Tommy_The_Gun wrote: »So.. about incap... if you are mag character (try to be as much objective and not biased as possible) - what would you replace the silence part with ? Honest question.
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Here again how inconsistently zos treating Jabs and Eclipse:
Jabs - zos continuing to treat it as ordinary aoe skill affected by evasion. And now with 0.3 less channel time it should work like rest of abilities with 1sec global cooldown. Yet, Jabs were left outside of AoE standardization this update as its base aoe damage is much lower than ordinary aoe damage: 114x4= 456 while rest of AoEs are 615. difference is huuge.
As result: as single-target spammable skill underperform as it can be mitigated by Evasion buff; and also as AoE damage skill it also below of AoE standards.
Eclipse - not just after damage nerf it comparable to damage of self-buffs like Scales/Ice Shield that is rudiculous, but also damage of this single-target breakable cc skill is equal to ordinary AoE damage now. So why does our single target skill with longest Internal Cooldown suppose to deal as much damage as AoE (which suppose to deal lower damage coz area of damage apply in compare to single target pressure skills)?
If zos treat it as self-buffs which are 100% reliable but only against half of attacks (ranged) - make Eclipse unbreakable again and buff its duration from 6sec to 7sec:
1. It already act on same rules of Morrowind unbreakable version, so right now it has weaknesses of unbreakable Morrowind version but don't have strengths of breakable pre-Morrowind version.
2. Beside it wont work against CC-immune enemies, it will be reliable against all attacks (melee/ranged) but only with half efficiency because 7sec duration-7sec cc-immunity. Literally reverted self-buff: self-buffs are 100% efficiency against 50% attacks, Eclipse is 50% efficiency against 100% attacks. (still cooldown inconsistent too).
Or just like was suggested lot of times - make it into ordinary dot with same rules that Inhale has regarding damage-healing skill % of new standards.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam @Checkmath
I mean seriously...can Templar be reviewed during 5.03 with an equivalency effort of at least a 6th grade reading/comprehension level?
Literally all that has to be done with Puncturing Strikes and Morphs is:
1. Change the cone/area targeting system of the skill to Target
2. Change the function of the Main damage "nearest target" strike to Single Target damage from AOE damage (Or make AOE damage an exception from Evasion)
3. Change the function of the AOE damage to standard "Splash Damage" within 3m of target.
4. On Biting Jabs move the Snare to the first strike.
5. Make the heal from Sweeps able to Crit again.
Problem solved. You're welcome.
I very much disagree with points 1 to 3. Being able to freely cast jabs/sweeps without a target (--> cloaked NBs), as well as the ability to change targets while channeling this skill is one of the core aspects that make it unique. I don't want a cheap copy of flurry.
Sure, jabs can be hard to use when its laggy, but when you have a decent game performance the skill is incredibly satisfying and fun to use.
I am grateful for your opinion, but it has been stated many times and is extremely underwhelming.
1. NB cloak can be broken through multiple methods: Potions, Expert Hunter (& Morphs), Magelight (& Morphs), literally any AOE > Solar Barrage, Shards, Radiant Ward, list goes on...
2. Changing targets is half of the problem with a "Conal" damage skill because you cannot effectively output full skill damage. Which leads me to the next...
3. Damage output can be mitigated by multiple factors, such as Evasion = Flat 25% reduction, CP Trees, Resistance. Now you factor in lag and latency. So many proven writeups have been posted by @Cinbri regarding condition of Puncturing Strikes (& Morphs) regarding "accuracy". Majority of the time you are hitting 1-in-4 strikes = 25% damage output max. Then you factor in the things like Evasion, CP, Resistances...No one wants to hit for 100-300 damage with a skill that can tooltip 4K plus before critting.
4. With speed becoming a factor again next patch, due to changes in CC Immunity and Snare nerf Puncturing Strikes (& Morphs) will again be bottom of the barrel spammable.
Also, don't forget that Puncturing Strikes (& Morphs) STILL exceed the GCD when "attempting" to LA weave effectively.
Post-Note to OP: Puncturing Strikes (& Morphs) should also have Channel time reduced to .2 sec PER strike and fourth strike should be removed (damage to scale up for missing strike) to allow better response when LA weaving.
So an alternative idea for incapacitating strike.
Keep it how it is currently, but remove silence. Instead how about we make the ability cause additional Oblivion damage equivalent to 1% of your opponent's max health per 10 ultimate stored up to a maximum of 15% (150+ Ult). This will be a PvP only effect since it will be obviously too strong in PvE.
This will make it more bursty than it currently is, unique, and stronger against tanky opponents and damage shield spamming opponents.
@Joy_Division @Checkmath
Is there any chance that:
1. Jabs declared improvement with weaving will actually work?
2. Backlash mitigation bug will be fixed?
3. Purifying Light debuff will be adjusted and proc on initial cast like other morph, given that its new mechanic combined with old proc conditions are buggy?
^especially last part as it is huge nerf to skill.
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Here again how inconsistently zos treating Jabs and Eclipse:
Jabs - zos continuing to treat it as ordinary aoe skill affected by evasion. And now with 0.3 less channel time it should work like rest of abilities with 1sec global cooldown. Yet, Jabs were left outside of AoE standardization this update as its base aoe damage is much lower than ordinary aoe damage: 114x4= 456 while rest of AoEs are 615. difference is huuge.
As result: as single-target spammable skill underperform as it can be mitigated by Evasion buff; and also as AoE damage skill it also below of AoE standards.
Eclipse - not just after damage nerf it comparable to damage of self-buffs like Scales/Ice Shield that is rudiculous, but also damage of this single-target breakable cc skill is equal to ordinary AoE damage now. So why does our single target skill with longest Internal Cooldown suppose to deal as much damage as AoE (which suppose to deal lower damage coz area of damage apply in compare to single target pressure skills)?
If zos treat it as self-buffs which are 100% reliable but only against half of attacks (ranged) - make Eclipse unbreakable again and buff its duration from 6sec to 7sec:
1. It already act on same rules of Morrowind unbreakable version, so right now it has weaknesses of unbreakable Morrowind version but don't have strengths of breakable pre-Morrowind version.
2. Beside it wont work against CC-immune enemies, it will be reliable against all attacks (melee/ranged) but only with half efficiency because 7sec duration-7sec cc-immunity. Literally reverted self-buff: self-buffs are 100% efficiency against 50% attacks, Eclipse is 50% efficiency against 100% attacks. (still cooldown inconsistent too).
Or just like was suggested lot of times - make it into ordinary dot with same rules that Inhale has regarding damage-healing skill % of new standards.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam @Checkmath
I mean seriously...can Templar be reviewed during 5.03 with an equivalency effort of at least a 6th grade reading/comprehension level?
Literally all that has to be done with Puncturing Strikes and Morphs is:
1. Change the cone/area targeting system of the skill to Target
2. Change the function of the Main damage "nearest target" strike to Single Target damage from AOE damage (Or make AOE damage an exception from Evasion)
3. Change the function of the AOE damage to standard "Splash Damage" within 3m of target.
4. On Biting Jabs move the Snare to the first strike.
5. Make the heal from Sweeps able to Crit again.
Problem solved. You're welcome.
I very much disagree with points 1 to 3. Being able to freely cast jabs/sweeps without a target (--> cloaked NBs), as well as the ability to change targets while channeling this skill is one of the core aspects that make it unique. I don't want a cheap copy of flurry.
Sure, jabs can be hard to use when its laggy, but when you have a decent game performance the skill is incredibly satisfying and fun to use.
I am grateful for your opinion, but it has been stated many times and is extremely underwhelming.
1. NB cloak can be broken through multiple methods: Potions, Expert Hunter (& Morphs), Magelight (& Morphs), literally any AOE > Solar Barrage, Shards, Radiant Ward, list goes on...
