profundidob16_ESO wrote: »I've played with this system before in another game. They added "battle stances" where as a dps char switching to a "tanking stance" would trade 90% of your dps into defense stats and thread generation, making sure that you would get agro by doing dps. Interesting concept for sure since it allowed a dps to become an emergency tank or healer on the fly immediately in order to save the run
profundidob16_ESO wrote: »I've played with this system before in another game. They added "battle stances" where as a dps char switching to a "tanking stance" would trade 90% of your dps into defense stats and thread generation, making sure that you would get agro by doing dps. Interesting concept for sure since it allowed a dps to become an emergency tank or healer on the fly immediately in order to save the run.
However, what you suggest totally does not fit into the "play as you want" concept where people are required to be able to make a jack-of-all-trades type build.
My take away, once again Templars are an afterthought and poorly represented.
1. Evasion change means our main spammable is 25% worse vs. the majority of PVP opponents, making this patch a net offensive nerf for us in PVP
Krymzonbladez wrote: »All of this is still completely ***, making the shields be crittable removed the issue with them being "op" in pvp. Everything after that singular change is just being a jerk to most players who aren't in the top 5-10%. Shields being "op" in noncompetitive modes just seems a stupid thing to say they are functioning as designed. I don't understand why if the issue was only with magsorcs why would you make a change to a NON-class skill ergo annulment and so forth. It makes little to no sense at all.
"Noncompetitive modes" is a really bad argument. Why not simply give us god mode commands and ability to oneshot mobs and bosses with light attacks then? And they already said they found shields overperforming in PVE in general, not just magsorcs, that's why the light armor shield is getting the same treatment. It makes perfect sense when you understand their vision.
WarriorOfVolchara wrote: »If ZoS really wants to make tanks and healers neccesary for this content I can suggest something. How about: If you choose a DD role your healing done is reduced for 90%; If you choose a Tank or Healer role your damage done is reduced for 90%.
Its kind of sounds like this is the only way because we can still meet DDs who use vigor, breath of life, matriarch... So while dd has a DD role they wont be able to heal enough to survive without healer and while dd has a Tank or Healer role they wont be able to deal enought damage to burn bosses down and ignore mechanics and vigor with burst heals wont be enough.
Nice idea, right?
ruikkarikun wrote: »Boundless storm nerf ok nice. More nerfs to sorc. Well done (sarcasm) Hardened ward is useless. Shield is useless, GG NICE. KEEP GOING TO KILL SORCERER. WHAT CLASS WILL BE NEXT?
Ragnarock41 wrote: »Its been more than a year now and stamDK still remains as a stinking piece of garbage.(with 2m longer arms now apparently, so does that make us qualify as weird mutant zombies? With a stinkin toxic breath and long venomous claws?)
Anyways , I just wanted to say its sad. I'm sad. I can't make an excuse to play this abomination anymore. StamDK doesn't have pain points anymore, stamDK, is the pain point.
WarriorOfVolchara wrote: »If ZoS really wants to make tanks and healers neccesary for this content I can suggest something. How about: If you choose a DD role your healing done is reduced for 90%; If you choose a Tank or Healer role your damage done is reduced for 90%.
Its kind of sounds like this is the only way because we can still meet DDs who use vigor, breath of life, matriarch... So while dd has a DD role they wont be able to heal enough to survive without healer and while dd has a Tank or Healer role they wont be able to deal enought damage to burn bosses down and ignore mechanics and vigor with burst heals wont be enough.
Nice idea, right?
WarriorOfVolchara wrote: »If ZoS really wants to make tanks and healers neccesary for this content I can suggest something. How about: If you choose a DD role your healing done is reduced for 90%; If you choose a Tank or Healer role your damage done is reduced for 90%.
Its kind of sounds like this is the only way because we can still meet DDs who use vigor, breath of life, matriarch... So while dd has a DD role they wont be able to heal enough to survive without healer and while dd has a Tank or Healer role they wont be able to deal enought damage to burn bosses down and ignore mechanics and vigor with burst heals wont be enough.
Nice idea, right?
Then you'll just get a dd tank that doesn't keep agro & now does no damage, a dd healer that cant heal and now does no damage & another DD that runs in circles more than they currently do since they cant heal through anything.
EDIT: Typo
@Masel92
Im not really worried about the shield changes in pvp, its manageable. Pve on the other hand im very concerned with. I dont see alot of ways we can compensate for this in end game pve. Im especially worried about vma were I dont have a healer. Some of those attacks im routinely getting hit for 8k per attack and my shields going to be around 6k.
Also Boundless storm nerf kinda bothers me. Its not the stam morph and stamina builds were the ones benefiting form the high player movement speed not the mag builds. magsorc mobility has been raise as a concern even by the reps and this hurts that for those of us who were willing to slot boundless.
