Please do not leave empowering sweep as is in the PTS. Trading MAJOR PROTECTION for empower is such a huge nerf to a fantastic skill that allowed one to open on their opponent with reduced damage taken and unleash their burst combo to down their enemy. Please bring back major protection or give SOMETHING better than empower.
ZOS_GinaBruno wrote: »
- Are there any changes you feel are against the spirit of the class?
ZOS_GinaBruno wrote: »
- Are there any changes you feel are against the spirit of the class?
GrumpyDuckling wrote: »ZOS_GinaBruno wrote: »
- Are there any changes you feel are against the spirit of the class?
Please talk to Gilliam. He's putting damage mitigation in the Assassin tree. This is Wood Elf sneak and Argonian poison absurdity all over again.
Just move Major Brutality/Sorcery to Grim Focus and consider something more fun/useful for Drain Power.
ZOS_GinaBruno wrote: »
- Do you have any other general feedback?
Magicka Nightblade is in a pretty bad spot now.
On live this patch the three Classes: Magicka Nightblade, Magicka Sorcerer, and Magicka Templar were all pretty much performing at the same level.
On PTS: Magicka Nightblade has had their Minor Berserk removed.
Magicka Sorcerer has had their Lightning Flood AoE buffed.
Magicka Templar has had their Shards AoE buffed.
Please buff Nightblade's path of darkness again.
Originally you guys nerfed it because "It was over performing"
It currently does less damage than either Lightning Flood or Blazing Shards, and doesn't offer a synergy.
In their current state, no one is going to run a magicka nightblade.
Which is such a shame after the beautiful balance we had found in the Wrathstone DLC for trial magicka dps.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
OR, and this is one i firmly believe in, make it so Snipe gets slotted for Ultimate and take Rapid Fire as the spammable ability.
I see why they made the Shalks blockable - when multiple people are stacking them together they can be really overpowered. But when solo, Shalks are one of the worst offensive abilities in the game; if someone actually knows how to fight you, good luck getting them to land. Having the Shalks be blockable just makes that situation worse - even if you do manage to get them to land, a quick block will make the damage pretty negligible.cpuScientist wrote: »Can the blocking of Shalk AOE be undone. The class really hurts in 1v1 and this just makes them worst there and offers nothing in class that can damage a blocking tank. Cannot stun to drop block and no burst that goes through it. Every other class has at least one of these mechanics for dealing with blocking targets. There is counter play already against shall. Move left or right. It misses more than anything.
GeorgeBlack wrote: »StamDK should be a weapons class with passive and active skills that make it easy to play without a class spammable. It's role should be to truly stand it's ground along with templar.
So far stamDK is only a SnB/2h Bloodspawn 7th Fury build and nothing else, unfit for Cyrodiil.
Stamplar is very good to look at. Resently has become strong as well. It's Aedric Spear playstyle should be improved a little bit.Stand your ground templar.
Stamsorc needs to feel more than a battlemage. More magic. Less AoE annoyance.
Stamblade is the best concept of ESO. My only problem with the class is that it's abilities, active and passives are overloaded.
Stamden is strong yet I don't get the impression that this class has anything to do with nature or ice. It is also overloaded and without weak points.
Some skill lines that affect class identity in a negative way:
1) ESO is a game designed to be based around story, adventure and freedom to make unique characters. I think that it is a bad idea to say that X class should be better at tanking or DPS or Healing. I think that it would be better to have Undaunted, Fighters Guild and Psijic order to have tools to improve those functions. A good healer should be a mix of Class flavour and Guild potency etc etc. Maybe it's too late to make such huge changes but I think the devs should reflect on that.
2) Vampires should be more than passive stats and mist form. It should be a unique playstyle like werewolves.
3) Class ultimates should not be weaker than ultimates available to all classes. Dawnbreaker is a very serious issue for a number of years now. The weapon ultimates, weak as they are, are a bad idea imo. Some of those skills could be changed and used in a class tool kit since so many class ultimates are unused
Imagine a templar with a dawnbreaker (rebalanced)
Imagine a stamsorc with thundering Rend from DW.
After seeing the templar changes and indirect changes, here's my updated feedback based on Gina's requested questions.
Are there any changes you feel are against the spirit of the class?:
- No, but the lack of changes modernizing some of the outdated templar skills are against the spirit of the class. Or to put it better, the class feels like a lack of an identity and most players feel like the devs are pushing them towards heavy armor healbot roles where they hold block and cast BOL till they die. Not much group debuff/buff, clunky burst/pressure and no AOE cc mechanic lends to templars feeling they cannot operate any role they want without severe downsides compared to other classes.
Are you able to weave abilities better or worse in this Update?
- Yes and No. Cast time changes to GCD result in weird clunky loss in speed. For example, punchering sweeps is faster if I dont light attack afterwards and is slightly slower when I do. Same for things like Dark Flare, wreckling blow, etc.
Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
- weaker. While many audits resulted in finally modernizing the templar kit (toppling being faster, etc) other classes received audits that surpass the balance feedback we gave prior to the new chapter. This results in a weaker class once you compare the buffs DK, Sorcs, and nightblades received as well as the kit from the necromancer.
Do you feel we addressed abilities that in the past year have been over or under performing?
- Yes and no. Some abilities are still underperforming or are clunky/outdated. For example practice incantation only recevie minor adjustment despite ultimate not having been touched since 2015 with rememberance being the superior morph. But you adjusted restoring aura while also looking into the speed/cc function of toppling. 50/50
Do you have any other general feedback?
- Templar still has no clear identity and stamplar has taken heavy nerfs while giving their identity away to stamDK.
Previous Feedback (updates in bold/strikethrough):Templar
Aedric Spear
Burning Light: great change, needs extensive cyro testing on live however for efficiency tests. Jabs snare is still dodge able though.
Focused Charge: minimum range doesn't match other gap closers, at least ones that grant a secondary effect like lotus fan.fixed
Explosive Charge (morph): no one is using this spell for the AOE dmg. It doesnt break targets out of stealth, requires a target, is too slow, and makes your vulnerable. Niche application as a bomber build but Templar has nothing that helps to escape those situations like a nightblade can.
Toppling Charge (morph): has potential to be a great change. but has same downsides as explosive charge; most serious PVP players deslot this ability since it opens you up to being cc'd and burst. If DMG buff is to be a buff for Templar, then consistency of use must be created.faster and now has no minimum range. fixed
Piercing Javelin: dmg boost buff was weird at range, because templars lack the absolute ranged strength of sorcs to fully use this DMG boost to it's full potential. Skill audit would have shown that one of the magplar pain points is too many cc options that have too many niche applications and all contradict each other. Why run javelin when I can heal+unreflected+unblocked dMG with total dark? But I can't use total dark on cc immune targets and toppling charge becomes generic gap closer when I cast total dark first.
Puncturing Strikes: best change this patch but there's a bug as cinbri noted regarding it's efficiency on pts.