2. Changing targets is half of the problem with a "Conal" damage skill because you cannot effectively output full skill damage. Which leads me to the next...
3. Damage output can be mitigated by multiple factors, such as Evasion = Flat 25% reduction, CP Trees, Resistance. Now you factor in lag and latency. So many proven writeups have been posted by @Cinbri regarding condition of Puncturing Strikes (& Morphs) regarding "accuracy". Majority of the time you are hitting 1-in-4 strikes = 25% damage output max. Then you factor in the things like Evasion, CP, Resistances...No one wants to hit for 100-300 damage with a skill that can tooltip 4K plus before critting.
4. With speed becoming a factor again next patch, due to changes in CC Immunity and Snare nerf Puncturing Strikes (& Morphs) will again be bottom of the barrel spammable.
Also, don't forget that Puncturing Strikes (& Morphs) STILL exceed the GCD when "attempting" to LA weave effectively.
Post-Note to OP: Puncturing Strikes (& Morphs) should also have Channel time reduced to .2 sec PER strike and fourth strike should be removed (damage to scale up for missing strike) to allow better response when LA weaving.
On my magplar puncturing sweep feels far from underwhelming.
1. On my current build puncturing is usually the only AOE that doesn't require a target apart from my ult (next patch I'll drop reflective light for solar barrage, though).
2. I only see problems with this if its very laggy. being able to switch targets while channeling adds more depth to this skill and I really enjoy the unique feeling of it.
3. There is a bit of an argument concerning evasion, but CP and resistances? Really? How is that different to any other skill?
4. Opponents using race against time could indeed become problematic for melee templar builds, but a targeted channel wouldn't work any better against opponents moving out of range. Additionally, none of the templar snares, including puncturing sweep, will be nerfed. The other snare nerfs are completely irrelevant here. Moving the snare to the first hit could be a decent idea, but might be too oppressive, since 70% movement speed reduction is insanely high.
5. I don't have any problems weaving light attacks while using puncturing. Sure you won't get as many LA out as with a 'normal' spammable, but weaving definitely works.
6. Puncturing has an amazing damage potential for it's magicka cost. It's not always easy to land all the hits, but when it isn't laggy (BGs or low to medium pop Cyro) I don't have problems aiming this skill.
Post note: maybe playing a *** ton of time with both dizzying swing and noxious breath on my stamDK helped me out here, but when I started playing magplar I immediately felt comfortable using puncturing and the skill never seemed 'extremely underwhelming' to me, unless it was super laggy (in which case playing as a whole becomes a bad experience).
Edit: I mostly play BGs now, because I can't stand the lag in primetime Cyro, no matter which char I play. However, I could see why players who mostly play in CP campaigns would feel that sweeps/jabs are underwhelming. Skills like dizzying, jabs, noxious breath and other conal AOEs become disproportionally harder to use with more lag compared to targeted skills. That's more of a server performance issue, though.
@Joy_Division @Checkmath
Is there any chance that:
1. Jabs declared improvement with weaving will actually work?
2. Backlash mitigation bug will be fixed?
3. Purifying Light debuff will be adjusted and proc on initial cast like other morph, given that its new mechanic combined with old proc conditions are buggy?
^especially last part as it is huge nerf to skill.
I cant really answer those ones, since approaching those problems lies in the hands of the devs.Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Here again how inconsistently zos treating Jabs and Eclipse:
Jabs - zos continuing to treat it as ordinary aoe skill affected by evasion. And now with 0.3 less channel time it should work like rest of abilities with 1sec global cooldown. Yet, Jabs were left outside of AoE standardization this update as its base aoe damage is much lower than ordinary aoe damage: 114x4= 456 while rest of AoEs are 615. difference is huuge.
As result: as single-target spammable skill underperform as it can be mitigated by Evasion buff; and also as AoE damage skill it also below of AoE standards.
Eclipse - not just after damage nerf it comparable to damage of self-buffs like Scales/Ice Shield that is rudiculous, but also damage of this single-target breakable cc skill is equal to ordinary AoE damage now. So why does our single target skill with longest Internal Cooldown suppose to deal as much damage as AoE (which suppose to deal lower damage coz area of damage apply in compare to single target pressure skills)?
If zos treat it as self-buffs which are 100% reliable but only against half of attacks (ranged) - make Eclipse unbreakable again and buff its duration from 6sec to 7sec:
1. It already act on same rules of Morrowind unbreakable version, so right now it has weaknesses of unbreakable Morrowind version but don't have strengths of breakable pre-Morrowind version.
2. Beside it wont work against CC-immune enemies, it will be reliable against all attacks (melee/ranged) but only with half efficiency because 7sec duration-7sec cc-immunity. Literally reverted self-buff: self-buffs are 100% efficiency against 50% attacks, Eclipse is 50% efficiency against 100% attacks. (still cooldown inconsistent too).
Or just like was suggested lot of times - make it into ordinary dot with same rules that Inhale has regarding damage-healing skill % of new standards.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam @Checkmath
I mean seriously...can Templar be reviewed during 5.03 with an equivalency effort of at least a 6th grade reading/comprehension level?
Literally all that has to be done with Puncturing Strikes and Morphs is:
1. Change the cone/area targeting system of the skill to Target
2. Change the function of the Main damage "nearest target" strike to Single Target damage from AOE damage (Or make AOE damage an exception from Evasion)
3. Change the function of the AOE damage to standard "Splash Damage" within 3m of target.
4. On Biting Jabs move the Snare to the first strike.
5. Make the heal from Sweeps able to Crit again.
Problem solved. You're welcome.
I very much disagree with points 1 to 3. Being able to freely cast jabs/sweeps without a target (--> cloaked NBs), as well as the ability to change targets while channeling this skill is one of the core aspects that make it unique. I don't want a cheap copy of flurry.
Sure, jabs can be hard to use when its laggy, but when you have a decent game performance the skill is incredibly satisfying and fun to use.
I am grateful for your opinion, but it has been stated many times and is extremely underwhelming.
1. NB cloak can be broken through multiple methods: Potions, Expert Hunter (& Morphs), Magelight (& Morphs), literally any AOE > Solar Barrage, Shards, Radiant Ward, list goes on...
2. Changing targets is half of the problem with a "Conal" damage skill because you cannot effectively output full skill damage. Which leads me to the next...
3. Damage output can be mitigated by multiple factors, such as Evasion = Flat 25% reduction, CP Trees, Resistance. Now you factor in lag and latency. So many proven writeups have been posted by @Cinbri regarding condition of Puncturing Strikes (& Morphs) regarding "accuracy". Majority of the time you are hitting 1-in-4 strikes = 25% damage output max. Then you factor in the things like Evasion, CP, Resistances...No one wants to hit for 100-300 damage with a skill that can tooltip 4K plus before critting.
4. With speed becoming a factor again next patch, due to changes in CC Immunity and Snare nerf Puncturing Strikes (& Morphs) will again be bottom of the barrel spammable.
Also, don't forget that Puncturing Strikes (& Morphs) STILL exceed the GCD when "attempting" to LA weave effectively.
Post-Note to OP: Puncturing Strikes (& Morphs) should also have Channel time reduced to .2 sec PER strike and fourth strike should be removed (damage to scale up for missing strike) to allow better response when LA weaving.
On my magplar puncturing sweep feels far from underwhelming.
1. On my current build puncturing is usually the only AOE that doesn't require a target apart from my ult (next patch I'll drop reflective light for solar barrage, though).
2. I only see problems with this if its very laggy. being able to switch targets while channeling adds more depth to this skill and I really enjoy the unique feeling of it.
3. There is a bit of an argument concerning evasion, but CP and resistances? Really? How is that different to any other skill?
