Respectfully, @ZOS_Kevin, you asked @Cloudrest for specific examples relating to areas where Templars were underperforming and in that other thread, I linked to a thread I posted that now has over 7000 views and on the first page links to a myriad of threads expressing many different areas that the class is under preforming.
Like I get that you're the messenger, but what was the point of giving all this feedback for literally nothing to happen to even address the concerns? Are we just supposed to not play the game or something?
Hey @Dekrypted, again totally understand the frustration. We have noted Templar concerns to the team and they are aware of them. As we noted before, while no changes are coming in U37. What we should have also noted is that it doesn't mean there isn't room for future changes or improvement. We understand that doesn't help in the immediate, but we just want to highlight that the door is not closed here. We will continue to discuss and share player sentiment with the combat team, including the resources and points you sent. I have them bookmarked as reference points every time we having a class conversation.
GetAgrippa wrote: »Major Berserk left on chains (and I say that as a dk main) even if it's for 4 seconds, and zero adjustments to templars for PvP (and I don't even play templar) make this statement seem very empty.
So yes, Chains still have Major Berserk. The duration was adjusted based on player feedback, but still applied because of dev desire to make Chains a more useable skill (since it was underperforming). This is a perfect example of player expectation versus dev implementation.
Player expectation: Some wanted chains to lose Major Berserk. As they note the class is overpowered* and chains is adding to the problem. (in its original implementation PTS 1)
Dev implementation: Reduce the time of Major Berserk on Chains to 4sec and make it so DK as to work and use resources to keep up chains in their rotation if they choose. A change made because of player feedback on DK getting Major Berserk, without compromising the team's intent on adding major berserk as an incentive to use the previously underutilized Chains.
The point being made here is that these changes are being made based in player feedback, but player feedback is not the only thing dictating how changes get implemented. And that also does not mean that these are locked forever, never to be changed again. It is a process. Again, this is being said with the full understanding that you do not have to agree. But we wanted to highlight the point here that PTS is very helpful to us to get your feedback. It is being considered at all times and it is dictating end results. Sometimes the end result just doesn't look like what players expected.
*We also passed this feedback on DK to the team.
GetAgrippa wrote: »Major Berserk left on chains (and I say that as a dk main) even if it's for 4 seconds, and zero adjustments to templars for PvP (and I don't even play templar) make this statement seem very empty.
So yes, Chains still have Major Berserk. The duration was adjusted based on player feedback, but still applied because of dev desire to make Chains a more useable skill (since it was underperforming). This is a perfect example of player expectation versus dev implementation.
Player expectation: Some wanted chains to lose Major Berserk. As they note the class is overpowered* and chains is adding to the problem. (in its original implementation PTS 1)
Dev implementation: Reduce the time of Major Berserk on Chains to 4sec and make it so DK as to work and use resources to keep up chains in their rotation if they choose. A change made because of player feedback on DK getting Major Berserk, without compromising the team's intent on adding major berserk as an incentive to use the previously underutilized Chains.
The point being made here is that these changes are being made based in player feedback, but player feedback is not the only thing dictating how changes get implemented. And that also does not mean that these are locked forever, never to be changed again. It is a process. Again, this is being said with the full understanding that you do not have to agree. But we wanted to highlight the point here that PTS is very helpful to us to get your feedback. It is being considered at all times and it is dictating end results. Sometimes the end result just doesn't look like what players expected.
*We also passed this feedback on DK to the team.
Lastly, we do want to highlight that sometimes player expectation does not line up with dev implementation, as there are a multitude of consideration factors at play. That is okay and we understand this will lead to some being frustrated at times, as you are allowed to be as a player. We try to explain those implementations to the best of our ability in patch notes and through the change in communication this PTS cycle. So we preface all of that to say feedback is always considered. Even if the change you are looking for is not currently present or implemented in the desired way, there is room in the future for changes to occur.
We will also take the feedback here on PTS overall and pass that on to our teams.
GetAgrippa wrote: »Major Berserk left on chains (and I say that as a dk main) even if it's for 4 seconds, and zero adjustments to templars for PvP (and I don't even play templar) make this statement seem very empty.
