dodgehopper_ESO wrote: »Pain points
Healing ritual cost too much for having such a small ranged instant heal. If a heal is gonna be that expensive it needs to do more than a 1 time instant heal. Thank god the cast time is gone but the skill really needs to be a HoT.
Radiant aura cost too much for what it does. The minor magicka steal can only occur once per second so having it attach to multiple targets is not much of an upgrade. Cost 3510 magicka and last 15 seconds. 15 × 300 = 4500. So if used on along enough fight you gain 1000 magicka. Its not worth using on trash mobs because most mobs are dead before you recover the cost of the skill. On long boss fight its not as cost effective as a Elemental drain. Ele drain is free to cast and lasts longer (21 seconds). 21 x 300= 6300 magicka. This skill and repentance needs to just be a passive. 10% on all recovery and if an enemy dies if your rune/ritual you recover x amount of mag/stam, depending on which 1 is your biggest pool.
passives are still a pain point. We have 3 passives that should just be part of the base skill.
1.Enduring rays-adds 2 seconds onto a few weaker abilities (nova/sunfire/eclipse)
2.restoring spirit- reduces cost of all abilities and ultimate by 4%
3.light weaver- really small buffs to restoring aura, healing ritual and praticed incarnation.
These passives need to just be part of the base skill. Its not like vampires bane is cheaper or does anymore dps than other comparable abilities, yet it is specifically getting buffed by 2 passives in enduring rays and restoring spirit. You cant stack cost redution with food or armor sets. 4% cost reduction on a 3k skill means i saved a whopping 120 magicka. Templars need passives that they can stack with. This will allow more armor sets to be viable with them.
Javelin needs to pull enemies into templars. Obviously range is gonna have to be adjusted.
Blazing shield is still a pain point. Battle spirit effects it twice. You need to completely build around it.
If they want us to reduce the cost of skills that is fine, but it should be a greater number across the board. Restoring Spirit you realize effects out of class skills in much the way it does for classes like Sorcerer... Be careful what you wish for you might actually end up nerfing us in a way that you do not realize. Our skill costs are already generally high making this passive garbage for the most part but at least the out of class skills get the benefit. This is one area where they could probably improve us by raising Restoring spirit to a more respectable number.
Yep 4% is not much. Lets say an ultimate cost 200, 4% of that is 8. Yeah thats not much. Lets say a skill cost 3k, well 4% of that is 120. Again not much. Atleast recovery can stack with sets.
One thing i hate about Radian Oppression is that u cannot light attack - dodge or block without interrupting it unlike with every other execute where u can do everything i mention. (Btw u only use 1 hand to cast radian so i don't understand why u can't use ur other hand to light attack)
Piercing javeling does poor dmg and cost alot compare to some other abilities like crushing shock that do more than it can do.
dodgehopper_ESO wrote: »Pain points
Healing ritual cost too much for having such a small ranged instant heal. If a heal is gonna be that expensive it needs to do more than a 1 time instant heal. Thank god the cast time is gone but the skill really needs to be a HoT.
Radiant aura cost too much for what it does. The minor magicka steal can only occur once per second so having it attach to multiple targets is not much of an upgrade. Cost 3510 magicka and last 15 seconds. 15 × 300 = 4500. So if used on along enough fight you gain 1000 magicka. Its not worth using on trash mobs because most mobs are dead before you recover the cost of the skill. On long boss fight its not as cost effective as a Elemental drain. Ele drain is free to cast and lasts longer (21 seconds). 21 x 300= 6300 magicka. This skill and repentance needs to just be a passive. 10% on all recovery and if an enemy dies if your rune/ritual you recover x amount of mag/stam, depending on which 1 is your biggest pool.
passives are still a pain point. We have 3 passives that should just be part of the base skill.
1.Enduring rays-adds 2 seconds onto a few weaker abilities (nova/sunfire/eclipse)
2.restoring spirit- reduces cost of all abilities and ultimate by 4%
3.light weaver- really small buffs to restoring aura, healing ritual and praticed incarnation.
These passives need to just be part of the base skill. Its not like vampires bane is cheaper or does anymore dps than other comparable abilities, yet it is specifically getting buffed by 2 passives in enduring rays and restoring spirit. You cant stack cost redution with food or armor sets. 4% cost reduction on a 3k skill means i saved a whopping 120 magicka. Templars need passives that they can stack with. This will allow more armor sets to be viable with them.
Javelin needs to pull enemies into templars. Obviously range is gonna have to be adjusted.
Blazing shield is still a pain point. Battle spirit effects it twice. You need to completely build around it.
If they want us to reduce the cost of skills that is fine, but it should be a greater number across the board. Restoring Spirit you realize effects out of class skills in much the way it does for classes like Sorcerer... Be careful what you wish for you might actually end up nerfing us in a way that you do not realize. Our skill costs are already generally high making this passive garbage for the most part but at least the out of class skills get the benefit. This is one area where they could probably improve us by raising Restoring spirit to a more respectable number.
