I'm playing magplar again after playing stamplar for a while and I can say that both sides, our sustain tools are poor.
Stamina is near non existent. Only available after a fight and not at all if another templar used the corpse. Magplar we have channeled focus, but 150 barely registers and you have to either be standing in a small circle or recast every 8 seconds. Buff needs to stick or last longer outside the circle.
Restoring aura also winds up with not much help being outclassed by elemental drain due to the cost. Id recommend making it free or 1/3 of what it cost now and then I'd suggest repentance to no longer restore stamina from corpses, but become the stamina steal version of the skill and keep the heal from corpses.
Our stuns and CC are terrible. We are one of 2 out of 5 classes without unblock-able CC. We used to have luminous shards for that. I would like to see javelin not knock people back but rather stagger its target for 2-3 seconds forcing them to drop block.
Our melee spammable is unreliable to land and out DPSed by ranged destro staff spammables. If you have to be in melee, I think there should be reward for the risk of being there. Damage should be raised slightly, enough to outpace a ranged counterpart. The 2 second snare should be applied on the first hit in stead of the last.
I like the idea of having sun shield and morphs scale off health but the percentage is from days past to where it is no longer relevant. When Battle Spirit got raised to 50% off shield strength, it forced it to niche troll builds. Then when some health sets were nerfed in Morrowing (i believe) it pretty much eradicated the use of this. Before either of those things, a Templar house could have been called a thing as people did not want to be on top of the templar. That's long gone. I suggest raise the percentage, and put a cap on it to prevent troll builds
Stamplar used to carry a templar flavor in that it had the best healing with major mending while in extended ritual. That has long since passed and stamplar has become almost completely generic outside of stacking the usually stamina DPS archetype with POTL. We could use some templar flavor brought back into the class. Passives have been terible so maybe something with that?
Ultimates are underwhelming. Restoring Lights ultimates seem outdone by resto staff to me due to the channel. I understand Nova has its uses in PvE and situationally in PvP but its way too expensive IMO to drop stationary and have people just easily move out of its area. . Crescent Sweep and empowering sweep should be swapped on which scales off magicka and stamina and the radius needs increased to 10 meters to match dawn breaker range.
I like how most of the complaints are in regards to PvP...
Nova is good vs Zergs, Empowering Sweep good for self for a chunk of reduced damage incoming that stacks with shields.
PvP is balanced around "I R 9 million!" -- i.e. it's not balanced, so bad thing to try to balance around.I'm playing magplar again after playing stamplar for a while and I can say that both sides, our sustain tools are poor.
Stamina is near non existent. Only available after a fight and not at all if another templar used the corpse. Magplar we have channeled focus, but 150 barely registers and you have to either be standing in a small circle or recast every 8 seconds. Buff needs to stick or last longer outside the circle.
Restoring aura also winds up with not much help being outclassed by elemental drain due to the cost. Id recommend making it free or 1/3 of what it cost now and then I'd suggest repentance to no longer restore stamina from corpses, but become the stamina steal version of the skill and keep the heal from corpses.
Our stuns and CC are terrible. We are one of 2 out of 5 classes without unblock-able CC. We used to have luminous shards for that. I would like to see javelin not knock people back but rather stagger its target for 2-3 seconds forcing them to drop block.
Our melee spammable is unreliable to land and out DPSed by ranged destro staff spammables. If you have to be in melee, I think there should be reward for the risk of being there. Damage should be raised slightly, enough to outpace a ranged counterpart. The 2 second snare should be applied on the first hit in stead of the last.
I like the idea of having sun shield and morphs scale off health but the percentage is from days past to where it is no longer relevant. When Battle Spirit got raised to 50% off shield strength, it forced it to niche troll builds. Then when some health sets were nerfed in Morrowing (i believe) it pretty much eradicated the use of this. Before either of those things, a Templar house could have been called a thing as people did not want to be on top of the templar. That's long gone. I suggest raise the percentage, and put a cap on it to prevent troll builds
Stamplar used to carry a templar flavor in that it had the best healing with major mending while in extended ritual. That has long since passed and stamplar has become almost completely generic outside of stacking the usually stamina DPS archetype with POTL. We could use some templar flavor brought back into the class. Passives have been terible so maybe something with that?
Ultimates are underwhelming. Restoring Lights ultimates seem outdone by resto staff to me due to the channel. I understand Nova has its uses in PvE and situationally in PvP but its way too expensive IMO to drop stationary and have people just easily move out of its area. . Crescent Sweep and empowering sweep should be swapped on which scales off magicka and stamina and the radius needs increased to 10 meters to match dawn breaker range.
Stamina Templar heavy weaves quite well --- so well in fact that if you are stamina starved, maybe it's your rotation, NOT the class?
Channeled Focus gives 120/0.5s --- or equivalent of 480 mag recovery -- and the circle isn't all that small, since weapons have a decent reach, as do spells. Restoring aura gives you the 10% all along with AoE magsteal, so you can steal from multiple targets when dealing with trash mobs instead of having to recast ele-drain EVERY time; Repentance as a stamina steal could be useful.
