@Checkmath one thing I’m pretty concerned about that I haven’t seen anyone mention is the nerf to melee weapon attack range. Next patch, melee light and heavy attacks are going to have half the range of Jabs/Sweeps. I’m afraid this is (a) going to be a big nerf (since it means I can no longer apply damage to, say, a nightblade while staying out of Incap/Surprise Attack range without sacrificing all of my weave damage), and (b) going to make templar feel pretty clunky, since Jabs/Sweeps will now effectively be neither a ranged attack nor a melee attack (if our index for melee attacks is melee light attack weave range).
I don’t know what to do about this, but I’m fairly certain it’s going to be a big nerf.
@Checkmath one thing I’m pretty concerned about that I haven’t seen anyone mention is the nerf to melee weapon attack range. Next patch, melee light and heavy attacks are going to have half the range of Jabs/Sweeps. I’m afraid this is (a) going to be a big nerf (since it means I can no longer apply damage to, say, a nightblade while staying out of Incap/Surprise Attack range without sacrificing all of my weave damage), and (b) going to make templar feel pretty clunky, since Jabs/Sweeps will now effectively be neither a ranged attack nor a melee attack (if our index for melee attacks is melee light attack weave range).
I don’t know what to do about this, but I’m fairly certain it’s going to be a big nerf.
@casparian
melee weapon attacks match now the range of some weapon skills like dizzying swing or flurry, which is 7 meters. meanwhile some of the weapon skills like rending slashes or reverse slice and also all sword and shield skills have only a range of 5 meters. also incap has a range of 5 meters (also suprise attack and assasins blade), meanwhile jabs has 8 meters range. so you should still be able to heavy attack enemies, when they are not yet in range for their skills.
Guys is this all feedback you got? Everything covered with the last meeting notes? I hardly can believe that.
Anyway once again, give me your feedback, just maybe for a while ignore jesus beam (gets buffed), rune focus (gets somehow buffed), solar barrage (buff and nerf), magplar dps capablities (comes with update 20) and stamplar sustain/support (also comes with update 20). I really want to hear about every other concern/problem you have with the class.
Guys is this all feedback you got? Everything covered with the last meeting notes? I hardly can believe that.
Anyway once again, give me your feedback, just maybe for a while ignore jesus beam (gets buffed), rune focus (gets somehow buffed), solar barrage (buff and nerf), magplar dps capablities (comes with update 20) and stamplar sustain/support (also comes with update 20). I really want to hear about every other concern/problem you have with the class.
There is one thing that has been bugging me, and that's the Spear Wall passive - increase the amount of dmg you can block against melee attacks by 15%. If you ask most Magplars, I think their defensive bar is pretty much set with Rushed Ceremony, Cleansing Ritual, and Channeled Focus. The other two slots will likely be Mist, Entropy, Sun Fire, etc. But what they won't be is a skill from the Aedric Spear line. So we are often missing out on that passive because the defensive bar is where we are more likely to block.
There was a time when Templars would slot Spear Shards or Sun Shield, thus benefiting from that passive. But with the stun removal from Spear Shards, that skill has lost its luster. And Sun Shield isn't really potent being tied to health.
It just feels strange to me that we have a "block passive" that's pretty much tied to an offensive spell tree. If you moved that passive to the Restoring Light tree, I think just about every Templar would benefit from the passive. Just my thoughts.
Welcome for anyone else to jump in with their thoughts, too
dodgehopper_ESO wrote: »Guys is this all feedback you got? Everything covered with the last meeting notes? I hardly can believe that.
Anyway once again, give me your feedback, just maybe for a while ignore jesus beam (gets buffed), rune focus (gets somehow buffed), solar barrage (buff and nerf), magplar dps capablities (comes with update 20) and stamplar sustain/support (also comes with update 20). I really want to hear about every other concern/problem you have with the class.