Radial Sweep: great change for range. Still misses targets due to how the hitbox is looking for those targets.
Empowering Sweep (morph): this is hard to swallow because it violates the core reasoning of this patch while increasing the main pain point of stamplar; low survivability after post-nerf of major mending under wrobel. its an AOE 2s pulse that has empower; solar barrage shares this same exact mechanic and thus is instantly redundant. It may be an ultimate, and some pve stamplars love it, but in PvP it takes away from survival for that class.
Spear Shards: good buffs for pve templar but stamplar can't use it. So it's one sided change.
Sun Shield:
.great change for seeing skills and values they bring, because it was tricking both players and devs into thinking this is a great defensive skill. But if blazing was above other options, you'd see it on every templar build and in competitive PvP applications. It doesn't defend well and it doesnt damage well; because of that it will always be replaced by something more damaging or defensive. Radiant ward is perfect for PVE tanks however but the cost increase is a nerf to them sadly. Is 9% per hit good enough for competitive pve? This ability will still find extremely niche use in PvP and it doesn't solve pve tank pain points. dmg off radiant ward is very promising, but it's 10k crits on PVE mobs which means it will only be 2k dmg after all mitigation. blazing shield is still useless
Dawn’s Wrath
Eclipse: great mechanic balance for DKs now. Tooltip Great for knowledge too in understanding how it works,but has core issue of its design rests on this cooldown. damage was originally by wrobel increased to account for this 0.75s cooldown. and to boot, healing was never increase to account for this as well. core ability still suffers in that you are giving targets cc immunity without stopping their actions and the niche applications. Other cc abilities are rendered useless if trying to make most of this spell. Hard to use with new toppling charge since you'll waste two slots for a cc immunity granting spell.
Power of the Light: pve change, while decent, only buffs pve templar healers who did not need buffs on core DPS centered abilities. Dmg loss impacts PVE stamplar and PVP stamplar looking to stretch their dmg to counter the fact their have no defense.
Solar Flare: great change on both speed and cast times. but is 37% dmg reduction worth 0.1 seconds and slightly faster shot? Snipe, receiving similar change, has only a 27% reduction on damage. In comparison, Jabs while received evasion nerfs but got buffs to compensate as well; dark flare should be buffed now that wings is 50% dmg reduction for similar reasons. With reflective light/vamp bane losing ability to be used as a spamable for both instant cast+dot for greater Dmg, dark flare feels more like a redundant ability that functions similarly to vamp bane but only useful on gank builds/zerglings and will never see application in pve. Solar barrage is great change however to help fix it mechanically.
Sun Fire: great change for server calcs, but if dark flare isnt buffed, magplar loses partially efficiency in one aspect of it's (community applied) core identity of "i can do AOE, Melee and range all in one package". Plus ability has issues granting crit buff due to requiring hits instead of cast so it's not functioning according to similar buff spells and thus missed it's chance by the team on their audits.
Restoring Light
Breath of Life: great adjustment for pvp balance. Shame other similar heals in the game don't follow this requirement of positioning and LOS walls (Sorc pet heal for example).
Cleansing Ritual: great change but weird issue with Ritual of retribution. dmg of this spell buffed with highest stat either weapon/stam but is still magic damage so CP scaling will be annoying. Extended ritual is fine as is, though stamplars aren't sitting around for this heal in highly mobile combat.
Practiced Incantation: heal percentage fix didn't really make morph attractive versus rememberance. For a defensive ult, it hasn't been updated according for the highly mobile game design intent, and both morphs haven't really been touched since 2015-2016. Another missed chance to audit to update Templar proactive defense pain point.
Restoring Aura: great change in adding zero cost while increasing duration to match ele drain. Will open up weapon optiosn slightly though major breach is too important to give up and the light attacks off destro staff punish templars looking to experiment with DW/SNB for more paladin looking characters. Possible suggestion is to add major sorcery, while not breach, will help alleviate bar space issues.
All in all, Templar will be bottom barrel compared to mag Sorc buffs, mag dk buffs, stamDK stealing stamplar identity of dot pressure/major mending identity, and necromancer. All other classes can accomplish what they need in less than it takes to setup Templar burst. conclusion still current, but recent changes have helped.
After seeing the templar changes and indirect changes, here's my updated feedback based on Gina's requested questions.
Are there any changes you feel are against the spirit of the class?:
- No, but the lack of changes modernizing some of the outdated templar skills are against the spirit of the class. Or to put it better, the class feels like a lack of an identity and most players feel like the devs are pushing them towards heavy armor healbot roles where they hold block and cast BOL till they die. Not much group debuff/buff, clunky burst/pressure and no AOE cc mechanic lends to templars feeling they cannot operate any role they want without severe downsides compared to other classes.
Are you able to weave abilities better or worse in this Update?
- Yes and No. Cast time changes to GCD result in weird clunky loss in speed. For example, punchering sweeps is faster if I dont light attack afterwards and is slightly slower when I do. Same for things like Dark Flare, wreckling blow, etc.
Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
- weaker. While many audits resulted in finally modernizing the templar kit (toppling being faster, etc) other classes received audits that surpass the balance feedback we gave prior to the new chapter. This results in a weaker class once you compare the buffs DK, Sorcs, and nightblades received as well as the kit from the necromancer.
Do you feel we addressed abilities that in the past year have been over or under performing?
- Yes and no. Some abilities are still underperforming or are clunky/outdated. For example practice incantation only recevie minor adjustment despite ultimate not having been touched since 2015 with rememberance being the superior morph. But you adjusted restoring aura while also looking into the speed/cc function of toppling. 50/50
Do you have any other general feedback?
- Templar still has no clear identity and stamplar has taken heavy nerfs while giving their identity away to stamDK.
Previous Feedback (updates in bold/strikethrough):Templar
Aedric Spear
Burning Light: great change, needs extensive cyro testing on live however for efficiency tests. Jabs snare is still dodge able though.
Focused Charge: minimum range doesn't match other gap closers, at least ones that grant a secondary effect like lotus fan.fixed
Explosive Charge (morph): no one is using this spell for the AOE dmg. It doesnt break targets out of stealth, requires a target, is too slow, and makes your vulnerable. Niche application as a bomber build but Templar has nothing that helps to escape those situations like a nightblade can.
Toppling Charge (morph): has potential to be a great change. but has same downsides as explosive charge; most serious PVP players deslot this ability since it opens you up to being cc'd and burst. If DMG buff is to be a buff for Templar, then consistency of use must be created.faster and now has no minimum range. fixed
Piercing Javelin: dmg boost buff was weird at range, because templars lack the absolute ranged strength of sorcs to fully use this DMG boost to it's full potential. Skill audit would have shown that one of the magplar pain points is too many cc options that have too many niche applications and all contradict each other. Why run javelin when I can heal+unreflected+unblocked dMG with total dark? But I can't use total dark on cc immune targets and toppling charge becomes generic gap closer when I cast total dark first.
