only during short period of vulnerability to CC when he swap weapons, and you have to take minimal distance for Charge to cast, and that almost impossible with all permasnares and permaroots. And even if you CC him, Charge with its a bit clunky animation grant short duration CC during which you won't be able to burst him down...
But in U16 you can slot Total Dark - and dk will be left with 2 choices - 1. waste presiouc stamina on CC Break, and holding block just won't save him anymore from this CC. I.e. TD fulfill purpose of being CC - the thing that Templar is lacked of. Second choice for dk is to keep debuffed and not waste stamina on CC Break. And that what will happen next, since 90% of dks use their razor armor skill: his second choice will be splitted for 2 choices: A.: he have to drop off block for duration off CC, making him vulnerable to all templar attacks in that time span, that is great. B.: is worst option to choose - keep attacking Templars wile permablocking. That will have terrible results for him: firstly - with TD on dk, he simply won't be able to burst Templar (check tooltip below), it will be equal to be disabled by old Eclipse. Secondly - all his attacks will proc damage return to him, even for all his 1k lightattacks will will eat back twice more damage in addition to direct attacks of Templar will proc Eclipse damage coz razor armor is direct damage that dealt to Templar upon attacks. And thirdly and best part - all damage return he will block will eat his stamina.
As result of such struggle he either will CC Break it or keep fighting with it, and in return stop being threat to Templar while simultaneously will recive large amount of damage and drain his own stamina. That is utterly amazing result.
Regarding tooltips: yes it not reflected damage but tooltip bad only for those Templars who are carry others, for tempalr that actually wana fight and survive it good enough. TD simultaneously will buffed offense and defense. And both parameters can crit, making it even stronger for high crit builds while also making independent to enemies offense capabilities. And unlike warden's Leeching Veins it don't have cooldown on proc.
That is my tooltip on *** pts template while de facto damage is higher coz such CP skills as Shatter Blows/Penetration:
Does anyone really pretend to say that CC that can simultaneously heal for same amount as dk's whip proc (and even much higher), while deal damage that only 10% weaker than initial hit of Vampire Bain on each proc (given that it can happen up to 8 procs during one duration - damage tooltip is 52936 damage in 5 sec) is bad?! Like, really? With such tooltip for every light attack enemy will get even more damage back and heal templar for more than damage dealt, or, on pts when my TD's heal crit - all enemy 6k crit Uppercauts will be completely outhealed by 6k crit heal. In addition to fact that direct attacks was Templars biggest bane since we can just purge dots, unless someone pretend that templar cleanse is bad.
But with all it's effectiveness as I said it only half-way change it really need to threat new mechanics and old mechanics that are relics of previous usage of skill:
1. CC immunity after skill expire - in Morrowind skill was made to have no counter and for that reason became short CC with CC immunity after expire. It was made coz it was impossible to CC break it and CC immunity after expire allowed to not be affected by it 100% of time, i.e. what currently happen with resource guards that apply unbreakable reflect 100% uptime...
But after skill became breakable once again - it should be restored to its former form - to not grant CC immunity on expire. It will make choice of Break it or not to Break it, otherwise 5 sec duration debuff will still be something that many enemies will accept for in return of getting free CC immunity after. In addition it going against new mechanic of soft CC-debuff: when enemy using soft CCs, like roots, waiting for it to expire wont grant immunity to roots. To have it you must actively counter it by dodge, not waiting it expire and get free immunity to next root. If it would be so - roots would start to be useless soft CC.
Given the developer comment about it, currently it a bit wrong: enemy can ignore but it won't turn battle in your favor as much as it can coz for his aggressive action of attacking and not breaking it he will get highest pvp buff - CC immunity... for not CC breaking... It is soft CC-debuff that lost group utility, so why both aspects of this(CC and debuff) must be countered by one act?!
2. Same as was on U14 pts and for that reason hopefully bug: upon purge Eclipse it grant free CC immunity. It should be fixed same as it was in U14 to not grant immunity.
3. Eclipse lost ability to CC checks on cast: well, same as Petrify, so I hope it just a bug. Coz for expensive (unlike new Petrify) skill that is targeted, it huge drawback that will making it as terrible resource eater. But if it not bug there is other solution to it: given that it is not simple soft CC, but new unique soft CC-debuff it might be get next treatment: same as current Total DArk works: split TD on 2 separate debuff: one - is CC damage reflect that can be braken, second is healing solid debuff that can't be broken but only purged; or vice versa, as both are strong. Both can be purged, but only 1 can be CC Breaked. It will allow to not waste resource on empty cast, but even when enemy have CC immunity - cast won't be wasted and will play role of debuff. On debuff list it will look same as current TD:
Visual effect used can be same as it current - debuff as shadows flowing around enemy.
If not - at least increase duration 1 sec. Only 0.5 sec boost from previous unbreakable CC mechanic is too low.
4. Morphs diversity: have to agree with everyone else - Unstable Core became completely useless morph that has absolutely no reason to be used. While TD grant strong utility, all that UC can grant is low damage aoe ~each 7-12 seconds. Currently UC is not the best coz it flaw mechanic of not being CC, and had to be removed from passive that extend duration, but it can deal damage at least. However I think it should be remained as current soft CC but get some treatments to actually become offensive morph that can work against full defensive opponents in perfect state; or at least be aggressive by default.