There is one thing that has been bugging me, and that's the Spear Wall passive - increase the amount of dmg you can block against melee attacks by 15%. If you ask most Magplars, I think their defensive bar is pretty much set with Rushed Ceremony, Cleansing Ritual, and Channeled Focus. The other two slots will likely be Mist, Entropy, Sun Fire, etc. But what they won't be is a skill from the Aedric Spear line. So we are often missing out on that passive because the defensive bar is where we are more likely to block.
There was a time when Templars would slot Spear Shards or Sun Shield, thus benefiting from that passive. But with the stun removal from Spear Shards, that skill has lost its luster. And Sun Shield isn't really potent being tied to health.
It just feels strange to me that we have a "block passive" that's pretty much tied to an offensive spell tree. If you moved that passive to the Restoring Light tree, I think just about every Templar would benefit from the passive. Just my thoughts.
Welcome for anyone else to jump in with their thoughts, too
The problem with Sun Shield is -not- related to it being based on Health. In my view all shields should be based on health. The block passive should be a straight up passive, but like most Templar passives its horseshit garbage and I'm doing my very best to speak more vehemently nasty about it. After 4 years I think I have a reason to be angry. Its a seething level of anger that has built for years. Get your *** together ZOS and fix this piece of *** class.
By the way Aedric spear is more the Tank Tree. Because of this the passive makes sense they just need to get their head out of their backside and fix the passives so they're useful, and maybe make the skills functional too.
dodgehopper_ESO wrote: »Guys is this all feedback you got? Everything covered with the last meeting notes? I hardly can believe that.
Anyway once again, give me your feedback, just maybe for a while ignore jesus beam (gets buffed), rune focus (gets somehow buffed), solar barrage (buff and nerf), magplar dps capablities (comes with update 20) and stamplar sustain/support (also comes with update 20). I really want to hear about every other concern/problem you have with the class.
There is one thing that has been bugging me, and that's the Spear Wall passive - increase the amount of dmg you can block against melee attacks by 15%. If you ask most Magplars, I think their defensive bar is pretty much set with Rushed Ceremony, Cleansing Ritual, and Channeled Focus. The other two slots will likely be Mist, Entropy, Sun Fire, etc. But what they won't be is a skill from the Aedric Spear line. So we are often missing out on that passive because the defensive bar is where we are more likely to block.
There was a time when Templars would slot Spear Shards or Sun Shield, thus benefiting from that passive. But with the stun removal from Spear Shards, that skill has lost its luster. And Sun Shield isn't really potent being tied to health.
It just feels strange to me that we have a "block passive" that's pretty much tied to an offensive spell tree. If you moved that passive to the Restoring Light tree, I think just about every Templar would benefit from the passive. Just my thoughts.
Welcome for anyone else to jump in with their thoughts, too
The problem with Sun Shield is -not- related to it being based on Health. In my view all shields should be based on health. The block passive should be a straight up passive, but like most Templar passives its horseshit garbage and I'm doing my very best to speak more vehemently nasty about it. After 4 years I think I have a reason to be angry. Its a seething level of anger that has built for years. Get your *** together ZOS and fix this piece of *** class.
By the way Aedric spear is more the Tank Tree. Because of this the passive makes sense they just need to get their head out of their backside and fix the passives so they're useful, and maybe make the skills functional too.
But it’s not really a tank tree apart from Sun Shield and one Ulti morph, even if tank tree is what they had in mind at the beginning.
Guys is this all feedback you got? Everything covered with the last meeting notes? I hardly can believe that.
Anyway once again, give me your feedback, just maybe for a while ignore jesus beam (gets buffed), rune focus (gets somehow buffed), solar barrage (buff and nerf), magplar dps capablities (comes with update 20) and stamplar sustain/support (also comes with update 20). I really want to hear about every other concern/problem you have with the class.
It's hard to give more feedback if we haven't had a chance to digest the PTS changes in a LIVE setting.
