WreckfulAbandon wrote: »BRP DW. It's a 2pc back bar set that provides entirely too much mitigation especially against Templars. 2 pc back bar, one button protects you from having to play well. Just mitigate 55% of AoE damage with one button press. Seems fair.
If you can't deal with a nightblade that cloaks right in your face, you have to l2p. Cloak is broken by so many things. No, it doesn't save me from in-flight Frags and Snipes nor from Dawnbreakers, Shalks, Northern Storm, Sweeps, and so on. It's broken by Curses and by Power of the Light. The uncloak from any of those things is nasty. Curses stack. Sometimes it's explosion after explosion. If I haven't managed to seek out LoS, I'm screwed. Ballista is crazy OP. While Soul Assault can be cloaked after two seconds, I haven't figured out a defense against Ballista at all. Can try and block, shield or LoS it, but cannot Cloak it as far as I know. Need I go on?[Cloak] saves you literally from everything casted on you if timed right
The main reason Cloak feels balanced is that some people haven't learnt or made the effort to deal with it or, perhaps, they're running a build that's not very good against nightblades. Well, welcome to the club. Certain templar builds shut me down and a DK flapping wings (still) or anyone using Spell Wall frequently is not worth attacking on my own. It's the rock, paper, scissors effect prevalent throughout the game.
If everyone was good at chasing down nightblades, Cloak would feel extremely broken. All you really need is detection potions. Did you know that nightblades cannot tell when you've used one, other than by taking damage? They do not see that icon above your head. Those potions are extremely nasty. If you are too lazy to switch potions occasionally, I can't help you.
One thing to consider is that NBs might shade. Sometimes it's hard to tell the difference from Cloak. That's the whole point of the nightblade defensive style, though: To avoid taking damage.
Sanguinor2 wrote: »Oh yeah, to contribute, Extended Ritual in my opinion is the most overloaded/overpowered skill in the game.
Extended Ritual:
-Largest Ground aoe in the entire game besides Blood Altar.
-Provides Minor Mending to the caster
-Removes 5 debuffs/dots off of the caster
-Heals for as much HPS as Healing Springs but with a duration 3 times as long, and slightly less HPS than Illustrious healing, but for twice as long. One cast of Extended Ritual heals for 40% more than one cast of Illustrious healing. I know people will say, "well, Extended Ritual costs more", but Illustrious Healing (which only heals) only has a 20% higher ratio of healing/mag, and is 85% more efficient than Healing Springs.
-Permanently snares everyone inside of the ground aoe for 24 seconds, in my opinion making it the most powerful CC ability in the entire game.
-Provides the most powerful synergy in the game to group members (Purify), giving them resources back when they activate the synergy, providing a large burst heal, and removing all debuffs/dots from the person activating the synergy. This gives Extended Ritual the power to mitigate more damage and more debuffs than essentially any other ability in the game with a single cast, including ults. Consider Efficient Purge or Cleanse, which costs much more, removes less off of the caster than Extended RItual, and has a limit to the amount of debuffs it can remove per cast. I realize the synergy is on a cooldown, but everything you're getting from that synergy, even every 20 seconds, is better than abilities that cost much more mag. Purify has saved my ass and allowed me live when I otherwise would have died waaaay too many times to count in a BG.
It's basically three abilities in one. On it's own, the heal, the duration, and the area it covers is already extremely powerful. Then you throw in the self purge, minor mending, and the synergy, the snare and.. what? I don't understand why this ability still exists in it's current form, but then again I don't understand most of the balance decisions that ZOS makes.
Probably because you only look at it on paper. No one in PvP will stand in ritual for something even close to 24 seconds and the snare doesnt exist as soon as someone gets snared by virtually every other snare in the game since it gets overridden by higher % snares to which templars also have Access to (sweeps snare will negate ritual snare, same with reflective light or either eclipse Morph, so the snare passive is Pretty redundant I wouldnt mind it getting replaced by something else) so basically as soon as you fight someone as magplar the ritual snare might aswell not exist.
On a light armor magplar the cost difference between ritual and efficient purge is around 400 mag and purge only removes 2 debuffs less than ritual but it also removes 3 debuffs for 5 additional People if you have them in your Group.