4. Opponents using race against time could indeed become problematic for melee templar builds, but a targeted channel wouldn't work any better against opponents moving out of range. Additionally, none of the templar snares, including puncturing sweep, will be nerfed. The other snare nerfs are completely irrelevant here. Moving the snare to the first hit could be a decent idea, but might be too oppressive, since 70% movement speed reduction is insanely high.
5. I don't have any problems weaving light attacks while using puncturing. Sure you won't get as many LA out as with a 'normal' spammable, but weaving definitely works.
6. Puncturing has an amazing damage potential for it's magicka cost. It's not always easy to land all the hits, but when it isn't laggy (BGs or low to medium pop Cyro) I don't have problems aiming this skill.
Post note: maybe playing a *** ton of time with both dizzying swing and noxious breath on my stamDK helped me out here, but when I started playing magplar I immediately felt comfortable using puncturing and the skill never seemed 'extremely underwhelming' to me, unless it was super laggy (in which case playing as a whole becomes a bad experience).
Edit: I mostly play BGs now, because I can't stand the lag in primetime Cyro, no matter which char I play. However, I could see why players who mostly play in CP campaigns would feel that sweeps/jabs are underwhelming. Skills like dizzying, jabs, noxious breath and other conal AOEs become disproportionally harder to use with more lag compared to targeted skills. That's more of a server performance issue, though.
For point 3: Jabs was mitigated by multiple cp stars (more than any other skills, which are reduced by two stars), that is why that point is listed.
Point 4: Since there is no guarantee, that you can hit with every jab, people should be rewarded for landing all or already most of them (3 or 4 of all 4), meanwhile you shouldnt be punished too much, when you hit with less. The problem in PvP with fast moving targets is, that people are shown in your area of damage, but they actually arent due to latency. Therefore you generally hit with less jab hits as you should and you get punished by the mechanics of the skill.
Point 5: on the current PTS there is an improvement for the cast time and post cast delay. The cast time was shortened to 1 second (down from 1.1s) and the post delay (0.2 seconds) is said to be removed, which actually is not the case when you weave. So the poster before was addressing to this problem, that the post delay is still there when weaving.
Point 6: As said in point 4, it should reward more for the people managing to land it and should punish less, if you dont land all hits.
@Joy_Division @Checkmath
Is there any chance that:
1. Jabs declared improvement with weaving will actually work?
2. Backlash mitigation bug will be fixed?
3. Purifying Light debuff will be adjusted and proc on initial cast like other morph, given that its new mechanic combined with old proc conditions are buggy?
^especially last part as it is huge nerf to skill.
I cant really answer those ones, since approaching those problems lies in the hands of the devs.Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Here again how inconsistently zos treating Jabs and Eclipse:
Jabs - zos continuing to treat it as ordinary aoe skill affected by evasion. And now with 0.3 less channel time it should work like rest of abilities with 1sec global cooldown. Yet, Jabs were left outside of AoE standardization this update as its base aoe damage is much lower than ordinary aoe damage: 114x4= 456 while rest of AoEs are 615. difference is huuge.
As result: as single-target spammable skill underperform as it can be mitigated by Evasion buff; and also as AoE damage skill it also below of AoE standards.
Eclipse - not just after damage nerf it comparable to damage of self-buffs like Scales/Ice Shield that is rudiculous, but also damage of this single-target breakable cc skill is equal to ordinary AoE damage now. So why does our single target skill with longest Internal Cooldown suppose to deal as much damage as AoE (which suppose to deal lower damage coz area of damage apply in compare to single target pressure skills)?
If zos treat it as self-buffs which are 100% reliable but only against half of attacks (ranged) - make Eclipse unbreakable again and buff its duration from 6sec to 7sec:
1. It already act on same rules of Morrowind unbreakable version, so right now it has weaknesses of unbreakable Morrowind version but don't have strengths of breakable pre-Morrowind version.
2. Beside it wont work against CC-immune enemies, it will be reliable against all attacks (melee/ranged) but only with half efficiency because 7sec duration-7sec cc-immunity. Literally reverted self-buff: self-buffs are 100% efficiency against 50% attacks, Eclipse is 50% efficiency against 100% attacks. (still cooldown inconsistent too).
Or just like was suggested lot of times - make it into ordinary dot with same rules that Inhale has regarding damage-healing skill % of new standards.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam @Checkmath
I mean seriously...can Templar be reviewed during 5.03 with an equivalency effort of at least a 6th grade reading/comprehension level?
Literally all that has to be done with Puncturing Strikes and Morphs is:
1. Change the cone/area targeting system of the skill to Target
2. Change the function of the Main damage "nearest target" strike to Single Target damage from AOE damage (Or make AOE damage an exception from Evasion)
3. Change the function of the AOE damage to standard "Splash Damage" within 3m of target.
4. On Biting Jabs move the Snare to the first strike.
5. Make the heal from Sweeps able to Crit again.
Problem solved. You're welcome.
I very much disagree with points 1 to 3. Being able to freely cast jabs/sweeps without a target (--> cloaked NBs), as well as the ability to change targets while channeling this skill is one of the core aspects that make it unique. I don't want a cheap copy of flurry.
Sure, jabs can be hard to use when its laggy, but when you have a decent game performance the skill is incredibly satisfying and fun to use.
I am grateful for your opinion, but it has been stated many times and is extremely underwhelming.
1. NB cloak can be broken through multiple methods: Potions, Expert Hunter (& Morphs), Magelight (& Morphs), literally any AOE > Solar Barrage, Shards, Radiant Ward, list goes on...
2. Changing targets is half of the problem with a "Conal" damage skill because you cannot effectively output full skill damage. Which leads me to the next...
3. Damage output can be mitigated by multiple factors, such as Evasion = Flat 25% reduction, CP Trees, Resistance. Now you factor in lag and latency. So many proven writeups have been posted by @Cinbri regarding condition of Puncturing Strikes (& Morphs) regarding "accuracy". Majority of the time you are hitting 1-in-4 strikes = 25% damage output max. Then you factor in the things like Evasion, CP, Resistances...No one wants to hit for 100-300 damage with a skill that can tooltip 4K plus before critting.
4. With speed becoming a factor again next patch, due to changes in CC Immunity and Snare nerf Puncturing Strikes (& Morphs) will again be bottom of the barrel spammable.
Also, don't forget that Puncturing Strikes (& Morphs) STILL exceed the GCD when "attempting" to LA weave effectively.
Post-Note to OP: Puncturing Strikes (& Morphs) should also have Channel time reduced to .2 sec PER strike and fourth strike should be removed (damage to scale up for missing strike) to allow better response when LA weaving.
On my magplar puncturing sweep feels far from underwhelming.
1. On my current build puncturing is usually the only AOE that doesn't require a target apart from my ult (next patch I'll drop reflective light for solar barrage, though).
2. I only see problems with this if its very laggy. being able to switch targets while channeling adds more depth to this skill and I really enjoy the unique feeling of it.
3. There is a bit of an argument concerning evasion, but CP and resistances? Really? How is that different to any other skill?
4. Opponents using race against time could indeed become problematic for melee templar builds, but a targeted channel wouldn't work any better against opponents moving out of range. Additionally, none of the templar snares, including puncturing sweep, will be nerfed. The other snare nerfs are completely irrelevant here. Moving the snare to the first hit could be a decent idea, but might be too oppressive, since 70% movement speed reduction is insanely high.
5. I don't have any problems weaving light attacks while using puncturing. Sure you won't get as many LA out as with a 'normal' spammable, but weaving definitely works.
6. Puncturing has an amazing damage potential for it's magicka cost. It's not always easy to land all the hits, but when it isn't laggy (BGs or low to medium pop Cyro) I don't have problems aiming this skill.
Post note: maybe playing a *** ton of time with both dizzying swing and noxious breath on my stamDK helped me out here, but when I started playing magplar I immediately felt comfortable using puncturing and the skill never seemed 'extremely underwhelming' to me, unless it was super laggy (in which case playing as a whole becomes a bad experience).