Our stuns/cc are terrible, agreed there.
Mele spammable unreliable to land -- have you tried moving your toon AND camera at the same time? you can actually spin it around a point, and destro can't spam extra hits from burning light --- pretty fair, though it could use a slight base increase.
Sun shield and morphs DO scale off of health, 37% of your max health --- I literally just finished tanking a run able to happily spam my 14k+ shield every time it dropped.
You want to stop feeling 'generic' on Stamplar? Stop playing generic, consider that there are other options and a lot of lateral moves in the supposed meta. Nova is a bit high, but 30% maim, slow field, and DoT plus burst capability is pretty strong for that cost.
If you switch Crescent and Empowering --- you just end up punishing magplar (where you can spam empowering to be able to melee, and get extra procs off of burning light) in exchange for frontloaded damage...and its cost is incredible low for magplar AND stamplar. Increasing the range on Crescent maybe, but on Empowering? It'd become rather overpowered when properly used.
extra 200 magicka 50 health and 80 stamina every 2 seconds.
For one, this class needs a slight buff, it's underperforming.
Why does this class have abilities that says fire literally in their tooltip, but are magic damage? 2 examples: Radiant and burning light, changing these 2 abilities to fire damage would already improve dps mostly in pve, which is needed.
radiant destruction was overnerfed, noobies in pvp cried about this ability in and it was nerfed, without counting 2 very important facts, it locks you for 3 second in an animation, meaning much less weaves, so it SHOULD deal more damage then other executes, second there is conterplay to this ability and it costs a lot, so you will run out of magicka very fast of you los or interrupt.
Also, this is a more general problem, Why run jabs or swallow souls when i can just run elemental weapon or force pulse? because they do more? Basically the problem is, no incentive to run the class defining abilities, which in my opinion is a problem.
And finally remove the cast time from solar barrage, this skill seems strong, and it could be, but the cast time makes it not worth running, and not a dps increase overall, remove the cast.
Also, for stamina, make channeled focus also restore stamina, stamplar is in dire need of sustain.
1) Because DK does fire damage --- Radiant is LIGHT, not "Fire" --- so it not being fire is fine. Burning Light -- is a bit of a misnomer, but still wouldn't need to be fire -- and no, changing them to fire damage wouldn't necessarily improve dps, it would just give Dunmer a boost to playing as Templar; leave it as general magic damage, and change the damn vamps bane to match instead of being fire damage, as it is the one that is out of place, not the others.
2) Agreed, Radiant Beam was over-nerfed.
3) Why run jabs/sweeps over elemental/force pulse? Because the other skills don't proc Burning Light, which jabs can proc twice (it's why Master-At-Arms works on Templar)
4) Re: Solar Barrage -- agreed, the cast time just makes it too clunky to utilize
For one, this class needs a slight buff, it's underperforming.
Why does this class have abilities that says fire literally in their tooltip, but are magic damage? 2 examples: Radiant and burning light, changing these 2 abilities to fire damage would already improve dps mostly in pve, which is needed.
radiant destruction was overnerfed, noobies in pvp cried about this ability in and it was nerfed, without counting 2 very important facts, it locks you for 3 second in an animation, meaning much less weaves, so it SHOULD deal more damage then other executes, second there is conterplay to this ability and it costs a lot, so you will run out of magicka very fast of you los or interrupt.
Also, this is a more general problem, Why run jabs or swallow souls when i can just run elemental weapon or force pulse? because they do more? Basically the problem is, no incentive to run the class defining abilities, which in my opinion is a problem.
And finally remove the cast time from solar barrage, this skill seems strong, and it could be, but the cast time makes it not worth running, and not a dps increase overall, remove the cast.
Also, for stamina, make channeled focus also restore stamina, stamplar is in dire need of sustain.
1) Because DK does fire damage --- Radiant is LIGHT, not "Fire" --- so it not being fire is fine. Burning Light -- is a bit of a misnomer, but still wouldn't need to be fire -- and no, changing them to fire damage wouldn't necessarily improve dps, it would just give Dunmer a boost to playing as Templar; leave it as general magic damage, and change the damn vamps bane to match instead of being fire damage, as it is the one that is out of place, not the others.
2) Agreed, Radiant Beam was over-nerfed.
3) Why run jabs/sweeps over elemental/force pulse? Because the other skills don't proc Burning Light, which jabs can proc twice (it's why Master-At-Arms works on Templar)
4) Re: Solar Barrage -- agreed, the cast time just makes it too clunky to utilize
Did you read the tooltip?
For radiant its a beam of holy FIRE, and anyway, light and heat are associated, and burning light literally has burning in it, they should be fire damage, it would increase the chance to proc bsw, which is one of the best sets in game, and this in turn would increase templar dps, and it would also be buffed by engulfing flame,and templar needs a buff.
