Mrsinister2 wrote: »UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr.
magsorcs and DKs would like to challenge that assessment of jabs lol.
I got a 20k tooltip on whip with seething fury up and I'm not running any damage sets
That is partly why i mentioned it lol. The other reason being, catch yourself in talons, and jabs now does 15% less dmg all while you sitting there taking 20k whips lol.
Templar looks great on paper, bad in application once you realize the class has been balanced around healbot.
There are a lot of ways to get maimed, and spamming molten whip will get you nowhere since you can only use that big whip every 4th gcd. Maybe I'm missing something here, but I don't see how an ability that hits hard every 4th gcd is comparable to a spammable ability with no prereqs. Magsorcs don't have a spammable either, so I don't understand why you brought them up. If you're trying to suggest sweep/jabs isn't a good ability, you just need to look at the huge tooltip damage and realize that it now takes 1 second instead of 1.3 seconds to use. Or just go hit a dummy with it. I'm able to weave it nearly as fast as an ability with no channel, and it has nearly double the tooltip of force pulse.
Because jabs, on paper, hits like a truck. Till you come across classes that can:
1) outheal your jabs after mitigation (DK)
2) have superior mobility with ranged burst(Sorc)
3) can root you in place while they LOS around you and clip you with non-channel attacks (DK+Sorc)
4) can dodge roll to the side and outside the jabs range. You might do one tick of damage, but you avoid the snare and potential burning light procs (stam toons)
The list goes on and on. Yes its a strong ability, but doesnt mean templar takes a nerf to something like dark flare or doesn't get its defense looked into because sorc/DK/NB are still functionally miles ahead of templar.
I don't understand how this makes jabs any different than any other ability. All abilites are mitigated based on their initial tooltip damage, nearly all can be dodge rolled, and healing works the same against jabs as any other ability. The point you make with the root is kind of weak considering jabs on it's own has a 70% snare, which is effectively a short root when it comes to positioning yourself against your opponent(s).
Suggesting jabs can be "outhealed after mitigation" isn't any different than saying anything else can be outhealed after mitigation.. Yes, heals replenish someone's health bar after they're damage, and unless jabs somehow provides your opponents with more healing than they would have otherwise, it's.. the same as anything else.
I dueled a stamplar earlier who was executing jabs with an average tick of 1200, and a high of 1800 through a minimum of 30k resists and 2800 impen. His wd was around 5k, and he was using trap so you can include minor force in there too. 1200x4 + light attack is pretty difficult to heal through (that's about 6k damage if you're counting, basically a dawnbreaker), especially when it's coming through every ~1.15s. That isn't including any other procs, dot ticks, burning light, etc. I don't know anyone who can easily outheal that who isn't an actual healer.
1) jabs root is dodgable. If you dodge the last hit, youll still take dmg, but ognore the snare.
2) jabs has less tooltip than whip WITHOUT the light attack you mention. Other benefits of instant cast abilities are that they can be used during block, dont have a weird post GCD weirdness, and are generally larger toolips.
3) reason i say jabs is outhealed, because while you are in a channel, you can't follow up faster with burst. If you dodge cancel vigor, not only will you avoid 2-3 hits of jabs, but that one 1200 hit will have to fight with a 18k vigor tooltip. Even rapid regen is like 600-1200 pending on if it crits.
4) LOL at your fight with a stamplar. He had a 1.9 modifer on your 0.48 resist. 4k times 1.42 = 5680 or 1738 after mit.
You need a better build or to embrace moving to avoid as many of those hits as possible.
Jabs having a lower tooltip than a molten whip that takes three GCDs to buff has absolutely nothing to do with anything because the two abilities are not in any way comparable. One is a spammable ability, the other (to get that tooltip) is only usable every fourth gcd. I don't know why you keep bringing this up. A nightblade bow proc also does a lot of damage, should we compare that to jabs too? What about blastbones, which is usable at most every third gcd?
"You need a better build". I have 30k base resists, over 36k with blood spawn. If your suggestion is that jabs doesn't hit hard when you get over uh.. 36k? I guess 40-45k is what you're suggesting? Then yeah, you'd be right, but every other ability is mitigated by those resists too so I'm having a hard time grasping what your actual point here is.
