Khivas_Carrick wrote: »SIRPORKCHOPS wrote: »Khivas_Carrick wrote: »ZOS_GinaBruno wrote: »The purpose of this thread is to give you a place to post your current top two pain points with the Templar. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
Ma`am, you're gonna need a lot more than two points to describe why this class is doing so god damn poorly.
To try and follow your crudely suggested model though, the two biggest pain points with Templar is this:
1) Class Passives are kinda terrible and need a dire rework, especially if anybody wants to be a Stamina Templar.
2) Increase the range and damage of the Sweeps Ultimates. There is no reason for it to be that weak and that short of range.
Now to add properly to the real list, here are some things that y'all really ought to consider:
3) The Javelin Skills need a rework for stamina characters methinks, make one ranged and for magicka players and tanks, and make the stamina version a melee skill.
4) Focused Charge should have a Stamina variant, and should be a targeted leap instead of a targeted charge.
5) Biting Jabs as someone already mentioned should be condensed to 3 hits instead of 4, and channeled over .8 instead of 1.1 seconds. This would help greatly in PvP and help a little in PvE.
6) Blazing Spear should be a Stamina Morph.
7) This is purely me being a nerd and wanting something personally for myself so tbh disregard this entirely, but Vampire's Bane should be a melee touch spell that scales with Stamina so we get a cool as hell Anti-Vampire move lol
8) Solar Barrage should not have a cast time attached to it imho, but since you do, make it burst every second instead of every 2 seconds.
9) PotL/Purifying Light should be slightly reworked for it's damage aspect. The Breach and Fracture parts are ok on it, but the Initial Damage should be increased and there should be a hefty, semi-bursty DoT on it rather than saving up for a big burst of damage.
10) I can't believe I almost forgot this, but Burning Light should Proc off of ALL damaging skills, or at the very least all Spear skills and any and all DoT skills. This opens up a grand avenue for build variety.
11) Balanced Warrior should be reworked a bit. It should benefit both Casters and Melee equally in some way for damage, which shouldn't be hard to achieve.
12) Piercing Spear should be reworked to include passive Penetration (giggity)
I've been up since 4am, so if this is a little rough, forgive me lol I have faith that ZoS can figure this out without totally ruining the *** out of us.
I main stamina templar for PVE and alot of your points are coming from a stance of little play with the class
I've been a Stamplar since the game released, on and off between patches and xpacs. I think you might wanna reconsider the fact that other people have other ideas and visions for the class and what they want. Are my ideas perfect? No, but a few of them are damn good ones regardless of what you think.
Blazing Spear being Stamina? Tell me why that wouldn't work. Biting Jabs being reworked to be more spammable and less glitchy? Go on, explain. Best of all, tell us why our class passives aren't ***.
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
just meant to shorten the duration from 1.1 to 0.8 seconds or similar
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
just meant to shorten the duration from 1.1 to 0.8 seconds or similar
Well that would be a 27% dps boost on the highest potential damage spammable we have in the game.
I'd really like jabs to connect more reliably but with this change i don't think we could go along with the current damage.
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
just meant to shorten the duration from 1.1 to 0.8 seconds or similar
Well that would be a 27% dps boost on the highest potential damage spammable we have in the game.
I'd really like jabs to connect more reliably but with this change i don't think we could go along with the current damage.
Looking at dummy-parses this is wrong. If this would be the case, it would be worth using. But infact it isn't. It is out-dpsed by elemental weapon and force pulse.
But i agree, shortening the duration to 0.8 secs without adjusting the damage may be a bit too much.
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
just meant to shorten the duration from 1.1 to 0.8 seconds or similar
Well that would be a 27% dps boost on the highest potential damage spammable we have in the game.
I'd really like jabs to connect more reliably but with this change i don't think we could go along with the current damage.
Looking at dummy-parses this is wrong. If this would be the case, it would be worth using. But infact it isn't. It is out-dpsed by elemental weapon and force pulse.
But i agree, shortening the duration to 0.8 secs without adjusting the damage may be a bit too much.