So yes, Chains still have Major Berserk. The duration was adjusted based on player feedback, but still applied because of dev desire to make Chains a more useable skill (since it was underperforming). This is a perfect example of player expectation versus dev implementation.
Player expectation: Some wanted chains to lose Major Berserk. As they note the class is overpowered* and chains is adding to the problem. (in its original implementation PTS 1)
Dev implementation: Reduce the time of Major Berserk on Chains to 4sec and make it so DK as to work and use resources to keep up chains in their rotation if they choose. A change made because of player feedback on DK getting Major Berserk, without compromising the team's intent on adding major berserk as an incentive to use the previously underutilized Chains.
The point being made here is that these changes are being made based in player feedback, but player feedback is not the only thing dictating how changes get implemented. And that also does not mean that these are locked forever, never to be changed again. It is a process. Again, this is being said with the full understanding that you do not have to agree. But we wanted to highlight the point here that PTS is very helpful to us to get your feedback. It is being considered at all times and it is dictating end results. Sometimes the end result just doesn't look like what players expected.
*We also passed this feedback on DK to the team.
Thank you for the feedback, @Billium813. This is actionable for us to send to the team for consideration. We'll be sure to highlight this regarding the chains balancing and how future balancing could be addressed.
I stopped giving pts feedback a few updates ago when I reached the same conclusion. It kind pained me because I love this game and want to help if I can, but it seemed like a huge waste of time, and like someone said, free bug testing. The thing is the less people test upcoming stuff, the more biased and limited opinions will be, because everyone has an agenda, so it is important to have a lot of players on the pts, if only zos didn't make it such a thankless and often pointless task...
TechMaybeHic wrote: »It's not surprising, but its depressing. You can hope for ZOS to make adjustments or for the next great MMO to show up. Either way, you will be disappointed way more often than not.
UnassumingNoob wrote: »
Thank you for the feedback, @Billium813. This is actionable for us to send to the team for consideration. We'll be sure to highlight this regarding the chains balancing and how future balancing could be addressed.
Hi Kevin,
To me this seems unnecessarily sycophantic. Do the devs have such thin skin that they can’t accept honest feedback on their product. Why does everything need to be glazed with a little praise and a dash of critique.
Templars sorcs and to a lesser extent necros are in the shitter. To me and I’m sure countless others this situation needs to be remedied.
Open and honest communication behooves you. The rest are for the snowflakes.
Cheers.
master_vanargand wrote: »Lastly, we do want to highlight that sometimes player expectation does not line up with dev implementation, as there are a multitude of consideration factors at play. That is okay and we understand this will lead to some being frustrated at times, as you are allowed to be as a player. We try to explain those implementations to the best of our ability in patch notes and through the change in communication this PTS cycle. So we preface all of that to say feedback is always considered. Even if the change you are looking for is not currently present or implemented in the desired way, there is room in the future for changes to occur.
We will also take the feedback here on PTS overall and pass that on to our teams.
Why are you ignoring Nightblade's opinion?
I think all game creators should look at the PTS feedbacks without going through you.GetAgrippa wrote: »Major Berserk left on chains (and I say that as a dk main) even if it's for 4 seconds, and zero adjustments to templars for PvP (and I don't even play templar) make this statement seem very empty.
So yes, Chains still have Major Berserk. The duration was adjusted based on player feedback, but still applied because of dev desire to make Chains a more useable skill (since it was underperforming). This is a perfect example of player expectation versus dev implementation.
Player expectation: Some wanted chains to lose Major Berserk. As they note the class is overpowered* and chains is adding to the problem. (in its original implementation PTS 1)
Dev implementation: Reduce the time of Major Berserk on Chains to 4sec and make it so DK as to work and use resources to keep up chains in their rotation if they choose. A change made because of player feedback on DK getting Major Berserk, without compromising the team's intent on adding major berserk as an incentive to use the previously underutilized Chains.
The point being made here is that these changes are being made based in player feedback, but player feedback is not the only thing dictating how changes get implemented. And that also does not mean that these are locked forever, never to be changed again. It is a process. Again, this is being said with the full understanding that you do not have to agree. But we wanted to highlight the point here that PTS is very helpful to us to get your feedback. It is being considered at all times and it is dictating end results. Sometimes the end result just doesn't look like what players expected.