Puncturing Strikes: best change this patch but there's a bug as cinbri noted regarding it's efficiency on pts.
Radial Sweep: great change for range. Still misses targets due to how the hitbox is looking for those targets.
Empowering Sweep (morph): this is hard to swallow because it violates the core reasoning of this patch while increasing the main pain point of stamplar; low survivability after post-nerf of major mending under wrobel. its an AOE 2s pulse that has empower; solar barrage shares this same exact mechanic and thus is instantly redundant. It may be an ultimate, and some pve stamplars love it, but in PvP it takes away from survival for that class.
Spear Shards: good buffs for pve templar but stamplar can't use it. So it's one sided change.
Sun Shield:
.great change for seeing skills and values they bring, because it was tricking both players and devs into thinking this is a great defensive skill. But if blazing was above other options, you'd see it on every templar build and in competitive PvP applications. It doesn't defend well and it doesnt damage well; because of that it will always be replaced by something more damaging or defensive. Radiant ward is perfect for PVE tanks however but the cost increase is a nerf to them sadly. Is 9% per hit good enough for competitive pve? This ability will still find extremely niche use in PvP and it doesn't solve pve tank pain points. dmg off radiant ward is very promising, but it's 10k crits on PVE mobs which means it will only be 2k dmg after all mitigation. blazing shield is still useless
Dawn’s Wrath
Eclipse: great mechanic balance for DKs now. Tooltip Great for knowledge too in understanding how it works,but has core issue of its design rests on this cooldown. damage was originally by wrobel increased to account for this 0.75s cooldown. and to boot, healing was never increase to account for this as well. core ability still suffers in that you are giving targets cc immunity without stopping their actions and the niche applications. Other cc abilities are rendered useless if trying to make most of this spell. Hard to use with new toppling charge since you'll waste two slots for a cc immunity granting spell.
Power of the Light: pve change, while decent, only buffs pve templar healers who did not need buffs on core DPS centered abilities. Dmg loss impacts PVE stamplar and PVP stamplar looking to stretch their dmg to counter the fact their have no defense.
Solar Flare: great change on both speed and cast times. but is 37% dmg reduction worth 0.1 seconds and slightly faster shot? Snipe, receiving similar change, has only a 27% reduction on damage. In comparison, Jabs while received evasion nerfs but got buffs to compensate as well; dark flare should be buffed now that wings is 50% dmg reduction for similar reasons. With reflective light/vamp bane losing ability to be used as a spamable for both instant cast+dot for greater Dmg, dark flare feels more like a redundant ability that functions similarly to vamp bane but only useful on gank builds/zerglings and will never see application in pve. Solar barrage is great change however to help fix it mechanically.
Sun Fire: great change for server calcs, but if dark flare isnt buffed, magplar loses partially efficiency in one aspect of it's (community applied) core identity of "i can do AOE, Melee and range all in one package". Plus ability has issues granting crit buff due to requiring hits instead of cast so it's not functioning according to similar buff spells and thus missed it's chance by the team on their audits.
Restoring Light
Breath of Life: great adjustment for pvp balance. Shame other similar heals in the game don't follow this requirement of positioning and LOS walls (Sorc pet heal for example).
Cleansing Ritual: great change but weird issue with Ritual of retribution. dmg of this spell buffed with highest stat either weapon/stam but is still magic damage so CP scaling will be annoying. Extended ritual is fine as is, though stamplars aren't sitting around for this heal in highly mobile combat.
Practiced Incantation: heal percentage fix didn't really make morph attractive versus rememberance. For a defensive ult, it hasn't been updated according for the highly mobile game design intent, and both morphs haven't really been touched since 2015-2016. Another missed chance to audit to update Templar proactive defense pain point.
Restoring Aura: great change in adding zero cost while increasing duration to match ele drain. Will open up weapon optiosn slightly though major breach is too important to give up and the light attacks off destro staff punish templars looking to experiment with DW/SNB for more paladin looking characters. Possible suggestion is to add major sorcery, while not breach, will help alleviate bar space issues.
All in all, Templar will be bottom barrel compared to mag Sorc buffs, mag dk buffs, stamDK stealing stamplar identity of dot pressure/major mending identity, and necromancer. All other classes can accomplish what they need in less than it takes to setup Templar burst. conclusion still current, but recent changes have helped.
Not sure if you're speaking of stamplar or magplar, but as a magplar player, this patch basically adjusted most of the major painpoints I had with magplar.
1) Toppling charge - The minimum distance on this ability meant that you can not use it as a reliable CC. With no minimum distance, there is no requirement to slot javelin to reliably CC someone. Really hyped for this change.
2) RAT - Being forced to play as vampire was a major painpoint for me as a magplar. But RAT solves two problems with 1. Snare immunity + major expedition, this ability will be a game changer for magplars and even stamplars for specific builds.
3) Empowering/crescent sweep - The range increase from 6m to 8m is a very welcome change. The range was the one reason why I always ended up not using this ultimate. 6m was way too little, especially considering that many melee abilties are more than 6m so you would often miss it even if you use it in melee range. With 8m, it should be much more reliable when you use it in melee range.
4) Radiant aura - Making it free cost will make this ability really good in PVP. The ability already has nice passives, and now it also has a nice active effect. In PVP, this ability will be the more popular means of applying magickasteal since, you can apply it on everyone in 1 GCD. Many naysayers are saying elemental drain will be better, but I can guarantee in BGs, this will be the more popular morph.
5) Puncturing sweep - Channel time reduction is always welcome without damage reduction. Not a major change but still welcome.
6) Repentance - With necromancers coming out, this ability got meta-buffed, since you will have a **** ton of corpses providing free stam and health. This ability might even be worthwhile for magplars who make good use of their stam.
From a PVP perspective, this patch has really addressed many painpoints for magplars. I'm looking forward to playing my magplar after this patch.
Dracan_Fontom wrote: »After seeing the templar changes and indirect changes, here's my updated feedback based on Gina's requested questions.
Are there any changes you feel are against the spirit of the class?:
- No, but the lack of changes modernizing some of the outdated templar skills are against the spirit of the class. Or to put it better, the class feels like a lack of an identity and most players feel like the devs are pushing them towards heavy armor healbot roles where they hold block and cast BOL till they die. Not much group debuff/buff, clunky burst/pressure and no AOE cc mechanic lends to templars feeling they cannot operate any role they want without severe downsides compared to other classes.
Are you able to weave abilities better or worse in this Update?
- Yes and No. Cast time changes to GCD result in weird clunky loss in speed. For example, punchering sweeps is faster if I dont light attack afterwards and is slightly slower when I do. Same for things like Dark Flare, wreckling blow, etc.
Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
- weaker. While many audits resulted in finally modernizing the templar kit (toppling being faster, etc) other classes received audits that surpass the balance feedback we gave prior to the new chapter. This results in a weaker class once you compare the buffs DK, Sorcs, and nightblades received as well as the kit from the necromancer.
Do you feel we addressed abilities that in the past year have been over or under performing?
- Yes and no. Some abilities are still underperforming or are clunky/outdated. For example practice incantation only recevie minor adjustment despite ultimate not having been touched since 2015 with rememberance being the superior morph. But you adjusted restoring aura while also looking into the speed/cc function of toppling. 50/50
Do you have any other general feedback?
- Templar still has no clear identity and stamplar has taken heavy nerfs while giving their identity away to stamDK.
Previous Feedback (updates in bold/strikethrough):Templar
Aedric Spear
Burning Light: great change, needs extensive cyro testing on live however for efficiency tests. Jabs snare is still dodge able though.
Focused Charge: minimum range doesn't match other gap closers, at least ones that grant a secondary effect like lotus fan.fixed
Explosive Charge (morph): no one is using this spell for the AOE dmg. It doesnt break targets out of stealth, requires a target, is too slow, and makes your vulnerable. Niche application as a bomber build but Templar has nothing that helps to escape those situations like a nightblade can.
Toppling Charge (morph): has potential to be a great change. but has same downsides as explosive charge; most serious PVP players deslot this ability since it opens you up to being cc'd and burst. If DMG buff is to be a buff for Templar, then consistency of use must be created.faster and now has no minimum range. fixed
Piercing Javelin: dmg boost buff was weird at range, because templars lack the absolute ranged strength of sorcs to fully use this DMG boost to it's full potential. Skill audit would have shown that one of the magplar pain points is too many cc options that have too many niche applications and all contradict each other. Why run javelin when I can heal+unreflected+unblocked dMG with total dark? But I can't use total dark on cc immune targets and toppling charge becomes generic gap closer when I cast total dark first.
Puncturing Strikes: best change this patch but there's a bug as cinbri noted regarding it's efficiency on pts.
Radial Sweep: great change for range. Still misses targets due to how the hitbox is looking for those targets.
Empowering Sweep (morph): this is hard to swallow because it violates the core reasoning of this patch while increasing the main pain point of stamplar; low survivability after post-nerf of major mending under wrobel. its an AOE 2s pulse that has empower; solar barrage shares this same exact mechanic and thus is instantly redundant. It may be an ultimate, and some pve stamplars love it, but in PvP it takes away from survival for that class.
Spear Shards: good buffs for pve templar but stamplar can't use it. So it's one sided change.
Sun Shield:
.great change for seeing skills and values they bring, because it was tricking both players and devs into thinking this is a great defensive skill. But if blazing was above other options, you'd see it on every templar build and in competitive PvP applications. It doesn't defend well and it doesnt damage well; because of that it will always be replaced by something more damaging or defensive. Radiant ward is perfect for PVE tanks however but the cost increase is a nerf to them sadly. Is 9% per hit good enough for competitive pve? This ability will still find extremely niche use in PvP and it doesn't solve pve tank pain points. dmg off radiant ward is very promising, but it's 10k crits on PVE mobs which means it will only be 2k dmg after all mitigation. blazing shield is still useless
Dawn’s Wrath
Eclipse: great mechanic balance for DKs now. Tooltip Great for knowledge too in understanding how it works,but has core issue of its design rests on this cooldown. damage was originally by wrobel increased to account for this 0.75s cooldown. and to boot, healing was never increase to account for this as well. core ability still suffers in that you are giving targets cc immunity without stopping their actions and the niche applications. Other cc abilities are rendered useless if trying to make most of this spell. Hard to use with new toppling charge since you'll waste two slots for a cc immunity granting spell.
Power of the Light: pve change, while decent, only buffs pve templar healers who did not need buffs on core DPS centered abilities. Dmg loss impacts PVE stamplar and PVP stamplar looking to stretch their dmg to counter the fact their have no defense.
Solar Flare: great change on both speed and cast times. but is 37% dmg reduction worth 0.1 seconds and slightly faster shot? Snipe, receiving similar change, has only a 27% reduction on damage. In comparison, Jabs while received evasion nerfs but got buffs to compensate as well; dark flare should be buffed now that wings is 50% dmg reduction for similar reasons. With reflective light/vamp bane losing ability to be used as a spamable for both instant cast+dot for greater Dmg, dark flare feels more like a redundant ability that functions similarly to vamp bane but only useful on gank builds/zerglings and will never see application in pve. Solar barrage is great change however to help fix it mechanically.
Sun Fire: great change for server calcs, but if dark flare isnt buffed, magplar loses partially efficiency in one aspect of it's (community applied) core identity of "i can do AOE, Melee and range all in one package". Plus ability has issues granting crit buff due to requiring hits instead of cast so it's not functioning according to similar buff spells and thus missed it's chance by the team on their audits.
Restoring Light
Breath of Life: great adjustment for pvp balance. Shame other similar heals in the game don't follow this requirement of positioning and LOS walls (Sorc pet heal for example).
Cleansing Ritual: great change but weird issue with Ritual of retribution. dmg of this spell buffed with highest stat either weapon/stam but is still magic damage so CP scaling will be annoying. Extended ritual is fine as is, though stamplars aren't sitting around for this heal in highly mobile combat.
Practiced Incantation: heal percentage fix didn't really make morph attractive versus rememberance. For a defensive ult, it hasn't been updated according for the highly mobile game design intent, and both morphs haven't really been touched since 2015-2016. Another missed chance to audit to update Templar proactive defense pain point.
Restoring Aura: great change in adding zero cost while increasing duration to match ele drain. Will open up weapon optiosn slightly though major breach is too important to give up and the light attacks off destro staff punish templars looking to experiment with DW/SNB for more paladin looking characters. Possible suggestion is to add major sorcery, while not breach, will help alleviate bar space issues.
All in all, Templar will be bottom barrel compared to mag Sorc buffs, mag dk buffs, stamDK stealing stamplar identity of dot pressure/major mending identity, and necromancer. All other classes can accomplish what they need in less than it takes to setup Templar burst. conclusion still current, but recent changes have helped.
Not sure if you're speaking of stamplar or magplar, but as a magplar player, this patch basically adjusted most of the major painpoints I had with magplar.
1) Toppling charge - The minimum distance on this ability meant that you can not use it as a reliable CC. With no minimum distance, there is no requirement to slot javelin to reliably CC someone. Really hyped for this change.
2) RAT - Being forced to play as vampire was a major painpoint for me as a magplar. But RAT solves two problems with 1. Snare immunity + major expedition, this ability will be a game changer for magplars and even stamplars for specific builds.
3) Empowering/crescent sweep - The range increase from 6m to 8m is a very welcome change. The range was the one reason why I always ended up not using this ultimate. 6m was way too little, especially considering that many melee abilties are more than 6m so you would often miss it even if you use it in melee range. With 8m, it should be much more reliable when you use it in melee range.