The way I see fixes:
- a. Same as was done once - buff it returned damage to 60%, that will make it full offense CC: being hit for like 10k on his own attacks before realizing that he debuffed is worthy to sacrifice survivability of TD. And to make it solid with concept of double debuff of TD above - let it be as current TD - apply time bomb.
- b. Same, to be solidified with double debuff concept - make it apply 2.5 sec root debuff on enemy, so if he will have CC immunity, he still can be rooted. Templar is only class without root.
- c. Decrease damage but make damage return to be Oblivion damage with time bomb 2nd debuff. It will be like "ok, you can not to break it but than your block nor your 20k shields will help you in battle". However it won't help against full defense enemy.
- d. As already suggested - keep it as current UC but make it apply unbreakable/undodgeable stun for 2 sec after explosion will hit in 3.5 sec. But this time not exclude from passive again so it will be long 5sec charging. This will make it delayed hard CC, like warden subterranean assault, that will affect full defensive opponents.
- e. Simply make it to restore 500 stamina on proc same as TD restore HP. Wont grant healing survivability but will work in both pve and pvp and tempalr will have to fight in attempt to survive.
- f. Increase damage a bit, but make all damage return to be and magnetic bomb explosion, i.e. aoe damage.
Solar Barrage - another good change but also actually only half-way change. Change differentiated it from Impusle but didn't granted any utility for making this morph independent and that why it should grant more treatments to make it usefull for juggernauts:
I see such ways:
1. Remove Empower buff. Unlike old Barrage and default skill/another morph, current Barrage became AoE DoT that can't be self-empowered, making this buff irrelevant. Those minority of of templar skills that can be empowered simply won't be casted after Barrage, but have to be used before. So we can remove it and it will keep skill as DoT. And that will allow to have it any of other treatments:
A. Remove cast time - we don't even need to theorycraft about this change coz we already have almost exact same skill with long history - Detonation. Once Proximity had to be casted skill with cast time that was removed simply coz it couldn't fulfill its purpose of melee explosion "standing there in interruptable cast and then run to enemies for melee range" simple not worked coz enemies were aleady aware of what is coming; so range morph is cast time with unlimited amount of targets, melee without cast time. It exact same mechanic as Templar Flare works - range morph with high damage, self-empower, and AoE major debuff, so Barrage could be melee DoT without cast time, empower that not working. Bombplars unite
B. Another treatment - and I prefer it more coz it will grant more utility and will be familiar with Templar "channeling" theme keep it as 1sec cast time but solidify it with another morph and allow it to apply Major Defile for 4-5 sec on targets that hitted. It will transform it into frontline aoe skill that will debuff enemies, while Dark Flare will be remained as backline range high damage support skill. Cast time in this case will be drawback that wont allow juggernauts to simply reapply skill while being focused by enemies, but have to LosIng, using shield ult to reapply it, and 1sec cast time that not decreasing speed is not a insane drawback, Dark Deal as example. Also Templar survivability is based on healings but he can't pressure other classes/builds that built same way.
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And regarding some other small changes:
1. Focus - let it have it bonuses from morphs (mana restore/vitality,protection) to be char based, not ground; keep armor buff ground-based. It will allow Templar to stop recasting Focus every 10 meters when kiting just to make it work, it will make them less turtles, coz even now when you fight in small area fights you have to spam it to have effect. There once was bug when additional effects was attached to caster and I think everyone could agree that it was making this skill much better.
2. Rite of Passage - since dk got huge buff for their Shifting Standart, we should get buff to our useless ults too. In this case I propose idea of Practiced Incantation morph change - make it cast only Templar/cast templar and 1 ally in 8 meters, grant it CC immunity for 8sec, but no longer disable caster. It will make ultimate to work for solo/duo Templars, morph will loose all(almost) group utility but in exchange will work for caster himself and will allow to actively participate in combat. Also it will stop granting armor buff from Light Weaver that equal to major protection buff, i.e. reduce default tankiness in exchange. Keep current bright sun light effect so it will be visible for both caster and enmemies that he is under its effect.
3. Restoring Spirit - to help tempalrs with tankiness make it to reduce all costs for 4% not only resources. Same as Alteration set works.
4. Sweep ultimate - make it scale from highest resource so both magplars/stamplars would have use of it.
4. Empowering Sweep ultimate - make it apply major protection buff instead of current scaling, it will make it 11% stronger in 1v1 but 9% weaker in it max spike effectiveness. Also it will no longer stack with same buff from other sources and grant too much reduction. Rename it to Empowered Sweep.
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@Wrobel
Sorry but i disagree with the eclipse presentation. It's going to be just as strong as the current, except to everyone not just magicka, but only to bad players now. As soon as a good player gets hit with this they will cc break and you'll now be screwing up your stun or your allies cc options. You're right in saying its an option in 1v1 vs perma blockers and will force stam drain, but that's something that should be addressed itself. In opened world, all you'll do to a perma blocker is make them immune to a real cc that drops block. Stamina management isn't any issue for good perma blockers in a 1v1 if built right anyway.