Why the Synergy is the way it is idk either tbh and you could probably introduce some cap for the debuffs it can remove and it would still be useful.
Ritual is strong, as it should be as one of the class defining abilities, but so are streak/bol and cloak, which have the potential to mitigate much more Damage than ritual does.
Most OP skills are:
1. Cloak
2. Streak
3. Take flight
4. Shimmering shield
5. Jabs
Every class has one. No need to nerf any of the skills. I dont have necro, so I cant list necro skills. Sorry.
I do hope ZOS buffs damage of all skills though to match the current healing power.
As many in this thread has said it even jabs have counter, just like cloak. That is movement, use roll dodge, walk through the jab spammer. Learn from your mistakes. And if you die once in a while, its not the end of the world.
Sanguinor2 wrote: »Oh yeah, to contribute, Extended Ritual in my opinion is the most overloaded/overpowered skill in the game.
Extended Ritual:
-Largest Ground aoe in the entire game besides Blood Altar.
-Provides Minor Mending to the caster
-Removes 5 debuffs/dots off of the caster
-Heals for as much HPS as Healing Springs but with a duration 3 times as long, and slightly less HPS than Illustrious healing, but for twice as long. One cast of Extended Ritual heals for 40% more than one cast of Illustrious healing. I know people will say, "well, Extended Ritual costs more", but Illustrious Healing (which only heals) only has a 20% higher ratio of healing/mag, and is 85% more efficient than Healing Springs.
-Permanently snares everyone inside of the ground aoe for 24 seconds, in my opinion making it the most powerful CC ability in the entire game.
-Provides the most powerful synergy in the game to group members (Purify), giving them resources back when they activate the synergy, providing a large burst heal, and removing all debuffs/dots from the person activating the synergy. This gives Extended Ritual the power to mitigate more damage and more debuffs than essentially any other ability in the game with a single cast, including ults. Consider Efficient Purge or Cleanse, which costs much more, removes less off of the caster than Extended RItual, and has a limit to the amount of debuffs it can remove per cast. I realize the synergy is on a cooldown, but everything you're getting from that synergy, even every 20 seconds, is better than abilities that cost much more mag. Purify has saved my ass and allowed me live when I otherwise would have died waaaay too many times to count in a BG.
It's basically three abilities in one. On it's own, the heal, the duration, and the area it covers is already extremely powerful. Then you throw in the self purge, minor mending, and the synergy, the snare and.. what? I don't understand why this ability still exists in it's current form, but then again I don't understand most of the balance decisions that ZOS makes.
Probably because you only look at it on paper. No one in PvP will stand in ritual for something even close to 24 seconds and the snare doesnt exist as soon as someone gets snared by virtually every other snare in the game since it gets overridden by higher % snares to which templars also have Access to (sweeps snare will negate ritual snare, same with reflective light or either eclipse Morph, so the snare passive is Pretty redundant I wouldnt mind it getting replaced by something else) so basically as soon as you fight someone as magplar the ritual snare might aswell not exist.
On a light armor magplar the cost difference between ritual and efficient purge is around 400 mag and purge only removes 2 debuffs less than ritual but it also removes 3 debuffs for 5 additional People if you have them in your Group.
Why the Synergy is the way it is idk either tbh and you could probably introduce some cap for the debuffs it can remove and it would still be useful.
Ritual is strong, as it should be as one of the class defining abilities, but so are streak/bol and cloak, which have the potential to mitigate much more Damage than ritual does.
No one will stand in a ritual? It's the largest ground aoe in the game by a huge amount, the majority of time you don't have the choice to not stand in it. It's placed and replaced every 10-15 seconds basically no matter what, because good players know how good of a skill it is. You always want that heal ticking on yourself/your team, you always want that snare on everyone, and you always want that synergy available to your teammates. Have you ever queued for a BG at high MMR? If it's deathmatch and there are templars in the BG, you will be fighting in a ritual the entire BG, besides when you're respawning. You will be permanently snared the entire time, and on top of that, the snare goes through walls and works above and below the ground on which it's casted, so in certain BGs even running near it with a wall in between you, or below it, you're still snared.