Edit: I mostly play BGs now, because I can't stand the lag in primetime Cyro, no matter which char I play. However, I could see why players who mostly play in CP campaigns would feel that sweeps/jabs are underwhelming. Skills like dizzying, jabs, noxious breath and other conal AOEs become disproportionally harder to use with more lag compared to targeted skills. That's more of a server performance issue, though.
For point 3: Jabs was mitigated by multiple cp stars (more than any other skills, which are reduced by two stars), that is why that point is listed.
Point 4: Since there is no guarantee, that you can hit with every jab, people should be rewarded for landing all or already most of them (3 or 4 of all 4), meanwhile you shouldnt be punished too much, when you hit with less. The problem in PvP with fast moving targets is, that people are shown in your area of damage, but they actually arent due to latency. Therefore you generally hit with less jab hits as you should and you get punished by the mechanics of the skill.
Point 5: on the current PTS there is an improvement for the cast time and post cast delay. The cast time was shortened to 1 second (down from 1.1s) and the post delay (0.2 seconds) is said to be removed, which actually is not the case when you weave. So the poster before was addressing to this problem, that the post delay is still there when weaving.
Point 6: As said in point 4, it should reward more for the people managing to land it and should punish less, if you dont land all hits.
Point 3: You say it was mitigated by more CPs than other magic DOT abilities. What is the current state of this? I mostly play no CP, so I haven't done much CP damage tests myself. Even if its still true, than that's just a bug that should be fixed.
Point 4: This is a bit of a contradiction. If jabs behaves in a way that rewards you for hitting 3 or 4 times, then it must feel punishing to hit 2 or less by default. Still, can you give me an example idea how you would imagine such a system? To make it feel less punishing, maybe something like a small mag return for each jab that didn't connect to anything? About your second point, as you said yourself this is mostly a latency/lag issue. I agree that jabs works even worse than most other skills in lag, similar to dizzying. Still, in BGs I hardly ever have these problems, so jabs feel fine there.
Point 5: Yeah, I know about this change, but can't test it myself right now, since I don't have the PTS installed. If the delay is still there when weaving, then that's simply a bug that should get fixed. All I'm saying is that weaving works for me with the current version of jabs.
@Joy_Division @Checkmath
Is there any chance that:
1. Jabs declared improvement with weaving will actually work?
2. Backlash mitigation bug will be fixed?
3. Purifying Light debuff will be adjusted and proc on initial cast like other morph, given that its new mechanic combined with old proc conditions are buggy?
^especially last part as it is huge nerf to skill.
I cant really answer those ones, since approaching those problems lies in the hands of the devs.Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Here again how inconsistently zos treating Jabs and Eclipse:
Jabs - zos continuing to treat it as ordinary aoe skill affected by evasion. And now with 0.3 less channel time it should work like rest of abilities with 1sec global cooldown. Yet, Jabs were left outside of AoE standardization this update as its base aoe damage is much lower than ordinary aoe damage: 114x4= 456 while rest of AoEs are 615. difference is huuge.
As result: as single-target spammable skill underperform as it can be mitigated by Evasion buff; and also as AoE damage skill it also below of AoE standards.
Eclipse - not just after damage nerf it comparable to damage of self-buffs like Scales/Ice Shield that is rudiculous, but also damage of this single-target breakable cc skill is equal to ordinary AoE damage now. So why does our single target skill with longest Internal Cooldown suppose to deal as much damage as AoE (which suppose to deal lower damage coz area of damage apply in compare to single target pressure skills)?
If zos treat it as self-buffs which are 100% reliable but only against half of attacks (ranged) - make Eclipse unbreakable again and buff its duration from 6sec to 7sec:
1. It already act on same rules of Morrowind unbreakable version, so right now it has weaknesses of unbreakable Morrowind version but don't have strengths of breakable pre-Morrowind version.
2. Beside it wont work against CC-immune enemies, it will be reliable against all attacks (melee/ranged) but only with half efficiency because 7sec duration-7sec cc-immunity. Literally reverted self-buff: self-buffs are 100% efficiency against 50% attacks, Eclipse is 50% efficiency against 100% attacks. (still cooldown inconsistent too).
Or just like was suggested lot of times - make it into ordinary dot with same rules that Inhale has regarding damage-healing skill % of new standards.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam @Checkmath
I mean seriously...can Templar be reviewed during 5.03 with an equivalency effort of at least a 6th grade reading/comprehension level?
Literally all that has to be done with Puncturing Strikes and Morphs is:
1. Change the cone/area targeting system of the skill to Target
2. Change the function of the Main damage "nearest target" strike to Single Target damage from AOE damage (Or make AOE damage an exception from Evasion)
3. Change the function of the AOE damage to standard "Splash Damage" within 3m of target.
4. On Biting Jabs move the Snare to the first strike.
5. Make the heal from Sweeps able to Crit again.
Problem solved. You're welcome.
I very much disagree with points 1 to 3. Being able to freely cast jabs/sweeps without a target (--> cloaked NBs), as well as the ability to change targets while channeling this skill is one of the core aspects that make it unique. I don't want a cheap copy of flurry.
Sure, jabs can be hard to use when its laggy, but when you have a decent game performance the skill is incredibly satisfying and fun to use.
I am grateful for your opinion, but it has been stated many times and is extremely underwhelming.
1. NB cloak can be broken through multiple methods: Potions, Expert Hunter (& Morphs), Magelight (& Morphs), literally any AOE > Solar Barrage, Shards, Radiant Ward, list goes on...
2. Changing targets is half of the problem with a "Conal" damage skill because you cannot effectively output full skill damage. Which leads me to the next...
3. Damage output can be mitigated by multiple factors, such as Evasion = Flat 25% reduction, CP Trees, Resistance. Now you factor in lag and latency. So many proven writeups have been posted by @Cinbri regarding condition of Puncturing Strikes (& Morphs) regarding "accuracy". Majority of the time you are hitting 1-in-4 strikes = 25% damage output max. Then you factor in the things like Evasion, CP, Resistances...No one wants to hit for 100-300 damage with a skill that can tooltip 4K plus before critting.
4. With speed becoming a factor again next patch, due to changes in CC Immunity and Snare nerf Puncturing Strikes (& Morphs) will again be bottom of the barrel spammable.
Also, don't forget that Puncturing Strikes (& Morphs) STILL exceed the GCD when "attempting" to LA weave effectively.
Post-Note to OP: Puncturing Strikes (& Morphs) should also have Channel time reduced to .2 sec PER strike and fourth strike should be removed (damage to scale up for missing strike) to allow better response when LA weaving.
On my magplar puncturing sweep feels far from underwhelming.
1. On my current build puncturing is usually the only AOE that doesn't require a target apart from my ult (next patch I'll drop reflective light for solar barrage, though).
2. I only see problems with this if its very laggy. being able to switch targets while channeling adds more depth to this skill and I really enjoy the unique feeling of it.
3. There is a bit of an argument concerning evasion, but CP and resistances? Really? How is that different to any other skill?
4. Opponents using race against time could indeed become problematic for melee templar builds, but a targeted channel wouldn't work any better against opponents moving out of range. Additionally, none of the templar snares, including puncturing sweep, will be nerfed. The other snare nerfs are completely irrelevant here. Moving the snare to the first hit could be a decent idea, but might be too oppressive, since 70% movement speed reduction is insanely high.
5. I don't have any problems weaving light attacks while using puncturing. Sure you won't get as many LA out as with a 'normal' spammable, but weaving definitely works.
6. Puncturing has an amazing damage potential for it's magicka cost. It's not always easy to land all the hits, but when it isn't laggy (BGs or low to medium pop Cyro) I don't have problems aiming this skill.
