Yes. What this game needs is more nerfs to make the combat even staler. Every skill should do just one thing only.
Make your lists, guys, but don't come to me complaining about your class being nerfed into the ground.
ThePhantomThorn wrote: »1. Jabs/sweeps. This skill. Ok it does as much damage as blastbones (with 1 burning light), snares, deals aoe, and is hard to dodge. About that last one, with a roll you will dodge maybe the 1st 1 or 2 jabs but the others will hit. And it snares. Unless I have a shade up it’s a death sentence. Compare that to surprise attack: deals damage and has a small debuff. It’s so overloaded.
ThePhantomThorn wrote: »4. Vamp drain. This has only come on the radar this patch and here’s why I hate it.
It’s long range(ish)
It has a 12m range.
Now compare to other undodgable ccs.
Mass hysteria: 6m range
Turn evil: 5m range
See the difference?
ThePhantomThorn wrote: »3. Streak. Instant getaway, stuns, no real counter. Worst when a sorc streaks halfway across the map, recovers, and returns. And unlike cloak, which is counterd with numerous skills and a potion, it has no easy counter
MerguezMan wrote: »ThePhantomThorn wrote: »1. Jabs/sweeps. This skill. Ok it does as much damage as blastbones (with 1 burning light), snares, deals aoe, and is hard to dodge. About that last one, with a roll you will dodge maybe the 1st 1 or 2 jabs but the others will hit. And it snares. Unless I have a shade up it’s a death sentence. Compare that to surprise attack: deals damage and has a small debuff. It’s so overloaded.
Roll Forward, no back or sidestep, run upfront, roll, then stun and/or flee.
Unless you have a skill that can push him back (magnum shot), so it makes you out of range.
This is a channelled, front skill. If you do manage to interrupt it, the templar will probably break free, shield up, and jab again, which is a lot of stamina. Repeat, he can't spam that forever.ThePhantomThorn wrote: »4. Vamp drain. This has only come on the radar this patch and here’s why I hate it.
It’s long range(ish)
It has a 12m range.
Now compare to other undodgable ccs.
Mass hysteria: 6m range
Turn evil: 5m range
See the difference?
I also see he's a vampire, halved health regen and 20% more damage from fighters guild.
And it leaves him open to any attack from your teammates for 3s (where Mass hysteria and Turn evil are aoe and hopefully stun a group).ThePhantomThorn wrote: »3. Streak. Instant getaway, stuns, no real counter. Worst when a sorc streaks halfway across the map, recovers, and returns. And unlike cloak, which is counterd with numerous skills and a potion, it has no easy counter
Has increasing cost and only 15m range. Which means if the sorc streaks away half map, he's out of magicka, burns potion or ultimate to recover, comes back so burns magicka again. Stun or make him run a bit more, he can't have infinite sustain.
Running after a fleeing target might not be your best move.
Yes. What this game needs is more nerfs to make the combat even staler. Every skill should do just one thing only.
Make your lists, guys, but don't come to me complaining about your class being nerfed into the ground.
Having OP abilities is fine I think. It’d probably be a good idea for every class to have a couple and make them class defining.
That doesn’t mean there aren’t OP things though.
Personally I like the idea of every class having a couple of OP things only they can do.
ThePhantomThorn wrote: »these are abilities. op = overpowered. not 'i died help me'
1 instantly follows up with toppling. and jabs cant be interrupted.
2 not always same player. its a 12m undodgable stun. with insane lag.
3 who said i chased. takes 2 - 3 streaks to escape. no counter.
BaiterOfZergs wrote: »When did it become a trend to include passives as a reason for a skill to be overloaded ? I notice it’s only with certain skills too. If we consider passives then technically almost every skill is overloaded, especially if you name perks without context. Like saying stone fist is op then listing everything that “comes with it”
Templars are strong in 1v1 and very oppressive in Xv1 scenarios, but in most other situations it doesn't come close to be overperforming imo.
BaiterOfZergs wrote: »When did it become a trend to include passives as a reason for a skill to be overloaded ? I notice it’s only with certain skills too. If we consider passives then technically almost every skill is overloaded, especially if you name perks without context. Like saying stone fist is op then listing everything that “comes with it”
It's not just the passives. Templar passives are incredibly strong, and I mean that in the best way possible; I wish other classes had passives like it. However, you can cut out the passives from all of the skills I mentioned and still see an issue with most of them.
