We have to be careful what we ask for here. Because making something scale off direct dmg to avoid evasion will mean it can be changed to be dodged from a game mechanics standpoint.
I think the only change here is to make burning light unblockable+undodgeable and then maybe add a stick dot to AS tree (or added to jabs itself).
We have to be careful what we ask for here. Because making something scale off direct dmg to avoid evasion will mean it can be changed to be dodged from a game mechanics standpoint.
I think the only change here is to make burning light unblockable+undodgeable and then maybe add a stick dot to AS tree (or added to jabs itself).
I can pre-hear the howls of protest but...what about making sweeps/jabs single-target with more tooltip damage plus unblockable/undodgeable burning light. I know, I know...but we are getting a buff to shards for more AoE/DoT.
Remember...we're all friends here
Oohhh.... Touche. I guess we're ****ed either way. xD
We have to be careful what we ask for here. Because making something scale off direct dmg to avoid evasion will mean it can be changed to be dodged from a game mechanics standpoint.
I think the only change here is to make burning light unblockable+undodgeable and then maybe add a stick dot to AS tree (or added to jabs itself).
Oohhh.... Touche. I guess we're ****ed either way. xD
We have to be careful what we ask for here. Because making something scale off direct dmg to avoid evasion will mean it can be changed to be dodged from a game mechanics standpoint.
I think the only change here is to make burning light unblockable+undodgeable and then maybe add a stick dot to AS tree (or added to jabs itself).
We have to be careful what we ask for here. Because making something scale off direct dmg to avoid evasion will mean it can be changed to be dodged from a game mechanics standpoint.
I think the only change here is to make burning light unblockable+undodgeable and then maybe add a stick dot to AS tree (or added to jabs itself).
I can pre-hear the howls of protest but...what about making sweeps/jabs single-target with more tooltip damage plus unblockable/undodgeable burning light. I know, I know...but we are getting a buff to shards for more AoE/DoT.
Remember...we're all friends here
Yea I think ALOT of people love how sweeps looks so making it single target would be perceived as removing another classic templar skill in the effort to modernize the game.
That is just my worry. We will try to tackle evasion, but end up eating it to the 7 medium armor+all well fitted impreg builds anyway.
Just my 2cents
We have to be careful what we ask for here. Because making something scale off direct dmg to avoid evasion will mean it can be changed to be dodged from a game mechanics standpoint.
I think the only change here is to make burning light unblockable+undodgeable and then maybe add a stick dot to AS tree (or added to jabs itself).
I can pre-hear the howls of protest but...what about making sweeps/jabs single-target with more tooltip damage plus unblockable/undodgeable burning light. I know, I know...but we are getting a buff to shards for more AoE/DoT.
Remember...we're all friends here
Yea I think ALOT of people love how sweeps looks so making it single target would be perceived as removing another classic templar skill in the effort to modernize the game.
That is just my worry. We will try to tackle evasion, but end up eating it to the 7 medium armor+all well fitted impreg builds anyway.
Just my 2cents
I hear you. I do love my sweeps.
That said, I might be willing to part with the AoE aspect if it were made...better. Like, a stun on the FIRST strike vs. snare on the FINAL strike (when most good players have rolled away).
I also like to try new things and really don't complain a whole lot when ZOS makes changes. But...a stun component to sweeps. Mmm, that just sounds sexy.
ColoredScreams wrote: »I have concerns.
For perspective, I play stamina templar in PvP. I welcome the repentance change but stamplars in PvP will no longer have a reliable uptime on minor protection (and minor vitality) as they did before. 8% damage mitigation is huge.In PvP, stamplars are not exclusively casting Biting Jabs on cooldown, ever. They are sprinting, rolling, healing, applying bleeds, casting shuffle what feels like every 3 seconds to stay out of roots, purging, reapplying buffs, dots, and hots, ulting, repenting, getting into melee range, moving to line of sight etc... therefore having 3 seconds of minor protection tied directly to a 1.1 second channeled ability and Javelin, which is a blockable and dodgeable low damage stun that not all stamina templars use, will inevitably result in very poor uptime for minor protection (and less importantly minor vitality) on stamplar, as opposed to how it is now: near 100% with restoring focus. I understand restoring focus now restores some stamina, but it also now costs stamina. Even if there is a small over all net increase over 20 seconds of stamina gained you will have to directly use that gained stamina for expensive defensive abilities, such as rolling or vigor, just to try to make up for the loss of reliable minor protection and minor vitality. The restoring focus change is not a buff to stamina templars, players will realize that sustain is equally as difficult as the previous patches because they are taking 8% more damage and receiving 8% less healing for the majority of the fight.Spear Wall: This ability now grants you Minor Protection for 1.5/3 seconds after activating an Aedric Spear ability.
Please allow stamina templar to have reliable access to minor protection. My suggestions would be to leave it on restoring focus but remove minor vitality, or increase the duration granted from the passive significantly, at least 10 seconds from 3 seconds, so it is more in line with the previous patches uptime. Stamplars will not jab when they need to play defensive.
Now let's talk about something equally as relevant: Jabs doing 25% less damage to major evasion and 10% less damage to minor evasion. The new changes make evasion very easily accessible to nearly every class in the game. It is now attainable through sets (including sets like gossamer that grant multiple targets major evasion), weapon skills, class skills, and an armor skill. I am aware that there was an 8% damage increase to jabs (although only to the one closest target), but this will lead to an overall damage nerf to Biting Jabs. Please reconsider just an 8% damage increase, the ability already does so little damage to other targets that are not the primary target. My suggestion is to increase the damage it does to all other targets that are NOT the closet enemy by a notable amount in addition to an overall damage buff to the skill. This may still yield an overall damage nerf to Biting Jabs against targets that have access to evasion (which is now very easily accessible), but it brings stamina templars overall damage more in line with previous patches and provides an important role for this classes signature ability.
