HumbleThaumaturge wrote: »I've been keeping a list. My Templar healers have suffered more than five dozen nerfs since launch. Now, not all of those nerfs were entirely class-related, but clearly healers in general and Templar-healers in particular have been over-nerf'd since launch.
Puncturing Strikes stunned targets and healed for more. Now no more stun (instead just a snare) and it heals for much less.
Biting Jabs stunned targets and acted as quasi execute. Now it just snares and gives a generic buff available elsewhere.
Focused Charge was fast, responsive, and managed to hit opponents without the need for unpurgable auto-snare. Now it’s slow, bugs out, and places a snare on my opponents even if they are using a specific ability that makes them immune.
Spear Shards stunned an opponent, had a longer relative range to other skills before Battle Spirit, and gave me the conscious ability to provide stamina to my allies. Now it doesn’t stun, I do not have a choice what resource it restores, and every other class can replicate this once unique ability via the Undaunted Skill line. Also, this used to tick twice as fast and thus twice as many Burning Light procs
Blazing Shield was once a functional defense shield for all templars as it was based off health, an attribute the game’s mechanics used to encourage us to invest in. Now it’s a suboptimal choice for all templars excepting niche builds that stack max health.
The Balanced Warrior passive used to benefit all templar’s damage. Now it only does so for “stamplars”
Eclipse use to always reflect just about everything in the game for 7.2 seconds and had no targeting restrictions. Now only one morph only reflects projectiles and it only lasts for 3.5 seconds.
I use to have a skill called Blinding Flashes that gave melee opponents a unique miss chance debuff. It’s now gone.
The Restoring Spirit passive used to restore magicka when casting a Dawn’s Wrath ability. Now it’s just a generic small cost reduction (that is subject to diminishing returns).
The Remembrance ultimate morph used to provide my allies with damage reduction. Now it doesn’t.
Breath of Life once had an additional heal and no targeting restrictions.
Restoring Aura once provided allies (and the templar) a bonus to their stam recovery not available anywhere else in the game. Now it debuffs six enemies with a generic debuff that restores magicka to my allies if they attack specific target.
Repentance once restored health and stamina to the templar and her allies from corpses. Right now it is the last of the mechanics in ESO that once reward successful smaller sized groups overcome disorganized masses. On the PTS, this is gone as it’s just a situational AoE heal and only the templar gains stamina.
Cleansing ritual used to cleanse debuffs and incoming projectiles. Now, no more projectiles and it’s more expensive.
Focused Healing passive once gave me a unique 30% healing buff to allies standing in my protective circles. Now this is called Mending and gives a 12% buff if I am standing in my protective circles. If I combine it with the new Sacred Ground Passive, I can get an additional 8%. So in total 10% less.
Mending once passive gave me a higher chance to critically heal a low health target. This is now gone completely.
Since it's relevant, here's an interesting summary of Templar nerfs by @Joy_DivisionPuncturing Strikes stunned targets and healed for more. Now no more stun (instead just a snare) and it heals for much less.
Biting Jabs stunned targets and acted as quasi execute. Now it just snares and gives a generic buff available elsewhere.
Focused Charge was fast, responsive, and managed to hit opponents without the need for unpurgable auto-snare. Now it’s slow, bugs out, and places a snare on my opponents even if they are using a specific ability that makes them immune.
Spear Shards stunned an opponent, had a longer relative range to other skills before Battle Spirit, and gave me the conscious ability to provide stamina to my allies. Now it doesn’t stun, I do not have a choice what resource it restores, and every other class can replicate this once unique ability via the Undaunted Skill line. Also, this used to tick twice as fast and thus twice as many Burning Light procs
Blazing Shield was once a functional defense shield for all templars as it was based off health, an attribute the game’s mechanics used to encourage us to invest in. Now it’s a suboptimal choice for all templars excepting niche builds that stack max health.