Post note: maybe playing a *** ton of time with both dizzying swing and noxious breath on my stamDK helped me out here, but when I started playing magplar I immediately felt comfortable using puncturing and the skill never seemed 'extremely underwhelming' to me, unless it was super laggy (in which case playing as a whole becomes a bad experience).
Edit: I mostly play BGs now, because I can't stand the lag in primetime Cyro, no matter which char I play. However, I could see why players who mostly play in CP campaigns would feel that sweeps/jabs are underwhelming. Skills like dizzying, jabs, noxious breath and other conal AOEs become disproportionally harder to use with more lag compared to targeted skills. That's more of a server performance issue, though.
For point 3: Jabs was mitigated by multiple cp stars (more than any other skills, which are reduced by two stars), that is why that point is listed.
Point 4: Since there is no guarantee, that you can hit with every jab, people should be rewarded for landing all or already most of them (3 or 4 of all 4), meanwhile you shouldnt be punished too much, when you hit with less. The problem in PvP with fast moving targets is, that people are shown in your area of damage, but they actually arent due to latency. Therefore you generally hit with less jab hits as you should and you get punished by the mechanics of the skill.
Point 5: on the current PTS there is an improvement for the cast time and post cast delay. The cast time was shortened to 1 second (down from 1.1s) and the post delay (0.2 seconds) is said to be removed, which actually is not the case when you weave. So the poster before was addressing to this problem, that the post delay is still there when weaving.
Point 6: As said in point 4, it should reward more for the people managing to land it and should punish less, if you dont land all hits.
Point 3: You say it was mitigated by more CPs than other magic DOT abilities. What is the current state of this? I mostly play no CP, so I haven't done much CP damage tests myself. Even if its still true, than that's just a bug that should be fixed.
Point 4: This is a bit of a contradiction. If jabs behaves in a way that rewards you for hitting 3 or 4 times, then it must feel punishing to hit 2 or less by default. Still, can you give me an example idea how you would imagine such a system? To make it feel less punishing, maybe something like a small mag return for each jab that didn't connect to anything? About your second point, as you said yourself this is mostly a latency/lag issue. I agree that jabs works even worse than most other skills in lag, similar to dizzying. Still, in BGs I hardly ever have these problems, so jabs feel fine there.
Point 5: Yeah, I know about this change, but can't test it myself right now, since I don't have the PTS installed. If the delay is still there when weaving, then that's simply a bug that should get fixed. All I'm saying is that weaving works for me with the current version of jabs.
@Joy_Division @Checkmath
Is there any chance that:
1. Jabs declared improvement with weaving will actually work?
2. Backlash mitigation bug will be fixed?
3. Purifying Light debuff will be adjusted and proc on initial cast like other morph, given that its new mechanic combined with old proc conditions are buggy?
^especially last part as it is huge nerf to skill.
I cant really answer those ones, since approaching those problems lies in the hands of the devs.Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Here again how inconsistently zos treating Jabs and Eclipse:
Jabs - zos continuing to treat it as ordinary aoe skill affected by evasion. And now with 0.3 less channel time it should work like rest of abilities with 1sec global cooldown. Yet, Jabs were left outside of AoE standardization this update as its base aoe damage is much lower than ordinary aoe damage: 114x4= 456 while rest of AoEs are 615. difference is huuge.
As result: as single-target spammable skill underperform as it can be mitigated by Evasion buff; and also as AoE damage skill it also below of AoE standards.
Eclipse - not just after damage nerf it comparable to damage of self-buffs like Scales/Ice Shield that is rudiculous, but also damage of this single-target breakable cc skill is equal to ordinary AoE damage now. So why does our single target skill with longest Internal Cooldown suppose to deal as much damage as AoE (which suppose to deal lower damage coz area of damage apply in compare to single target pressure skills)?
If zos treat it as self-buffs which are 100% reliable but only against half of attacks (ranged) - make Eclipse unbreakable again and buff its duration from 6sec to 7sec:
1. It already act on same rules of Morrowind unbreakable version, so right now it has weaknesses of unbreakable Morrowind version but don't have strengths of breakable pre-Morrowind version.
2. Beside it wont work against CC-immune enemies, it will be reliable against all attacks (melee/ranged) but only with half efficiency because 7sec duration-7sec cc-immunity. Literally reverted self-buff: self-buffs are 100% efficiency against 50% attacks, Eclipse is 50% efficiency against 100% attacks. (still cooldown inconsistent too).
Or just like was suggested lot of times - make it into ordinary dot with same rules that Inhale has regarding damage-healing skill % of new standards.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam @Checkmath
I mean seriously...can Templar be reviewed during 5.03 with an equivalency effort of at least a 6th grade reading/comprehension level?
Literally all that has to be done with Puncturing Strikes and Morphs is:
1. Change the cone/area targeting system of the skill to Target
2. Change the function of the Main damage "nearest target" strike to Single Target damage from AOE damage (Or make AOE damage an exception from Evasion)
3. Change the function of the AOE damage to standard "Splash Damage" within 3m of target.
4. On Biting Jabs move the Snare to the first strike.
5. Make the heal from Sweeps able to Crit again.
Problem solved. You're welcome.
I very much disagree with points 1 to 3. Being able to freely cast jabs/sweeps without a target (--> cloaked NBs), as well as the ability to change targets while channeling this skill is one of the core aspects that make it unique. I don't want a cheap copy of flurry.
Sure, jabs can be hard to use when its laggy, but when you have a decent game performance the skill is incredibly satisfying and fun to use.
I am grateful for your opinion, but it has been stated many times and is extremely underwhelming.
1. NB cloak can be broken through multiple methods: Potions, Expert Hunter (& Morphs), Magelight (& Morphs), literally any AOE > Solar Barrage, Shards, Radiant Ward, list goes on...
2. Changing targets is half of the problem with a "Conal" damage skill because you cannot effectively output full skill damage. Which leads me to the next...
3. Damage output can be mitigated by multiple factors, such as Evasion = Flat 25% reduction, CP Trees, Resistance. Now you factor in lag and latency. So many proven writeups have been posted by @Cinbri regarding condition of Puncturing Strikes (& Morphs) regarding "accuracy". Majority of the time you are hitting 1-in-4 strikes = 25% damage output max. Then you factor in the things like Evasion, CP, Resistances...No one wants to hit for 100-300 damage with a skill that can tooltip 4K plus before critting.
4. With speed becoming a factor again next patch, due to changes in CC Immunity and Snare nerf Puncturing Strikes (& Morphs) will again be bottom of the barrel spammable.
Also, don't forget that Puncturing Strikes (& Morphs) STILL exceed the GCD when "attempting" to LA weave effectively.
Post-Note to OP: Puncturing Strikes (& Morphs) should also have Channel time reduced to .2 sec PER strike and fourth strike should be removed (damage to scale up for missing strike) to allow better response when LA weaving.
On my magplar puncturing sweep feels far from underwhelming.
1. On my current build puncturing is usually the only AOE that doesn't require a target apart from my ult (next patch I'll drop reflective light for solar barrage, though).
2. I only see problems with this if its very laggy. being able to switch targets while channeling adds more depth to this skill and I really enjoy the unique feeling of it.
3. There is a bit of an argument concerning evasion, but CP and resistances? Really? How is that different to any other skill?
4. Opponents using race against time could indeed become problematic for melee templar builds, but a targeted channel wouldn't work any better against opponents moving out of range. Additionally, none of the templar snares, including puncturing sweep, will be nerfed. The other snare nerfs are completely irrelevant here. Moving the snare to the first hit could be a decent idea, but might be too oppressive, since 70% movement speed reduction is insanely high.
5. I don't have any problems weaving light attacks while using puncturing. Sure you won't get as many LA out as with a 'normal' spammable, but weaving definitely works.
6. Puncturing has an amazing damage potential for it's magicka cost. It's not always easy to land all the hits, but when it isn't laggy (BGs or low to medium pop Cyro) I don't have problems aiming this skill.