And also, the problem, is that there is no real incentive yo use the class abilities as long as they deal less damage then elemental weapons or force pulse, which is why i brought up that point.
Siliziumdioxid wrote: »few things that come to my mind immediately:
First thing: templar lacks healing besides puncturing sweeps and Hotd/Bol
Example one: Maelstrom Arena (I mean competitive vma, you can beat it naked with a lightningstaff using only one bar):
The goto spammable for vma is without a doubt Forcepulse (ranged + restores magicka + debuffs from asylum + AoE)
possible sources of healing:
puncturing sweeps: which makes me have a pointless skill on my bar since i'm using forcepulse anyway.
honor the dead: another skill that is pointless for everything besides healing however you may replace harness magicka.
extended ritual: same like honor the dead however it is a hot so you don't have to use your shield because of some minor incoming damage.
Compare it to a magblade which can run vma without using a shield by just running refreshing path and siphoning strikes or a magsorc without a shield who uses crit surge and you have one of the reasons why magplars don't perform as well as those two other classes in vma.
Example two:
Light Armor pvp builds:
General problem: due to passives most LA builds have less health and resistances than most heavy armor builds.
Now templars can counter burst damage pretty good (BoL) however this skill is pretty bad against continuously incoming damage.
Let me give you an example a 28k health heavy magplar and a 23k health light magplar are duelling a magblade. This magblade can lets say deal burst damage of around 16k at some given point. So basically the light armor magplar has 7k life where he can go offensive the heavy armor one has 12k life whre he can go offensive. 7k hp is no offensive window for a templar before you really can do anything you have to turtle up again and use breath of life.
It is not that i cannot survive the magblade attacking it is more that it is near to impossible to go offensive against this magblade (except this magblade does not break free after using Total Dark) for the named light armor version.
I would love to see some healing over time been given to a meaningfull skill or passive a templar has.
(Note: i especially think here about a ranged pvp build)
Second: Ritual of Retribution is really bad
This skill does a lot however no situation comes to my mind where you need all those effects. right now it is mainly three separate things:
a worse cleanse than extented ritual (so no use in pvp)
one of the worst healing over time abilities in the game (no real value as a healing morph)
a bad Aoe Dot that barely does more damage than a single force pulse over the duration of twelve seconds
and all that comes at a base cost of 4320
If anyone knows a situation where this skill is good please let me know
Third:
please don't force templars to be melee. In both pve and pvp.
We would like to hear more about the pain points instead of having a discussion in here. This is a small reminder for everyone, that we want short and precise feedbacks in here instead of long discussions. Keep in mind that we reps will read all of this and that we also would like to not have to read hours of discussions without any real content.
We would like to hear more about the pain points instead of having a discussion in here. This is a small reminder for everyone, that we want short and precise feedbacks in here instead of long discussions. Keep in mind that we reps will read all of this and that we also would like to not have to read hours of discussions without any real content.
We got the feedback form for that, where people can hand in precise feedback too. But this thread, as written by Gina, is about everyone posting his two top concerns. If you stick to that, this is very easy for everyone.
the feedback we got so far is very diverse and i would say, that we got as much feedback about magplars as we got about stamplars. atm very serious concerns are about the lack of sustain for stamplars, meanwhile magplars have more problme swith the clunky skills, channels and dps. also a top concern are the passives, which for example are mostly unusable for stamplars. last huge pain point seems to be the defence of templars, especially rune focus was mentioned very often. also a second source of defense mechanic was wished for by many players. most feedback was centered around those points and therefore those are the things we will definitely look at next meeting.
the feedback we got so far is very diverse and i would say, that we got as much feedback about magplars as we got about stamplars. atm very serious concerns are about the lack of sustain for stamplars, meanwhile magplars have more problme swith the clunky skills, channels and dps. also a top concern are the passives, which for example are mostly unusable for stamplars. last huge pain point seems to be the defence of templars, especially rune focus was mentioned very often. also a second source of defense mechanic was wished for by many players. most feedback was centered around those points and therefore those are the things we will definitely look at next meeting.
dodgehopper_ESO wrote: »the feedback we got so far is very diverse and i would say, that we got as much feedback about magplars as we got about stamplars. atm very serious concerns are about the lack of sustain for stamplars, meanwhile magplars have more problme swith the clunky skills, channels and dps. also a top concern are the passives, which for example are mostly unusable for stamplars. last huge pain point seems to be the defence of templars, especially rune focus was mentioned very often. also a second source of defense mechanic was wished for by many players. most feedback was centered around those points and therefore those are the things we will definitely look at next meeting.
I hope that consideration includes more than StamDDPlar and MagDDPlar. There are Tanks as well. Healer is fairly well included in the MagDDPlar distinction so I suppose that goes without saying. The game focuses far too much on damage dealers now as it is in many ways. Lets not keep pushing that forward unless the developers some day offer us a convenient build-swapping mechanic.