4) Radiant aura - Making it free cost will make this ability really good in PVP. The ability already has nice passives, and now it also has a nice active effect. In PVP, this ability will be the more popular means of applying magickasteal since, you can apply it on everyone in 1 GCD. Many naysayers are saying elemental drain will be better, but I can guarantee in BGs, this will be the more popular morph.
5) Puncturing sweep - Channel time reduction is always welcome without damage reduction. Not a major change but still welcome.
6) Repentance - With necromancers coming out, this ability got meta-buffed, since you will have a **** ton of corpses providing free stam and health. This ability might even be worthwhile for magplars who make good use of their stam.
From a PVP perspective, this patch has really addressed many painpoints for magplars. I'm looking forward to playing my magplar after this patch.
You might be wrong on the sixth point. Iirc, templar's repentance and necro's corpses won't interact in any way
Dracan_Fontom wrote: »After seeing the templar changes and indirect changes, here's my updated feedback based on Gina's requested questions.
Are there any changes you feel are against the spirit of the class?:
- No, but the lack of changes modernizing some of the outdated templar skills are against the spirit of the class. Or to put it better, the class feels like a lack of an identity and most players feel like the devs are pushing them towards heavy armor healbot roles where they hold block and cast BOL till they die. Not much group debuff/buff, clunky burst/pressure and no AOE cc mechanic lends to templars feeling they cannot operate any role they want without severe downsides compared to other classes.
Are you able to weave abilities better or worse in this Update?
- Yes and No. Cast time changes to GCD result in weird clunky loss in speed. For example, punchering sweeps is faster if I dont light attack afterwards and is slightly slower when I do. Same for things like Dark Flare, wreckling blow, etc.
Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
- weaker. While many audits resulted in finally modernizing the templar kit (toppling being faster, etc) other classes received audits that surpass the balance feedback we gave prior to the new chapter. This results in a weaker class once you compare the buffs DK, Sorcs, and nightblades received as well as the kit from the necromancer.
Do you feel we addressed abilities that in the past year have been over or under performing?
- Yes and no. Some abilities are still underperforming or are clunky/outdated. For example practice incantation only recevie minor adjustment despite ultimate not having been touched since 2015 with rememberance being the superior morph. But you adjusted restoring aura while also looking into the speed/cc function of toppling. 50/50
Do you have any other general feedback?
- Templar still has no clear identity and stamplar has taken heavy nerfs while giving their identity away to stamDK.
Previous Feedback (updates in bold/strikethrough):Templar
Aedric Spear
Burning Light: great change, needs extensive cyro testing on live however for efficiency tests. Jabs snare is still dodge able though.
Focused Charge: minimum range doesn't match other gap closers, at least ones that grant a secondary effect like lotus fan.fixed
Explosive Charge (morph): no one is using this spell for the AOE dmg. It doesnt break targets out of stealth, requires a target, is too slow, and makes your vulnerable. Niche application as a bomber build but Templar has nothing that helps to escape those situations like a nightblade can.
Toppling Charge (morph): has potential to be a great change. but has same downsides as explosive charge; most serious PVP players deslot this ability since it opens you up to being cc'd and burst. If DMG buff is to be a buff for Templar, then consistency of use must be created.faster and now has no minimum range. fixed
Piercing Javelin: dmg boost buff was weird at range, because templars lack the absolute ranged strength of sorcs to fully use this DMG boost to it's full potential. Skill audit would have shown that one of the magplar pain points is too many cc options that have too many niche applications and all contradict each other. Why run javelin when I can heal+unreflected+unblocked dMG with total dark? But I can't use total dark on cc immune targets and toppling charge becomes generic gap closer when I cast total dark first.
Puncturing Strikes: best change this patch but there's a bug as cinbri noted regarding it's efficiency on pts.
Radial Sweep: great change for range. Still misses targets due to how the hitbox is looking for those targets.
Empowering Sweep (morph): this is hard to swallow because it violates the core reasoning of this patch while increasing the main pain point of stamplar; low survivability after post-nerf of major mending under wrobel. its an AOE 2s pulse that has empower; solar barrage shares this same exact mechanic and thus is instantly redundant. It may be an ultimate, and some pve stamplars love it, but in PvP it takes away from survival for that class.
Spear Shards: good buffs for pve templar but stamplar can't use it. So it's one sided change.
Sun Shield:
.great change for seeing skills and values they bring, because it was tricking both players and devs into thinking this is a great defensive skill. But if blazing was above other options, you'd see it on every templar build and in competitive PvP applications. It doesn't defend well and it doesnt damage well; because of that it will always be replaced by something more damaging or defensive. Radiant ward is perfect for PVE tanks however but the cost increase is a nerf to them sadly. Is 9% per hit good enough for competitive pve? This ability will still find extremely niche use in PvP and it doesn't solve pve tank pain points. dmg off radiant ward is very promising, but it's 10k crits on PVE mobs which means it will only be 2k dmg after all mitigation. blazing shield is still useless
Dawn’s Wrath
Eclipse: great mechanic balance for DKs now. Tooltip Great for knowledge too in understanding how it works,but has core issue of its design rests on this cooldown. damage was originally by wrobel increased to account for this 0.75s cooldown. and to boot, healing was never increase to account for this as well. core ability still suffers in that you are giving targets cc immunity without stopping their actions and the niche applications. Other cc abilities are rendered useless if trying to make most of this spell. Hard to use with new toppling charge since you'll waste two slots for a cc immunity granting spell.
Power of the Light: pve change, while decent, only buffs pve templar healers who did not need buffs on core DPS centered abilities. Dmg loss impacts PVE stamplar and PVP stamplar looking to stretch their dmg to counter the fact their have no defense.
Solar Flare: great change on both speed and cast times. but is 37% dmg reduction worth 0.1 seconds and slightly faster shot? Snipe, receiving similar change, has only a 27% reduction on damage. In comparison, Jabs while received evasion nerfs but got buffs to compensate as well; dark flare should be buffed now that wings is 50% dmg reduction for similar reasons. With reflective light/vamp bane losing ability to be used as a spamable for both instant cast+dot for greater Dmg, dark flare feels more like a redundant ability that functions similarly to vamp bane but only useful on gank builds/zerglings and will never see application in pve. Solar barrage is great change however to help fix it mechanically.
Sun Fire: great change for server calcs, but if dark flare isnt buffed, magplar loses partially efficiency in one aspect of it's (community applied) core identity of "i can do AOE, Melee and range all in one package". Plus ability has issues granting crit buff due to requiring hits instead of cast so it's not functioning according to similar buff spells and thus missed it's chance by the team on their audits.
Restoring Light
Breath of Life: great adjustment for pvp balance. Shame other similar heals in the game don't follow this requirement of positioning and LOS walls (Sorc pet heal for example).