Post note: maybe playing a *** ton of time with both dizzying swing and noxious breath on my stamDK helped me out here, but when I started playing magplar I immediately felt comfortable using puncturing and the skill never seemed 'extremely underwhelming' to me, unless it was super laggy (in which case playing as a whole becomes a bad experience).
Edit: I mostly play BGs now, because I can't stand the lag in primetime Cyro, no matter which char I play. However, I could see why players who mostly play in CP campaigns would feel that sweeps/jabs are underwhelming. Skills like dizzying, jabs, noxious breath and other conal AOEs become disproportionally harder to use with more lag compared to targeted skills. That's more of a server performance issue, though.
For point 3: Jabs was mitigated by multiple cp stars (more than any other skills, which are reduced by two stars), that is why that point is listed.
Point 4: Since there is no guarantee, that you can hit with every jab, people should be rewarded for landing all or already most of them (3 or 4 of all 4), meanwhile you shouldnt be punished too much, when you hit with less. The problem in PvP with fast moving targets is, that people are shown in your area of damage, but they actually arent due to latency. Therefore you generally hit with less jab hits as you should and you get punished by the mechanics of the skill.
Point 5: on the current PTS there is an improvement for the cast time and post cast delay. The cast time was shortened to 1 second (down from 1.1s) and the post delay (0.2 seconds) is said to be removed, which actually is not the case when you weave. So the poster before was addressing to this problem, that the post delay is still there when weaving.
Point 6: As said in point 4, it should reward more for the people managing to land it and should punish less, if you dont land all hits.
@Joy_Division @Checkmath
Is there any chance that:
1. Jabs declared improvement with weaving will actually work?
2. Backlash mitigation bug will be fixed?
3. Purifying Light debuff will be adjusted and proc on initial cast like other morph, given that its new mechanic combined with old proc conditions are buggy?
^especially last part as it is huge nerf to skill.
I cant really answer those ones, since approaching those problems lies in the hands of the devs.Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Here again how inconsistently zos treating Jabs and Eclipse:
Jabs - zos continuing to treat it as ordinary aoe skill affected by evasion. And now with 0.3 less channel time it should work like rest of abilities with 1sec global cooldown. Yet, Jabs were left outside of AoE standardization this update as its base aoe damage is much lower than ordinary aoe damage: 114x4= 456 while rest of AoEs are 615. difference is huuge.
As result: as single-target spammable skill underperform as it can be mitigated by Evasion buff; and also as AoE damage skill it also below of AoE standards.
Eclipse - not just after damage nerf it comparable to damage of self-buffs like Scales/Ice Shield that is rudiculous, but also damage of this single-target breakable cc skill is equal to ordinary AoE damage now. So why does our single target skill with longest Internal Cooldown suppose to deal as much damage as AoE (which suppose to deal lower damage coz area of damage apply in compare to single target pressure skills)?
If zos treat it as self-buffs which are 100% reliable but only against half of attacks (ranged) - make Eclipse unbreakable again and buff its duration from 6sec to 7sec:
1. It already act on same rules of Morrowind unbreakable version, so right now it has weaknesses of unbreakable Morrowind version but don't have strengths of breakable pre-Morrowind version.
2. Beside it wont work against CC-immune enemies, it will be reliable against all attacks (melee/ranged) but only with half efficiency because 7sec duration-7sec cc-immunity. Literally reverted self-buff: self-buffs are 100% efficiency against 50% attacks, Eclipse is 50% efficiency against 100% attacks. (still cooldown inconsistent too).
Or just like was suggested lot of times - make it into ordinary dot with same rules that Inhale has regarding damage-healing skill % of new standards.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam @Checkmath
I mean seriously...can Templar be reviewed during 5.03 with an equivalency effort of at least a 6th grade reading/comprehension level?
Literally all that has to be done with Puncturing Strikes and Morphs is:
1. Change the cone/area targeting system of the skill to Target
2. Change the function of the Main damage "nearest target" strike to Single Target damage from AOE damage (Or make AOE damage an exception from Evasion)
3. Change the function of the AOE damage to standard "Splash Damage" within 3m of target.
4. On Biting Jabs move the Snare to the first strike.
5. Make the heal from Sweeps able to Crit again.
Problem solved. You're welcome.
I very much disagree with points 1 to 3. Being able to freely cast jabs/sweeps without a target (--> cloaked NBs), as well as the ability to change targets while channeling this skill is one of the core aspects that make it unique. I don't want a cheap copy of flurry.
Sure, jabs can be hard to use when its laggy, but when you have a decent game performance the skill is incredibly satisfying and fun to use.
I am grateful for your opinion, but it has been stated many times and is extremely underwhelming.
1. NB cloak can be broken through multiple methods: Potions, Expert Hunter (& Morphs), Magelight (& Morphs), literally any AOE > Solar Barrage, Shards, Radiant Ward, list goes on...
2. Changing targets is half of the problem with a "Conal" damage skill because you cannot effectively output full skill damage. Which leads me to the next...
3. Damage output can be mitigated by multiple factors, such as Evasion = Flat 25% reduction, CP Trees, Resistance. Now you factor in lag and latency. So many proven writeups have been posted by @Cinbri regarding condition of Puncturing Strikes (& Morphs) regarding "accuracy". Majority of the time you are hitting 1-in-4 strikes = 25% damage output max. Then you factor in the things like Evasion, CP, Resistances...No one wants to hit for 100-300 damage with a skill that can tooltip 4K plus before critting.
4. With speed becoming a factor again next patch, due to changes in CC Immunity and Snare nerf Puncturing Strikes (& Morphs) will again be bottom of the barrel spammable.
Also, don't forget that Puncturing Strikes (& Morphs) STILL exceed the GCD when "attempting" to LA weave effectively.
Post-Note to OP: Puncturing Strikes (& Morphs) should also have Channel time reduced to .2 sec PER strike and fourth strike should be removed (damage to scale up for missing strike) to allow better response when LA weaving.
On my magplar puncturing sweep feels far from underwhelming.
1. On my current build puncturing is usually the only AOE that doesn't require a target apart from my ult (next patch I'll drop reflective light for solar barrage, though).
2. I only see problems with this if its very laggy. being able to switch targets while channeling adds more depth to this skill and I really enjoy the unique feeling of it.
3. There is a bit of an argument concerning evasion, but CP and resistances? Really? How is that different to any other skill?
4. Opponents using race against time could indeed become problematic for melee templar builds, but a targeted channel wouldn't work any better against opponents moving out of range. Additionally, none of the templar snares, including puncturing sweep, will be nerfed. The other snare nerfs are completely irrelevant here. Moving the snare to the first hit could be a decent idea, but might be too oppressive, since 70% movement speed reduction is insanely high.
5. I don't have any problems weaving light attacks while using puncturing. Sure you won't get as many LA out as with a 'normal' spammable, but weaving definitely works.
6. Puncturing has an amazing damage potential for it's magicka cost. It's not always easy to land all the hits, but when it isn't laggy (BGs or low to medium pop Cyro) I don't have problems aiming this skill.
Post note: maybe playing a *** ton of time with both dizzying swing and noxious breath on my stamDK helped me out here, but when I started playing magplar I immediately felt comfortable using puncturing and the skill never seemed 'extremely underwhelming' to me, unless it was super laggy (in which case playing as a whole becomes a bad experience).
Edit: I mostly play BGs now, because I can't stand the lag in primetime Cyro, no matter which char I play. However, I could see why players who mostly play in CP campaigns would feel that sweeps/jabs are underwhelming. Skills like dizzying, jabs, noxious breath and other conal AOEs become disproportionally harder to use with more lag compared to targeted skills. That's more of a server performance issue, though.
For point 3: Jabs was mitigated by multiple cp stars (more than any other skills, which are reduced by two stars), that is why that point is listed.