*We also passed this feedback on DK to the team.
No, it's a perfect failure.
New chain have "Major Berserk 4sec" and "increasing your Movement Speed by 30% for 4sec" and "Reduce the enemy's Movement Speed by 30% for 3sec" and "This attack cannot be dodged or reflected".
Perfect? What are you talking about?
We told DK not to need "Major Berserk".
"Major Berserk" should have been changed to "Minor Berserk".
A perfect example of ignoring player opinion in my opinion.
I literally would just like to be able to play Templar in PvP right now without it being relegated solely to a beam-spamming healbot.
Seems like I'll have to wait 3-4 months for that though, at the least. I sincerely doubt the devs will even change anything. Thanks for the communication though, @ZOS_Kevin. I'm not gonna shoot the messenger as you've been doing a great job trying to relay stuff to the team, but I'm disappointed in the combat team immensely for not addressing the glaring issues with Templar, Sorc, and Necromancer in this PTS cycle. I'll be pleasantly surprised if there's any changes planned for Week 5.
We shouldn't have to wait months for basic balance changes.
We shouldn't have to wait months for basic balance changes.
Going to follow up here because it's important to mention here. There has been feedback taken this cycle that has either been implemented to some degree or we've stated that we will continue to observe for future changes, based on feedback and player behavior. We've had several meetings with the combat team to go over feedback and respond accordingly.
Having said that, we do understand when there are specific changes player(s) wants that either were not addressed this go-around or not implemented in the way players wanted. We will continue to take your feedback to the dev team and work toward solutions for issues going forward. Your feedback is an important step in the evaluation process for our various teams making changes.
Lastly, we do want to highlight that sometimes player expectation does not line up with dev implementation, as there are a multitude of consideration factors at play. That is okay and we understand this will lead to some being frustrated at times, as you are allowed to be as a player. We try to explain those implementations to the best of our ability in patch notes and through the change in communication this PTS cycle. So we preface all of that to say feedback is always considered. Even if the change you are looking for is not currently present or implemented in the desired way, there is room in the future for changes to occur.
We will also take the feedback here on PTS overall and pass that on to our teams.
Billium813 wrote: »UnassumingNoob wrote: »
Thank you for the feedback, @Billium813. This is actionable for us to send to the team for consideration. We'll be sure to highlight this regarding the chains balancing and how future balancing could be addressed.
Hi Kevin,
To me this seems unnecessarily sycophantic. Do the devs have such thin skin that they can’t accept honest feedback on their product. Why does everything need to be glazed with a little praise and a dash of critique.
Templars sorcs and to a lesser extent necros are in the shitter. To me and I’m sure countless others this situation needs to be remedied.
Open and honest communication behooves you. The rest are for the snowflakes.
Cheers.
It seemed like a perfectly diplomatic response to me. Considering @ZOS_Kevin interfaces directly with forum users, who on average are treated as irate customers because lets face it, that's how most forum users portray themselves, you have to expect responses are overly courteous and often little vague.
My take away from the response is that hopefully a note was passed onto the development team that future balancing could be more evenly distributed to all the classes, where appropriate. I think that would help satisfy players in some small way, and at the end of the day it isn't my game so ANY positive influence I can have is a win in my book. I think players just want to be heard and this response let me know I was. Pretty simple really; I think you're reading too much into it.
Billium813 wrote: »UnassumingNoob wrote: »
Thank you for the feedback, @Billium813. This is actionable for us to send to the team for consideration. We'll be sure to highlight this regarding the chains balancing and how future balancing could be addressed.
Hi Kevin,
To me this seems unnecessarily sycophantic. Do the devs have such thin skin that they can’t accept honest feedback on their product. Why does everything need to be glazed with a little praise and a dash of critique.
Templars sorcs and to a lesser extent necros are in the shitter. To me and I’m sure countless others this situation needs to be remedied.
Open and honest communication behooves you. The rest are for the snowflakes.
Cheers.
It seemed like a perfectly diplomatic response to me. Considering @ZOS_Kevin interfaces directly with forum users, who on average are treated as irate customers because lets face it, that's how most forum users portray themselves, you have to expect responses are overly courteous and often little vague.