Tbh a lot of what you're saying doesn't make much sense at all (an ability usable every 4 gcds is better than one with no conditions because it has a slightly higher tooltip? What? lmao) so I think we're done here.
Mrsinister2 wrote: »UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr.
magsorcs and DKs would like to challenge that assessment of jabs lol.
I got a 20k tooltip on whip with seething fury up and I'm not running any damage sets
That is partly why i mentioned it lol. The other reason being, catch yourself in talons, and jabs now does 15% less dmg all while you sitting there taking 20k whips lol.
Templar looks great on paper, bad in application once you realize the class has been balanced around healbot.
There are a lot of ways to get maimed, and spamming molten whip will get you nowhere since you can only use that big whip every 4th gcd. Maybe I'm missing something here, but I don't see how an ability that hits hard every 4th gcd is comparable to a spammable ability with no prereqs. Magsorcs don't have a spammable either, so I don't understand why you brought them up. If you're trying to suggest sweep/jabs isn't a good ability, you just need to look at the huge tooltip damage and realize that it now takes 1 second instead of 1.3 seconds to use. Or just go hit a dummy with it. I'm able to weave it nearly as fast as an ability with no channel, and it has nearly double the tooltip of force pulse.
Because jabs, on paper, hits like a truck. Till you come across classes that can:
1) outheal your jabs after mitigation (DK)
2) have superior mobility with ranged burst(Sorc)
3) can root you in place while they LOS around you and clip you with non-channel attacks (DK+Sorc)
4) can dodge roll to the side and outside the jabs range. You might do one tick of damage, but you avoid the snare and potential burning light procs (stam toons)
The list goes on and on. Yes its a strong ability, but doesnt mean templar takes a nerf to something like dark flare or doesn't get its defense looked into because sorc/DK/NB are still functionally miles ahead of templar.
I don't understand how this makes jabs any different than any other ability. All abilites are mitigated based on their initial tooltip damage, nearly all can be dodge rolled, and healing works the same against jabs as any other ability. The point you make with the root is kind of weak considering jabs on it's own has a 70% snare, which is effectively a short root when it comes to positioning yourself against your opponent(s).
Suggesting jabs can be "outhealed after mitigation" isn't any different than saying anything else can be outhealed after mitigation.. Yes, heals replenish someone's health bar after they're damage, and unless jabs somehow provides your opponents with more healing than they would have otherwise, it's.. the same as anything else.
I dueled a stamplar earlier who was executing jabs with an average tick of 1200, and a high of 1800 through a minimum of 30k resists and 2800 impen. His wd was around 5k, and he was using trap so you can include minor force in there too. 1200x4 + light attack is pretty difficult to heal through (that's about 6k damage if you're counting, basically a dawnbreaker), especially when it's coming through every ~1.15s. That isn't including any other procs, dot ticks, burning light, etc. I don't know anyone who can easily outheal that who isn't an actual healer.
1) jabs root is dodgable. If you dodge the last hit, youll still take dmg, but ognore the snare.
2) jabs has less tooltip than whip WITHOUT the light attack you mention. Other benefits of instant cast abilities are that they can be used during block, dont have a weird post GCD weirdness, and are generally larger toolips.
3) reason i say jabs is outhealed, because while you are in a channel, you can't follow up faster with burst. If you dodge cancel vigor, not only will you avoid 2-3 hits of jabs, but that one 1200 hit will have to fight with a 18k vigor tooltip. Even rapid regen is like 600-1200 pending on if it crits.
4) LOL at your fight with a stamplar. He had a 1.9 modifer on your 0.48 resist. 4k times 1.42 = 5680 or 1738 after mit.
You need a better build or to embrace moving to avoid as many of those hits as possible.
Jabs having a lower tooltip than a molten whip that takes three GCDs to buff has absolutely nothing to do with anything because the two abilities are not in any way comparable. One is a spammable ability, the other (to get that tooltip) is only usable every fourth gcd. I don't know why you keep bringing this up. A nightblade bow proc also does a lot of damage, should we compare that to jabs too? What about blastbones, which is usable at most every third gcd?