Point 4: Since there is no guarantee, that you can hit with every jab, people should be rewarded for landing all or already most of them (3 or 4 of all 4), meanwhile you shouldnt be punished too much, when you hit with less. The problem in PvP with fast moving targets is, that people are shown in your area of damage, but they actually arent due to latency. Therefore you generally hit with less jab hits as you should and you get punished by the mechanics of the skill.
Point 5: on the current PTS there is an improvement for the cast time and post cast delay. The cast time was shortened to 1 second (down from 1.1s) and the post delay (0.2 seconds) is said to be removed, which actually is not the case when you weave. So the poster before was addressing to this problem, that the post delay is still there when weaving.
Point 6: As said in point 4, it should reward more for the people managing to land it and should punish less, if you dont land all hits.
Check, Cinbri is asking if the devs have any news on those 3 points!
So an alternative idea for incapacitating strike.
Keep it how it is currently, but remove silence. Instead how about we make the ability cause additional Oblivion damage equivalent to 1% of your opponent's max health per 10 ultimate stored up to a maximum of 15% (150+ Ult). This will be a PvP only effect since it will be obviously too strong in PvE.
This will make it more bursty than it currently is, unique, and stronger against tanky opponents and damage shield spamming opponents.
@Joy_Division @Checkmath
Is there any chance that:
1. Jabs declared improvement with weaving will actually work?
2. Backlash mitigation bug will be fixed?
3. Purifying Light debuff will be adjusted and proc on initial cast like other morph, given that its new mechanic combined with old proc conditions are buggy?
^especially last part as it is huge nerf to skill.
I cant really answer those ones, since approaching those problems lies in the hands of the devs.Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Here again how inconsistently zos treating Jabs and Eclipse:
Jabs - zos continuing to treat it as ordinary aoe skill affected by evasion. And now with 0.3 less channel time it should work like rest of abilities with 1sec global cooldown. Yet, Jabs were left outside of AoE standardization this update as its base aoe damage is much lower than ordinary aoe damage: 114x4= 456 while rest of AoEs are 615. difference is huuge.
As result: as single-target spammable skill underperform as it can be mitigated by Evasion buff; and also as AoE damage skill it also below of AoE standards.
Eclipse - not just after damage nerf it comparable to damage of self-buffs like Scales/Ice Shield that is rudiculous, but also damage of this single-target breakable cc skill is equal to ordinary AoE damage now. So why does our single target skill with longest Internal Cooldown suppose to deal as much damage as AoE (which suppose to deal lower damage coz area of damage apply in compare to single target pressure skills)?
If zos treat it as self-buffs which are 100% reliable but only against half of attacks (ranged) - make Eclipse unbreakable again and buff its duration from 6sec to 7sec:
1. It already act on same rules of Morrowind unbreakable version, so right now it has weaknesses of unbreakable Morrowind version but don't have strengths of breakable pre-Morrowind version.
2. Beside it wont work against CC-immune enemies, it will be reliable against all attacks (melee/ranged) but only with half efficiency because 7sec duration-7sec cc-immunity. Literally reverted self-buff: self-buffs are 100% efficiency against 50% attacks, Eclipse is 50% efficiency against 100% attacks. (still cooldown inconsistent too).
Or just like was suggested lot of times - make it into ordinary dot with same rules that Inhale has regarding damage-healing skill % of new standards.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam @Checkmath
I mean seriously...can Templar be reviewed during 5.03 with an equivalency effort of at least a 6th grade reading/comprehension level?
Literally all that has to be done with Puncturing Strikes and Morphs is:
1. Change the cone/area targeting system of the skill to Target
2. Change the function of the Main damage "nearest target" strike to Single Target damage from AOE damage (Or make AOE damage an exception from Evasion)
3. Change the function of the AOE damage to standard "Splash Damage" within 3m of target.
4. On Biting Jabs move the Snare to the first strike.
5. Make the heal from Sweeps able to Crit again.
Problem solved. You're welcome.
I very much disagree with points 1 to 3. Being able to freely cast jabs/sweeps without a target (--> cloaked NBs), as well as the ability to change targets while channeling this skill is one of the core aspects that make it unique. I don't want a cheap copy of flurry.
Sure, jabs can be hard to use when its laggy, but when you have a decent game performance the skill is incredibly satisfying and fun to use.
I am grateful for your opinion, but it has been stated many times and is extremely underwhelming.
1. NB cloak can be broken through multiple methods: Potions, Expert Hunter (& Morphs), Magelight (& Morphs), literally any AOE > Solar Barrage, Shards, Radiant Ward, list goes on...
2. Changing targets is half of the problem with a "Conal" damage skill because you cannot effectively output full skill damage. Which leads me to the next...
3. Damage output can be mitigated by multiple factors, such as Evasion = Flat 25% reduction, CP Trees, Resistance. Now you factor in lag and latency. So many proven writeups have been posted by @Cinbri regarding condition of Puncturing Strikes (& Morphs) regarding "accuracy". Majority of the time you are hitting 1-in-4 strikes = 25% damage output max. Then you factor in the things like Evasion, CP, Resistances...No one wants to hit for 100-300 damage with a skill that can tooltip 4K plus before critting.
4. With speed becoming a factor again next patch, due to changes in CC Immunity and Snare nerf Puncturing Strikes (& Morphs) will again be bottom of the barrel spammable.
Also, don't forget that Puncturing Strikes (& Morphs) STILL exceed the GCD when "attempting" to LA weave effectively.
Post-Note to OP: Puncturing Strikes (& Morphs) should also have Channel time reduced to .2 sec PER strike and fourth strike should be removed (damage to scale up for missing strike) to allow better response when LA weaving.
On my magplar puncturing sweep feels far from underwhelming.
1. On my current build puncturing is usually the only AOE that doesn't require a target apart from my ult (next patch I'll drop reflective light for solar barrage, though).
2. I only see problems with this if its very laggy. being able to switch targets while channeling adds more depth to this skill and I really enjoy the unique feeling of it.
3. There is a bit of an argument concerning evasion, but CP and resistances? Really? How is that different to any other skill?
4. Opponents using race against time could indeed become problematic for melee templar builds, but a targeted channel wouldn't work any better against opponents moving out of range. Additionally, none of the templar snares, including puncturing sweep, will be nerfed. The other snare nerfs are completely irrelevant here. Moving the snare to the first hit could be a decent idea, but might be too oppressive, since 70% movement speed reduction is insanely high.
5. I don't have any problems weaving light attacks while using puncturing. Sure you won't get as many LA out as with a 'normal' spammable, but weaving definitely works.
6. Puncturing has an amazing damage potential for it's magicka cost. It's not always easy to land all the hits, but when it isn't laggy (BGs or low to medium pop Cyro) I don't have problems aiming this skill.
Post note: maybe playing a *** ton of time with both dizzying swing and noxious breath on my stamDK helped me out here, but when I started playing magplar I immediately felt comfortable using puncturing and the skill never seemed 'extremely underwhelming' to me, unless it was super laggy (in which case playing as a whole becomes a bad experience).
Edit: I mostly play BGs now, because I can't stand the lag in primetime Cyro, no matter which char I play. However, I could see why players who mostly play in CP campaigns would feel that sweeps/jabs are underwhelming. Skills like dizzying, jabs, noxious breath and other conal AOEs become disproportionally harder to use with more lag compared to targeted skills. That's more of a server performance issue, though.
For point 3: Jabs was mitigated by multiple cp stars (more than any other skills, which are reduced by two stars), that is why that point is listed.
Point 4: Since there is no guarantee, that you can hit with every jab, people should be rewarded for landing all or already most of them (3 or 4 of all 4), meanwhile you shouldnt be punished too much, when you hit with less. The problem in PvP with fast moving targets is, that people are shown in your area of damage, but they actually arent due to latency. Therefore you generally hit with less jab hits as you should and you get punished by the mechanics of the skill.
