I'm not a dev, of course, but it appears to be a 5 meter radius.Billium813 wrote: »ZOS, can we please get the description on Radial Uppercut improved to give the actual area size? It looks like it's 5-6m, but I'm not sure.Perfected Radial Uppercut
(2 items) Adds 1190 Offensive Penetration, Uppercut deals 45% of its damage to all enemies near your primary target.
Since there have been a few asked about follow up, we want to touch base now. We're going through everyone's feedback over the last week and a half and plan to touchbase with the dev team again. Just a little insight, it takes some time and multiple parties to go through feedback with detail, arrange a time to chat with the dev team after they've had a chance to read everything, and be able to discuss the feedback and get answers back. The intent is not to drop off communication here. They just take time to coordinate.
Our hope is to have more feedback over the next few days. We just want to make sure we have a chance to talk to all parties involved.
Backlash and morphs are seriously underperforming in PvP right now. Templar's burst ability should be hitting for more than 2-5k damage against players. Please look at the several threads talking about how weak Templar is currently and address the issue properly for week three of PTS, or look at the several comments on this thread. Nerf beam too, please.
Nightblade is still overperforming due to the unique 10% damage buff attached to concealed weapon.
Sorc changes don't address the issues with the class in PvP.
Hi all, we had a chat with the dev team about this and wanted to follow up. We've seen your feedback regarding Templar and Sorcerer feeling like they are underperforming compared to the other classes. We would like to get some clarity from you all defining what specifically you mean by "underperforming." Specific details and examples would be helpful. This will give the dev team better context around how the community sees these as underperforming, as that term is broad and can be interpreted differently based on each player's playstyle, build, equipment, played content, etc.
The_Titan_Tim wrote: »@ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.
Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.
Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.
Since there have been a few asked about follow up, we want to touch base now. We're going through everyone's feedback over the last week and a half and plan to touchbase with the dev team again. Just a little insight, it takes some time and multiple parties to go through feedback with detail, arrange a time to chat with the dev team after they've had a chance to read everything, and be able to discuss the feedback and get answers back. The intent is not to drop off communication here. They just take time to coordinate.
Our hope is to have more feedback over the next few days. We just want to make sure we have a chance to talk to all parties involved.
Billium813 wrote: »The_Titan_Tim wrote: »@ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.
Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.
Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.
While I do agree that Blazing Shield is basically useless, in both PvE and PvP, I'm going to disagree about changing Radiant Ward. I like how both morphs are structured for totally different circumstances.
Currently, Radiant Ward scale off of crowd size, increasing in strength proportional to the number of enemies in the area. Seems perfectly clear in it's intention and usefulness to me. It seems more suited for classic Tanking builds, and shines best when surrounded by many ads.
Blazing Shield also scales off of crowd size, but it doesn't scale nearly as high as Radiant Ward. Instead, Blazing Shield has an extra damage component! Now, in PvE, that isn't really that necessary. It may have some extremely niche applications, but classically the DPS will handle damage and having the Tank use this would be unnecessary. Also, a DPS wouldn't find much use as the damage is far too low to grace a bar spot.
That really just leaves Blazing Shield for PvP! It activates a shield, it punches back with damage, and it scales off Health which is just as applicable as mag/stam for PvP, even more so! Sounds pretty good actually! So, why doesn't it show up in PvP? Well, I think there are 2 factors really:
- Blazing Shield scales off crowd size
- Living Dark
Having Blazing Shield scale off enemies hit in PvP is so non-sensical. 98% of the time, it won't catch more than 1-2 players in the fast paced, spread out environment of PvP. Plus, it just isn't that big of a shield even if you catch 4 players somehow. Blazing Shield feels caught in this weird state where you can't make it scale TOO much per player or it'll be better than Radiant Ward! Also, we have this looming shadow of Living Dark for PvP. This skill seems to get all the attention for balancing and playability. Living Dark seems to be the go-to shield for PvP Templars because it does everything... and because alternatives liek Blazing Shield are just tooo bad...