"You need a better build". I have 30k base resists, over 36k with blood spawn. If your suggestion is that jabs doesn't hit hard when you get over uh.. 36k? I guess 40-45k is what you're suggesting? Then yeah, you'd be right, but every other ability is mitigated by those resists too so I'm having a hard time grasping what your actual point here is.
Tbh a lot of what you're saying doesn't make much sense at all (an ability usable every 4 gcds is better than one with no conditions because it has a slightly higher tooltip? What? lmao) so I think we're done here.
IDK man. Guess we play different areas of the game. That 21k possible tooltip that's already being used every 3 times, sounds more spamable than you are implying (especially comparing it to NB relentless when it should be compared to SA or jabs). Maybe i misread the PTS forums too, but I swore I saw DKs say they were excited because it was easy to stack up the dmg boost easily.
But go ahead, you do you and roll 2800 CR + 30k resists against a pressure based bleed build and thing jabs is a huge buff lol.
StarOfElyon wrote: »Radiant Aura doesn't seem to be returning magicka enough. I only recently started using it since I decided to swap out one regen enchant for additional - and needed - damage. Here's what I was doing in BG:
I would get in range of opponents and cast RA, and then I'd drop spear shards and cast Solar Barrage. Then I'd start fighting or healing - depends. My teammates would be fighting as well. And I was watching my magicka bar and it seemed like I was not getting any additional magicka regen. I thought with my AOE ticking that would be a sure way to keep the magicka return up but it doesn't seem to be that effective. But I actually ran out of magicka a few times and when I waited for my magicka to restore some, I noticed that it seemed unaffected by the magicka steal on my opponents even as my team fought. I wonder if I'm alone in this.
I'll give it another night of testing. By the way, I'm on Xbox one NA. Not using the version of RA on pc now.
StarOfElyon wrote: »I know. I'm not seeing a big difference. Is it true that you receive 300 per enemy or is it just a flat 300 a second?
UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr.
UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr...
...If you're trying to suggest sweep/jabs isn't a good ability, you just need to look at the huge tooltip damage and realize that it now takes 1 second instead of 1.3 seconds to use. Or just go hit a dummy with it. I'm able to weave it nearly as fast as an ability with no channel, and it has nearly double the tooltip of force pulse.
ecru wrote:I don't understand how this makes jabs any different than any other ability.
ecru wrote:The point you make with the root is kind of weak considering jabs on it's own has a 70% snare
Joy_Division wrote: »UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr...
...If you're trying to suggest sweep/jabs isn't a good ability, you just need to look at the huge tooltip damage and realize that it now takes 1 second instead of 1.3 seconds to use. Or just go hit a dummy with it. I'm able to weave it nearly as fast as an ability with no channel, and it has nearly double the tooltip of force pulse.
Stop right now, go to a target dummy, and do as you claim here and you will see that you are wrong. Or, since I suspect you don;t even have a templar, don't: I did it for you.
One minute of Sweeps. 124 hits. Divided by 4 = 31. 31 total sweeps in one minute. Guess what? Takes longer than 1 second to use.
One minute of elemental Drain. 51 hits in one minute. Takes about one second (the other GCDs were for Ele drain and Focus).
So, yes, we're going to keep worrying about Dark Flare and all of the other nerfed/bugged/clunky skills because we were sold something ZOS hasn;t delivered yet. It is the *worst* spammable in the game. Do you not know how much light attacks have been buffed and how many templars miss out (specially annoying now that they are easily empowered)? If it's so good, why don't PvE DPS use Sweeps instead of taking 10 hours of their life and grinding psijiic Elemental Weapon?
And I don;t know why you keep referencing tooltips as if they are comparable to other class spammables when they aren;t since other classes cast theirs faster. And even if they were the same speed, the other classes have instant casts which hit with 100% value from that tooltip whereas a mobile opponent can and will avoid a percentage of the jabs a tempalr throws. And something else: tell me, what other class spammable is subject to 25% mitigation from Evasion? What's that, none? Every stamina player and NB who knows what they are doing that you come across is going to have something akin to major protection against your spammable.ecru wrote:I don't understand how this makes jabs any different than any other ability.