I also don't know why you'd ever directly compare purge in a favorable way to ritual. Ritual heals, gives a synergy, purges yourself, gives minor mending, snares everyone around you, and purges everyone else every 20 seconds. Slotting purge over ritual would be really dumb. Sure, you could slot both, but the group utility/healing/permanently snaring your opponents means it's a requirement to have on your bar. If you're a templar without ritual on your bar, I hope you're never on my team in a BG. The ability isn't just strong, it's one of the best healing abilities in the game, the best cc in the game (by virtue of giving you the ability to constantly kite your opponents/not allow them to kite you), and provides the best synergy in the game. To me that sounds like it's doing a lot more than one ability should ever be doing, unless it's an ult, and it isn't an ult.
Joy_Division wrote: »@Zabagad
ZOS tries to be consistent with the mechanics as far as dodgeable/blockable.
If it's an AoE (like Jabs), then you can't dodge it.
If it's a ground AoE (like Wall of Fire), then you can't block it.
If it's a range attack and not a beam (like Crystal Fragment), then it's a projectile.
Also direct damage has nothing to do with Major Evasion. That buff reduces AoE effects, which jabs is.
Ty @Joy_Division and @Qbiken
Now I understand what they changed to jabs and now it makes much more sense for me
So, then I would like to ask you two more OT questions @Joy_Division:
I understand that you cannot dodge the dmg like from a projectile, but I can roll out of the AOE-area with that dodge - so it's not really useless/senseless like you implied when you say: "Stop trying to dodge undodgeable skills."?
And do I understand that right, that LA and HA from fire/ice staff are then count as projectiles - HA from lightning/healing staff are not because these are beams?
TY in advance - if you answer again, I will only click " Insightful" to stop the OT part
No one will stand in a ritual? It's the largest ground aoe in the game by a huge amount, the majority of time you don't have the choice to not stand in it. It's placed and replaced every 10-15 seconds basically no matter what, because good players know how good of a skill it is. You always want that heal ticking on yourself/your team, you always want that snare on everyone, and you always want that synergy available to your teammates. Have you ever queued for a BG at high MMR? If it's deathmatch and there are templars in the BG, you will be fighting in a ritual the entire BG, besides when you're respawning. You will be permanently snared the entire time, and on top of that, the snare goes through walls and works above and below the ground on which it's casted, so in certain BGs even running near it with a wall in between you, or below it, you're still snared.
I also don't know why you'd ever directly compare purge in a favorable way to ritual. Ritual heals, gives a synergy, purges yourself, gives minor mending, snares everyone around you, and purges everyone else every 20 seconds. Slotting purge over ritual would be really dumb. Sure, you could slot both, but the group utility/healing/permanently snaring your opponents means it's a requirement to have on your bar. If you're a templar without ritual on your bar, I hope you're never on my team in a BG. The ability isn't just strong, it's one of the best healing abilities in the game, the best cc in the game (by virtue of giving you the ability to constantly kite your opponents/not allow them to kite you), and provides the best synergy in the game. To me that sounds like it's doing a lot more than one ability should ever be doing, unless it's an ult, and it isn't an ult.
KurtAngle2 wrote: »- Streak (does too much)
- Onslaught and Take Flight (the damage/cost ratio is off, lower their damage or increase the ultimate costs)
- Crystal Fragments (RNG *** with *** of damage and practically no cost at all, needs a redesign)
- Subterranean Assault (Too easy to use for such a heavy hitter that is easy to land, needs a damage nerf)
- Permafrost (Damage, Tankyness for the team AND SEVENTY PERCENT SLOW? Remove one of effects)
- Vamp Drain (It literally has everything and offers too much utility, devs need to realize that it either does a *** ton of utility or it deals *** ton of damage, NOT BOTH)
- Executioner (No idea why it was buffed to 400%, it was already the second best execute in the game alongside Endless Fury)
- Elusive Mist (not applicable to every build but if used correctly it's an out of jail card with crazy damage reduction, needs a rework)
Joy_Division wrote: »
You can (eventually) dodge your way out of sweeps, but you are taking damage the entire time and what's your follow-up when you stop dodging and the templar users her charge skill and is right on you? Dodge again? Unless you're dodging through friendly players or some sort of LoS (which I'd say the defensive tactic is just that, LoS), then odds the dodge roller is just going to be right back in the same position again.