I like the idea of Blazing Shield being more for 1v1 applications and Radiant Ward being more for large groups. Think trash packs vs bosses; you can't run both, you have to pick a morph. What if Blazing Shield instead scaled proportional to the highest health among enemies it hits?
We can have Living Dark be the defensive shield and Blazing Shield be the offensive one. You pop Living Dark as you run in, but you pop Blazing Shield once you expect a counter attack.
Since there have been a few asked about follow up, we want to touch base now. We're going through everyone's feedback over the last week and a half and plan to touchbase with the dev team again. Just a little insight, it takes some time and multiple parties to go through feedback with detail, arrange a time to chat with the dev team after they've had a chance to read everything, and be able to discuss the feedback and get answers back. The intent is not to drop off communication here. They just take time to coordinate.
Our hope is to have more feedback over the next few days. We just want to make sure we have a chance to talk to all parties involved.
Do you know if there's going to be the changes on week 4 of PTS based around the pages of feedback on this thread alone, and the dozens of other threads detailing problems with Templar, Sorc, and Necro? I don't think any of us are keen on waiting until U38 in June to be able to actually play our classes and have fun on them.
TechMaybeHic wrote: »I mean; it's bad enough jabs has been complained about 6 months, and Backlash completely worthless in PvP for 3 and the devs apparently still are not aware. Didn't want to be impolite a couple weeks ago when they asked but it definitely was a concern I had that they didn't have an idea already. Or at least ok with letting us believe they didn't
Backlash and morphs are seriously underperforming in PvP right now. Templar's burst ability should be hitting for more than 2-5k damage against players. Please look at the several threads talking about how weak Templar is currently and address the issue properly for week three of PTS, or look at the several comments on this thread. Nerf beam too, please.
Nightblade is still overperforming due to the unique 10% damage buff attached to concealed weapon.
Sorc changes don't address the issues with the class in PvP.
Hi all, we had a chat with the dev team about this and wanted to follow up. We've seen your feedback regarding Templar and Sorcerer feeling like they are underperforming compared to the other classes. We would like to get some clarity from you all defining what specifically you mean by "underperforming." Specific details and examples would be helpful. This will give the dev team better context around how the community sees these as underperforming, as that term is broad and can be interpreted differently based on each player's playstyle, build, equipment, played content, etc.
Hey, @ZOS_Kevin . It's really awesome to see that you guys are actually replying and having a conversation with players on the PTS feedback threads. It goes a long way to building trust with us, and I really appreciate you replying to my post. Here's a list of Templar's pain-points in PvP for the dev team. Again, please do let me know if you guys need combat metrics screenshots or gameplay clips of Backlash especially, as I'd like to demonstrate it for them to diagnose effectively and fix for us.
Backlash and Morphs
As someone in Mechanical Acuity, Perfected Olorime's, Balorghs with a Markyn Ring of Majesty pushing 7.2k spell damage and 19k spell penetration, my tooltip for Backlash and its morphs (Purifying Light, Power of the Light) in Cyrodiil WITH battle spirit applied sits at around 6273 in Cyrodiil. According to the tooltip, 200% of that should be 12,546 damage before mitigation (armor, CP) from another player.
Unfortunately, the ability is extremely underperforming in PvP. It's only hitting players for 3-5k damage even when I'm hitting them with 2-3 casts of jabs and a Dawnbreaker beforehand. There's a theory going around that battle spirit is being incorrectly applied to the ability, effectively "double mitigating" the damage it does in Cyrodiil, as the ability works FINE in PvE. With the stated goal to be changing how it functions to get rid of some problems whilst maintaining the same relative power level as before the rework, I'd like to see the ability hitting players again for at least 12-15k when FULLY stacked. But it's just not, and it's difficult to kill other players.
As it stands, it's just not worth slotting, as it's a high-effort low-reward ability. Templar has no effective burst damage built into the class right now in PvP, and it struggles killing players outside of beam-spamming from the back of a zerg which no-one finds fun.