Cleansing Ritual: great change but weird issue with Ritual of retribution. dmg of this spell buffed with highest stat either weapon/stam but is still magic damage so CP scaling will be annoying. Extended ritual is fine as is, though stamplars aren't sitting around for this heal in highly mobile combat.
Practiced Incantation: heal percentage fix didn't really make morph attractive versus rememberance. For a defensive ult, it hasn't been updated according for the highly mobile game design intent, and both morphs haven't really been touched since 2015-2016. Another missed chance to audit to update Templar proactive defense pain point.
Restoring Aura: great change in adding zero cost while increasing duration to match ele drain. Will open up weapon optiosn slightly though major breach is too important to give up and the light attacks off destro staff punish templars looking to experiment with DW/SNB for more paladin looking characters. Possible suggestion is to add major sorcery, while not breach, will help alleviate bar space issues.
All in all, Templar will be bottom barrel compared to mag Sorc buffs, mag dk buffs, stamDK stealing stamplar identity of dot pressure/major mending identity, and necromancer. All other classes can accomplish what they need in less than it takes to setup Templar burst. conclusion still current, but recent changes have helped.
Not sure if you're speaking of stamplar or magplar, but as a magplar player, this patch basically adjusted most of the major painpoints I had with magplar.
1) Toppling charge - The minimum distance on this ability meant that you can not use it as a reliable CC. With no minimum distance, there is no requirement to slot javelin to reliably CC someone. Really hyped for this change.
2) RAT - Being forced to play as vampire was a major painpoint for me as a magplar. But RAT solves two problems with 1. Snare immunity + major expedition, this ability will be a game changer for magplars and even stamplars for specific builds.
3) Empowering/crescent sweep - The range increase from 6m to 8m is a very welcome change. The range was the one reason why I always ended up not using this ultimate. 6m was way too little, especially considering that many melee abilties are more than 6m so you would often miss it even if you use it in melee range. With 8m, it should be much more reliable when you use it in melee range.
4) Radiant aura - Making it free cost will make this ability really good in PVP. The ability already has nice passives, and now it also has a nice active effect. In PVP, this ability will be the more popular means of applying magickasteal since, you can apply it on everyone in 1 GCD. Many naysayers are saying elemental drain will be better, but I can guarantee in BGs, this will be the more popular morph.
5) Puncturing sweep - Channel time reduction is always welcome without damage reduction. Not a major change but still welcome.
6) Repentance - With necromancers coming out, this ability got meta-buffed, since you will have a **** ton of corpses providing free stam and health. This ability might even be worthwhile for magplars who make good use of their stam.
From a PVP perspective, this patch has really addressed many painpoints for magplars. I'm looking forward to playing my magplar after this patch.
You might be wrong on the sixth point. Iirc, templar's repentance and necro's corpses won't interact in any way
they should
Dracan_Fontom wrote: »After seeing the templar changes and indirect changes, here's my updated feedback based on Gina's requested questions.
Are there any changes you feel are against the spirit of the class?:
- No, but the lack of changes modernizing some of the outdated templar skills are against the spirit of the class. Or to put it better, the class feels like a lack of an identity and most players feel like the devs are pushing them towards heavy armor healbot roles where they hold block and cast BOL till they die. Not much group debuff/buff, clunky burst/pressure and no AOE cc mechanic lends to templars feeling they cannot operate any role they want without severe downsides compared to other classes.
Are you able to weave abilities better or worse in this Update?
- Yes and No. Cast time changes to GCD result in weird clunky loss in speed. For example, punchering sweeps is faster if I dont light attack afterwards and is slightly slower when I do. Same for things like Dark Flare, wreckling blow, etc.
Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
- weaker. While many audits resulted in finally modernizing the templar kit (toppling being faster, etc) other classes received audits that surpass the balance feedback we gave prior to the new chapter. This results in a weaker class once you compare the buffs DK, Sorcs, and nightblades received as well as the kit from the necromancer.
Do you feel we addressed abilities that in the past year have been over or under performing?
- Yes and no. Some abilities are still underperforming or are clunky/outdated. For example practice incantation only recevie minor adjustment despite ultimate not having been touched since 2015 with rememberance being the superior morph. But you adjusted restoring aura while also looking into the speed/cc function of toppling. 50/50
Do you have any other general feedback?
- Templar still has no clear identity and stamplar has taken heavy nerfs while giving their identity away to stamDK.
Previous Feedback (updates in bold/strikethrough):Templar
Aedric Spear
Burning Light: great change, needs extensive cyro testing on live however for efficiency tests. Jabs snare is still dodge able though.
Focused Charge: minimum range doesn't match other gap closers, at least ones that grant a secondary effect like lotus fan.fixed
Explosive Charge (morph): no one is using this spell for the AOE dmg. It doesnt break targets out of stealth, requires a target, is too slow, and makes your vulnerable. Niche application as a bomber build but Templar has nothing that helps to escape those situations like a nightblade can.
Toppling Charge (morph): has potential to be a great change. but has same downsides as explosive charge; most serious PVP players deslot this ability since it opens you up to being cc'd and burst. If DMG buff is to be a buff for Templar, then consistency of use must be created.faster and now has no minimum range. fixed
Piercing Javelin: dmg boost buff was weird at range, because templars lack the absolute ranged strength of sorcs to fully use this DMG boost to it's full potential. Skill audit would have shown that one of the magplar pain points is too many cc options that have too many niche applications and all contradict each other. Why run javelin when I can heal+unreflected+unblocked dMG with total dark? But I can't use total dark on cc immune targets and toppling charge becomes generic gap closer when I cast total dark first.
Puncturing Strikes: best change this patch but there's a bug as cinbri noted regarding it's efficiency on pts.
Radial Sweep: great change for range. Still misses targets due to how the hitbox is looking for those targets.
Empowering Sweep (morph): this is hard to swallow because it violates the core reasoning of this patch while increasing the main pain point of stamplar; low survivability after post-nerf of major mending under wrobel. its an AOE 2s pulse that has empower; solar barrage shares this same exact mechanic and thus is instantly redundant. It may be an ultimate, and some pve stamplars love it, but in PvP it takes away from survival for that class.
Spear Shards: good buffs for pve templar but stamplar can't use it. So it's one sided change.
Sun Shield:
.great change for seeing skills and values they bring, because it was tricking both players and devs into thinking this is a great defensive skill. But if blazing was above other options, you'd see it on every templar build and in competitive PvP applications. It doesn't defend well and it doesnt damage well; because of that it will always be replaced by something more damaging or defensive. Radiant ward is perfect for PVE tanks however but the cost increase is a nerf to them sadly. Is 9% per hit good enough for competitive pve? This ability will still find extremely niche use in PvP and it doesn't solve pve tank pain points. dmg off radiant ward is very promising, but it's 10k crits on PVE mobs which means it will only be 2k dmg after all mitigation. blazing shield is still useless
Dawn’s Wrath
Eclipse: great mechanic balance for DKs now. Tooltip Great for knowledge too in understanding how it works,but has core issue of its design rests on this cooldown. damage was originally by wrobel increased to account for this 0.75s cooldown. and to boot, healing was never increase to account for this as well. core ability still suffers in that you are giving targets cc immunity without stopping their actions and the niche applications. Other cc abilities are rendered useless if trying to make most of this spell. Hard to use with new toppling charge since you'll waste two slots for a cc immunity granting spell.