Clearly.ecru wrote:The point you make with the root is kind of weak considering jabs on it's own has a 70% snare
Now you're just announcing to the world that you have never for any length of time seriously tried to play a magplar. Nobody likes getting rooted, but at least the other classes can still fight with their spammable at 100% effectiveness because ESO engine auto-aims (and hits) instant casts (even if the target is to the side) whereas a templar gets that annoying whoosh whoosh whoosh whoosh sound of 4 misses. You think you're going to hit someone on that 4th hit that has a snare? Good luck. What are you going to do if they are a competent player who keeps up their Forward Momentum / snare immunity?
It's totally a lot of fun playing a class whose spammable gets countered by common buffs like Evasion and Snare immunity.
And you're missing the biggest advantage instant casts have compared to channels. Instant casts can be block casted, so other classes have the option to turtle and still attack at the same time.
The fact of the matter is if Templars had this awesome spammable that got "ridiculously buffed" as you claimed, then it would be an appealing class to play. That I hardly run into templars who aren't healbots and support builds tells me either you're right and everyone who actually plays the class is wrong or you're not seeing the whole picture. Considering you think Jabs was buffed by 30% and are claiming that even with weaving it takes one second to cast when that is absolutely wrong, I think it's safe to say you aren't considering the entire picture.
Joy_Division wrote: »UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr...
...If you're trying to suggest sweep/jabs isn't a good ability, you just need to look at the huge tooltip damage and realize that it now takes 1 second instead of 1.3 seconds to use. Or just go hit a dummy with it. I'm able to weave it nearly as fast as an ability with no channel, and it has nearly double the tooltip of force pulse.
Stop right now, go to a target dummy, and do as you claim here and you will see that you are wrong. Or, since I suspect you don;t even have a templar, don't: I did it for you.
One minute of Sweeps. 124 hits. Divided by 4 = 31. 31 total sweeps in one minute. Guess what? Takes longer than 1 second to use.
One minute of elemental Drain. 51 hits in one minute. Takes about one second (the other GCDs were for Ele drain and Focus).
So, yes, we're going to keep worrying about Dark Flare and all of the other nerfed/bugged/clunky skills because we were sold something ZOS hasn;t delivered yet. It is the *worst* spammable in the game. Do you not know how much light attacks have been buffed and how many templars miss out (specially annoying now that they are easily empowered)? If it's so good, why don't PvE DPS use Sweeps instead of taking 10 hours of their life and grinding psijiic Elemental Weapon?
And I don;t know why you keep referencing tooltips as if they are comparable to other class spammables when they aren;t since other classes cast theirs faster. And even if they were the same speed, the other classes have instant casts which hit with 100% value from that tooltip whereas a mobile opponent can and will avoid a percentage of the jabs a tempalr throws. And something else: tell me, what other class spammable is subject to 25% mitigation from Evasion? What's that, none? Every stamina player and NB who knows what they are doing that you come across is going to have something akin to major protection against your spammable.ecru wrote:I don't understand how this makes jabs any different than any other ability.
Clearly.ecru wrote:The point you make with the root is kind of weak considering jabs on it's own has a 70% snare
Now you're just announcing to the world that you have never for any length of time seriously tried to play a magplar. Nobody likes getting rooted, but at least the other classes can still fight with their spammable at 100% effectiveness because ESO engine auto-aims (and hits) instant casts (even if the target is to the side) whereas a templar gets that annoying whoosh whoosh whoosh whoosh sound of 4 misses. You think you're going to hit someone on that 4th hit that has a snare? Good luck. What are you going to do if they are a competent player who keeps up their Forward Momentum / snare immunity?
It's totally a lot of fun playing a class whose spammable gets countered by common buffs like Evasion and Snare immunity.
And you're missing the biggest advantage instant casts have compared to channels. Instant casts can be block casted, so other classes have the option to turtle and still attack at the same time.
The fact of the matter is if Templars had this awesome spammable that got "ridiculously buffed" as you claimed, then it would be an appealing class to play. That I hardly run into templars who aren't healbots and support builds tells me either you're right and everyone who actually plays the class is wrong or you're not seeing the whole picture. Considering you think Jabs was buffed by 30% and are claiming that even with weaving it takes one second to cast when that is absolutely wrong, I think it's safe to say you aren't considering the entire picture.