Biting Jabs/Puncturing Sweeps
I'm sure you guys have seen the multitude of threads protesting the animation change. I'm not going to go on about it, but what I am going to raise is that nerf to the snare duration has made it difficult to consistently land them on other players, and the removal of an entire tick of damage and further nerfing the remaining three ticks by what, 22-24% has made the ability feel like hitting other players with a wet pool noodle than a spear of light.
Templar's spammable sorely needs some love. Ideally, reverting the ability would fix it outright, but if not, at LEAST some damage buffs to compensate for the entire lost tick of damage as before. A light attack doesn't make up for it in PvP, or in PvE.
Major Evasion
Along with Major Evasion being so much more prevalent in Cyrodiil now, the damage of Biting Jabs/Puncturing Sweeps is further mitigated by another 20% ontop of them already being lackluster.
Burning Light
This ability was hit extremely hard by the changes (something like an effective 70% nerf), and seriously needs some damage buffs to make up for how long it takes to proc this ability on another player in PvP.
Radiant Oppression
Look, beam is a cool skill. It looks awesome and feels awesome to use, but it's way overtuned right now to the point where the most effective thing to do on Templar is to spam it from the back of a zerg to kill players. The damage needs a nerf.
Healing
As it stands right now, and it's been pointed out by several people in other threads and also in this combat thread itself, Templar just isn't that amazing of a healer anymore. It's been overshadowed by warden and necromancer in that regard, and even nightblade in some instances. Templar's abilities cost an insane amount of magicka right now, and the cost of them could be reduced to make them a bit more viable and worth running in groups.
PhoenixGrey wrote: »Backlash and morphs are seriously underperforming in PvP right now. Templar's burst ability should be hitting for more than 2-5k damage against players. Please look at the several threads talking about how weak Templar is currently and address the issue properly for week three of PTS, or look at the several comments on this thread. Nerf beam too, please.
Nightblade is still overperforming due to the unique 10% damage buff attached to concealed weapon.
Sorc changes don't address the issues with the class in PvP.
Hi all, we had a chat with the dev team about this and wanted to follow up. We've seen your feedback regarding Templar and Sorcerer feeling like they are underperforming compared to the other classes. We would like to get some clarity from you all defining what specifically you mean by "underperforming." Specific details and examples would be helpful. This will give the dev team better context around how the community sees these as underperforming, as that term is broad and can be interpreted differently based on each player's playstyle, build, equipment, played content, etc.
@ZOS_Kevin Keeping this simple and focusing primarily on magicka sorcerer.
Sorc Defense
-Hardened ward is still too small. Scaling on other wards specifically in the light armor skill line which sorc is forced to use also needs a buff.
Sorc offense
Specifically mag sorc is forced to stack more magicka instead of spell damage so that we have decent defense through hardened ward. This greatly impacts the offensive potential
Spell damage can scale up 30-40% with class passives, armor passives, and buffs like major sorcery, minor sorcery, and continuous assault vs Max magicka can only be increased by small amounts (7% with mage light).
Example - Since NB and sorc both are burst classes I can explain this with meta builds which top pvp'ers run
Typical NB :
8K spell damage and 25K magicka is 105k worth of magicka in damage.
Typical Mag Sorc
50K max magicka and 2K spell damage is worth about 70K magicka in damage.
Conclusion : NB has 35-40K more magicka worth of damage. Damage scales up, and they have it.
In addition to this everything that @AdamLAD said is on point
The_Titan_Tim wrote: »Billium813 wrote: »The_Titan_Tim wrote: »@ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.
Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.
Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.
While I do agree that Blazing Shield is basically useless, in both PvE and PvP, I'm going to disagree about changing Radiant Ward. I like how both morphs are structured for totally different circumstances.
Currently, Radiant Ward scale off of crowd size, increasing in strength proportional to the number of enemies in the area. Seems perfectly clear in it's intention and usefulness to me. It seems more suited for classic Tanking builds, and shines best when surrounded by many ads.
