Atherakhia wrote: »brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
Gap closers don't permanently close a gap and require sacrificing an ability slot. Melee should always, always have higher single target damage/pressure than ranged, as has been the case in basically every MMO in existence. There has never been a good argument for ranged specs being better in every aspect than melee and there never will be. ESO is pretty imbalanced in this situation but the ability limit and sacrifices that have to be made to slot gap closers just exacerbates the issue. We also see outlier abilities like streak which only make the situation worse, as there is no direct counterplay to streak besides being ranged yourself, due to the fact that it's a gap closer, escape, and unblockable stun, meaning a simple gap closer is not "enough" to fully counter it.
No they shouldn't.
There's no reason a melee should do more damage just because they are melee ranged. As said above, the 'DPS advantage' that melee have in this game comes in the way their sustain works. It's MUCH easier to sustain on stamina in this game because the heavy is shorter and easier to fit into a rotation. As someone else said, there is no real complexity to melee combat in this game. Every class, ranged or melee, all stack in the same pile on a boss's butt anyway. The reason Mag do more damage than stamina atm is because of the various bonuses and synergies available for mag that simply outnumber those available to stam.
There is no reason whatsoever that raw damage should benefit any one class over another.
Melee assumes disconnects unless you are literally parsing on a dummy so yes, melee should do more damage. DPS being the same between every melee and ranged spec puts melee at a disadvantage. If there are no advantages to being in melee range when it comes damage output, there is no reason to play melee, and at that point you might as well just make every ability ranged. This isn't a mag vs stam argument either, as many mag specs/abilities require being in melee range to reach their full potential. This has been a trend in pretty much every game that has ever existed for a reason--because it make sense, and it's fair.
There is 3 pain points of Templars that should have been addressed on this PTS:
1. Updated Light Weaver passive which is only change that addressed "long standing problems", however its powerlevel making passive still pale. It should have been adjusted to maybe passives standarts.
2. Redesigned Burning Light completely ignore PvP aspect of game, drastically reducing its functionality there. It should have been readjusted to achieve equal level of functionality in both PvE/PvP.
3. Puncturing Sweeps fix of heal will drastically reduce magplar survivability. Judging from logic that was used for Veiled Strike that was fixed and in return recieved rulebreaker change in previous Update, Sweeps or other healing-related skills/passives should have been redesigned to "offset the loss" of survivability.
Just a 3 simple points raised this Update but given that PTS almost ended - it seems none of it will be addressed, creating even more pain points for class instead of addressing "emergent concerns" like it was said in preview.
If they would make at least 1 morph of Nova to be PBAoE, it would become templar analogue of Permafrost and - puff, templars would suddenly got usefull class expensive offensively-defensive ultimate with group utility, that would be enough to stop templar ults to be just a meme.@ZOS_Gilliam @ZOS_BrianWheeler
Any chance you guys could explain what templars should do now, that you are neutering our offensive toolkit?
The class' defenses have been in shambles for a long time now, like we have a block passive, while our main spammable can't be used while blocking.
Cleansing ritual at this point costs so much, that we simply can't just spam it.
People often rave about how great cleanse is, yeah well it costs nearly 5k Magicka on my stamplar.
And for a class with low self healing, no mobility, very few defensive passives, this skill is nothing more than a stalling tool.
Negative effects are far cheaper to apply, than we can get rid of them anyway.
And its laughable, that the original healing class, with an entire skill line for healing, has such bad self healing.
And there are things like the armor bonus on rune focus, I mean lol, even in duels you'll be hard pressed to stay in it and benefit from it, it might as well don't exist.
Like I said before a lot of top tier templars, as well as a lot of my friends who kained Templar have already rerolled, Beacuse there are just better options out there for pretty much everything.
There's multiple pages worth of issues and inconsistencies with the class, like Backlash still not scaling off of weapon or spell damage, or eclipse being a really really bad healing skill.
Our defensive ultimates are mostly memes at this point, apart from ballgrps using harmony gravity crushes.
Please explain to me what your vision is for this class.
Thank you.
If they would make at least 1 morph of Nova to be PBAoE, it would become templar analogue of Permafrost and - puff, templars would suddenly got usefull class expensive offensively-defensive ultimate with group utility, that would be enough to stop templar ults to be just a meme.@ZOS_Gilliam @ZOS_BrianWheeler
Any chance you guys could explain what templars should do now, that you are neutering our offensive toolkit?
The class' defenses have been in shambles for a long time now, like we have a block passive, while our main spammable can't be used while blocking.
Cleansing ritual at this point costs so much, that we simply can't just spam it.
People often rave about how great cleanse is, yeah well it costs nearly 5k Magicka on my stamplar.
And for a class with low self healing, no mobility, very few defensive passives, this skill is nothing more than a stalling tool.
Negative effects are far cheaper to apply, than we can get rid of them anyway.
And its laughable, that the original healing class, with an entire skill line for healing, has such bad self healing.