Here are still my 2 pain points:
- sustain, outside of sustain sets is "eh"
- defense, outside of defense sets is "eh"
I usually have to find a set to handle both of these at once, whereas a NB can afford to select or or the other.
iv'e thought about it, but what about a stamplar execute? stamplar has a lack of skills anyway, so much so that this is the only class where i have basically 3 free slots, where i can put stuff to provide buffs, instead of abilityes to actually use
Thanks for keeping it going @Checkmath. It's hard for me to state vague pain points without offering an appropriate suggestion. So instead I'll just give a taste of what the next patch notes would look like if I were the guy making the decisions and hopefully the thought behind these are obvious:
Sun Shield
All morphs now scale on max magicka or max heatlh, whichever is greater. Damage radius increased from 5 meters to 6 meters.
Radiant Ward
Current morph effects moved into the base morph. This morph's added effect now grants Major Evasion ONLY while the shield is active.
Piercing Spear (passive)
Now also increases damage done by 10% to enemies with a damage shield while an Aedric Spear ability is slotted.
Spear Wall (passive)
No longer requires an Aedric Spear skill to be slotted (always active)
Eclipse (all morphs)
Reduced the proc damage (and healing) by 50% for all morphs but this skill no longer interacts with CC immunity, meaning that it stays active for its entire duration. Slightly toned down the visual effects to compensate.
Backlash (all morphs)
Increased the caster’s stored damage to 33% and reduced the stored value from all non-caster damage sources to 10%.
Radiant Destruction (all morphs)
Changed the cost of this ability to channel with the damage. The current cost is divided over the current number of damage ticks.
Ritual of Retribution
No longer purges any generic debuffs, but now provides complete root/snare immunity while standing in the circle and for 2 seconds after leaving. Damage and healing components now occur every 1 second (same values as live but twice as often). [Whose house? MY HOUSE!!1]
Thanks for keeping it going @Checkmath. It's hard for me to state vague pain points without offering an appropriate suggestion. So instead I'll just give a taste of what the next patch notes would look like if I were the guy making the decisions and hopefully the thought behind these are obvious:
Sun Shield
All morphs now scale on max magicka or max heatlh, whichever is greater. Damage radius increased from 5 meters to 6 meters.
Radiant Ward
Current morph effects moved into the base morph. This morph's added effect now grants Major Evasion ONLY while the shield is active.
Piercing Spear (passive)
Now also increases damage done by 10% to enemies with a damage shield while an Aedric Spear ability is slotted.
Spear Wall (passive)
No longer requires an Aedric Spear skill to be slotted (always active)
Eclipse (all morphs)
Reduced the proc damage (and healing) by 50% for all morphs but this skill no longer interacts with CC immunity, meaning that it stays active for its entire duration. Slightly toned down the visual effects to compensate.
Backlash (all morphs)
Increased the caster’s stored damage to 33% and reduced the stored value from all non-caster damage sources to 10%.
Radiant Destruction (all morphs)
Changed the cost of this ability to channel with the damage. The current cost is divided over the current number of damage ticks.
Ritual of Retribution
No longer purges any generic debuffs, but now provides complete root/snare immunity while standing in the circle and for 2 seconds after leaving. Damage and healing components now occur every 1 second (same values as live but twice as often). [Whose house? MY HOUSE!!1]
So if you were in charge, Templar would be disgustingly overpowered. Got it lol.
SidewalkChalk5 wrote: »@Checkmath I hate to simply copy/paste my previous post, but since you're asking for a new round of feedback I'll do so with some edits.
Aedric Spear
Empowering Sweep: needs a buff to compete with superior options like Dawnbreaker, Soul Assault, and Meteor
Spear Shards: consolidate both current effects into one and create a new AOE root morph for tanks
Aurora Javelin: magicka morph should pull instead of knock back (leave it unmorphed if you prefer the knockback)
Sun Shield: needs a magicka-scaling morph with Major Expedition!!! (Also, why tf is this in the spear-themed skill line and not the sun/fire themed skill line? Swap it with Eclipse and change Eclipse as described below!)
