Problem with templars is that ZoS gave them two very strong abilities in form of beam and javelin and addition of any high dmg delayed burst ability to their kit would just be too much. To change backlash into some reliable high dmg burst ability javelin and beam would have to recive nerfs first.
boi_anachronism_ wrote: »If they do that there would have to be a significant change to power of the light as well. Having a major drop in rg would hit pve templars very badly. We dont use jabs at all, we drop it in execute so redirecting it to that represents a massive damage loss for those builds. This is why they dont redirect that kind of damage to jabs from rg. Rg becomes our spammable during execute. Its the only thing that currently makes them viable as trial dps currently.
boi_anachronism_ wrote: »If they do that there would have to be a significant change to power of the light as well. Having a major drop in rg would hit pve templars very badly. We dont use jabs at all, we drop it in execute so redirecting it to that represents a massive damage loss for those builds. This is why they dont redirect that kind of damage to jabs from rg. Rg becomes our spammable during execute. Its the only thing that currently makes them viable as trial dps currently.
This reply only further proves how wonky the balancing in this game is. One class can go from being incredible for PvE during execute phases but leaves a lot to be desired in PvP.
Also I don't entirely agree with you, coming from someone who also parses on magplar. If they redirected enough damage from beam to jabs and backlash, you would only need to continue parsing until the boss dies, and if enough damage was pumped back into those two attacks then the execute would not even be needed.
My point was never to remove damage from attacks, it was simply to redirect it. So theoretically there is a net damage loss of zero as it has just been shifted by which skills said damage is coming from.
Problem with templars is that ZoS gave them two very strong abilities in form of beam and javelin and addition of any high dmg delayed burst ability to their kit would just be too much. To change backlash into some reliable high dmg burst ability javelin and beam would have to recive nerfs first.
Piggybacking off of @Gopher as well as addressing a specific line in here.
Javelin is not "very strong". It's an unblockable stun. I'm not sure how many people experienced the days where templar didn't have a class unblockable and or undodgeable cc, but it was honestly pretty lame. It lacked consistency in landing combos because the only reliable thing it had that it could use as a CC was Turn Evil and if you were even any amount of range, you just didn't really have one that was reliable.
Looking at every class briefly for what classes have something that is either undodgeable or unblockable for a CC
Dragonkinghts:
Petrify and both morphs are both undodgeable and unblockable
Dragon Leap and it's respective morphs are aoe ccs meaning undodgeable, but blockable
Sorcerers:
Initial cast on Summon Storm Atronach and it's respective morphs is an aoe cc, meaning undodgeable. (I cannot remember if its unblockable, but I know you cannot dodge it)
Summon Volatile Familiar has an aoe cc attached to it as well. Aoe meaning you cannot dodge it
Bolt Escape and Streak are undodgeable and unblockable
Rune Prison and it's respective morphs are unblockable and if I'm not mistaken, its possible to purge the stun before it actives however the window to do this is nearly impossible and is unreliable.
Nightblades:
Soul Shred and Soul Tether are both AOE ccs meaning.... They're undodgeable
Aspect of Terror and its respective morphs are both undodgeable and unblockable
Wardens:
Arctic Blast (at one time was undodgeable and unblockable) is now in its current iteration undodgeable, but blockable
Feral Guardian and its respective morphs have an CC that is blockable, not dodgeable. 100% unreliable.
Necromancers:
Bone Totem and it's respective morphs are undodgeable and unblockable
Grave Grasp and it's respective morphs have a root and aoe cc built into it meaning blockable, but undodgeable
Arcanists:
Rune of Eldritch Horror and its respective morphs have a blockable, but undodgeable CC
Uniquely arcanists can make themselves immune to Crowd Control abilities/effects for 6 seconds when using Runeguard of Freedom.
Lastly Templars:
Piercing Javelin and it's respective morphs are dodgeable, but unblockable
Eclipse and Unstable Core have a delayed CC based on attacks the enemy does within 4 seconds. Can be purged, is unblockable due to skill behavior and can only be applied to 1 target at a time
What is a templar supposed to do within its class kit if Javelin is nerfed? Are you saying templars shouldn't have a CC that is remotely in line with every class? How does that make any sense? Being honest, it doesn't. There's nothing wrong with Piercing Javelin and its respective morphs. There is something wrong with where the damage across the class is allocated.