Blazing Shield also scales off of crowd size, but it doesn't scale nearly as high as Radiant Ward. Instead, Blazing Shield has an extra damage component! Now, in PvE, that isn't really that necessary. It may have some extremely niche applications, but classically the DPS will handle damage and having the Tank use this would be unnecessary. Also, a DPS wouldn't find much use as the damage is far too low to grace a bar spot.
That really just leaves Blazing Shield for PvP! It activates a shield, it punches back with damage, and it scales off Health which is just as applicable as mag/stam for PvP, even more so! Sounds pretty good actually! So, why doesn't it show up in PvP? Well, I think there are 2 factors really:
- Blazing Shield scales off crowd size
- Living Dark
Having Blazing Shield scale off enemies hit in PvP is so non-sensical. 98% of the time, it won't catch more than 1-2 players in the fast paced, spread out environment of PvP. Plus, it just isn't that big of a shield even if you catch 4 players somehow. Blazing Shield feels caught in this weird state where you can't make it scale TOO much per player or it'll be better than Radiant Ward! Also, we have this looming shadow of Living Dark for PvP. This skill seems to get all the attention for balancing and playability. Living Dark seems to be the go-to shield for PvP Templars because it does everything... and because alternatives liek Blazing Shield are just tooo bad...
I like the idea of Blazing Shield being more for 1v1 applications and Radiant Ward being more for large groups. Think trash packs vs bosses; you can't run both, you have to pick a morph. What if Blazing Shield instead scaled proportional to the highest health among enemies it hits?
We can have Living Dark be the defensive shield and Blazing Shield be the offensive one. You pop Living Dark as you run in, but you pop Blazing Shield once you expect a counter attack.
Currently Magicka Templar is being funneled into a Ranged Spec by the almost complete removal of its melee capability.
Having the base Sun Shield scale with either resource would allow Magicka Templars the ability to shield stack efficiently, something that is impossible to do without a Restoration Staff currently…
While having it scale with Health or Weapon & Spell Damage would benefit both Magicka and Stamina Templars, one important aspect to keep in mind, is there is an explosion when Radiant Ward goes off, and that damage hits harder than Blazing Shield on any build that has under 40k health. That aggressive scaling is extremely important for a melee build like Stamplar to remain in a fight.
My proposed change would have zero impact on tanking whatsoever, while enabling the ability to receive play in PvP on any and all builds.
Sun Shield was one of the most iconic abilities Templar had on launch; it’s been languishing since.
The morph Blazing Shield needs a complete rework because the ability has not worked since Battle Spirit halved it.
Blazing Shield
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Each nearby enemy increases the shield's strength by 4% when the shield is activated.
When the shield expires it explodes outward, dealing 30% of the damage it absorbed to nearby enemies
Radiant Ward
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 20%.
Radiant Oppression does not need a nerf. I am all for buffing Backlash. And I am especially for buffing Jabs more. But I'd be completely against making Radiant Oppression hit as weak as it did before.
Radiant Oppression does not need a nerf. I am all for buffing Backlash. And I am especially for buffing Jabs more. But I'd be completely against making Radiant Oppression hit as weak as it did before.
master_vanargand wrote: »Why are you ignoring Nightblade in PTS?
Nightblade's Stamina DPS and Magicka DPS are currently "weird states of balance", with Stamina DPS suffering from identity loss in PvE and PvP.master_vanargand wrote: »Concealed Weapon is too strong and Surprise Attack feels weak.
When I saw a video of PvE stamina NB slotting a Concealed Weapon and spamming Silver Shards, I felt NB lost its identity.