UppGRAYxDD wrote: »Joy_Division wrote: »UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr...
...If you're trying to suggest sweep/jabs isn't a good ability, you just need to look at the huge tooltip damage and realize that it now takes 1 second instead of 1.3 seconds to use. Or just go hit a dummy with it. I'm able to weave it nearly as fast as an ability with no channel, and it has nearly double the tooltip of force pulse.
Stop right now, go to a target dummy, and do as you claim here and you will see that you are wrong. Or, since I suspect you don;t even have a templar, don't: I did it for you.
One minute of Sweeps. 124 hits. Divided by 4 = 31. 31 total sweeps in one minute. Guess what? Takes longer than 1 second to use.
One minute of elemental Drain. 51 hits in one minute. Takes about one second (the other GCDs were for Ele drain and Focus).
So, yes, we're going to keep worrying about Dark Flare and all of the other nerfed/bugged/clunky skills because we were sold something ZOS hasn;t delivered yet. It is the *worst* spammable in the game. Do you not know how much light attacks have been buffed and how many templars miss out (specially annoying now that they are easily empowered)? If it's so good, why don't PvE DPS use Sweeps instead of taking 10 hours of their life and grinding psijiic Elemental Weapon?
And I don;t know why you keep referencing tooltips as if they are comparable to other class spammables when they aren;t since other classes cast theirs faster. And even if they were the same speed, the other classes have instant casts which hit with 100% value from that tooltip whereas a mobile opponent can and will avoid a percentage of the jabs a tempalr throws. And something else: tell me, what other class spammable is subject to 25% mitigation from Evasion? What's that, none? Every stamina player and NB who knows what they are doing that you come across is going to have something akin to major protection against your spammable.ecru wrote:I don't understand how this makes jabs any different than any other ability.
Clearly.ecru wrote:The point you make with the root is kind of weak considering jabs on it's own has a 70% snare
Now you're just announcing to the world that you have never for any length of time seriously tried to play a magplar. Nobody likes getting rooted, but at least the other classes can still fight with their spammable at 100% effectiveness because ESO engine auto-aims (and hits) instant casts (even if the target is to the side) whereas a templar gets that annoying whoosh whoosh whoosh whoosh sound of 4 misses. You think you're going to hit someone on that 4th hit that has a snare? Good luck. What are you going to do if they are a competent player who keeps up their Forward Momentum / snare immunity?
It's totally a lot of fun playing a class whose spammable gets countered by common buffs like Evasion and Snare immunity.
And you're missing the biggest advantage instant casts have compared to channels. Instant casts can be block casted, so other classes have the option to turtle and still attack at the same time.
The fact of the matter is if Templars had this awesome spammable that got "ridiculously buffed" as you claimed, then it would be an appealing class to play. That I hardly run into templars who aren't healbots and support builds tells me either you're right and everyone who actually plays the class is wrong or you're not seeing the whole picture. Considering you think Jabs was buffed by 30% and are claiming that even with weaving it takes one second to cast when that is absolutely wrong, I think it's safe to say you aren't considering the entire picture.
lmao...I didnt understand the whole "it got a 30% dmg buff" the whole time. You know as good as anyone @Minno , If Templars ever caught a buff that big the forums would spontaneously explode with all the regular comments" Healer class shouldn't be able to dps", "Can just waive their hand all day and have all the dmg in the world", etc., etc...
For my own knowledge tho, channeled abilities aren't affected by GCD while in the channel..just between casts right?
Jabbs_Giggity wrote: »Not sure how this didn't get "Audited" during the patch notes for redundancy in class skills, and I know it has been mentioned an exponential amount of times...but can someone (as many of us as possible) bombard ZOS employees and the forums for potential to change the way our healing skills work?
Specifically Rushed Ceremony and Healing Ritual. Both skills are instant cast heals. Why have two instant cast heals?! Not to mention Rushed Ceremony is 4590 Magicka and Healing Ritual is 7290 Magicka.
Rushed Ceremony should cost 3200 Magicka MAX. This skill should also be broken down for Morphs as HTD = Self Heal ONLY - does not target any one else! BoL should heal TWO targets at EQUAL amounts. Further, one of the heals should always target the lowest health ally.