VierulSquirrel wrote: »
2. I know you are changing the dark flare and solar barrage, however i feel like these should both be range abilities. one with a cast time and applies defile/snare. while barrage is range and instant cast.
.
I feel dark flare should be as is , barrage should be like multiple versions of dark flare say 4 or 5 balls of fire each one doing progressively more damage both still with a cast time
Interresting thoughts, but then it would be like flmaes of oblivion...a bit.
Darkmage1337 wrote: »Ok guys, i know the meeting already is in the past and we all are waiting to see, what is coming with the next PTS. Therefore i will post here once more, what was talked about at the meeting regarding templars.
Templars:
- Offensive skills are too awkward/impractical/just not very good. Solar Barrage cast time ruins flows of nice DPS rotation. Radiant Destruction execute is a DPS loss. Sweeps channel is long, doesn’t make some DPS rotations, hard to hit targets in PVP.
- Poor stamina management. Makes tanking hard. Makes a long DPS rotation against bosses unsustainable.
- Repentance needs actual corpses and an enemy not to repent them first. Causes arguments with allies in Teamspeak who gets to use the skill.
- Rune Focus and more generally the “House.” Having to cast and recast an armor buff that doesn’t actually do anything exciting every 8 seconds is frustrating. “House” is too hard to manage because mechanics in PvP and PvE compel movement and healing nerfs make “stand your ground” unmanageable.
- Radial Sweep ultimate. Both morphs. Just not very good. Range is too short, damage is too low, often misses, other non-class ultimates are better/more versatile.
- Only class without a pro-active/preventative defense (no more blinding flashes, no reflect, no non-health scaling shields, etc.) has led to PvP archetype nobody like: the “Healbot” who holds block with sword and shield and hits Breath of Life
- Templar CC is seen as lacking and no AoE root make tanking hard and slow class feel slower
Shards not CCing still a sore spot
Eclipse CCs enemies without CCing them; ability can sometimes feel worthless vs experienced players
- There is a feeling that a lot of Templar passives are situational, restrictive, or weak.
I now want to hear if you agree with most of the points mentioned above. If not, please go ahead and state your two pain points as before. This may help me and the other reps to keep track of what is a problem in your point of view. We may see some changes with the next pts, so this also will help to distinguish between adressed pain points by the devs and the ones still in the game even after the changes.
#MakeJesusGreatAgain
Beam. Jesus Beam.
Joking aside, yes, Radiant Destruction is a MAJOR DPS loss. It wasn't nerfed to the ground, it was nerfed to hell. It needs to return to its almost-former-glory status.
Dark Flare needs its casting time reduced or completely removed and made into a proper ranged spammable (like every other class has). Otherwise, it' is just another DPS loss.
Rune Focus's Major Ward & Major Resolve buffs need to apply and stick to your actual character, not the rune on the ground. Also, any allies that walk over or onto the rune should get the Major Ward/Resolve buff, as well. Warden's Frost Cloak for Major Ward/Resolve is already ranged AoE and OP, in comparison, and their buff lasts so much longer.
Radial Sweep animation still misses its target(s) 99% of the time. The skill is useless! It definitely needs a range/radius increase as well as some re-coding done to it to make the animation go off better and actually hit everything around you, and whatever it is you are actually targeting.
Nova costs way too much ulti to use, and the synergy activation-range needs to be greatly expanded, as well.
Remembrance/Practiced Incantation Ulti needs its healing-speed/animation sped up, and/or heal for more. (E.g. You should not be able to die so easily when using this Ulti ability, especially since you CC yourself via channeling and cannot move or deal damage!)
Blazing Shield does not last long enough for the little amount of damage that it blocks (compared to Spiked Bone Shield, MagSorc shields, etc!), especially since Blazing Shield was also nerfed to hell. Either reduce its cost to greatly reflected the nerfed shield, or return the shield back to its former glory of BlazePlar.
Don't even get me started on Eclipse. I never ever even both to use this ability. It needs to be thrown out and replaced with something else entirely. Or, remove the orb animation so players don't know that they are being CC'd by Eclipse, lol. That might work.
The Templar class skill line passives need a major update/overhaul to reflect the above suggested changes. I could go into more detail, but I'm not currently logged in to read and list each passive, and they have been discussed quite a bit in the Discord channels and elsewhere.
I could go on forever, but The House is dead. Mobility is Meta.
TL;DR:
#MakeJesusBeamGreatAgain
#MakeBlazingShieldGreatAgain
#MakeBreathOfLifeGreatAgain
#MakeBitingJabsGreatAgain
#MakeRepentanceGreatAgain
#MakeShardsGreatAgain
#MakeTemplarGreatAgain
Everything @ZOS_Wrobel nerfed. Un-nerf it! It is almost as simple as that.
Even if all of the #Nerfs were reverted, Templar would *maybe* be on par in current performance with other classes. The Templar 'class' has been a long-running ESO joke for far too long. Yet I still main it.