It'll be good for the 1 or 2 seconds to stop someone's combo, just like the current eclipse, but now i don't get my cc combo bc they will cc break while I'm recovering. When i do use it i always cc right before the effect ends to get the most out of the skill. The ability to cc break destroys that. Bad change.
Sure it works against a lot more, but no good player is going to sit there hitting themselves for 5 seconds... be real. Sure it would great against npcs, but they are as dumb as it gets.That not true. Pre-Morrowind I was able to defeat top eu manabaldes by using Total Dark, they could break it but fight always was ended that they didn't got enough stamina for that and when it happened they were doomed. And back in time they were most sustainable for stamina class. That's why I was unhappy about making it unbreakable coz since Morrowind there were serious sustain nerfs.Brutusmax1mus wrote: »On Eclipse giving CC immunity without actually stunning the enemy: I guess this is a trade off. If you Eclipse your enemy he has two choices: stop doing damage (Templars can purge DoTs with ease too) or break it and use your stam pool. You could simply run the opponent out of stam (at least mag users) and then have a guaranteed stun via Javelin or Toppling Charge (I agree the two skills have their own issues). The alternative is the enemy not breaking it and thus not attacking for the duration. If you remove CC immunity from the skill it would be quite strong for shutting down an enemy completely. PvP perspective ofc.
You can run bad players out of stam. I haven't had a stamina issue on any of my mag characters in will over a year. Good players will ALWAYS cc break this spell immediately. You may get 1 or maybe 2 reflects based on your timing in a competitive environment. It needs to have another component to have a spot on my bar.
But I can't deny that unbreakable eclipse is better for survivavbility. And since it no longer reflect damage I think it if fair to have it breakable but split it on 2 debuffs one of which will be applied even on CC immune enemies. It would be best of two worlds for offense and survivability.
@Joy_Division I agree on most points. Undeniably Eclipse pre-IC was strongest one but same undoubtly it was most bugged skill In game. Remember how for 3 months casting it meant to stack in global cooldown, or that flying dragonknights bug was never being fixed. I think It reason why zos will never return to this, it just too messy.
Regarding Eclipse, well, it never worked in pve and was solely pvp skill, but it didn't make it any worse. It indeed not as reliable as scales or shimmering shield, but it feature is being cc-debuff and that what I think dhould be done - make it really worthy debuff.
And this is one more reason why I want it to be splitted on 2 debuffs. When you will be able to cast debuff that heal you on boss and each his attack will heal you, that would be very strong. It will make Eclipse to start working and being trong in pve.
Regarding cost - ye, it was done 15% cheaper than before, in Morrowind, but overall they should buff it more to pay for it high cost. If they won't - skill should be undoubtly become cheaper, at least 5%.
And as I said - changes of skill is good but it only half of needed changes, zos must treat it more to make skill great.
Dragonknights by a simple change got huge buff of their Fossilize: now they have super cheap undodgeable/unabsorbable/unreflectable hard CC(current disorient I stoped breaking for a long time since got out of it and free cc immunity couple seconds later thx to enemy attacks) with root that dk can spam left and right. It means rip Scales, rip snb reflect and reflective ult, rip Shimmering shield and major heroism that it grants, rip sorc BoL. This simple but insanely good change. Eclipse need its problems to be fixed to make it as great as new Fossilize, so simple break free wont ruin it. Currently it have many drawbacks.Depends on what you mean by it. I don't remember last time when Curse was able to hit Templar. Rest of those skills listed are procing new eclipse. Some proc sets proc damage return now too, that make those proc sets to not deal any damage to you and punish user..Joy_Division wrote: »
- An opponent could potentially fight just fine being Eclipsed. Talons, Curse, Flame Breath, Dawnbreaker, Meteor, Sap Essence, Deep Fissure, etc., all work just fine.
But in the end don't you agree that after all that time of us having this crap eclipse that had almost no use in pvp for such long time, it is nice to see that it starting to change in something that have some use on battlefield. And our feedback should help with it, that what pts is for.Forgot to mention it but completely agree with it. Why was it done? Templar was good dps in pve but worst in pvp, and after changes it made all other classes even stronger dps in pve and in pvp it increased gap in damage between Templar and other classes even more. Currently cp distribution looks weird for pvp Templar: some skills works as direct, some as dot, there is no perfect rotation of it as other classes have.NiclasFridholm wrote: »Just reverse changes to the way Radiant/Sweeps is calculated, we literally lost 8K ST overnight.
I get that theese skills would be OP if you didnt change em since they was buffed by Direct Damage CP originally, (stated as intended) then you removed the CP buff without rebalancing the calculation. Please just fix this so we can actually be welcome in endgame raids again! For 6 months I havent been able to play my Magplar properly...Sadly I afraid it wont be done this way - that how very first Total Dark worked: apply reflect after enemy break it apply sped debuff that was equal to cc immunity. That made TD to be active on non-Templar 100% uptime and it was perfect eclipse, sadly zos changed it for some reason transforming it into more defensive option. However maybe we can get Unstable Core as offensive morph now, coz currently it just crap.I don't agree with everything @Cinbri said BUT I think he's on the right track with suggesting Eclipse be split into 2 separate effects/debuffs, such that it is always meaningful to cast and useful in PvE boss encounters. With that in mind, here's another suggestion for the (base) spell:
The first effect is the soft CC which deals damage each time the enemy initiates a direct damage attack. It can be cleansed or broken free and obviously does not get applied to CC-immune targets or bosses.