Healing Ritual cost should match Regeneration (Resto Staff) at 2160 Magicka and be changed to a HoT. Cleansing Ritual should be updated to a new secondary effect than a HoT (even though ZO$ just buffed this HoT).
Just my .02
Templar ceased to be the best healing class a while back, yet the illusion remains. The class still had purifying ritual for great group utility, but Renewing Undeath purges 3 effects without needing a synergy AND heals for a lot more.
Joy_Division wrote: »UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr...
...If you're trying to suggest sweep/jabs isn't a good ability, you just need to look at the huge tooltip damage and realize that it now takes 1 second instead of 1.3 seconds to use. Or just go hit a dummy with it. I'm able to weave it nearly as fast as an ability with no channel, and it has nearly double the tooltip of force pulse.
Stop right now, go to a target dummy, and do as you claim here and you will see that you are wrong. Or, since I suspect you don;t even have a templar, don't: I did it for you.
One minute of Sweeps. 124 hits. Divided by 4 = 31. 31 total sweeps in one minute. Guess what? Takes longer than 1 second to use.
One minute of elemental Drain. 51 hits in one minute. Takes about one second (the other GCDs were for Ele drain and Focus).
So, yes, we're going to keep worrying about Dark Flare and all of the other nerfed/bugged/clunky skills because we were sold something ZOS hasn;t delivered yet. It is the *worst* spammable in the game. Do you not know how much light attacks have been buffed and how many templars miss out (specially annoying now that they are easily empowered)? If it's so good, why don't PvE DPS use Sweeps instead of taking 10 hours of their life and grinding psijiic Elemental Weapon?
And I don;t know why you keep referencing tooltips as if they are comparable to other class spammables when they aren;t since other classes cast theirs faster. And even if they were the same speed, the other classes have instant casts which hit with 100% value from that tooltip whereas a mobile opponent can and will avoid a percentage of the jabs a tempalr throws. And something else: tell me, what other class spammable is subject to 25% mitigation from Evasion? What's that, none? Every stamina player and NB who knows what they are doing that you come across is going to have something akin to major protection against your spammable.ecru wrote:I don't understand how this makes jabs any different than any other ability.
Clearly.ecru wrote:The point you make with the root is kind of weak considering jabs on it's own has a 70% snare
Now you're just announcing to the world that you have never for any length of time seriously tried to play a magplar. Nobody likes getting rooted, but at least the other classes can still fight with their spammable at 100% effectiveness because ESO engine auto-aims (and hits) instant casts (even if the target is to the side) whereas a templar gets that annoying whoosh whoosh whoosh whoosh sound of 4 misses. You think you're going to hit someone on that 4th hit that has a snare? Good luck. What are you going to do if they are a competent player who keeps up their Forward Momentum / snare immunity?
It's totally a lot of fun playing a class whose spammable gets countered by common buffs like Evasion and Snare immunity.
And you're missing the biggest advantage instant casts have compared to channels. Instant casts can be block casted, so other classes have the option to turtle and still attack at the same time.
The fact of the matter is if Templars had this awesome spammable that got "ridiculously buffed" as you claimed, then it would be an appealing class to play. That I hardly run into templars who aren't healbots and support builds tells me either you're right and everyone who actually plays the class is wrong or you're not seeing the whole picture. Considering you think Jabs was buffed by 30% and are claiming that even with weaving it takes one second to cast when that is absolutely wrong, I think it's safe to say you aren't considering the entire picture.
StarOfElyon wrote: »Did I forget to mention today how powerful and fast sorcs are?
If I don't equip Total Dark against them I have ZERO shot to win. Even then they're dancing circles around me, hiding behind pets, hitting faster and harder than me, and streaking out of harms way when I get them in execute range. I'm insanely outclassed by them.
StarOfElyon wrote: »Did I forget to mention today how powerful and fast sorcs are?
If I don't equip Total Dark against them I have ZERO shot to win. Even then they're dancing circles around me, hiding behind pets, hitting faster and harder than me, and streaking out of harms way when I get them in execute range. I'm insanely outclassed by them.