I've played Templar since Beta and in my experience unless a build has snare immunity and has some sort of speed buff, if they try to dodge roll it's pretty easy to jabs spam them. If you have those buffs, then dodging (or more accurately outmaneuvering) is perfectly viable. Without those buffs, which constitutes the majority of Cyrodiil, trying to dodge an undodgeable skill isn't optimal and the sort of thing that inexperienced players typically do. The best players I have fought on DKs, Wardens, Necros, and obviously other Templars use their own class skills to stand toe-to-toe like a heavy weight fighter. At that point it's a test of who's got the better build and who makes the better adjustment. Sorcs have 3 terrific counters in Streak, hiding in their Zoo, and Shield stacking. The only widlcard is Nightblades. The good ones I have fought had high enough weapon damage to keep me on the defensive more than I'd like, and had Fear or Shade if they got in trouble. Of course, NB requires quite a bit of skill to play and the bad ones who crutch on cloak are easy opponents. In general, I think players would be better off if they tried a more aggressive approach to anything they think is "over-performing" instead of coming onto these forums and asking for nerfs.
You are correct about the staff attacks
This sounds about right. As a melee magblade, I will say that Fear can work, but obviously only sometimes. I don't really go for it defensively, because I can't afford the loss of a GCD should it fail. I am probably not aware enough of people's CC immunity status. I play without the shade, but with Steed, full Swift and high stam regen, which I prefer, but which I also need to make the absence of the shade work. The extra speed makes dodge rolls viable, but you really do need as much speed as you can get and I have gotten conscientious of casting Healing Ward or RAT into a dodge roll, then Cloak. Really though, you're always dodging towards some LoS opportunity. You can't play nightblade well without LoS awareness.Joy_Division wrote: »I've played Templar since Beta and in my experience unless a build has snare immunity and has some sort of speed buff, if they try to dodge roll it's pretty easy to jabs spam them. If you have those buffs, then dodging (or more accurately outmaneuvering) is perfectly viable. Without those buffs, which constitutes the majority of Cyrodiil, trying to dodge an undodgeable skill isn't optimal and the sort of thing that inexperienced players typically do. ... The only widlcard is Nightblades. The good ones I have fought had high enough weapon damage to keep me on the defensive more than I'd like, and had Fear or Shade if they got in trouble. Of course, NB requires quite a bit of skill to play and the bad ones who crutch on cloak are easy opponents. In general, I think players would be better off if they tried a more aggressive approach to anything they think is "over-performing" instead of coming onto these forums and asking for nerfs.
Tommy_The_Gun wrote: »Forum Warrior class has "Nerf Thread" skill...
This sounds about right. As a melee magblade, I will say that Fear can work, but obviously only sometimes. I don't really go for it defensively, because I can't afford the loss of a GCD should it fail. I am probably not aware enough of people's CC immunity status. I play without the shade, but with Steed, full Swift and high stam regen, which I prefer, but which I also need to make the absence of the shade work. The extra speed makes dodge rolls viable, but you really do need as much speed as you can get and I have gotten conscientious of casting Healing Ward or RAT into a dodge roll, then Cloak. Really though, you're always dodging towards some LoS opportunity. You can't play nightblade well without LoS awareness.Joy_Division wrote: »I've played Templar since Beta and in my experience unless a build has snare immunity and has some sort of speed buff, if they try to dodge roll it's pretty easy to jabs spam them. If you have those buffs, then dodging (or more accurately outmaneuvering) is perfectly viable. Without those buffs, which constitutes the majority of Cyrodiil, trying to dodge an undodgeable skill isn't optimal and the sort of thing that inexperienced players typically do. ... The only widlcard is Nightblades. The good ones I have fought had high enough weapon damage to keep me on the defensive more than I'd like, and had Fear or Shade if they got in trouble. Of course, NB requires quite a bit of skill to play and the bad ones who crutch on cloak are easy opponents. In general, I think players would be better off if they tried a more aggressive approach to anything they think is "over-performing" instead of coming onto these forums and asking for nerfs.
Wish I could go toe to toe with templars. Against lower damage ones I can. It is paradoxically the ones that spec into some tankines and less damage that I am more liable to spam / burst down. The old magblade playstyle of healing while attacking works up to a point. I use Swallow Soul + Siphoning Attacks + an Infused Restore Health enchant, which can be more healing than some templars get from Sweeps and whatever HOT they have running. Still, against an experienced, high-damage, aggressive templar dueller, I will lose a straight up face off in a matter of seconds. Judging your opponent's damage is always the issue.