The second effect is the time bomb - this goes through block/dodge like current and remains applied after the enemy breaks free but can be purged. It always gets applied on cast. I suggest adding Minor Maim (-15% damage) to this portion.
Just like on Live, Total Dark adds a small heal per proc on the first effect and Unstable Core increases the damage of the second effect.
Note: the damage portion that procs on enemy direct damage should still be changed such that it is useful to Stamplars! You can make it scale on highest stats or make it a % of the enemy's direct damage output.Probably you right, but well, during Morrowind pts it took only 1 week to change Total Dark and split it into 2 debuffs - reflect and time bomb, originally time bomb and reflect was 1 debuff and purge removed all of it by 1 cast and it allowed to apply magnetic bomb on CC immune enemies. So, split current new Eclipse on 2 debuffs, one of whick works on cc immune enemy is something zos can afford to do, unless they think it unbalansly strong.I personally don't see them making any drastic changes to Eclipse this time around. Either there will be small quality improvements or it will go as stated. Or..they could not change it at all and keep as it currently is. Seems someone has
enjoyed Unstable as it currently is. Seems some more have enjoyed Total Dark as it currently is.
Overall I really wana see change of Rite of Passage. DKs by simple change made their Shifting Standart back into strong ult. While every single templar class ult is weaker than weapon ult in pvp. There is simply no ult in class line that wont be overshadowed by weapon/guild ultimates. At least make Incantation for solo/duo Templars, at least one morph. Why if I wana pick survivability ult I must run with resto or snb coz their ults perfect, but if I pick class survivability ult - both of its morph made for zerging and supporting. There is not every single Templar in this game who stack to 24men zerg, there is some of us who love solo/small-scale content and those really wana have class ultimate that is working when they doing 1v1 or 1vX. Even current Empowering Sweep is made for zerging - it works on it max power only when you meet stacked group and only such groups are bombsquad and zergs, but if you love run duo in cyro or love battleground - be prepare that only usefull morph of only usefull class ultimate in pvp for non-healbots will work for 1/6 of its real power...
Just to mention - even Mercy ultimate in Overwatch got this treatment, transforming this pure supporting healer into war machine. That's mean a lot...
Joy_Division wrote: »The more I think about Eclipse, the more I think it doesn't work because it falls between two stools.
Is it a CC or is it a spell meant to protect the templar? It tries to do both and doesn't do either well enough. Although I think the skill should be totally reworked to provide a unique debuff so as to differentiate the classes more, make templar tanks have something that the prototypical DK tank can't offer, and just to make the "house" defensive concept more a reality, this is what I how would recommend ZoS change it.
- Both morphs do damage when the spell is CC broke. Make the target's decision more interesting rather than "Oh, I'm eclipsed, let me just CC break." This is the way the old Eclipse worked and templars still didn't use it because it was perceived as being too weak.
- The skills are too expensive.
- The Unstable Core morph, in addition to doing more damage, should hit the opponent with a lingering debuff of sorts if the spell is CC broke.
- The Total Dark morph should provide the templar with a buff if the spell is CC broke.
This would help alleviate the those situations when the caster feels they got nothing out of the spell because it was CC broke and makes the cost more reflective of the benefit. This skill is not THAT good and there is no reason for it to cost THAT much.
Another bad thing is that Templar don't have major sorc/brutality buff implemented into class ability. We had major mending that was defensive counterpart but after we lost it we once again left as only class that have nor defensive major buff nor offensive one.
Joy_Division wrote: »The more I think about Eclipse, the more I think it doesn't work because it falls between two stools.
Is it a CC or is it a spell meant to protect the templar? It tries to do both and doesn't do either well enough. Although I think the skill should be totally reworked to provide a unique debuff so as to differentiate the classes more, make templar tanks have something that the prototypical DK tank can't offer, and just to make the "house" defensive concept more a reality, this is what I how would recommend ZoS change it.
- Both morphs do damage when the spell is CC broke. Make the target's decision more interesting rather than "Oh, I'm eclipsed, let me just CC break." This is the way the old Eclipse worked and templars still didn't use it because it was perceived as being too weak.
- The skills are too expensive.
- The Unstable Core morph, in addition to doing more damage, should hit the opponent with a lingering debuff of sorts if the spell is CC broke.
- The Total Dark morph should provide the templar with a buff if the spell is CC broke.
This would help alleviate the those situations when the caster feels they got nothing out of the spell because it was CC broke and makes the cost more reflective of the benefit. This skill is not THAT good and there is no reason for it to cost THAT much.
Soo is this suppose to be a templar buff or nerf? I really cant tell.
Its honestly neither, its a bluff. Again its got to be tested, but it would appear that its a change, to make a change.
You know a new patch every class has to have something reworked, year after year. It's actually becoming pretty sad.
Another bad thing is that Templar don't have major sorc/brutality buff implemented into class ability. We had major mending that was defensive counterpart but after we lost it we once again left as only class that have nor defensive major buff nor offensive one.
