How are you getting such high penetration? My magblade has just under 18k penetration withHexquisite wrote: »I have a new Magplar because I switched factions, and she has 18K pen without Spinners--once she has all her skill lines and passives, it will be more.
Spinner's & all relevant passives. And that's using the lover & 5 gold divines. I'm assuming you're running impen since we're talking PVP, so your penetration sounds really high to me.
I have 3 NBs i like to PvP in and Temps are the most challenging class for me to deal with on my NBs.....but I still dont have these problems.
Its also an immediate redflag on a post when someone complains about a class, and then includes things like RAT or Mist in their opening comments, which any class can choose to use.
On my templars, DK are the biggest pita.
Rock-paper-scissors in my experience in this game.
Also, OP you dont have to build your NB so squishy either. If yer gonna be that squishy, ya need some more speed probably.
Trade offs.
Nerf discussions are sooooooooo boring and they always feel like a battle against someone’s ranting....it’s never their fault if they lose a battle: it’s always the nasty OP other class that was made Uber!!!!
I much prefer, if I have to, to illustrate where my classes should be improved rather than demanding nerfs of the classes I play against
Mine is a plea: don’t feed nerf discussions!!! It’s like feeding a raccoon...his mates will start coming!!!
Paradoxically enough I’ve just done it 😂
ThePhantomThorn wrote: »ok about radiant.
my issue is that it does massive damage and is UNDODGABLE
lets say i was fighting a stamdk. they had just got me to 30%. they it execute. i DODGE. so i survive a bit longer.
YOU CANT DODGE BEAM. yes it can be bashed but at range unless ur in los ur screwed. that add the massive snares...
and im sorry that this is outdated, but the snares were not removed hence this.
ThePhantomThorn wrote: »ok about radiant.
my issue is that it does massive damage and is UNDODGABLE
lets say i was fighting a stamdk. they had just got me to 30%. they it execute. i DODGE. so i survive a bit longer.
YOU CANT DODGE BEAM. yes it can be bashed but at range unless ur in los ur screwed. that add the massive snares...
and im sorry that this is outdated, but the snares were not removed hence this.
Sanguinor2 wrote: »ThePhantomThorn wrote: »ok about radiant.
my issue is that it does massive damage and is UNDODGABLE
lets say i was fighting a stamdk. they had just got me to 30%. they it execute. i DODGE. so i survive a bit longer.
YOU CANT DODGE BEAM. yes it can be bashed but at range unless ur in los ur screwed. that add the massive snares...
and im sorry that this is outdated, but the snares were not removed hence this.
You can still cloak it and you can also use the initial delay it has to heal up. You can also block and heal up. Dodgerolling when getting beamed is the worst Thing you can do.
EtTuBrutus wrote: »ThePhantomThorn wrote: »ok about radiant.
my issue is that it does massive damage and is UNDODGABLE
lets say i was fighting a stamdk. they had just got me to 30%. they it execute. i DODGE. so i survive a bit longer.
YOU CANT DODGE BEAM. yes it can be bashed but at range unless ur in los ur screwed. that add the massive snares...
and im sorry that this is outdated, but the snares were not removed hence this.
Fighting a templar? Bash it!!! Come on man! L2p issues are l2p issues... for real.
ThePhantomThorn wrote: »EtTuBrutus wrote: »ThePhantomThorn wrote: »ok about radiant.
my issue is that it does massive damage and is UNDODGABLE
lets say i was fighting a stamdk. they had just got me to 30%. they it execute. i DODGE. so i survive a bit longer.
YOU CANT DODGE BEAM. yes it can be bashed but at range unless ur in los ur screwed. that add the massive snares...
and im sorry that this is outdated, but the snares were not removed hence this.
Fighting a templar? Bash it!!! Come on man! L2p issues are l2p issues... for real.
its ranged. there are snares. hmm
ThePhantomThorn wrote: »
but thats only nb. also ritual of retrebution / jabs will instantly pull u out.
i just hate that its undodgable
RighteousBacon wrote: »Magplar shouldn’t snare so much.
Eclipse shouldn’t snare and heal. It should do one or the other.
The gap closer shouldn’t stun, it also sets you of balance so that’s 10% more damage.
Other than this, magplar counters nightblade pretty heavily ever since they lost major defile. It’s also a bit of an L2P issue though
SidewalkChalk5 wrote: »LMAO, wow. What a joke. Redundant snares are bad for Templar, (not bad for you) since they don't stack and can be easily countered. You have Killer's Blade which is objectively superior to beam because the damage bonus is 300% flat (doesn't scale with health) and it's non-interruptible burst. You should hang your head in shame for asking for others to be nerfed for your own lack of skill and knowledge. By your own description of the scenario it's clearly apparent to all experienced PvP players that the problem is 110% L2P. And you've been informed, repeatedly, by superior, knowledgeable, informed players, over and over in your previous nerf threads. Just accept that the problem lies with you and only you can fix it. Quit whining.
My main issue with templar atm is the snare on jabs. As it is fighting a templar means i simply can't move, which is usually a death sentence. Other snares have counterplay, but there is nothing i can do vs toppeling + jabs spam other than using rat every second gcd which will get me killed anyway.
ThePhantomThorn wrote: »my issues.
1. snares. templar simpily dosent need them. massive aoe 30% , 40% from spammable. i need to hit shuffle every 5 secs. they have mobility. A GAP CLOSER. not to mention rat and mist.