Pulling damage from the execute and adding it back into Burning Light and Backlash and its morphs makes the most logical sense to rebalance the damage within the class. The developers have said that the damage is in line with other classes. Accepting this premise, why isn't it seen and reflected in feedback of the people playing it? Because the damage is too weighted into it's execute. The damage needs to be reallocated away from the execute and I for one would not mind a majority of its damage being pulled off and allocated elsewhere between Jabs, Burning Light, and Backlash like it used to be as outside of jabs, it allowed for alot more flexibility and build diversity within the class from a Player Experience perspective.
I know what I said was a bit of a mouthful and did not address the efficacy of these stuns, but I wanted to keep it simple just to address the basics here. Nothing wrong with Javelin. Alot wrong with the allocation of damage across the class.
Problem with templars is that ZoS gave them two very strong abilities in form of beam and javelin and addition of any high dmg delayed burst ability to their kit would just be too much. To change backlash into some reliable high dmg burst ability javelin and beam would have to recive nerfs first.
boi_anachronism_ wrote: »boi_anachronism_ wrote: »If they do that there would have to be a significant change to power of the light as well. Having a major drop in rg would hit pve templars very badly. We dont use jabs at all, we drop it in execute so redirecting it to that represents a massive damage loss for those builds. This is why they dont redirect that kind of damage to jabs from rg. Rg becomes our spammable during execute. Its the only thing that currently makes them viable as trial dps currently.
This reply only further proves how wonky the balancing in this game is. One class can go from being incredible for PvE during execute phases but leaves a lot to be desired in PvP.
Also I don't entirely agree with you, coming from someone who also parses on magplar. If they redirected enough damage from beam to jabs and backlash, you would only need to continue parsing until the boss dies, and if enough damage was pumped back into those two attacks then the execute would not even be needed.
My point was never to remove damage from attacks, it was simply to redirect it. So theoretically there is a net damage loss of zero as it has just been shifted by which skills said damage is coming from.
So heres my one of my main issues with this- depending on the size of the nerf pumping enough damage into a spammable and something like PoL to make up for the damage loss is just going to create a situation where you will get hit with a very cheap, very powerful duration based attack that is instant cast. in otherwords it can be recast over and over and then smacked with a powerful spammable that brings you down into execute so quickly it wont matter if it has a lower percentage for execute or not, channel time would become almost irrelevant. It would take way less ticks to kill you. In pvp half the battle is draining your opponent of resources so the only way i see that being balanced is by making pol a lot more expensive which would significantly effect the class as many of its other skills are quite expensive already. The other possibility is that they nerf it and other skills get a marginal buff which would hurt the class further. Part of ro is that it is a channel, depends on ticks, can be avoided in a number of ways, is only viable below 35% and can be easily interrupted. I dont see doing that as being a boon to pvp overall, personally i think it would create even less balance.
And as far as a full damage pve plar- what is the point of even having an execute at all if jabs is going to be more powerful to that level? Your effectively talking about trading 2 usable but underpowered skills for making one absolutely useless.
Look id love to see temps get some power come back to the class prior to execute but this is a really thin line to tread without creating another nb situation. Jabs should definitely get a buff but as far as what is being purposed to do that...if they plan to change ro I dont think thats the way to go and i definitely would never be in favor of something that makes it essentially irrelevant.
TechMaybeHic wrote: »Kind of tiresome to go from jab bot, to beam bot, to whatever is next. I won't waste my time thinking of a solution either as I'm sure even if ZOS does make adjustments; they'll do something nobody asked for
Tyrant_Tim wrote: »Okay, a lot to breakdown there.
First. Dark Flare has a travel time. Back when you could clip the ending of the animation, you could land a Topple and that Flare at the exact moment your Backlash went off creating a burst.