They currently have:
- minor protection+minor vitality and s passive that includes minor mending
- minor sorcery with major socery on pots or degeneration. Degeneration gives you a small heal+ heals on light attacks
- major protection on our healing ultimate. Plus another 16000 resists. For comparison, you get more than 10k with major resist buff+ chudan/pirate combo.
- purge that removes 5 debuffs, which include power of the light removal+ major penetration sources and bleeds.
- major savagery on jabs
We don't need major socery built in nor do we need another Major defensive buff; we have opportunities to stack minor/major buffs. I'm worried we start adding for DMG buffs, they are going to remove other defensive buffs that will be worse.
There is bug report section and it already listed there.Gilliamtherogue wrote: »So is no one going to comment on the fact that the new Solar Barrage is coded as a negative effect on your player, and can be purged from yourself?
If you cast Solar Barrage, and anytime within the 6 seconds, if Purge or Purifying Ritual+Morphs hits you, you lose the damage...
I literally burst out into laughter for 5 minutes at how hilarious this bug was, and to see 5 pages of feedback without mention of this bug? Where is the QA?
This appears to be happening with Rank I and all the way to Rank IV. I can't feel my face from laughter. This is a new low.
Joy_Division wrote: »Another bad thing is that Templar don't have major sorc/brutality buff implemented into class ability. We had major mending that was defensive counterpart but after we lost it we once again left as only class that have nor defensive major buff nor offensive one.
They currently have:
- minor protection+minor vitality and s passive that includes minor mending
- minor sorcery with major socery on pots or degeneration. Degeneration gives you a small heal+ heals on light attacks
- major protection on our healing ultimate. Plus another 16000 resists. For comparison, you get more than 10k with major resist buff+ chudan/pirate combo.
- purge that removes 5 debuffs, which include power of the light removal+ major penetration sources and bleeds.
- major savagery on jabs
We don't need major socery built in nor do we need another Major defensive buff; we have opportunities to stack minor/major buffs. I'm worried we start adding for DMG buffs, they are going to remove other defensive buffs that will be worse.
Before we list buffs that templars supposedly have, let's not forget they are dependent on morph choices (and thus not all templars have them) and other classes can get them too.
I don't have minor protection. But my Warden does.
Well yes I can get major sorcery from a pot and I do get minor sorcery from casting a Dawn Wrath Skill. By the other 4 classes get major sorcery without using a pot and get minor sorcery simply by being grouped with me.
Yes, I can get major protection on our healing ultimate. So can a NB on Veil, which also grants that to allies. And a Warden can get that on an ultimate that's actually pretty good.
I'm not at all impressed by the buffs accessible to templars, especially when major mending was just stripped away (without any re-compensatory unnerfing of skills such as Sweeps whose nerfs were justified because we had major mending) and the major resolve/ward skill is tied to the staying in the same spot when the developers have consciously developed PvE content so we can't do that.
Joy_Division wrote: »Another bad thing is that Templar don't have major sorc/brutality buff implemented into class ability. We had major mending that was defensive counterpart but after we lost it we once again left as only class that have nor defensive major buff nor offensive one.
They currently have:
- minor protection+minor vitality and s passive that includes minor mending
- minor sorcery with major socery on pots or degeneration. Degeneration gives you a small heal+ heals on light attacks
- major protection on our healing ultimate. Plus another 16000 resists. For comparison, you get more than 10k with major resist buff+ chudan/pirate combo.
- purge that removes 5 debuffs, which include power of the light removal+ major penetration sources and bleeds.
- major savagery on jabs
We don't need major socery built in nor do we need another Major defensive buff; we have opportunities to stack minor/major buffs. I'm worried we start adding for DMG buffs, they are going to remove other defensive buffs that will be worse.
Before we list buffs that templars supposedly have, let's not forget they are dependent on morph choices (and thus not all templars have them) and other classes can get them too.
I don't have minor protection. But my Warden does.
Well yes I can get major sorcery from a pot and I do get minor sorcery from casting a Dawn Wrath Skill. By the other 4 classes get major sorcery without using a pot and get minor sorcery simply by being grouped with me.
Yes, I can get major protection on our healing ultimate. So can a NB on Veil, which also grants that to allies. And a Warden can get that on an ultimate that's actually pretty good.
I'm not at all impressed by the buffs accessible to templars, especially when major mending was just stripped away (without any re-compensatory unnerfing of skills such as Sweeps whose nerfs were justified because we had major mending) and the major resolve/ward skill is tied to the staying in the same spot when the developers have consciously developed PvE content so we can't do that.
Those classes, while they don't need to slot morphs to get SD, they do have to slot their class skills (sorcs) while nbs can't get major crit without running outside sources. They also have pigeonholed themselves into certain builds but can't escape them because they don't have the flexibility that Templars have with their bar setups. Templars have more flexibility in the buffs, if I don't want to use degeneration I can use a pot. I can use heavy armor and do without restoring focus because you'll have the same healing received buff so you can run channeled focus for extra Regen to help with block with frost staff. You can run ele drain or restoring aura for the same minor mag drain; one will hit all enemies while the other gives a significant armor debuff. And our restoration skill line gives us the option to do with another weapon besides resto staff; and vitality pots gives us back a major healing buff we lost so you can slot swords which will buff your burning light proc while using destro staff backbar for mag return/support. Other mag classes that have their own way to increase SD have to slot resto staff for their heals and cannot purge effects off them cheaply and consistently.