This sounds about right. As a melee magblade, I will say that Fear can work, but obviously only sometimes. I don't really go for it defensively, because I can't afford the loss of a GCD should it fail. I am probably not aware enough of people's CC immunity status. I play without the shade, but with Steed, full Swift and high stam regen, which I prefer, but which I also need to make the absence of the shade work. The extra speed makes dodge rolls viable, but you really do need as much speed as you can get and I have gotten conscientious of casting Healing Ward or RAT into a dodge roll, then Cloak. Really though, you're always dodging towards some LoS opportunity. You can't play nightblade well without LoS awareness.Joy_Division wrote: »I've played Templar since Beta and in my experience unless a build has snare immunity and has some sort of speed buff, if they try to dodge roll it's pretty easy to jabs spam them. If you have those buffs, then dodging (or more accurately outmaneuvering) is perfectly viable. Without those buffs, which constitutes the majority of Cyrodiil, trying to dodge an undodgeable skill isn't optimal and the sort of thing that inexperienced players typically do. ... The only widlcard is Nightblades. The good ones I have fought had high enough weapon damage to keep me on the defensive more than I'd like, and had Fear or Shade if they got in trouble. Of course, NB requires quite a bit of skill to play and the bad ones who crutch on cloak are easy opponents. In general, I think players would be better off if they tried a more aggressive approach to anything they think is "over-performing" instead of coming onto these forums and asking for nerfs.
Wish I could go toe to toe with templars. Against lower damage ones I can. It is paradoxically the ones that spec into some tankines and less damage that I am more liable to spam / burst down. The old magblade playstyle of healing while attacking works up to a point. I use Swallow Soul + Siphoning Attacks + an Infused Restore Health enchant, which can be more healing than some templars get from Sweeps and whatever HOT they have running. Still, against an experienced, high-damage, aggressive templar dueller, I will lose a straight up face off in a matter of seconds. Judging your opponent's damage is always the issue.
@technohic: I'm not here to debate Shadow Image or the merits of my playstyle. I'm quite happy with my magblade, however a well-played, aggressive templar (as any dueller should be) is a bad matchup for me. When I talked about squaring off, that was mainly to illustrate how short the attack window for magblade can be. The other consideration is that, when Siphoning Attacks is one of your heals, staying on the attack is an option you have to weigh up.
I also think its something the devs started that's dangerous in looking at skills individually with some arbitrary budget. It ignores the big picture on where classes are as a whole and ruins gameplay even if consistent; and clearly they are not. It has basically taken magplar from near the bottom to one of the most powerful without much changing. They kind of have a defense now in eclipse which has been nerfed already. Made POTL crit but it used to copy all friendly damage. Javelin for whatever reason, got ignores resist to compensate making it fall in line with no long range stuns, defeating the purpose of what it was good for in helping to catch up and preempt a gap closer so you dont get stunned mid close. Heading down a homogenized path with everyone screaming "it's not fair!" on abilities regardless of why and how the class performs.
Leap is just stupidly strong and in half case it’s dead for vampire and Incapacitating Strike
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.
phoenixkungfu wrote: »Everything list plus gap closer that stun and templar class. Templar class as a whole needs a massive nerf
ThePhantomThorn wrote: »So. Here’s why there op. And everything this time not just jabs.
1. Jabs.
2. A gap closer that stuns.
3. Extended ritual
4. BURNING LIGHT
5. Snares
So. Explanation.
1. The damage is huge. (A result of a few thing I now realise, 1. Direct damage scaling as of dragonhold 2. Channel time reduced in elsweyr 3. People building higher damage in this patch) And has so many additional effects. But, mostly because of no. 4
2. Imagine if ambush stunned. Or crit rush.
3. The healing is that of healing springs, is a huge area, stacks, and purges 5. 5 effects from you.
4. This takes jabs to a whole new level. Jabs on its own is a little annoying, but with burning light...
5. and if that wasn’t enough, a massive 30% snare on everyone, and a 40% on jabs.
This will be my last nerf Templar thread this patch. I have nothing else to say.