Power of the Light: pve change, while decent, only buffs pve templar healers who did not need buffs on core DPS centered abilities. Dmg loss impacts PVE stamplar and PVP stamplar looking to stretch their dmg to counter the fact their have no defense.
Solar Flare: great change on both speed and cast times. but is 37% dmg reduction worth 0.1 seconds and slightly faster shot? Snipe, receiving similar change, has only a 27% reduction on damage. In comparison, Jabs while received evasion nerfs but got buffs to compensate as well; dark flare should be buffed now that wings is 50% dmg reduction for similar reasons. With reflective light/vamp bane losing ability to be used as a spamable for both instant cast+dot for greater Dmg, dark flare feels more like a redundant ability that functions similarly to vamp bane but only useful on gank builds/zerglings and will never see application in pve. Solar barrage is great change however to help fix it mechanically.
Sun Fire: great change for server calcs, but if dark flare isnt buffed, magplar loses partially efficiency in one aspect of it's (community applied) core identity of "i can do AOE, Melee and range all in one package". Plus ability has issues granting crit buff due to requiring hits instead of cast so it's not functioning according to similar buff spells and thus missed it's chance by the team on their audits.
Restoring Light
Breath of Life: great adjustment for pvp balance. Shame other similar heals in the game don't follow this requirement of positioning and LOS walls (Sorc pet heal for example).
Cleansing Ritual: great change but weird issue with Ritual of retribution. dmg of this spell buffed with highest stat either weapon/stam but is still magic damage so CP scaling will be annoying. Extended ritual is fine as is, though stamplars aren't sitting around for this heal in highly mobile combat.
Practiced Incantation: heal percentage fix didn't really make morph attractive versus rememberance. For a defensive ult, it hasn't been updated according for the highly mobile game design intent, and both morphs haven't really been touched since 2015-2016. Another missed chance to audit to update Templar proactive defense pain point.
Restoring Aura: great change in adding zero cost while increasing duration to match ele drain. Will open up weapon optiosn slightly though major breach is too important to give up and the light attacks off destro staff punish templars looking to experiment with DW/SNB for more paladin looking characters. Possible suggestion is to add major sorcery, while not breach, will help alleviate bar space issues.
All in all, Templar will be bottom barrel compared to mag Sorc buffs, mag dk buffs, stamDK stealing stamplar identity of dot pressure/major mending identity, and necromancer. All other classes can accomplish what they need in less than it takes to setup Templar burst. conclusion still current, but recent changes have helped.
Not sure if you're speaking of stamplar or magplar, but as a magplar player, this patch basically adjusted most of the major painpoints I had with magplar.
1) Toppling charge - The minimum distance on this ability meant that you can not use it as a reliable CC. With no minimum distance, there is no requirement to slot javelin to reliably CC someone. Really hyped for this change.
2) RAT - Being forced to play as vampire was a major painpoint for me as a magplar. But RAT solves two problems with 1. Snare immunity + major expedition, this ability will be a game changer for magplars and even stamplars for specific builds.
3) Empowering/crescent sweep - The range increase from 6m to 8m is a very welcome change. The range was the one reason why I always ended up not using this ultimate. 6m was way too little, especially considering that many melee abilties are more than 6m so you would often miss it even if you use it in melee range. With 8m, it should be much more reliable when you use it in melee range.
4) Radiant aura - Making it free cost will make this ability really good in PVP. The ability already has nice passives, and now it also has a nice active effect. In PVP, this ability will be the more popular means of applying magickasteal since, you can apply it on everyone in 1 GCD. Many naysayers are saying elemental drain will be better, but I can guarantee in BGs, this will be the more popular morph.
5) Puncturing sweep - Channel time reduction is always welcome without damage reduction. Not a major change but still welcome.
6) Repentance - With necromancers coming out, this ability got meta-buffed, since you will have a **** ton of corpses providing free stam and health. This ability might even be worthwhile for magplars who make good use of their stam.
From a PVP perspective, this patch has really addressed many painpoints for magplars. I'm looking forward to playing my magplar after this patch.
You might be wrong on the sixth point. Iirc, templar's repentance and necro's corpses won't interact in any way
they should
A corpse is a corpse is a corpse
No, they shouldn't. A Necromancer utilizing only the Intensive Mender can generate a corpse as quickly as every 4 seconds (plus 2 more every 8-9 seconds if using the Bone Armor and Skeletal Arcanist/Archer abilities) - that's way too much "free" Stam/HP for a Templar, and if he/she has multiple Necromancers on their team, it'd get really ridiculous.Dracan_Fontom wrote: »After seeing the templar changes and indirect changes, here's my updated feedback based on Gina's requested questions.
Are there any changes you feel are against the spirit of the class?:
- No, but the lack of changes modernizing some of the outdated templar skills are against the spirit of the class. Or to put it better, the class feels like a lack of an identity and most players feel like the devs are pushing them towards heavy armor healbot roles where they hold block and cast BOL till they die. Not much group debuff/buff, clunky burst/pressure and no AOE cc mechanic lends to templars feeling they cannot operate any role they want without severe downsides compared to other classes.
Are you able to weave abilities better or worse in this Update?
- Yes and No. Cast time changes to GCD result in weird clunky loss in speed. For example, punchering sweeps is faster if I dont light attack afterwards and is slightly slower when I do. Same for things like Dark Flare, wreckling blow, etc.
Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
- weaker. While many audits resulted in finally modernizing the templar kit (toppling being faster, etc) other classes received audits that surpass the balance feedback we gave prior to the new chapter. This results in a weaker class once you compare the buffs DK, Sorcs, and nightblades received as well as the kit from the necromancer.
Do you feel we addressed abilities that in the past year have been over or under performing?
- Yes and no. Some abilities are still underperforming or are clunky/outdated. For example practice incantation only recevie minor adjustment despite ultimate not having been touched since 2015 with rememberance being the superior morph. But you adjusted restoring aura while also looking into the speed/cc function of toppling. 50/50
Do you have any other general feedback?
- Templar still has no clear identity and stamplar has taken heavy nerfs while giving their identity away to stamDK.
Previous Feedback (updates in bold/strikethrough):Templar
Aedric Spear
Burning Light: great change, needs extensive cyro testing on live however for efficiency tests. Jabs snare is still dodge able though.