There are benefits to how Templars are already setup. We can be ranged or be melee, sometimes in the same bar. And the strength of our DMG sources is that they should be consistent lower DMG, but ignore dodge roll/reflects or proc additional DMG on consistent use. Other classes are either highly reflective, highly blocked, highly dodged or have no execute/ranged skill line. Only problem is we are plauged by terrible cast times or terrible mechanics. At least we don't have the super high skill costs that DKs have lol.
Templars should control the Battlfield conditions through consistency and debuffing enemies while picking what we need to change up our offense/defense builds as the meta shifts. That's how I see the Templar class against the other classes, not flashy but works.
Ok, extensive tests completed and so is feedback:
Changes are actually great, but, unlike changes of dragonknights, its only half-way road changes, during next pts cycles we need additional tweaks to solidify new skills mechanics.
1. Eclipse - overall I don't understand all bad feedback about it and calling it crap... First of all and best thing - it became reliable skill that you can use against everyone, well at least against 90% of enemies, I can finally get this skill as my main CC and don't be afraid that all stamina builds will laugh at my face.
Brutusmax1mus wrote: »Ok, extensive tests completed and so is feedback:
Changes are actually great, but, unlike changes of dragonknights, its only half-way road changes, during next pts cycles we need additional tweaks to solidify new skills mechanics.
1. Eclipse - overall I don't understand all bad feedback about it and calling it crap... First of all and best thing - it became reliable skill that you can use against everyone, well at least against 90% of enemies, I can finally get this skill as my main CC and don't be afraid that all stamina builds will laugh at my face. With such changes and following treatments this skill once again will become one of the best in Templar arsenal, as it once was.
Another great change is that now it breakable: yes, skill bad as CC against any defensive target, like those permablocking tanks that only holds block or healbots that only spam heals, but that can be fixed by Unstable Core morph (read below). In U14 resource sustain became important thing but Templar got unbreakable Eclipse and overall bad CCs. Now it is CC that can pressure enemy's stamina resource while becoming CC that enemy really want to CC Break as soon as possible. As new unique soft CC-debuff it fulfill it's purpose but in unique way: first - it force people to use CC breaks and pressure stamina, second - it allow to survive caster during enemy CCed, third - CC allow to pressure enemy. And it CC with duration, it means that any teammate can hard CC on him during duration of Eclipse, i.e. your usage of it won't destroy others' possibilities of CCs.
New idea of making it soft CC-debuff is very interesting and should be expanded(read below). After it lost ability to disable enemies it lost almost all group utility - teammates can't save they stamina or hp when you eclipsing enemies, but Templars already class with biggest group utility and in return of lost support can now get better Eclipse. And now it benefit Templars who actually want to fight, not carry-bot.
As example I taking fight vs permablocking dragonknight: one of my most hated enemies - right now Templar simply can't CC it coz Aurora is just too bad skill to even consider of using it and Toppling Charge main purpose de facto is gap-close, not CCing. Currently when you fight such dk you can only hope to CC him with Charge, at least for short duration, but it almost impossible - you can do it only during short period of vulnerability to CC when he swap weapons, and you have to take minimal distance for Charge to cast, and that almost impossible with all permasnares and permaroots. And even if you CC him, Charge with its a bit clunky animation grant short duration CC during which you won't be able to burst him down...
But in U16 you can slot Total Dark - and dk will be left with 2 choices - 1. waste presiouc stamina on CC Break, and holding block just won't save him anymore from this CC. I.e. TD fulfill purpose of being CC - the thing that Templar is lacked of. Second choice for dk is to keep debuffed and not waste stamina on CC Break. And that what will happen next, since 90% of dks use their razor armor skill: his second choice will be splitted for 2 choices: A.: he have to drop off block for duration off CC, making him vulnerable to all templar attacks in that time span, that is great. B.: is worst option to choose - keep attacking Templars wile permablocking. That will have terrible results for him: firstly - with TD on dk, he simply won't be able to burst Templar (check tooltip below), it will be equal to be disabled by old Eclipse. Secondly - all his attacks will proc damage return to him, even for all his 1k lightattacks will will eat back twice more damage in addition to direct attacks of Templar will proc Eclipse damage coz razor armor is direct damage that dealt to Templar upon attacks. And thirdly and best part - all damage return he will block will eat his stamina.
As result of such struggle he either will CC Break it or keep fighting with it, and in return stop being threat to Templar while simultaneously will recive large amount of damage and drain his own stamina. That is utterly amazing result.
Regarding tooltips: yes it not reflected damage but tooltip bad only for those Templars who are carry others, for tempalr that actually wana fight and survive it good enough. TD simultaneously will buffed offense and defense. And both parameters can crit, making it even stronger for high crit builds while also making independent to enemies offense capabilities. And unlike warden's Leeching Veins it don't have cooldown on proc.
