Add to this that Eclipse can't be used on CC immune target and can be removed right after it has been applied. Can you at least make both abilities equal in power, @ZOS_Gilliam ?
I only play nb and magblade deserves way more attention then templar doesDeathlord92 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
You are either a NB or a Magsorc right?
Add to this that Eclipse can't be used on CC immune target and can be removed right after it has been applied. Can you at least make both abilities equal in power, @ZOS_Gilliam ?
They were on par with other (mag) classes. With the number of unnecessarily heavy nerfs and broken mechanics (introduced) to Templar this patch alone you should be glad you're playing a class that is still mechanically stable.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 👍
Trust me, you don't want the kind of attention that Templars have been receiving lately.Deathlord92 wrote: »I only play nb and magblade deserves way more attention then templar does
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.
ZOS_GinaBruno wrote: »This is the official feedback thread for current class balance and the class ability audit in this update. After you have a chance to try out different combat scenarios, let us know what you think of the current balance. Specific feedback that the team is looking for includes the following:
- Are there any changes you feel are against the spirit of the class?
- Are you able to weave abilities better or worse in this Update?
- Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
- Do you feel we addressed abilities that in the past year have been over or under performing?
- Do you have any other general feedback?
Sanguinor2 wrote: »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.
I have another alternative idea for incap.
We very quickly forget about the silence and instead it retains its burst damage, 20% damage increase and maybe the reave. The second part of the alternative idea is that nightblades accept that incap is plenty strong for a 70 cost ultimate without applying 20% increased damage taken, major defile and a stun in the same cast.
Incap already is unique with a unique 20% increased damage taken debuff which cannot be cleansed. Incap is already plenty bursty. Incap can also still proc the major defile since it is disease damage but it is no longer guaranteed pressure on an ultimate that already adds guaranteed pressure in the form of an increase towards damage taken by 20%.
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.
Sanguinor2 wrote: »The second part of the alternative idea is that nightblades accept that incap is plenty strong for a 70 cost ultimate without applying 20% increased damage taken, major defile and a stun in the same cast.
Incap already is unique with a unique 20% increased damage taken debuff which cannot be cleansed. Incap is already plenty bursty. Incap can also still proc the major defile since it is disease damage but it is no longer guaranteed pressure on an ultimate that already adds guaranteed pressure in the form of an increase towards damage taken by 20%.
AOE 6 target fear AND single target silence? Glad we traded wings shutting down ranged for nightblade shutting down mag based reactive defenses lol.
Can you fix the Warden's Nature's Embrace and make sure it doesn't keep locking players out of the game for "speedhacking"????
Just make it a HoT without the need to gapclose on allies or have it to be selfcast too... Or even better add class snare immunity and remove gapclosing capabilities to make warden competitive again (and weaken the heal of it to forw. momentum numbers)...
This is ridiculous... The ONE descent class healing skill for pvp is locked behind having to use a "stupid" bear or being unable to use it solo and if that's not enough, when we use it we have a high chance of getting our chars locked out because the "speedhack prevention" is triggered by it....
Unbelievable
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.
Sanguinor2 wrote: »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.
I have another alternative idea for incap.
We very quickly forget about the silence and instead it retains its burst damage, 20% damage increase and maybe the reave. The second part of the alternative idea is that nightblades accept that incap is plenty strong for a 70 cost ultimate without applying 20% increased damage taken, major defile and a stun in the same cast.
Incap already is unique with a unique 20% increased damage taken debuff which cannot be cleansed. Incap is already plenty bursty. Incap can also still proc the major defile since it is disease damage but it is no longer guaranteed pressure on an ultimate that already adds guaranteed pressure in the form of an increase towards damage taken by 20%.
Moreover, this makes no sense in regards of balancing.Shalks being blockable kills magden in pvp
John_Falstaff wrote: »
Let's not play words here. It's not 20% damage taken (which would imply it's not additive with other damage modifiers for own damage), it's 20% dealt by the player himself against the target, and since it's additive, it will result in much less overall damage gain.
Not if done properly, and that is from Stealth.You can block surprise attack lol.
Purifying Light healing pool should be updated and apply on cast of skill, not on expire.
+1SidewalkChalk5 wrote: »That would be a massive improvement. Best idea I've heard for this skill.
The silence on incap is now useless. No one in their right mind is going to store 120 Ult to silence someone just to have it CC broke when you're going to use a CC in conjunction with incap anyways. Just remove the silence and replace it with something else. It was a bad idea. You know it, we know it. Just scrap it and put something useful in its place.
The silence on incap is now useless. No one in their right mind is going to store 120 Ult to silence someone just to have it CC broke when you're going to use a CC in conjunction with incap anyways. Just remove the silence and replace it with something else. It was a bad idea. You know it, we know it. Just scrap it and put something useful in its place.