Yes, the DPS in that video was quite high, but it looks like the assassin has lost cool design.MurkyWetWolf198 wrote: »Honestly, Nightblade is in a very solid place relative to the other classes this patch, however there are 2 main concerns as an endgame PvE player;
1. Surprise Attack, the Stamina Morph of Veiled Strike, is never used by Stamblades. The extra damage bonus from Concealed Weapon (the mag morph) makes the stam morph obsolete for most optomized builds, even if the build itself only has Concealed on it's bar just for it's passive effects. I would like to see a small rework of this skill, as Stamina focused Nightblades should run the Stamina skill and not suffer damage loss
2. Relentless Focus, the Stam Morph of Grim Focus, is also made obsolete by it's mag counterpart Merciless Resolve. Merciless Hit's 33% harder, which is a lot, and the only down side is it shortens the buff duration from 1 minute to 40 seconds. 40 seconds is still a really long time, and thus even it being 20 seconds shorter is a very small downside. I would like to see Relentless get a buff, either by making the ability have some AoE damage (which Nightblade sorely lacks in Endgame PvE content), or perhaps increase the Weapon and Spell Damage given by the stacks of the ability
Now, Stamina Nightblade is weaker when using Surprise Attack (stamina morph) in PvP and PvE.
Concealed Weapons (magicka morph) have "When you leave Sneak, invisibility, or Major Expedition ends while in combat, your damage done is increased by 10% for 5 seconds", so even Stamina DPS will not use Surprise Attack (stamina morph).
Also, Concealed Weapons have "While slotted, you gain Minor Expedition, increasing your Movement Speed by 15%", so there is no reason to use Surprise Attack in PvP.
While Concealed Weapon has two big benefits of "+10% damage" and "+15% Movement Speed", Surprise Attack has only one small benefit.
And, Stamina Nightblade uses Merciless Resolve (magick morph) in PvE and PvP.
This is because Merciless Resolve (magicka morph) is better than Relentless Focus (stamina morph).
Do the math, Merciless Resolve does more damage than Relentless Focus. (Better in PvE because better damage allows you to shoot more in relation to execution time.)
and Merciless Resolve has higher heal than Relentless Focus.
This is why Stamina Nightblade does not use Relentless Focus.
Also, Siphoning Passive ability's Magicka Flood has "Increases your Max Magicka by 8% while a Siphoning ability is slotted".
Hybridization? Where is it?
This is the "Strange State of Balance".
And the source of the grief of the "Stamina Nightblade" who suffers from the loss of identity.
Is this an experiment to remove Stamina Nightblade DPS?
If not, please change it immediately.
Patience is the limit.
[Wish list]
- Need move Concealed Weapon's "When you leave Sneak, invisibility, or Major Expedition ends while in combat, your damage done is increased by 10% for 5 seconds" to Veiled Strike (base skill).
- Make Relentless Focus damage the same as Merciless Resolve.
- Add "+8% Max Stamina" to Siphoning Passive ability's Magicka Flood. (may need to change the name)
- Teleport Strike (and morph) is too weak in PvP and PvE. The old ESO, Teleport Strike have stun. Now age, need add stun to Teleport Strike.
Since there have been a few asked about follow up, we want to touch base now. We're going through everyone's feedback over the last week and a half and plan to touchbase with the dev team again. Just a little insight, it takes some time and multiple parties to go through feedback with detail, arrange a time to chat with the dev team after they've had a chance to read everything, and be able to discuss the feedback and get answers back. The intent is not to drop off communication here. They just take time to coordinate.
Our hope is to have more feedback over the next few days. We just want to make sure we have a chance to talk to all parties involved.
Aces-High-82 wrote: »PhoenixGrey wrote: »Backlash and morphs are seriously underperforming in PvP right now. Templar's burst ability should be hitting for more than 2-5k damage against players. Please look at the several threads talking about how weak Templar is currently and address the issue properly for week three of PTS, or look at the several comments on this thread. Nerf beam too, please.
Nightblade is still overperforming due to the unique 10% damage buff attached to concealed weapon.
Sorc changes don't address the issues with the class in PvP.
Hi all, we had a chat with the dev team about this and wanted to follow up. We've seen your feedback regarding Templar and Sorcerer feeling like they are underperforming compared to the other classes. We would like to get some clarity from you all defining what specifically you mean by "underperforming." Specific details and examples would be helpful. This will give the dev team better context around how the community sees these as underperforming, as that term is broad and can be interpreted differently based on each player's playstyle, build, equipment, played content, etc.