Point 5: on the current PTS there is an improvement for the cast time and post cast delay. The cast time was shortened to 1 second (down from 1.1s) and the post delay (0.2 seconds) is said to be removed, which actually is not the case when you weave. So the poster before was addressing to this problem, that the post delay is still there when weaving.
Point 6: As said in point 4, it should reward more for the people managing to land it and should punish less, if you dont land all hits.
Check, Cinbri is asking if the devs have any news on those 3 points!
So an alternative idea for incapacitating strike.
Keep it how it is currently, but remove silence. Instead how about we make the ability cause additional Oblivion damage equivalent to 1% of your opponent's max health per 10 ultimate stored up to a maximum of 15% (150+ Ult). This will be a PvP only effect since it will be obviously too strong in PvE.
This will make it more bursty than it currently is, unique, and stronger against tanky opponents and damage shield spamming opponents.
You know - gotta admit i wouldn´t have expected such a reasonable proposition from you.
Your entire posting history suggests otherwise lol. You're literally the #1 requester of nerfs here.So an alternative idea for incapacitating strike.
Keep it how it is currently, but remove silence. Instead how about we make the ability cause additional Oblivion damage equivalent to 1% of your opponent's max health per 10 ultimate stored up to a maximum of 15% (150+ Ult). This will be a PvP only effect since it will be obviously too strong in PvE.
This will make it more bursty than it currently is, unique, and stronger against tanky opponents and damage shield spamming opponents.
You know - gotta admit i wouldn´t have expected such a reasonable proposition from you.
I may be bitter, but I would actually prefer healthy, and competitive gameplay. Just wish you guys would fight against things that are toxic towards my playstyle as well. Which is essentially non-invisibility medium armor.
Your entire posting history suggests otherwise lol. You're literally the #1 requester of nerfs here.So an alternative idea for incapacitating strike.
Keep it how it is currently, but remove silence. Instead how about we make the ability cause additional Oblivion damage equivalent to 1% of your opponent's max health per 10 ultimate stored up to a maximum of 15% (150+ Ult). This will be a PvP only effect since it will be obviously too strong in PvE.
This will make it more bursty than it currently is, unique, and stronger against tanky opponents and damage shield spamming opponents.
You know - gotta admit i wouldn´t have expected such a reasonable proposition from you.
I may be bitter, but I would actually prefer healthy, and competitive gameplay. Just wish you guys would fight against things that are toxic towards my playstyle as well. Which is essentially non-invisibility medium armor.
So an alternative idea for incapacitating strike.
Keep it how it is currently, but remove silence. Instead how about we make the ability cause additional Oblivion damage equivalent to 1% of your opponent's max health per 10 ultimate stored up to a maximum of 15% (150+ Ult). This will be a PvP only effect since it will be obviously too strong in PvE.
This will make it more bursty than it currently is, unique, and stronger against tanky opponents and damage shield spamming opponents.
You know - gotta admit i wouldn´t have expected such a reasonable proposition from you.
I may be bitter, but I would actually prefer healthy, and competitive gameplay. Just wish you guys would fight against things that are toxic towards my playstyle as well. Which is essentially non-invisibility medium armor.
So an alternative idea for incapacitating strike.
Keep it how it is currently, but remove silence. Instead how about we make the ability cause additional Oblivion damage equivalent to 1% of your opponent's max health per 10 ultimate stored up to a maximum of 15% (150+ Ult). This will be a PvP only effect since it will be obviously too strong in PvE.
This will make it more bursty than it currently is, unique, and stronger against tanky opponents and damage shield spamming opponents.
You know - gotta admit i wouldn´t have expected such a reasonable proposition from you.
I may be bitter, but I would actually prefer healthy, and competitive gameplay. Just wish you guys would fight against things that are toxic towards my playstyle as well. Which is essentially non-invisibility medium armor.
So an alternative idea for incapacitating strike.
Keep it how it is currently, but remove silence. Instead how about we make the ability cause additional Oblivion damage equivalent to 1% of your opponent's max health per 10 ultimate stored up to a maximum of 15% (150+ Ult). This will be a PvP only effect since it will be obviously too strong in PvE.
This will make it more bursty than it currently is, unique, and stronger against tanky opponents and damage shield spamming opponents.
You know - gotta admit i wouldn´t have expected such a reasonable proposition from you.
I may be bitter, but I would actually prefer healthy, and competitive gameplay. Just wish you guys would fight against things that are toxic towards my playstyle as well. Which is essentially non-invisibility medium armor.
I´d be all up for rebalancing soulassault in that regard. I hate hardcounters and think they should not exist in a game like eso at all.
If we´re lucky lolassault will be on the chopping block rather sooner than later because ZOS has started removing hardcounters from the game. Maybe make a topic. Remind people that it´s still an issue.
I can´t even put my finger on what medium armor needs though. Stamwarden can/does work in medium. NB does (or did we don´t know yet). StamDK can work - but is definetly better in heavy.
Stamsorc and stamden don´t - but those are underperforming in general from my perspective.
So an alternative idea for incapacitating strike.
Keep it how it is currently, but remove silence. Instead how about we make the ability cause additional Oblivion damage equivalent to 1% of your opponent's max health per 10 ultimate stored up to a maximum of 15% (150+ Ult). This will be a PvP only effect since it will be obviously too strong in PvE.
This will make it more bursty than it currently is, unique, and stronger against tanky opponents and damage shield spamming opponents.
You know - gotta admit i wouldn´t have expected such a reasonable proposition from you.
I may be bitter, but I would actually prefer healthy, and competitive gameplay. Just wish you guys would fight against things that are toxic towards my playstyle as well. Which is essentially non-invisibility medium armor.
I´d be all up for rebalancing soulassault in that regard. I hate hardcounters and think they should not exist in a game like eso at all.
If we´re lucky lolassault will be on the chopping block rather sooner than later because ZOS has started removing hardcounters from the game. Maybe make a topic. Remind people that it´s still an issue.
I can´t even put my finger on what medium armor needs though.
It wouldn't be the first time that Magicka Warden got nerfed because Stamina Warden was OP. For offensive roles in PvP, Magicka Warden really isn't all that great, and is about to become worse - it doesn't need further nerfs.The PTS cycle is almost over and I have yet to see a meaningful balancing to the Warden.
There were a few adjustments, like Scorch being blockable, but it isn't enough.
Currently the Warden, especially the stamina Warden rules Cyrodiil and Battlegrounds.
It has top survivability, very high damage and huge healing.
@ZOS_BrianWheeler Please make the Warden more balanced in PVP.
If you won't do more, it will remain overperforming.
You say this about StamWardens, others say this about StamBlades and StamDKs.Currently the Warden, especially the stamina Warden rules Cyrodiil and Battlegrounds.
They don’t do anything to Templar’s because they are already strong and if your struggling then it’s a l2p issue 👍I'm getting so very, very tired of you devs fawning over NBS and listening intently to their feedback while doing jack all for the other classes you've deliberately castrated this patch. Please take another look at Templars, seriously
Deathlord92 wrote: »They don’t do anything to Templar’s because they are already strong and if your struggling then it’s a l2p issue 👍I'm getting so very, very tired of you devs fawning over NBS and listening intently to their feedback while doing jack all for the other classes you've deliberately castrated this patch. Please take another look at Templars, seriously
The PTS cycle is almost over and I have yet to see a meaningful balancing to the Warden.
There were a few adjustments, like Scorch being blockable, but it isn't enough.
Currently the Warden, especially the stamina Warden rules Cyrodiil and Battlegrounds.
It has top survivability, very high damage and huge healing.
@ZOS_BrianWheeler Please make the Warden more balanced in PVP.
If you won't do more, it will remain overperforming.