2. gap closer. it stuns. why. imagine if ambush stunned. yeah.
3. execute. undodgable. also does a ridiculous amount of dmg. yes it can be interrupted, but when youre at 10% hp and are snared up. ded unless in los
4. healing. now im fine with the healer class having good healing. but honor the dead can be SPAMMED. SPAMMED.
heres a screenshot of a death recap from a templar
edit: idk why but my screenshots dont show up. but death recap was 3 jabs, dev swarm, and beam
excluding the devouring swarm, the only attacks were jabs and beam. while in this fight i was constantly snared, and my usage of shuffle had drained my stam. this player hit very few skills, and as you can see it was more than adequate to kill me. this screenshot is more of how templars play rather than the numbers, demonstrating the spam of jabs without a single light attack in between.
now ill post a screenshot of my stat sheet (no potion). yes i am squishy, but you will notice i have VERY high sustain and weapon damage. i am hiting an easy 10k suprise attack without camo hunter or enchant proc (shackle, Spriggans and bloodspawn) and yet i was unable to use my classes defenses.
1. mobility, as i was constantly snared or being gap closed to.
2 shade, i couldnt get away far enough to utilise this skill.
3. i didnt have any chance to cloak, heal and re position because the templar was constantly pulling me out of cloak.
edit:3.8k wd, 2.5k recov (2.7k backbar) 18k resists 2.5k crit resists 15k mag, 33k stam 24k hp
and heres a few of my tooltips, (with just rally and cloak) which as you can see, are quite high. dispite this the templar had no problem outhealing my damage.
edit: again... 19k bow, 16.5k incap 10.3k surprise
im not the best player in the world but i can hold my own outnumberd against anything but well built magplars (or good players. talking about zerglings here) for the above reasons
heres some solutions.
1. remove snare on passive that adds it to ritual and remove it from jabs (or apply to last hit)
2. remove stun from gap closer and instead add a 30% snare. (so has 30% after gapcloser on 1 enemy rather than 30% massive aoe)
3. reduce damage. maybe 15%
4. sustain on honor the dead should apply to 30% and less targets rather that 60%
please refrain from just using l2p as your only argument. if you disagree say why. dont just go on a salty rant. keep it civilised.
yes there are other things about templar that could be considered overkill as well (eg. backlash crit and new bubble), but i am yet to test them as i play on xbox and dragonhold is not released for a further 4 days
ty for reading this i know its kinda long
ThePhantomThorn wrote: »Odd that one of your solutions wasn’t to be more tankier.ThePhantomThorn wrote: »...
edit: idk why but my screenshots dont show up. but death recap was 3 jabs, dev swarm, and beam
...
edit:3.8k wd, 2.5k recov (2.7k backbar) 18k resists 2.5k crit resists 15k mag, 33k stam 24k hp
....
heres some solutions.
....
My magplar has more spell penetration than you have resists so it’s not really surprising that you would die that quickly. If you’re up against a class that excels at locking down, the sensible thing would be to up your defence to withstand at least one CC rotation. But I guess it’s easier to ask for nerfs than it is to come up with a balanced build these days.
IKR? Man has abysmal stats for a nightblade but here he is whining for nerfs cuz he died to one class.
well whats ur resists just with shadow barrier?
unlike most classes nb has no inbuilt resistance.
if i were to spec into resists (i tried fortified brass last patch) i lose far to much damage.
i play nb as an assasin. sqishy mobile and bursty.
i am pointing out the things that i think (in my opinion) need a nerf.
if i were to "whine" id start with pets. then streak, then frags, then templar. with damage shields coming a close 5th
also dont assume peoples gender plz
So, the reason the Templar class has so many snares is because the class is designed around the idea of a "house". Templars are by design meant to mark their ground, plant their feet, and be at their strongest by staying in their "house". Allies that stand in the Templar's house receive buffs and healing and enemies that enter the house get met with divine wrath. Because of this design, Templar's are not a highly mobile class. If you look at their skills you won't find any in-class buffs to movement speed or snare removal. Compare this to the Sorcerer class, who are a highly mobile class, having access to buffs to speed, the ability to manifest as a bolt of lightning, and skills that can lock down enemies (in theory, at least). Instead, Templars find themselves more as an anti-mobility class, where they need access to snares in order to keep foes in melee range to be effective at dealing damage. The fact that Templar needs reliable access to snares is simply a feature of the design of the class.
That being said, I will admit, Templar does have a bit too many snares. I don't want to speak for all Templars, but I think you'll find a good deal of Templar's won't mind switching the snare in the Sacred Ground passive out for a buff to allies, such as Minor Vitality. This would eliminate the large ground based snares, that often don't really matter for Templar's since stronger snares exist in the class kit. Letting Sacred Ground instead grant Minor Vitality to allies would reinforce Templar's strength in healing and keep class identity.
The other snare that could be reworked is the snare off of Living Dark. If I'm being honest, I feel Eclipse and its morphs could still use some figuring out. The idea behind this ability is nice; helping Templars switch from defense to offense by punishing foes who attack them (again, think of the "house"). However, I think it could use a bit more tweaking to make it better at achieving that purpose without the potential to be overpowering.
In large though, as others in this thread have mentioned, Templar right now should be the model for where other classes should be. Does it need a few minor tweaks here and there? Sure. Does it need nerfed? No. Do the other classes need some nice buffs and some class identity restored. Yes.