@ZOS_Kevin Keeping this simple and focusing primarily on magicka sorcerer.
Sorc Defense
-Hardened ward is still too small. Scaling on other wards specifically in the light armor skill line which sorc is forced to use also needs a buff.
Sorc offense
Specifically mag sorc is forced to stack more magicka instead of spell damage so that we have decent defense through hardened ward. This greatly impacts the offensive potential
Spell damage can scale up 30-40% with class passives, armor passives, and buffs like major sorcery, minor sorcery, and continuous assault vs Max magicka can only be increased by small amounts (7% with mage light).
Example - Since NB and sorc both are burst classes I can explain this with meta builds which top pvp'ers run
Typical NB :
8K spell damage and 25K magicka is 105k worth of magicka in damage.
Typical Mag Sorc
50K max magicka and 2K spell damage is worth about 70K magicka in damage.
Conclusion : NB has 35-40K more magicka worth of damage. Damage scales up, and they have it.
In addition to this everything that @AdamLAD said is on point
Well, nobody is forcing you to stack max mag, it's your choice to do so.
If you stack damage matriarch already crits up to 18k in nocp (the ugly bird still has its known downsides).
As damage, regen and HP are the best scaling stats atm regardless of a class, it's other areas of the sorcs kit that pale in comparison to other classes and nonsense like ramping up fatigue on streak just to name one.
gariondavey wrote: »Radiant Oppression does not need a nerf. I am all for buffing Backlash. And I am especially for buffing Jabs more. But I'd be completely against making Radiant Oppression hit as weak as it did before.
It scaled to 480 before the recent buff of scaling to 500. Even if this change was reversed, it doesn't really change anything
PhoenixGrey wrote: »Aces-High-82 wrote: »PhoenixGrey wrote: »Backlash and morphs are seriously underperforming in PvP right now. Templar's burst ability should be hitting for more than 2-5k damage against players. Please look at the several threads talking about how weak Templar is currently and address the issue properly for week three of PTS, or look at the several comments on this thread. Nerf beam too, please.
Nightblade is still overperforming due to the unique 10% damage buff attached to concealed weapon.
Sorc changes don't address the issues with the class in PvP.
Hi all, we had a chat with the dev team about this and wanted to follow up. We've seen your feedback regarding Templar and Sorcerer feeling like they are underperforming compared to the other classes. We would like to get some clarity from you all defining what specifically you mean by "underperforming." Specific details and examples would be helpful. This will give the dev team better context around how the community sees these as underperforming, as that term is broad and can be interpreted differently based on each player's playstyle, build, equipment, played content, etc.
@ZOS_Kevin Keeping this simple and focusing primarily on magicka sorcerer.
Sorc Defense
-Hardened ward is still too small. Scaling on other wards specifically in the light armor skill line which sorc is forced to use also needs a buff.
Sorc offense
Specifically mag sorc is forced to stack more magicka instead of spell damage so that we have decent defense through hardened ward. This greatly impacts the offensive potential
Spell damage can scale up 30-40% with class passives, armor passives, and buffs like major sorcery, minor sorcery, and continuous assault vs Max magicka can only be increased by small amounts (7% with mage light).
Example - Since NB and sorc both are burst classes I can explain this with meta builds which top pvp'ers run
Typical NB :
8K spell damage and 25K magicka is 105k worth of magicka in damage.
Typical Mag Sorc
50K max magicka and 2K spell damage is worth about 70K magicka in damage.
Conclusion : NB has 35-40K more magicka worth of damage. Damage scales up, and they have it.
In addition to this everything that @AdamLAD said is on point
Well, nobody is forcing you to stack max mag, it's your choice to do so.
If you stack damage matriarch already crits up to 18k in nocp (the ugly bird still has its known downsides).
As damage, regen and HP are the best scaling stats atm regardless of a class, it's other areas of the sorcs kit that pale in comparison to other classes and nonsense like ramping up fatigue on streak just to name one.