Burning Light: the randomness and cooldown limit the usefulness of this passive. Possible fixes: (1) switch to a per-target cooldown once per second, trading single target damage for more AOE damage, (2) remove the randomness, making it proc 100% of the time with a one second cooldown. This would directly buff underperforming abilities like Aurora Javelin. (3) change the passive to +4/8% Magic Damage
Balanced Warrior: is not "balanced". Should give +2/4% damage done and +2/4% damage taken mitigation for both stamina and magicka characters to earn the name
Dawn's Wrath
Sun Fire: replace Major Prophecy with Minor Force. Increase duration by 1 sec to fit a full DPS rotation. The single target morph should deal more damage (instead of lasting longer) because most of the extra duration is wasted in a proper 8 sec DPS rotation.
Eclipse: too many problems with this ability. Switch it with Sun Shield and completely rework it into a new spear-themed thorns ability.
Solar Barrage: un-nerf the damage! Seriously, Templars are already severely underperforming in DPS. Nerfing the damage by 40% was excessive
Restoring Light
Breath of Life: still waaay over-nerfed from last patch. The Sorc Twilight is a superior heal and there is absolutely no justification for BoL to be so over-nerfed. Honor the Dead should remain single-target and give a cost discount, while BoL should be redesigned to heal for 33% less, but always hit self and up to two allies (healing all 3 targets for the same reduced amount).
Healing Ritual: reduce the cost and make Hasty Prayer an AOE healing aura HOT
Okay since I was confused before, here's another round of feedback.
Other than magplar's insufficient damage and stamplar's insufficient sustain (which are getting addressed in U20), I have one main gripe with the class: we have purely reactive defenses that don't reset the fight.
Reactive defenses only work well when they allow you to start over. Don't like that someone just Dawnbreakered you into execute range? A nightblade can react by shade-porting away and cloaking until they heal back up. DKs can turn the fight 180 degrees by casting a hard-hitting ult that also heals them and grants them a powerful damage shield. Etc. Magplar's only defenses -- healing and purging -- don't do anything at all to prevent exactly the same problems that forced us to heal and purge from being reapplied immediately. Another way to put this is that good reactive defenses open up a window for you to do something other than keep reacting (i.e., go back on the offensive, escape, etc.).
On the other hand, we don't have any proactive defenses. If I know I'm about to be Rune Caged and Meteored, I can't cast Extended Ritual in order to protect myself from what's coming. Sun Shield used to play this role, but it's now ineffective. Empowering Sweep is technically a proactive defense, since it grants a nice damage reduction buff. But it only works against opponents who are stationary and whose character model is very nearly touching yours. Its hitbox or something is just awful, making this skill super unreliable against moving targets, i.e. everyone whom you actually need to defend yourself from.
The exception to all this is Total Dark -- you can cast this proactively if you expect some burst is about to happen, and you can cast it reactively in a way that allows you go back on the offensive immediately, knowing that you're going to be healed back up even though you're not casting your heal. The problem is that this skill (a) is unreliable, and (b) grants CC immunity without CCing. Imagine if every time sorcs applied a damage shield their opponent got free CC immunity, or if Nightblades couldn't use Summon Shade if their opponent was CC immune. It's not acceptable that our one sort-of proactive defense that sort-of allows you to reset the fight is limited by the CC immunity timer.
I like Total Dark as-is and think it would be fine for ZOS to leave it. It's a nice risk-and-reward option. But the problem is that that is the closest thing we have to proactive defense. That can't be our only option. We either need a morph of Sun Shield that isn't balanced around the existence of Plague Doctor, a strong HOT, or a new defensive buff attached to an existing skill.
Piercing Spear (passive)
Now also increases damage done by 10% to enemies with a damage shield while an Aedric Spear ability is slotted.