ThePhantomThorn wrote: »Here’s my list.
This is based from my opinion as a stamblade main.
1. Jabs/sweeps. This skill. Ok it does as much damage as blastbones (with 1 burning light), snares, deals aoe, and is hard to dodge. About that last one, with a roll you will dodge maybe the 1st 1 or 2 jabs but the others will hit. And it snares. Unless I have a shade up it’s a death sentence. Compare that to surprise attack: deals damage and has a small debuff. It’s so overloaded.
2. Vamp drain. This has only come on the radar this patch and here’s why I hate it.
It’s long range(ish)
It has a 12m range.
Now compare to other undodgable ccs.
Mass hysteria: 6m range
Turn evil: 5m range
See the difference?
3. Streak. Instant getaway, stuns, no real counter. Worst when a sorc streaks halfway across the map, recovers, and returns. And unlike cloak, which is counterd with numerous skills and a potion, it has no easy counter
Ok there they are.
Feel free to comment and add/argue. always fun to read.
I think it's the perception. They've always been incredibly strong -- it's just that people's OP radar only homed in on NB and Sorc in the past. Now that Templar has the limelight due to the recent buffs and the gutting of NB, everyone needs a new scapegoat.BaiterOfZergs wrote: »BaiterOfZergs wrote: »When did it become a trend to include passives as a reason for a skill to be overloaded ? I notice it’s only with certain skills too. If we consider passives then technically almost every skill is overloaded, especially if you name perks without context. Like saying stone fist is op then listing everything that “comes with it”
It's not just the passives. Templar passives are incredibly strong, and I mean that in the best way possible; I wish other classes had passives like it. However, you can cut out the passives from all of the skills I mentioned and still see an issue with most of them.
But how did Templar passives go from decent to incredibly strong ? Not much has changed with them. Before it was NB and Sorcs that people said had the strong passives.
I’ve said ritual of retribution and toppling was overloaded in the past though, still stand by that.
I dont think the class is OP, only a few of the skills. Templar is in a great spot right now overall; strong, but not completely and utterly busted. Magplar comes the closest to busted because of these.Templar’s not OP I think.
The status quo is longer time experienced pvp players usually play classes with some sort of projectile absorption ability. If a stam DBs them with dizzy and executioner they think nothing of it. People are just used to melee and not worrying much about ranged.
Even against other stam projectile absorptions are effective at reducing bow burst. Magtemplar is just a playstyle that uses no projectiles so seems OP to those classes that rely on projectile absorptions for defense.
With that being said... yea, crescent is pretty cheap.
With that being said... yea, crescent is pretty cheap.
BaiterOfZergs wrote: »I’ve said ritual of retribution and toppling was overloaded in the past though, still stand by that.
I dont think the class is OP, only a few of the skills. Templar is in a great spot right now overall; strong, but not completely and utterly busted. Magplar comes the closest to busted because of these.
You're a stamblade main. I'm a melee magblade main. As a nightblade I agree with you. As a templar, however, Jabs / Sweeps is a clunky skill that's not nearly as effective against other classes. Yeah, magplar is currently great, monstrous against NBs even, but I still wouldn't play one solo.ThePhantomThorn wrote: »Here’s my list.
This is based from my opinion as a stamblade main.
1. Jabs/sweeps. This skill. Ok it does as much damage as blastbones (with 1 burning light), snares, deals aoe, and is hard to dodge. About that last one, with a roll you will dodge maybe the 1st 1 or 2 jabs but the others will hit. And it snares. Unless I have a shade up it’s a death sentence. Compare that to surprise attack: deals damage and has a small debuff. It’s so overloaded.
2. Vamp drain. This has only come on the radar this patch and here’s why I hate it.
It’s long range(ish)
It has a 12m range.
Now compare to other undodgable ccs.
Mass hysteria: 6m range
Turn evil: 5m range
See the difference?
3. Streak. Instant getaway, stuns, no real counter. Worst when a sorc streaks halfway across the map, recovers, and returns. And unlike cloak, which is counterd with numerous skills and a potion, it has no easy counter
Ok there they are.
Feel free to comment and add/argue. always fun to read.