Pet is not a viable heal as it can be killed. Can I disable burst heals permanently on other classes ? Why should sorc suffer then ?
Pet is a one shot and then the sorc itself is a 2 shot as you are running close to no defense as you are building for a 18k crit.
I have 1vX’ed multiple spell damage mag sorcs in no cp.
There is no viable build with running a mag sorc without wards so you need to stack mag. Have you played other classes which have a billion healing, defense and damage passives to support the spell damage playstyle?
Billium813 wrote: »The_Titan_Tim wrote: »Billium813 wrote: »The_Titan_Tim wrote: »@ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.
Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.
Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.
While I do agree that Blazing Shield is basically useless, in both PvE and PvP, I'm going to disagree about changing Radiant Ward. I like how both morphs are structured for totally different circumstances.
Currently, Radiant Ward scale off of crowd size, increasing in strength proportional to the number of enemies in the area. Seems perfectly clear in it's intention and usefulness to me. It seems more suited for classic Tanking builds, and shines best when surrounded by many ads.
Blazing Shield also scales off of crowd size, but it doesn't scale nearly as high as Radiant Ward. Instead, Blazing Shield has an extra damage component! Now, in PvE, that isn't really that necessary. It may have some extremely niche applications, but classically the DPS will handle damage and having the Tank use this would be unnecessary. Also, a DPS wouldn't find much use as the damage is far too low to grace a bar spot.
That really just leaves Blazing Shield for PvP! It activates a shield, it punches back with damage, and it scales off Health which is just as applicable as mag/stam for PvP, even more so! Sounds pretty good actually! So, why doesn't it show up in PvP? Well, I think there are 2 factors really:
- Blazing Shield scales off crowd size
- Living Dark
Having Blazing Shield scale off enemies hit in PvP is so non-sensical. 98% of the time, it won't catch more than 1-2 players in the fast paced, spread out environment of PvP. Plus, it just isn't that big of a shield even if you catch 4 players somehow. Blazing Shield feels caught in this weird state where you can't make it scale TOO much per player or it'll be better than Radiant Ward! Also, we have this looming shadow of Living Dark for PvP. This skill seems to get all the attention for balancing and playability. Living Dark seems to be the go-to shield for PvP Templars because it does everything... and because alternatives liek Blazing Shield are just tooo bad...
I like the idea of Blazing Shield being more for 1v1 applications and Radiant Ward being more for large groups. Think trash packs vs bosses; you can't run both, you have to pick a morph. What if Blazing Shield instead scaled proportional to the highest health among enemies it hits?
We can have Living Dark be the defensive shield and Blazing Shield be the offensive one. You pop Living Dark as you run in, but you pop Blazing Shield once you expect a counter attack.
Currently Magicka Templar is being funneled into a Ranged Spec by the almost complete removal of its melee capability.
Having the base Sun Shield scale with either resource would allow Magicka Templars the ability to shield stack efficiently, something that is impossible to do without a Restoration Staff currently…
While having it scale with Health or Weapon & Spell Damage would benefit both Magicka and Stamina Templars, one important aspect to keep in mind, is there is an explosion when Radiant Ward goes off, and that damage hits harder than Blazing Shield on any build that has under 40k health. That aggressive scaling is extremely important for a melee build like Stamplar to remain in a fight.
My proposed change would have zero impact on tanking whatsoever, while enabling the ability to receive play in PvP on any and all builds.
Sun Shield was one of the most iconic abilities Templar had on launch; it’s been languishing since.
The morph Blazing Shield needs a complete rework because the ability has not worked since Battle Spirit halved it.
I'm confused what you are talking about. You want Sun Shield to scale off Health. Both PvE Tank and PvP builds have Health as the highest resource. No other roles will use this skill! If you change the shield to scale off Mag/Stam, it ruins it for both PvE Tank and PvP builds. Sun Shield isn't a skill remotely applicable to DPS magplars...
