I’ve been keeping a close eye on the various discussions of Templar on PTS forums and ingame.
This was my takeaway from very insightful players:
(1) defense: buffs to toppling and rune were appreciated
(2) offense: the new sunsphere is a neat idea, with problem in implementation; namely - 5% is too low / no bar space for flare. Backlash scaling is still not working as intended with battle spirit.
(3) beam is too strong, especially combined with unblockable, armor piercing javelin stun
I’ve been thinking about simple ways to address these issues.
These are my suggestions:
(1) change beam to begin scaling at 30 - 40%
(2) reduce javelin range to 15m
(3) jabs - move 10 sec major sorcery to base ability. STAM jabs give 20 sec major sorcery instead.
(4) backlash - this needs a recode to fix, I believe the new way it is coded, there’s a certain amount of damage you need to do to reach max scaling. The code calculates the required damage as a flat number.
Let’s say the game wants you to deal 20,000 damage in order to max out backlash scaling damage. This works fine in PVE. In pvp, battle spirit halves the damage dealt. But it seems the game still requires the same amount of damage dealt (20,000 in my example) to hit max scaling damage. But I do half damage in pvp, essentially double dipping into battle spirit. That’s my guess.
Here’s a band aid solution: “deals 60-80% more damage to players”.
(5) flare - increase class skills buff to 10%
(6) flare - give 10 sec major prophecy/savagery on activation
Please discuss, would love to hear the community’s thoughts.
I’ve been keeping a close eye on the various discussions of Templar on PTS forums and ingame.
This was my takeaway from very insightful players:
(1) defense: buffs to toppling and rune were appreciated
(2) offense: the new sunsphere is a neat idea, with problem in implementation; namely - 5% is too low / no bar space for flare. Backlash scaling is still not working as intended with battle spirit.
(3) beam is too strong, especially combined with unblockable, armor piercing javelin stun
I’ve been thinking about simple ways to address these issues.
These are my suggestions:
(1) change beam to begin scaling at 30 - 40%
(2) reduce javelin range to 15m
(3) jabs - move 10 sec major sorcery to base ability. STAM jabs give 20 sec major sorcery instead.
(4) backlash - this needs a recode to fix, I believe the new way it is coded, there’s a certain amount of damage you need to do to reach max scaling. The code calculates the required damage as a flat number.
Let’s say the game wants you to deal 20,000 damage in order to max out backlash scaling damage. This works fine in PVE. In pvp, battle spirit halves the damage dealt. But it seems the game still requires the same amount of damage dealt (20,000 in my example) to hit max scaling damage. But I do half damage in pvp, essentially double dipping into battle spirit. That’s my guess.
Here’s a band aid solution: “deals 60-80% more damage to players”.
(5) flare - increase class skills buff to 10%
(6) flare - give 10 sec major prophecy/savagery on activation
Please discuss, would love to hear the community’s thoughts.
Beam is not too strong, it's perfect as is.
Javelin range is also fine. If it needs a nerf they should slow the speed a bit (it actually used to be slower back in the day, and looked better then too IMO)
The only skill in the "plar kit that needs a nerf is Living Dark.
Major Protection on the gap closer is ok I guess but IMO it should be on Everlasting Sweep.
I hate the 5% damage buff to class skills idea, it should be a buff to all damage.
Backlash absolutely needs changed/fixed. At this point I'm sure it's NOT dev neglect - they want this skill to be bad in PvP for some reason.
Change Radiant Aura into a crowd control skill for the Templar tank, since no one really used that skill at all. Make either lock down enemies like DK's claw or pull like Vateshran one hand and shield. Templar has no crowd control abilities. Sure, Javelin can stun, but it's only one target and not really useful to a tank. Like the pull idea better myself.
Stay safe
EramTheLiar wrote: »I don't think major sorcery should be part of base jabs. If it is, 20 sec major sorcery for stam jabs is just not equal to 10 sec plus heal for Magicka jabs. Stam morph would need more than that.
StarOfElyon wrote: »
gariondavey wrote: »Beam needs a tiny bit toning back (revert the fairly recent 20 percent buff.
FlamingBeard wrote: »gariondavey wrote: »Beam needs a tiny bit toning back (revert the fairly recent 20 percent buff.
Beam did not get a 20% buff. The execute scaling of 480% was slightly increased to 500%.
A 480% modifer to a 500% modifier is ~4.16% increase.
Beam is only used so often in PvP because Templar has quite literally no other reasonable method of confirming kills with Purifying Light/Power of the Light and Puncturing Sweep/Biting Jabs all hitting like warm noodles.
gariondavey wrote: »FlamingBeard wrote: »gariondavey wrote: »Beam needs a tiny bit toning back (revert the fairly recent 20 percent buff.
Beam did not get a 20% buff. The execute scaling of 480% was slightly increased to 500%.
A 480% modifer to a 500% modifier is ~4.16% increase.
Beam is only used so often in PvP because Templar has quite literally no other reasonable method of confirming kills with Purifying Light/Power of the Light and Puncturing Sweep/Biting Jabs all hitting like warm noodles.
I'm aware, and this is what I was saying.
FlamingBeard wrote: »gariondavey wrote: »FlamingBeard wrote: »gariondavey wrote: »Beam needs a tiny bit toning back (revert the fairly recent 20 percent buff.
Beam did not get a 20% buff. The execute scaling of 480% was slightly increased to 500%.
A 480% modifer to a 500% modifier is ~4.16% increase.
Beam is only used so often in PvP because Templar has quite literally no other reasonable method of confirming kills with Purifying Light/Power of the Light and Puncturing Sweep/Biting Jabs all hitting like warm noodles.
I'm aware, and this is what I was saying.
PvE Templar beam had moderately low PvE damage to justify the channel time so they slightly increased only the upper end of damage by a fraction of a fraction. This means PvP Templars never saw a functional increase in their damage due to how Battle Spirit filters damage dealt/taken.
Saying something was "buffed 20%" as an argument when it's not true perpetuates "overpowered" rants when most of these skills are only used for lack of better options.
gariondavey wrote: »FlamingBeard wrote: »gariondavey wrote: »FlamingBeard wrote: »gariondavey wrote: »Beam needs a tiny bit toning back (revert the fairly recent 20 percent buff.
Beam did not get a 20% buff. The execute scaling of 480% was slightly increased to 500%.
A 480% modifer to a 500% modifier is ~4.16% increase.
Beam is only used so often in PvP because Templar has quite literally no other reasonable method of confirming kills with Purifying Light/Power of the Light and Puncturing Sweep/Biting Jabs all hitting like warm noodles.
I'm aware, and this is what I was saying.
PvE Templar beam had moderately low PvE damage to justify the channel time so they slightly increased only the upper end of damage by a fraction of a fraction. This means PvP Templars never saw a functional increase in their damage due to how Battle Spirit filters damage dealt/taken.
Saying something was "buffed 20%" as an argument when it's not true perpetuates "overpowered" rants when most of these skills are only used for lack of better options.
My point has been people say it is extremely overtuned in pvp, but it barely received a buff at all. People just started using it more due to poor backlash and jab damage, so now people see it on their recaps.
My point was...if people weren't complaining about how strong this was before the increase of 20 percent more from 480 percent scaling...then reverting this should be acceptable to tone it down.
The reality is people would likely still complain, but again, that's because they aren't complaining about jabs or backlash.
StarOfElyon wrote: »