The Dawn-Bringer, AD High Elf Magplar (Healer/DPS) & The Moonlit-Knight, EP Imperial Tankplar (Tank), have been my main 2 PvE & PvP characters since ESO launched 4 years & 3 months ago. However, they both pale in comparison to the DPS and Tankiness of Shield-stacking MagSorcs, such as The Dark-Mage, my EP Dark Elf MagSorc.
I miss my OPplar.
This man/female has experince with Templar. Fix all of those.
I just want to play something else than Mister Stab stab-stabbity-stab and still benefit from being a Templar.
1. There is no way of gaining any sort of damage mitigation in the middle of combat. Nightblades have their shadow passive, Dragon Knights and Sorcerers have an AOE tied to their armor buff, and Wardens have self healing built into most of their abilities and get extra armor just for slotting ice abilities. The change to rune focus will not help this, because only tanks are going to use it in the first place. Empowering sweep's mitigation only lasts a few seconds and is tied to an ult, so it's very difficult to make use of it.
2. Templars have incredibly poor sustain all around, largely due to the fact that their abilities have to be spammed and cost so much.
One other thing that bugs me is the fact that Eclipse can be broken out of, giving the victim immunity to stuns basically for free while also disabling my only way to counterattack and cheaply heal mid-combat. Why can't people break out of Nightblade's mark, or gain CC immunity after rolling out of DK's claws?
And whoever in their right mind would use the Blazing Spear ultimate over Dawnbreaker? The only reason you would, is if you do not have Dawnbreaker yet. But once you do get i, tthen you will forget the fact that the skill tree even has an ultimate ability. It is that bad. It never hits, has a *** range and once again, unless it procs Burning light, it will be embarassingly weak..
.
Also people who dodge out of talons gain root immunity...
False. I will vouch 100% this is BS and does not work as intended. I was just in a duel and was permanently snared the entire duel. Dodgeroll out, snare. Dodgeroll out, snare. Now I am out of stamina. Between this broken mechanic and CC/Immobilize immunity not working is pitiful, at best.
Also, dueled same person 3 times with same results.
Jabbs_Giggity wrote: »Also people who dodge out of talons gain root immunity...
False. I will vouch 100% this is BS and does not work as intended. I was just in a duel and was permanently snared the entire duel. Dodgeroll out, snare. Dodgeroll out, snare. Now I am out of stamina. Between this broken mechanic and CC/Immobilize immunity not working is pitiful, at best.
Also, dueled same person 3 times with same results.
And whoever in their right mind would use the Blazing Spear ultimate over Dawnbreaker? The only reason you would, is if you do not have Dawnbreaker yet. But once you do get i, tthen you will forget the fact that the skill tree even has an ultimate ability. It is that bad. It never hits, has a *** range and once again, unless it procs Burning light, it will be embarassingly weak..
.
I don't have dawnbreaker yet on my stamplar, soo, what do I use? Yeh, the 2 handed ulti. Lol.
Hey @Joy_Division and @Checkmath, just wondering if it's on your radar to ask the devs if they are aware of the Dark Flare > dodge interaction which may include a bug.
When casting Dark Flare if the target dodges at any time during the channel or the projectile travel, the attack will miss (even if the roll completes before the projectile fires lol). This greatly reduces the viability of an otherwise very nice skill.
Snipe however has a much smaller window where the projectile can be dodged. Essentially the roll has to start during the projectile travel. Snipe is super duper reliable in how it can be timed vs rollers. It's perfect IMO, I would love to see Dark Flare updated to match.
How do you feel about those coming changes?
wrobel already gave everyone a sneakpeak into templar changes on the next pts patch in the last live stream. The changes are the following: execute damage bonus from radiant destruction increased from 400% to 480%, also rune focus gets its duration increased to 20 seconds and the costs will be reverted to the ones from life (resulting in 10 more regen ticks on the channeled focus morph). How do you feel about those coming changes?
wrobel already gave everyone a sneakpeak into templar changes on the next pts patch in the last live stream. The changes are the following: execute damage bonus from radiant destruction increased from 400% to 480%, also rune focus gets its duration increased to 20 seconds and the costs will be reverted to the ones from life (resulting in 10 more regen ticks on the channeled focus morph). How do you feel about those coming changes?
1. There is no way of gaining any sort of damage mitigation in the middle of combat. Nightblades have their shadow passive, Dragon Knights and Sorcerers have an AOE tied to their armor buff, and Wardens have self healing built into most of their abilities and get extra armor just for slotting ice abilities. The change to rune focus will not help this, because only tanks are going to use it in the first place. Empowering sweep's mitigation only lasts a few seconds and is tied to an ult, so it's very difficult to make use of it.
2. Templars have incredibly poor sustain all around, largely due to the fact that their abilities have to be spammed and cost so much.
One other thing that bugs me is the fact that Eclipse can be broken out of, giving the victim immunity to stuns basically for free while also disabling my only way to counterattack and cheaply heal mid-combat. Why can't people break out of Nightblade's mark, or gain CC immunity after rolling out of DK's claws?