The Balanced Warrior passive used to benefit all templar’s damage. Now it only does so for “stamplars”
Eclipse use to always reflect just about everything in the game for 7.2 seconds and had no targeting restrictions. Now only one morph only reflects projectiles and it only lasts for 3.5 seconds.
I use to have a skill called Blinding Flashes that gave melee opponents a unique miss chance debuff. It’s now gone.
The Restoring Spirit passive used to restore magicka when casting a Dawn’s Wrath ability. Now it’s just a generic small cost reduction (that is subject to diminishing returns).
The Remembrance ultimate morph used to provide my allies with damage reduction. Now it doesn’t.
Breath of Life once had an additional heal and no targeting restrictions.
Restoring Aura once provided allies (and the templar) a bonus to their stam recovery not available anywhere else in the game. Now it debuffs six enemies with a generic debuff that restores magicka to my allies if they attack specific target.
Repentance once restored health and stamina to the templar and her allies from corpses. Right now it is the last of the mechanics in ESO that once reward successful smaller sized groups overcome disorganized masses. On the PTS, this is gone as it’s just a situational AoE heal and only the templar gains stamina.
Cleansing ritual used to cleanse debuffs and incoming projectiles. Now, no more projectiles and it’s more expensive.
Focused Healing passive once gave me a unique 30% healing buff to allies standing in my protective circles. Now this is called Mending and gives a 12% buff if I am standing in my protective circles. If I combine it with the new Sacred Ground Passive, I can get an additional 8%. So in total 10% less.
Mending once passive gave me a higher chance to critically heal a low health target. This is now gone completely.
For more info check my other thread https://forums.elderscrollsonline.com/en/discussion/562687/since-i-joined-recently-can-you-explain-the-history-of-templar-nerfs/p1
The class with the absolute most nerfs to it would probably be Nightblade, as it used to be quite strong, but it sounds like you were asking which one is in the worst spot currently after all the nerfs, and there's no way that isn't DK.
I am just curious, why do you think that NB had most nerfs? The class is way stronger that it used to be when the game launched and the class did not lost a single iconic skill.
I am just curious, why do you think that NB had most nerfs? The class is way stronger that it used to be when the game launched and the class did not lost a single iconic skill.
Uh, IDK that I agree with that. From reading some of the responses here, seems pretty clear that Nightblade was much different and much stronger. Cloak has been nerfed quite a bit, their gank potential was likewise gutted, and I seem to recall they were topping the damage charts and leaderboards not so long ago, even just last year.
That being said, a class getting nerfs because it was overperforming and a class getting nerfed just because are two very different things. Nightblade could probably use a slight buff, but DK needs Phoenix Down and a therapist for PTSD.
GrimTheReaper45 wrote: »
- Overload #3rd bar
Ceejengine wrote: »I think it was absolutely deserved almost the entire time, but to me its Nightblade.
Also what I'm happy to see is several different people declaring magblade is OP and stamblade is trash, then an equal number saying stamblade is God tier and magblade is trash.
That tells me that my favorite class is decently balanced.
I personally think at this point ZoS should take ALL the classes (and however many they have planned for xpacs) and take a second look into class design. Move stuff around to make each class have strong themes.
Each class should have a unique buff, a unique debuff, and a strong overall theme that their 3 skill lines all adhere to.
Like the Nightblade should be the primo fear & shadow magic class. Fear shouldn't be available outside of NB or specific gear sets, or turn evil.
Dragon Knights should go back to DoT class and have consistent ability interaction with flame damage & the burning DoT.
(For example, searing strike: when used on burning target, cause that target to inferno, dealing AoE damage. Or Inhale, you drink in the Burning DoT, healing X, then exhale, dealing x flame damage burst.)
Et cetera.
Also I think they should find a way to create a pseudo-class CP tree so that people can permenantly slot things like sorc daedra or Warden bear.
I think its a bit unfair to require a skill to take up 2 slots just to be usable as intended.
Necro too... like whaaat ?!martinhpb16_ESO wrote: »Warden got votes lol