@Masel92
What does the shield cap solve actually, other than screwing over PvE? You’re correct that it won’t affect players who didn’t shield stack in PvP in the first place, especially in noCP. No, for PvP the real issue is that resistances will not balance out with crits if you run LA, and changing your build to become more tanky either results in damage being even lower or in sustain issues that are even worse than on live.
Without changes to the toolkit I can play a Sorc tank in PvP. Any other class is better for this though.
Your main class is nightblade?@Masel92
What does the shield cap solve actually, other than screwing over PvE? You’re correct that it won’t affect players who didn’t shield stack in PvP in the first place, especially in noCP. No, for PvP the real issue is that resistances will not balance out with crits if you run LA, and changing your build to become more tanky either results in damage being even lower or in sustain issues that are even worse than on live.
Without changes to the toolkit I can play a Sorc tank in PvP. Any other class is better for this though.
The point of the reduction was pve for that matter. Shields gave light armor users basically a second health bar in demand, and allowed you to absorb a lot more damage than a stamina build could, and survive things a stamina build could not without a healer.
Pve content became fairly easy due to the high dps and cp and you dont see healers in four man content. Take dsa for example, it's fairly easy to do a no death on live with three magicka players who know the arena. With stamina it's a completely different thing. That's (if I understood it right) the main point of these changes.
So why cant they give one morph the 3rd bar and the other morph can have the new effect? You people are so selfish.. You say its actually useful? In pvp? And good for a boss which means pve? Oh thats awesome. But im on a stam sorc. Which means its now completely useless to me. And my class, that was already at the bottom and working with very little, now has 5 things less to work with.
In fairness every single player in this game has to make do with 2 bars and limited space why should sorc get a 3rd bar just becuase they have abilities they like to use.
Everyone else has to make a sacrifice and choose an ability over another as the luxury of a third bar is non existant
@Masel92
Templars in PvE gonna be much, much better. Maybe even dominant. I generally love the changes and long live the ZOS for working on them! But I don't care about PvE and in PvP I think not much is going to change, that's my complain. MagPlar will still be clunky, non-mobile, completely without a good burst and easy to kill (forced to build very, very tanky to not be). The changes are going in very good direction. And I am sure it will be a bit better than it is now, but... just a bit. Because...
A lot of good changes will get denied due to Dawnbreaker meta and evasion change (that I really like though). MagPlars situation isn't going to change as much as it was intended by other changes, because AoE is huge part of Templar and most of players will have now good defenses against that type of damage. I would love to believe that Dark Flare or Radiant Destruction will become a thing, but there are too much stones, stairs and hiding behind obstacles in PvP, so they won't.
Currently when you have a party of 3 MagPlars in BattleGround... You simply don't stand a chance. Usually score is like 500, 450, 60 (magplar team). Best MagPlar I've ever seen so far on BGs managed to do 1.2 mln damage, while other classes I've seen dealing ~3.6 mln.
After patch I predict best MagPlars will do maybe 1.6-1.8 mln, just 2x less than other classes (instead 3x) - good, but far from perfect.
I think that complete lack of any mobility skill for templar is main issue that should be addresed. Other classes teleport, gain immortality through shields, jump from place to place instantly or gain major expedition for a decent amount of time and we have... literally nothing. If you are stronger (and that's really rare on MagPlar) - you cannot kill enemy because they are always too fast or have great escape mechanisms (MageLight isn't really working on Nightblades plus it's expensive, sorcs just teleport out, dragonknights run away easiely with their tankiness). If you are weaker - you can never escape the enemy, because they are always too fast. MagPlar only option is a vampire Ellusive Mist for a price of taking +20% damage from dawnbreaker and getting rekt by flame Dragonknights. We have to make huge sacrifices for things other classes just have included. And it's just escape-mechanism, not good for a chase-mechanism, so you still need speed potions and swift jewellery if you ever wanna get a kill.
Possibly something little, like few seconds of major expedition after using Focused Charge (for chasing) and/or Sun Shield (for escaping) would fix the problem while keeping templar least-mobile-class status.
Without expedition or any speed buffs MagPlar is still not going to be able to catch and finish anyone. Only way to catch up at someones back is spamming Focused Charge... And dealing 2k dmg (1k after mitigation) for 3k magicka. Not a good deal. You can't execute a guy like that. And your Radiant Destruction will not work because of obstacles (seriously, channeled execute skill is really bad combination, it's equivalent to a heal "restore 5000 health after 10 seconds"; faster 1st tick could help though). Slow execute skill like Radiant Descrution very often means enemy will heal up from 10% to 50% and your execute skill is no longer working.The movement changes cater very much to templars and dks because they weren't really designed for the mobile playstyle anyway and they're pretty good at turtling.
But I agree that some templar skills could use improvements, notably charge and sun shield. On my stamplar I use rangers gait which let's me ignore pretty much all snares. There's no magicka equivalent of this set, so something besides purge could help.