I'm talking pvp and there jabs with burning light deal the most potential damage of any spammable (not atm due to bugs)
Before the damage got rekt by bugs i had multiple jabs that dealt 10k damage + 2 burning light procs (~5k damage)
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
It's an aoe ... It is not meant to hit a single humoid size target with every jab
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
It's an aoe ... It is not meant to hit a single humoid size target with every jab
please be a troll
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
It's an aoe ... It is not meant to hit a single humoid size target with every jab
please be a troll
Seriously ... Jabs works best when players are grouped, it does more damage to target directly in front of you but the other jabs go out around them to damage others
I play Templar and yes my single target damage suck as most here are complaining of ... But have ever stopped to compare the templars ability to shred groups
What makes a Templar bad is not ability to hold players in a tight group
The new time stop helps but it it's still cumbersome ... Now against a larger target it could work as a single target ability, there is a lot of people trying to shoehorn templars into a single target DD And for what purpose ? What happens when all DDS can only do damage to one target at a time ?
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
It's an aoe ... It is not meant to hit a single humoid size target with every jab
please be a troll
Seriously ... Jabs works best when players are grouped, it does more damage to target directly in front of you but the other jabs go out around them to damage others
I play Templar and yes my single target damage suck as most here are complaining of ... But have ever stopped to compare the templars ability to shred groups
What makes a Templar bad is not ability to hold players in a tight group
The new time stop helps but it it's still cumbersome ... Now against a larger target it could work as a single target ability, there is a lot of people trying to shoehorn templars into a single target DD And for what purpose ? What happens when all DDS can only do damage to one target at a time ?
Everyone can do AoE....but singletarget is the most important, especially in the new trials. Templars even have two skills to choose from. dark flare for ranged dps and sweeps for single-target...and both of them are outclassed by forcepulse and elemental weapon.
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
It's an aoe ... It is not meant to hit a single humoid size target with every jab
please be a troll
Seriously ... Jabs works best when players are grouped, it does more damage to target directly in front of you but the other jabs go out around them to damage others
I play Templar and yes my single target damage suck as most here are complaining of ... But have ever stopped to compare the templars ability to shred groups
What makes a Templar bad is not ability to hold players in a tight group
The new time stop helps but it it's still cumbersome ... Now against a larger target it could work as a single target ability, there is a lot of people trying to shoehorn templars into a single target DD And for what purpose ? What happens when all DDS can only do damage to one target at a time ?
Everyone can do AoE....but singletarget is the most important, especially in the new trials. Templars even have two skills to choose from. dark flare for ranged dps and sweeps for single-target...and both of them are outclassed by forcepulse and elemental weapon.
No one's disputing that ... But my concern is people are complaining jabs doesn't hit every time on a single target in PvP .. well it wouldn't it's not designed that way and people are wanting to change that design
The problem lies with lack of root or stun not the jabs ability to hit a target
tamrielwinner wrote: »i like and use empowering sweep in pvp. i know most people want it to be a magicka version of crescent sweep/dawnbreaker, but it really does help magicka templars survive and it would be nice to maintain that part of it if anything were to happen to it. the low cost of this 360 degree ult is handy.
It either needs to focus on damage, utility, or mitigation. Right now it just does a tiny bit of everything and while it looks cool, it's not very good at anything.
The mitigation is dwarfed by SnB/resto ults, the damage is dwarfed by any other ult, and the utility is limited to slotted passives that you can get with other Aedric Spear skills.
Oh, and it misses 90% of the time even at point blank...
itscompton wrote: »tamrielwinner wrote: »i like and use empowering sweep in pvp. i know most people want it to be a magicka version of crescent sweep/dawnbreaker, but it really does help magicka templars survive and it would be nice to maintain that part of it if anything were to happen to it. the low cost of this 360 degree ult is handy.
It either needs to focus on damage, utility, or mitigation. Right now it just does a tiny bit of everything and while it looks cool, it's not very good at anything.
The mitigation is dwarfed by SnB/resto ults, the damage is dwarfed by any other ult, and the utility is limited to slotted passives that you can get with other Aedric Spear skills.
Oh, and it misses 90% of the time even at point blank...
When I get in the middle of a 10 person ball group and if I manage to hit them all with empowering, the 55% less damage is pretty awesome.
I see 2 things really bad on the Templar sustain and some of the passives as being major pain points.