That is my tooltip on *** pts template while de facto damage is higher coz such CP skills as Shatter Blows/Penetration:
Does anyone really pretend to say that CC that can simultaneously heal for same amount as dk's whip proc (and even much higher), while deal damage that only 10% weaker than initial hit of Vampire Bain on each proc (given that it can happen up to 8 procs during one duration - damage tooltip is 52936 damage in 5 sec) is bad?! Like, really? With such tooltip for every light attack enemy will get even more damage back and heal templar for more than damage dealt, or, on pts when my TD's heal crit - all enemy 6k crit Uppercauts will be completely outhealed by 6k crit heal. In addition to fact that direct attacks was Templars biggest bane since we can just purge dots, unless someone pretend that templar cleanse is bad.
But with all it's effectiveness as I said it only half-way change it really need to threat new mechanics and old mechanics that are relics of previous usage of skill:
1. CC immunity after skill expire - in Morrowind skill was made to have no counter and for that reason became short CC with CC immunity after expire. It was made coz it was impossible to CC break it and CC immunity after expire allowed to not be affected by it 100% of time, i.e. what currently happen with resource guards that apply unbreakable reflect 100% uptime...
But after skill became breakable once again - it should be restored to its former form - to not grant CC immunity on expire. It will make choice of Break it or not to Break it, otherwise 5 sec duration debuff will still be something that many enemies will accept for in return of getting free CC immunity after. In addition it going against new mechanic of soft CC-debuff: when enemy using soft CCs, like roots, waiting for it to expire wont grant immunity to roots. To have it you must actively counter it by dodge, not waiting it expire and get free immunity to next root. If it would be so - roots would start to be useless soft CC.
Given the developer comment about it, currently it a bit wrong: enemy can ignore but it won't turn battle in your favor as much as it can coz for his aggressive action of attacking and not breaking it he will get highest pvp buff - CC immunity... for not CC breaking... It is soft CC-debuff that lost group utility, so why both aspects of this(CC and debuff) must be countered by one act?!
2. Same as was on U14 pts and for that reason hopefully bug: upon purge Eclipse it grant free CC immunity. It should be fixed same as it was in U14 to not grant immunity.
3. Eclipse lost ability to CC checks on cast: well, same as Petrify, so I hope it just a bug. Coz for expensive (unlike new Petrify) skill that is targeted, it huge drawback that will making it as terrible resource eater. But if it not bug there is other solution to it: given that it is not simple soft CC, but new unique soft CC-debuff it might be get next treatment: same as current Total DArk works: split TD on 2 separate debuff: one - is CC damage reflect that can be braken, second is healing solid debuff that can't be broken but only purged; or vice versa, as both are strong. Both can be purged, but only 1 can be CC Breaked. It will allow to not waste resource on empty cast, but even when enemy have CC immunity - cast won't be wasted and will play role of debuff. On debuff list it will look same as current TD:
Visual effect used can be same as it current - debuff as shadows flowing around enemy.
If not - at least increase duration 1 sec. Only 0.5 sec boost from previous unbreakable CC mechanic is too low.
4. Morphs diversity: have to agree with everyone else - Unstable Core became completely useless morph that has absolutely no reason to be used. While TD grant strong utility, all that UC can grant is low damage aoe ~each 7-12 seconds. Currently UC is not the best coz it flaw mechanic of not being CC, and had to be removed from passive that extend duration, but it can deal damage at least. However I think it should be remained as current soft CC but get some treatments to actually become offensive morph that can work against full defensive opponents in perfect state; or at least be aggressive by default.
The way I see fixes:
- a. Same as was done once - buff it returned damage to 60%, that will make it full offense CC: being hit for like 10k on his own attacks before realizing that he debuffed is worthy to sacrifice survivability of TD. And to make it solid with concept of double debuff of TD above - let it be as current TD - apply time bomb.
- b. Same, to be solidified with double debuff concept - make it apply 2.5 sec root debuff on enemy, so if he will have CC immunity, he still can be rooted. Templar is only class without root.
- c. Decrease damage but make damage return to be Oblivion damage with time bomb 2nd debuff. It will be like "ok, you can not to break it but than your block nor your 20k shields will help you in battle". However it won't help against full defense enemy.
- d. As already suggested - keep it as current UC but make it apply unbreakable/undodgeable stun for 2 sec after explosion will hit in 3.5 sec. But this time not exclude from passive again so it will be long 5sec charging. This will make it delayed hard CC, like warden subterranean assault, that will affect full defensive opponents.
- e. Simply make it to restore 500 stamina on proc same as TD restore HP. Wont grant healing survivability but will work in both pve and pvp and tempalr will have to fight in attempt to survive.
- f. Increase damage a bit, but make all damage return to be and magnetic bomb explosion, i.e. aoe damage.