Note: I do not think the rotation changes to jabs will be nearly enough. Most stamina templar will already be facing towards the enemy when jabbing, if you get rooted while jabbing, the majority of the time the remainder of the jabs will land directionally until they are outranged ("kited") by an enemy who is walking back. The issue with jabs vs roots is not about direction, it is about melee range. If jabs granted a brief amount of snare immunity, for example 2-3 seconds, this will be less of an issue.
If the changes for stamina templar remain the same, Murkmire will be an overall nerf to stamplars defense, healing, and damage as well as sustain because the stamina restored from restoring focus will have to directly be used try and make up for these new significant losses.
-@inscentia " Kiri "
^^Recap: evasion change on top of cp scaling problem simply killed Jabs, making any medium armor user/shuffle user to be far tankier than heavy armor users, against Jabs. To the point where even instant cast ability of other classes hitting as much and even more than 1.1 channel of jabs. Situation when Jabs from be counter to agile enemies into loosing all its potential against those enemies.
^^Recap: evasion change on top of cp scaling problem simply killed Jabs, making any medium armor user/shuffle user to be far tankier than heavy armor users, against Jabs. To the point where even instant cast ability of other classes hitting as much and even more than 1.1 channel of jabs. Situation when Jabs from be counter to agile enemies into loosing all its potential against those enemies.
Actually jabs needs to do more damage, rather than reducing evasion or fixing cp.
^^Recap: evasion change on top of cp scaling problem simply killed Jabs, making any medium armor user/shuffle user to be far tankier than heavy armor users, against Jabs. To the point where even instant cast ability of other classes hitting as much and even more than 1.1 channel of jabs. Situation when Jabs from be counter to agile enemies into loosing all its potential against those enemies.
Actually jabs needs to do more damage, rather than reducing evasion or fixing cp.
I remember before all those problems started to raise, especially this problem with CP, I could get light/medium armor users into execute range by 2-3 jabs only, on 1v1 build. And then game changed a lot, punishing dps templars
I pretty sure every templar experienced this and it happens a lot in pvp, forcing templars to dodge roll as much as other classes without purge:usmcjdking wrote: »Let me add in that Purify (both morphs) should grant 0 seconds of Snare/Root Immunity. The simple fact that I can sometimes blow 10k magicka on a stamplar and still be rooted by the same effect I was attempting to purge off to begin with is stupid.
Has anyone compared how much damage jabs will do side by side with another class attacking with their LA-skill weave? I'm curious to see how jabs damage actually stacks up and how much dmg a templar gets out of their channeled skill vs another skill in a similar amount of time.
It seems like ZOS looks at jabs and thinks it's AMAZING because it does SO much stuff, but templars aren't getting anywhere near the amount of 'stuff' from the skill - especially in a pvp scenario - that zos thinks they are.
ZarkingFrued wrote: »This is not a buff to pvp stam templars folks, this is an outright nerf. 8% less healing and 8% less damage mitigation 25% less AOE damage to any shuffle user. Why are you all acting like you got something other than javelin now not knocking people out of range? Prepare for your sustain to die even more from trying to stay alive. You'll have about 2 seconds or less after using jabs and spear with protection, which may as well be no time at all. Needs to increased to 10 seconds to have any value at all and minor vitality needs added back. This is more solo player nerfing, they want your zerg to heal you and buff you because they dont like solo play being an option.
Has anyone compared how much damage jabs will do side by side with another class attacking with their LA-skill weave? I'm curious to see how jabs damage actually stacks up and how much dmg a templar gets out of their channeled skill vs another skill in a similar amount of time.
It seems like ZOS looks at jabs and thinks it's AMAZING because it does SO much stuff, but templars aren't getting anywhere near the amount of 'stuff' from the skill - especially in a pvp scenario - that zos thinks they are.
Probably goes like this (mag only for consistency and doesnt assume passive damage procs):
- jabs - 4k damage each hit for 4 hits with 1 LA at the end. 4k(times mitigation)x 4 hits + 1staff LA of 3k(times mitigation) = 19000 after 2.1 seconds if all attacks hit. If one jab hits 7k after 2.1 seconds.
- surprise attack - can be a 10k tooltip with a 3k staff LA in between each cast. 13000 after 2 seconds (2 GCD).
- flame lash 10k tooltip as well. Same fire staff LA 3k dmg. 13000 after 2 seconds (2GCD)
- screaming racer 11k tooltip, same fire staff LA 3k dmg. 14000 after 2 seconds (2GCD).
This is obviously not detailed and requires mitigation to be calculated. If all 4 hits land, jabs can be better, but are stuck in a channel at a lower mobility. If one jabs hits, its only 7k dmg before mitigation with a light attack added at the end which is almost half.
For a channel, I expect this to match the others at 1 hit; if you get hit with all 4 you were inside the templar house and thus should be subject to punishment and 4 hits should drastically outperform other spamables for that reason of no mobility and channel locked. But if they peel back channel times like they have been doing, this feedback is subject to change heavily.
Moving the snare to the first strike would be something. As it stands, we have a pool noodle as a our bread-and-butter spammable. Except on the zombies at Alik'r Docks. Jabs really melts those suckers.
ESO_Nightingale wrote: »
TheNightflame wrote: »it used to stun on the last strike
Back then it didn't give cc immunity unless you cc break. They added it later, like after 1 year after release.itscompton wrote: »
Question for anyone with PTS access. Has Crescent Sweep been updated to scale off of mag, and is the ability hitting targets?
We've needed this change for a very long time. I'm just afraid it will go-live broken.