> is there is an explosion when Radiant Ward goes off, and that damage hits harder than Blazing Shield on any build that has under 40k health
??? Blazing Shield explodes, not Radiant Ward. I assume you got that backwards, but also the damage from Blazing Shield scales off absorbed damage, not max health. The max health scaling only boosts the initial shield portion for both. Something that Tanks, with tons of Health, care about and PvP builds, who mostly have more Health than resources.Blazing Shield
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Each nearby enemy increases the shield's strength by 4% when the shield is activated.
When the shield expires it explodes outward, dealing 30% of the damage it absorbed to nearby enemiesRadiant Ward
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 20%.
PhoenixGrey wrote: »Aces-High-82 wrote: »PhoenixGrey wrote: »Backlash and morphs are seriously underperforming in PvP right now. Templar's burst ability should be hitting for more than 2-5k damage against players. Please look at the several threads talking about how weak Templar is currently and address the issue properly for week three of PTS, or look at the several comments on this thread. Nerf beam too, please.
Nightblade is still overperforming due to the unique 10% damage buff attached to concealed weapon.
Sorc changes don't address the issues with the class in PvP.
Hi all, we had a chat with the dev team about this and wanted to follow up. We've seen your feedback regarding Templar and Sorcerer feeling like they are underperforming compared to the other classes. We would like to get some clarity from you all defining what specifically you mean by "underperforming." Specific details and examples would be helpful. This will give the dev team better context around how the community sees these as underperforming, as that term is broad and can be interpreted differently based on each player's playstyle, build, equipment, played content, etc.
@ZOS_Kevin Keeping this simple and focusing primarily on magicka sorcerer.
Sorc Defense
-Hardened ward is still too small. Scaling on other wards specifically in the light armor skill line which sorc is forced to use also needs a buff.
Sorc offense
Specifically mag sorc is forced to stack more magicka instead of spell damage so that we have decent defense through hardened ward. This greatly impacts the offensive potential
Spell damage can scale up 30-40% with class passives, armor passives, and buffs like major sorcery, minor sorcery, and continuous assault vs Max magicka can only be increased by small amounts (7% with mage light).
Example - Since NB and sorc both are burst classes I can explain this with meta builds which top pvp'ers run
Typical NB :
8K spell damage and 25K magicka is 105k worth of magicka in damage.
Typical Mag Sorc
50K max magicka and 2K spell damage is worth about 70K magicka in damage.
Conclusion : NB has 35-40K more magicka worth of damage. Damage scales up, and they have it.
In addition to this everything that @AdamLAD said is on point
Well, nobody is forcing you to stack max mag, it's your choice to do so.
If you stack damage matriarch already crits up to 18k in nocp (the ugly bird still has its known downsides).
As damage, regen and HP are the best scaling stats atm regardless of a class, it's other areas of the sorcs kit that pale in comparison to other classes and nonsense like ramping up fatigue on streak just to name one.
Pet is not a viable heal as it can be killed. Can I disable burst heals permanently on other classes ? Why should sorc suffer then ?
Pet is a one shot and then the sorc itself is a 2 shot as you are running close to no defense as you are building for a 18k crit.
I have 1vX’ed multiple spell damage mag sorcs in no cp.
There is no viable build with running a mag sorc without wards so you need to stack mag. Have you played other classes which have a billion healing, defense and damage passives to support the spell damage playstyle?
There are realy no viable builds WITH wards either. Wards are on GCD. Block is not on GCD. Block casting a burst heal is way more reactive and effective than a ward.
Since there have been a few asked about follow up, we want to touch base now. We're going through everyone's feedback over the last week and a half and plan to touchbase with the dev team again. Just a little insight, it takes some time and multiple parties to go through feedback with detail, arrange a time to chat with the dev team after they've had a chance to read everything, and be able to discuss the feedback and get answers back. The intent is not to drop off communication here. They just take time to coordinate.
Our hope is to have more feedback over the next few days. We just want to make sure we have a chance to talk to all parties involved.