And there are things like the armor bonus on rune focus, I mean lol, even in duels you'll be hard pressed to stay in it and benefit from it, it might as well don't exist.
Like I said before a lot of top tier templars, as well as a lot of my friends who kained Templar have already rerolled, Beacuse there are just better options out there for pretty much everything.
There's multiple pages worth of issues and inconsistencies with the class, like Backlash still not scaling off of weapon or spell damage, or eclipse being a really really bad healing skill.
Our defensive ultimates are mostly memes at this point, apart from ballgrps using harmony gravity crushes.
Please explain to me what your vision is for this class.
Thank you.
And such change would be logical given that original overhaul of Nova in summerset update didnt achieved any goals.
Regarding the "Burning Light" Templar passive:
The tooltip of the updated ability does not properly explain the new functionality.
It should somehow explain, that it is not enough to do 4 times damage, but that AoE damage effects only count as 1 damage application regardless of how many targets are getting hit. Is there some hidden cooldown in place? The previous tooltip mentioned such a cooldown!
Regarding the "Burning Light" Templar passive:
The tooltip of the updated ability does not properly explain the new functionality.
It should somehow explain, that it is not enough to do 4 times damage, but that AoE damage effects only count as 1 damage application regardless of how many targets are getting hit. Is there some hidden cooldown in place? The previous tooltip mentioned such a cooldown!
Because now instead of calculating proc when target recieve damage from aedric spear skill, it simply apply hidden burning light stack with 1sec duration on closest to damage source target, this debuffs stacks up to 4times and 4th stack explode into BL proc, reset and start storing again. Smth like Azureblight or similar sets. So it can store only on 1 target at a time and if changed target - previous stacks will remain on previous target so you will waste when you switch target.
Regarding the "Burning Light" Templar passive:
The tooltip of the updated ability does not properly explain the new functionality.
It should somehow explain, that it is not enough to do 4 times damage, but that AoE damage effects only count as 1 damage application regardless of how many targets are getting hit. Is there some hidden cooldown in place? The previous tooltip mentioned such a cooldown!
Because now instead of calculating proc when target recieve damage from aedric spear skill, it simply apply hidden burning light stack with 1sec duration on closest to damage source target, this debuffs stacks up to 4times and 4th stack explode into BL proc, reset and start storing again. Smth like Azureblight or similar sets. So it can store only on 1 target at a time and if changed target - previous stacks will remain on previous target so you will waste when you switch target.
At the very least they should allow us to proc it on multiple targets at the same time.
There is 3 pain points of Templars that should have been addressed on this PTS:
1. Updated Light Weaver passive which is only change that addressed "long standing problems", however its powerlevel making passive still pale. It should have been adjusted to maybe passives standarts.
2. Redesigned Burning Light completely ignore PvP aspect of game, drastically reducing its functionality there. It should have been readjusted to achieve equal level of functionality in both PvE/PvP.
3. Puncturing Sweeps fix of heal will drastically reduce magplar survivability. Judging from logic that was used for Veiled Strike that was fixed and in return recieved rulebreaker change in previous Update, Sweeps or other healing-related skills/passives should have been redesigned to "offset the loss" of survivability.
Just a 3 simple points raised this Update but given that PTS almost ended - it seems none of it will be addressed, creating even more pain points for class instead of addressing "emergent concerns" like it was said in preview.
I think templar just need a entire rework lol
Because now instead of calculating proc when target recieve damage from aedric spear skill, it simply apply hidden burning light stack with 1sec duration on closest to damage source target, this debuffs stacks up to 4times and 4th stack explode into BL proc, reset and start storing again. Smth like Azureblight or similar sets. So it can store only on 1 target at a time and if changed target - previous stacks will remain on previous target so you will waste when you switch target.
Well, i shouldnt be suprised that 10 pages of feedback was ignored once again.
Not really sure whats the point in having this thread at all.
Templar going in the dumpster for the next 3-6 months or whatever.
Thanks guys.
Well, i shouldnt be suprised that 10 pages of feedback was ignored once again.
Not really sure whats the point in having this thread at all.
Templar going in the dumpster for the next 3-6 months or whatever.
Thanks guys.
Well, i shouldnt be suprised that 10 pages of feedback was ignored once again.
Not really sure whats the point in having this thread at all.
Templar going in the dumpster for the next 3-6 months or whatever.
Thanks guys.
PTS has never been a place to listen to player feedback for a long time. When they come out with the first patch notes, that's what they are going to be. These combat devs decided what they want, regardless of what they players want. They haven't had a vision of class identity ever since the original combat dev who designed all the abilities left. It's sad.
Atherakhia wrote: »I assume today's notes were probably the last changes for this patch
Atherakhia wrote: »I assume today's notes were probably the last changes for this patch
That is correct, per the top of the PTS patch notes for 6.1.4: "The Elder Scrolls Online v6.1.4 is the final PTS patch before Stonethorn and Update 27 is released on August 24."
So yea, they may as well close all the Update 27 feedback threads. Why bother keeping them open and moderating them if they're not gonna actually read them and listen to feedback?