Second, Total Dark no longer exists, all we have now are Unstable Core and Living Dark. Total Dark was an ability that bounced ranged skills back at your opponent, and blew up after several seconds. The skill would detonate simultaneously with your other skills creating a burst.
Third, Sun Shield… we’ll be more specific, Blazing Shield was an ability that would last more than .5 seconds and when you were fighting DoTs you could count down your detonation to time it with your other skills creating that desirable burst.
Now how this all ties in, is that when considering how much burst damage already allotted to the class, it explains why we don’t have a single skill that does well. It’s all spread out.
Our problem is not that Radiant does good damage, it’s that we have several skills that fit under “burst” that don’t do enough damage.
Two completely isolated, independent things, and one needing improvement does not mean the other needs to be destroyed. Templar already isn’t a top pick for trials DD, even with our “super broken busted OP beam” that pales in comparison to Fatecarver, a skill that shreds regardless of health percentage, so I doubt buffing a skill that isn’t part of the rotation would change that, where I KNOW that buffing Power of the Light will encroach on Nightblade Single Target numbers and get our loudest most populated section of the playerbase shouting in the streets.
boi_anachronism_ wrote: »boi_anachronism_ wrote: »If they do that there would have to be a significant change to power of the light as well. Having a major drop in rg would hit pve templars very badly. We dont use jabs at all, we drop it in execute so redirecting it to that represents a massive damage loss for those builds. This is why they dont redirect that kind of damage to jabs from rg. Rg becomes our spammable during execute. Its the only thing that currently makes them viable as trial dps currently.
This reply only further proves how wonky the balancing in this game is. One class can go from being incredible for PvE during execute phases but leaves a lot to be desired in PvP.
Also I don't entirely agree with you, coming from someone who also parses on magplar. If they redirected enough damage from beam to jabs and backlash, you would only need to continue parsing until the boss dies, and if enough damage was pumped back into those two attacks then the execute would not even be needed.
My point was never to remove damage from attacks, it was simply to redirect it. So theoretically there is a net damage loss of zero as it has just been shifted by which skills said damage is coming from.
So heres my one of my main issues with this- depending on the size of the nerf pumping enough damage into a spammable and something like PoL to make up for the damage loss is just going to create a situation where you will get hit with a very cheap, very powerful duration based attack that is instant cast. in otherwords it can be recast over and over and then smacked with a powerful spammable that brings you down into execute so quickly it wont matter if it has a lower percentage for execute or not, channel time would become almost irrelevant. It would take way less ticks to kill you. In pvp half the battle is draining your opponent of resources so the only way i see that being balanced is by making pol a lot more expensive which would significantly effect the class as many of its other skills are quite expensive already. The other possibility is that they nerf it and other skills get a marginal buff which would hurt the class further. Part of ro is that it is a channel, depends on ticks, can be avoided in a number of ways, is only viable below 35% and can be easily interrupted. I dont see doing that as being a boon to pvp overall, personally i think it would create even less balance.
And as far as a full damage pve plar- what is the point of even having an execute at all if jabs is going to be more powerful to that level? Your effectively talking about trading 2 usable but underpowered skills for making one absolutely useless.
Look id love to see temps get some power come back to the class prior to execute but this is a really thin line to tread without creating another nb situation. Jabs should definitely get a buff but as far as what is being purposed to do that...if they plan to change ro I dont think thats the way to go and i definitely would never be in favor of something that makes it essentially irrelevant.
What I meant by my post was to direct the damage from beam where it is overperforming. Hitting like 150k on a parse dummy in one tick of the execute is obviously a bit much, and bringing it down to other executes would just make sense. There would still be a reason to use the execute but you would have to keep up other abilities such as Backlash, which would now have even more damage to make up for the change in beam.
Not once did I say to entirely gut beam, I said to take some of its damage and put it on abilities that are lacking. I've seen crit ticks on beam hit in pvp for 17k dmg, meanwhile an average crit from backlash is anywhere from 4-6k, and for it to hit 6k you need to parse someone with their buffs down nonstop.