Focused Charge: minimum range doesn't match other gap closers, at least ones that grant a secondary effect like lotus fan.fixed
Explosive Charge (morph): no one is using this spell for the AOE dmg. It doesnt break targets out of stealth, requires a target, is too slow, and makes your vulnerable. Niche application as a bomber build but Templar has nothing that helps to escape those situations like a nightblade can.
Toppling Charge (morph): has potential to be a great change. but has same downsides as explosive charge; most serious PVP players deslot this ability since it opens you up to being cc'd and burst. If DMG buff is to be a buff for Templar, then consistency of use must be created.faster and now has no minimum range. fixed
Piercing Javelin: dmg boost buff was weird at range, because templars lack the absolute ranged strength of sorcs to fully use this DMG boost to it's full potential. Skill audit would have shown that one of the magplar pain points is too many cc options that have too many niche applications and all contradict each other. Why run javelin when I can heal+unreflected+unblocked dMG with total dark? But I can't use total dark on cc immune targets and toppling charge becomes generic gap closer when I cast total dark first.
Puncturing Strikes: best change this patch but there's a bug as cinbri noted regarding it's efficiency on pts.
Radial Sweep: great change for range. Still misses targets due to how the hitbox is looking for those targets.
Empowering Sweep (morph): this is hard to swallow because it violates the core reasoning of this patch while increasing the main pain point of stamplar; low survivability after post-nerf of major mending under wrobel. its an AOE 2s pulse that has empower; solar barrage shares this same exact mechanic and thus is instantly redundant. It may be an ultimate, and some pve stamplars love it, but in PvP it takes away from survival for that class.
Spear Shards: good buffs for pve templar but stamplar can't use it. So it's one sided change.
Sun Shield:
.great change for seeing skills and values they bring, because it was tricking both players and devs into thinking this is a great defensive skill. But if blazing was above other options, you'd see it on every templar build and in competitive PvP applications. It doesn't defend well and it doesnt damage well; because of that it will always be replaced by something more damaging or defensive. Radiant ward is perfect for PVE tanks however but the cost increase is a nerf to them sadly. Is 9% per hit good enough for competitive pve? This ability will still find extremely niche use in PvP and it doesn't solve pve tank pain points. dmg off radiant ward is very promising, but it's 10k crits on PVE mobs which means it will only be 2k dmg after all mitigation. blazing shield is still useless
Dawn’s Wrath
Eclipse: great mechanic balance for DKs now. Tooltip Great for knowledge too in understanding how it works,but has core issue of its design rests on this cooldown. damage was originally by wrobel increased to account for this 0.75s cooldown. and to boot, healing was never increase to account for this as well. core ability still suffers in that you are giving targets cc immunity without stopping their actions and the niche applications. Other cc abilities are rendered useless if trying to make most of this spell. Hard to use with new toppling charge since you'll waste two slots for a cc immunity granting spell.
Power of the Light: pve change, while decent, only buffs pve templar healers who did not need buffs on core DPS centered abilities. Dmg loss impacts PVE stamplar and PVP stamplar looking to stretch their dmg to counter the fact their have no defense.
Solar Flare: great change on both speed and cast times. but is 37% dmg reduction worth 0.1 seconds and slightly faster shot? Snipe, receiving similar change, has only a 27% reduction on damage. In comparison, Jabs while received evasion nerfs but got buffs to compensate as well; dark flare should be buffed now that wings is 50% dmg reduction for similar reasons. With reflective light/vamp bane losing ability to be used as a spamable for both instant cast+dot for greater Dmg, dark flare feels more like a redundant ability that functions similarly to vamp bane but only useful on gank builds/zerglings and will never see application in pve. Solar barrage is great change however to help fix it mechanically.
Sun Fire: great change for server calcs, but if dark flare isnt buffed, magplar loses partially efficiency in one aspect of it's (community applied) core identity of "i can do AOE, Melee and range all in one package". Plus ability has issues granting crit buff due to requiring hits instead of cast so it's not functioning according to similar buff spells and thus missed it's chance by the team on their audits.
Restoring Light
Breath of Life: great adjustment for pvp balance. Shame other similar heals in the game don't follow this requirement of positioning and LOS walls (Sorc pet heal for example).
Cleansing Ritual: great change but weird issue with Ritual of retribution. dmg of this spell buffed with highest stat either weapon/stam but is still magic damage so CP scaling will be annoying. Extended ritual is fine as is, though stamplars aren't sitting around for this heal in highly mobile combat.
Practiced Incantation: heal percentage fix didn't really make morph attractive versus rememberance. For a defensive ult, it hasn't been updated according for the highly mobile game design intent, and both morphs haven't really been touched since 2015-2016. Another missed chance to audit to update Templar proactive defense pain point.
Restoring Aura: great change in adding zero cost while increasing duration to match ele drain. Will open up weapon optiosn slightly though major breach is too important to give up and the light attacks off destro staff punish templars looking to experiment with DW/SNB for more paladin looking characters. Possible suggestion is to add major sorcery, while not breach, will help alleviate bar space issues.
All in all, Templar will be bottom barrel compared to mag Sorc buffs, mag dk buffs, stamDK stealing stamplar identity of dot pressure/major mending identity, and necromancer. All other classes can accomplish what they need in less than it takes to setup Templar burst. conclusion still current, but recent changes have helped.
Not sure if you're speaking of stamplar or magplar, but as a magplar player, this patch basically adjusted most of the major painpoints I had with magplar.
1) Toppling charge - The minimum distance on this ability meant that you can not use it as a reliable CC. With no minimum distance, there is no requirement to slot javelin to reliably CC someone. Really hyped for this change.
2) RAT - Being forced to play as vampire was a major painpoint for me as a magplar. But RAT solves two problems with 1. Snare immunity + major expedition, this ability will be a game changer for magplars and even stamplars for specific builds.
3) Empowering/crescent sweep - The range increase from 6m to 8m is a very welcome change. The range was the one reason why I always ended up not using this ultimate. 6m was way too little, especially considering that many melee abilties are more than 6m so you would often miss it even if you use it in melee range. With 8m, it should be much more reliable when you use it in melee range.
4) Radiant aura - Making it free cost will make this ability really good in PVP. The ability already has nice passives, and now it also has a nice active effect. In PVP, this ability will be the more popular means of applying magickasteal since, you can apply it on everyone in 1 GCD. Many naysayers are saying elemental drain will be better, but I can guarantee in BGs, this will be the more popular morph.
5) Puncturing sweep - Channel time reduction is always welcome without damage reduction. Not a major change but still welcome.
6) Repentance - With necromancers coming out, this ability got meta-buffed, since you will have a **** ton of corpses providing free stam and health. This ability might even be worthwhile for magplars who make good use of their stam.
From a PVP perspective, this patch has really addressed many painpoints for magplars. I'm looking forward to playing my magplar after this patch.
You might be wrong on the sixth point. Iirc, templar's repentance and necro's corpses won't interact in any way
they should