Sustain on the class is just bad and feel with some changes could be improved.
Restoring Aura: This skill should get a small cost added to it maybe 1200 to 1500 and not is offers the aura when slotted to the whole group as in the 10% stam, magand health recovery but when cast applies minor life steal to enemy's.
Radiant Aura: This morph now applies magicka steal and health steal in a 10 meter radius and major sorcery plus the normal aura when slotted.
Repentance: This morph now applies a new thing called stamina steal in a 10 meter radius along with life steal and major brutality plus the normal aura when slotted.
This gives the skill more functional use for group play and give both mag and stam builds plus tank and healers something to use to help the group out. The major sorcery and brutality only apply to the character and if they gave it a 18 sec cool down or timer on the casted effects it would not be game breaking or changing the stamina steall could also be applied to other skills for weapons a such for player sustain even to the blood alter or resto staff skills.
As to the passive issue I think if they change the ones that effect only certain skills to give something to the classes overall damage output in some way would help fix the templar by a greater margin then other things suggested here. But these are the thoughts on one player. So take it how it is.
Id love that. Since summerset things like major sorcery/brutality have become very easy to have or build around. I dont see these changes making any of those skills OP
Khivas_Carrick wrote: »SIRPORKCHOPS wrote: »Khivas_Carrick wrote: »ZOS_GinaBruno wrote: »The purpose of this thread is to give you a place to post your current top two pain points with the Templar. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
Ma`am, you're gonna need a lot more than two points to describe why this class is doing so god damn poorly.
To try and follow your crudely suggested model though, the two biggest pain points with Templar is this:
1) Class Passives are kinda terrible and need a dire rework, especially if anybody wants to be a Stamina Templar.
2) Increase the range and damage of the Sweeps Ultimates. There is no reason for it to be that weak and that short of range.
Now to add properly to the real list, here are some things that y'all really ought to consider:
3) The Javelin Skills need a rework for stamina characters methinks, make one ranged and for magicka players and tanks, and make the stamina version a melee skill.
4) Focused Charge should have a Stamina variant, and should be a targeted leap instead of a targeted charge.
5) Biting Jabs as someone already mentioned should be condensed to 3 hits instead of 4, and channeled over .8 instead of 1.1 seconds. This would help greatly in PvP and help a little in PvE.
6) Blazing Spear should be a Stamina Morph.
7) This is purely me being a nerd and wanting something personally for myself so tbh disregard this entirely, but Vampire's Bane should be a melee touch spell that scales with Stamina so we get a cool as hell Anti-Vampire move lol
8) Solar Barrage should not have a cast time attached to it imho, but since you do, make it burst every second instead of every 2 seconds.
9) PotL/Purifying Light should be slightly reworked for it's damage aspect. The Breach and Fracture parts are ok on it, but the Initial Damage should be increased and there should be a hefty, semi-bursty DoT on it rather than saving up for a big burst of damage.
10) I can't believe I almost forgot this, but Burning Light should Proc off of ALL damaging skills, or at the very least all Spear skills and any and all DoT skills. This opens up a grand avenue for build variety.
11) Balanced Warrior should be reworked a bit. It should benefit both Casters and Melee equally in some way for damage, which shouldn't be hard to achieve.
12) Piercing Spear should be reworked to include passive Penetration (giggity)
I've been up since 4am, so if this is a little rough, forgive me lol I have faith that ZoS can figure this out without totally ruining the *** out of us.
I main stamina templar for PVE and alot of your points are coming from a stance of little play with the class
I've been a Stamplar since the game released, on and off between patches and xpacs. I think you might wanna reconsider the fact that other people have other ideas and visions for the class and what they want. Are my ideas perfect? No, but a few of them are damn good ones regardless of what you think.
Blazing Spear being Stamina? Tell me why that wouldn't work. Biting Jabs being reworked to be more spammable and less glitchy? Go on, explain. Best of all, tell us why our class passives aren't ***.
Cos basically what you're doing is buffing stamina at the expense of nerfing magicka
Blazing spears and luminous shard should remain magic, vamp bane should be given a stamina morph, one deals flame damage and magic damage from magic other deals physical damage and flame damage based on stamina
One hurls a ball of sunlight, other hurls a rock forged in sunlight