Solar Barrage - another good change but also actually only half-way change. Change differentiated it from Impusle but didn't granted any utility for making this morph independent and that why it should grant more treatments to make it usefull for juggernauts:
I see such ways:
1. Remove Empower buff. Unlike old Barrage and default skill/another morph, current Barrage became AoE DoT that can't be self-empowered, making this buff irrelevant. Those minority of of templar skills that can be empowered simply won't be casted after Barrage, but have to be used before. So we can remove it and it will keep skill as DoT. And that will allow to have it any of other treatments:
A. Remove cast time - we don't even need to theorycraft about this change coz we already have almost exact same skill with long history - Detonation. Once Proximity had to be casted skill with cast time that was removed simply coz it couldn't fulfill its purpose of melee explosion "standing there in interruptable cast and then run to enemies for melee range" simple not worked coz enemies were aleady aware of what is coming; so range morph is cast time with unlimited amount of targets, melee without cast time. It exact same mechanic as Templar Flare works - range morph with high damage, self-empower, and AoE major debuff, so Barrage could be melee DoT without cast time, empower that not working. Bombplars unite
B. Another treatment - and I prefer it more coz it will grant more utility and will be familiar with Templar "channeling" theme keep it as 1sec cast time but solidify it with another morph and allow it to apply Major Defile for 4-5 sec on targets that hitted. It will transform it into frontline aoe skill that will debuff enemies, while Dark Flare will be remained as backline range high damage support skill. Cast time in this case will be drawback that wont allow juggernauts to simply reapply skill while being focused by enemies, but have to LosIng, using shield ult to reapply it, and 1sec cast time that not decreasing speed is not a insane drawback, Dark Deal as example. Also Templar survivability is based on healings but he can't pressure other classes/builds that built same way.
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And regarding some other small changes:
1. Focus - let it have it bonuses from morphs (mana restore/vitality,protection) to be char based, not ground; keep armor buff ground-based. It will allow Templar to stop recasting Focus every 10 meters when kiting just to make it work, it will make them less turtles, coz even now when you fight in small area fights you have to spam it to have effect. There once was bug when additional effects was attached to caster and I think everyone could agree that it was making this skill much better.
2. Rite of Passage - since dk got huge buff for their Shifting Standart, we should get buff to our useless ults too. In this case I propose idea of Practiced Incantation morph change - make it cast only Templar/cast templar and 1 ally in 8 meters, grant it CC immunity for 8sec, but no longer disable caster. It will make ultimate to work for solo/duo Templars, morph will loose all(almost) group utility but in exchange will work for caster himself and will allow to actively participate in combat. Also it will stop granting armor buff from Light Weaver that equal to major protection buff, i.e. reduce default tankiness in exchange. Keep current bright sun light effect so it will be visible for both caster and enmemies that he is under its effect.
3. Restoring Spirit - to help tempalrs with tankiness make it to reduce all costs for 4% not only resources. Same as Alteration set works.
4. Sweep ultimate - make it scale from highest resource so both magplars/stamplars would have use of it.
4. Empowering Sweep ultimate - make it apply major protection buff instead of current scaling, it will make it 11% stronger in 1v1 but 9% weaker in it max spike effectiveness. Also it will no longer stack with same buff from other sources and grant too much reduction. Rename it to Empowered Sweep.
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@Wrobel
Sorry but i disagree with the eclipse presentation. It's going to be just as strong as the current, except to everyone not just magicka, but only to bad players now. As soon as a good player gets hit with this they will cc break and you'll now be screwing up your stun or your allies cc options. You're right in saying its an option in 1v1 vs perma blockers and will force stam drain, but that's something that should be addressed itself. In opened world, all you'll do to a perma blocker is make them immune to a real cc that drops block. Stamina management isn't any issue for good perma blockers in a 1v1 if built right anyway.
It'll be good for the 1 or 2 seconds to stop someone's combo, just like the current eclipse, but now i don't get my cc combo bc they will cc break while I'm recovering. When i do use it i always cc right before the effect ends to get the most out of the skill. The ability to cc break destroys that. Bad change.
Sure it works against a lot more, but no good player is going to sit there hitting themselves for 5 seconds... be real. Sure it would great against npcs, but they are as dumb as it gets.
Just to add to your last sentence, it only works against trash NPC's. Anything 1 pip or higher are immune to it. Why would anyone on the PvE side ever use this 5 second single target skill on an NPC that will probably be dead in less than 5 seconds?
And where it could have some use (6k every 2 seconds is a pretty good DoT, most mobs attack ~ once every 2 seconds) you can't use it since the mob will be immune!
I should marry unstable core with how many times I'm talking about it lol. But even on live, UC could tag one or two trash mobs plus the boss and that DMG will hit them all. Mine hits for over 10k in pve and crits for more letting me fill in with jabs while using other spells for boss fights.
But I don't raid.
Can we change repentance to make this skill useful for more than 1 templer in a grp? Who should use it the healer or the stam dd or maybe the second stam templer?
I don't agree with everything @Cinbri said BUT I think he's on the right track with suggesting Eclipse be split into 2 separate effects/debuffs, such that it is always meaningful to cast and useful in PvE boss encounters. With that in mind, here's another suggestion for the (base) spell:
The first effect is the soft CC which deals damage each time the enemy initiates a direct damage attack. It can be cleansed or broken free and obviously does not get applied to CC-immune targets or bosses.
The second effect is the time bomb - this goes through block/dodge like current and remains applied after the enemy breaks free but can be purged. It always gets applied on cast. I suggest adding Minor Maim (-15% damage) to this portion.
Just like on Live, Total Dark adds a small heal per proc on the first effect and Unstable Core increases the damage of the second effect.