My take away from the response is that hopefully a note was passed onto the development team that future balancing could be more evenly distributed to all the classes, where appropriate. I think that would help satisfy players in some small way, and at the end of the day it isn't my game so ANY positive influence I can have is a win in my book. I think players just want to be heard and this response let me know I was. Pretty simple really; I think you're reading too much into it.
+1 and well worded.
Adding that the devs seem much more interested in constructive feedback vs bull in the china shop type of posts.
Billium813 wrote: »> Players on the forums repeatedly yell for Templar buffs
> Nothing happens
It's 1 of 2 things:
- They aren't listening
- They don't think Templar needs buffs
Considering @ZOS_Kevin communication recently, it feels like we are being heard. The sheer amount of complaining on the forums is basically unmistakable and I have NO doubt the devs read PTS posts looking for bugs with their latest changes.
That really only leaves #2. Especially in PvP, it may just be that the dev team internally doesn't feel Templar is out of step with the rest of the classes. Yelling "make Templar great again" doesn't help anything if the dev team doesn't have an idea why players feel Templar isn't that good. Devs need a place to start and IMO, we focus way too much on 2-3 Templar abilities (PotL, Jabs, Living Dark). Templar has more stuff that has been neglected for a long time. I say we work to bring other skills into the mix rather than repeatedly harp on the same stuff over and over.
What the dev team needs is hard facts, numbers even. Post builds, explain what is lacking about specific skills, compare them to other similar skills damage-wise, get specific. Throwing out vague complaints doesn't help cause it seems like the dev team doesn't agree, so we need to explain the pain points more specifically.
I main Templar, I have off and on for 9 years. I participate in every piece of content, save Trials (it's just not for me). I run around in IC, Cyrodiil, queue for dungeons and BGs almost daily. Is Templar in a bad way? Templar definitely doesn't do the damage it used it. Most of the time, I can't even hurt anything in PvP and just seem to be a nuisance of stuns and unblockable spears; they just stand there and take it. The same burst rotation that used to drop most people 2 years ago now doesn't even get them below 50%.
Is it Mara's Balm? Not sure. Is it DK? Well, I mostly see DK hitting the hardest, and being the most likely to go 1vX, by far.
What is Templar good at? I'd say we are pretty survivable! I hardly ever die 1v1 and I don't even run Mara's. I may not be doing much damage, but I can often stand my ground. Templars biggest weakness there is that our best Heals are static. Good players draw us out and make us ahve to repeatedly rebuild the heal house, which gets expensive and reduces our damage output. We have to spend lots of actions to maintain a strong heal defense, but then sets like Mara's seem to effortlessly match our HPS while their user can focus entirely on damage.
Living Dark is amazing. Cleansing Ritual feels a bit expensive for the mobile environment of PvP, but it's incredibly useful and good for PvE, so I can't see it getting cheaper just for PvP. Unstable Core, Blazing Shield, Dark Flare. I'd like to see these 3 skills buffed to be more relevant in PvP. I think Defile has been neutered too much and should become more of a major part of Templar's identity in PvP (no real relevance in more pve-centric skills). Templar should be the masters of heals, both mine, my allies, and my foes.
Going to follow up here because it's important to mention here. There has been feedback taken this cycle that has either been implemented to some degree or we've stated that we will continue to observe for future changes, based on feedback and player behavior. We've had several meetings with the combat team to go over feedback and respond accordingly.
Having said that, we do understand when there are specific changes player(s) wants that either were not addressed this go-around or not implemented in the way players wanted. We will continue to take your feedback to the dev team and work toward solutions for issues going forward. Your feedback is an important step in the evaluation process for our various teams making changes.
Lastly, we do want to highlight that sometimes player expectation does not line up with dev implementation, as there are a multitude of consideration factors at play. That is okay and we understand this will lead to some being frustrated at times, as you are allowed to be as a player. We try to explain those implementations to the best of our ability in patch notes and through the change in communication this PTS cycle. So we preface all of that to say feedback is always considered. Even if the change you are looking for is not currently present or implemented in the desired way, there is room in the future for changes to occur.
We will also take the feedback here on PTS overall and pass that on to our teams.