And even if the ability itself was gutted, add it to the list of things templar has that is also useless, like blazing shield. The class is desperate for some changes, and its obvious that they have no intentions on changing anything, so my thought process was to simply move damage from an ability that is commonly being brought up when talking about overperforming abilities, and move it to ones that are underperforming.
BlackHammer225 wrote: »I want to start by saying I love Templar, I played it for years it's my main class. I don't want anything too powerful for the class but we have to address the elephant in the room before ZOS dor gets about it.
I would like to see some support from the community and any other Templar mains out there about the ability "Backlash" the base morph of Purfifying and Power of the Light.
this ability reminds me of Nightblade's burst ability merciless resolve. I ask if ZOS can please relook at Backlash and help reduce the needed threshold hold for damage because it still doesn't seem to hit as hard as it should in PVP.
I get that there was a reason for the threshold raise but it just pales in comparison to the Nightblade's merciles which are hitting players for 15k or more meanwhile Backlash is 2k - 5k at best even on crit. Mind you I run Deadly Strike, Balorgh, Ring of Majesty, and sometimes Sea Serpant's Coil to up the damage with infused weapon and Spell damage glyphs, and it's not enough.
Sorcerers:
Initial cast on Summon Storm Atronach and it's respective morphs is an aoe cc, meaning undodgeable. (I cannot remember if its unblockable, but I know you cannot dodge it)
Summon Volatile Familiar has an aoe cc attached to it as well. Aoe meaning you cannot dodge it
Bolt Escape and Streak are undodgeable and unblockable
Rune Prison and it's respective morphs are unblockable and if I'm not mistaken, its possible to purge the stun before it actives however the window to do this is nearly impossible and is unreliable.
boi_anachronism_ wrote: »Tyrant_Tim wrote: »Okay, a lot to breakdown there.
First. Dark Flare has a travel time. Back when you could clip the ending of the animation, you could land a Topple and that Flare at the exact moment your Backlash went off creating a burst.
Second, Total Dark no longer exists, all we have now are Unstable Core and Living Dark. Total Dark was an ability that bounced ranged skills back at your opponent, and blew up after several seconds. The skill would detonate simultaneously with your other skills creating a burst.
Third, Sun Shield… we’ll be more specific, Blazing Shield was an ability that would last more than .5 seconds and when you were fighting DoTs you could count down your detonation to time it with your other skills creating that desirable burst.
Now how this all ties in, is that when considering how much burst damage already allotted to the class, it explains why we don’t have a single skill that does well. It’s all spread out.
Our problem is not that Radiant does good damage, it’s that we have several skills that fit under “burst” that don’t do enough damage.
Two completely isolated, independent things, and one needing improvement does not mean the other needs to be destroyed. Templar already isn’t a top pick for trials DD, even with our “super broken busted OP beam” that pales in comparison to Fatecarver, a skill that shreds regardless of health percentage, so I doubt buffing a skill that isn’t part of the rotation would change that, where I KNOW that buffing Power of the Light will encroach on Nightblade Single Target numbers and get our loudest most populated section of the playerbase shouting in the streets.
Exacly my sentiment. As mentioned in my post PoL would just make the class so unbalanced with a knockdown, spammable burst that is very powerful which also gives breach.
"pumping enough damage into a spammable and something like PoL to make up for the damage loss is just going to create a situation where you will get hit with a very cheap, very powerful duration based attack that is instant cast. in otherwords it can be recast over and over and then smacked with a powerful spammable that brings you down into execute so quickly it wont matter if it has a lower percentage for execute or not, channel time would become almost irrelevant."
" this is a really thin line to tread without creating another nb situation."boi_anachronism_ wrote: »boi_anachronism_ wrote: »If they do that there would have to be a significant change to power of the light as well. Having a major drop in rg would hit pve templars very badly. We dont use jabs at all, we drop it in execute so redirecting it to that represents a massive damage loss for those builds. This is why they dont redirect that kind of damage to jabs from rg. Rg becomes our spammable during execute. Its the only thing that currently makes them viable as trial dps currently.
This reply only further proves how wonky the balancing in this game is. One class can go from being incredible for PvE during execute phases but leaves a lot to be desired in PvP.
Also I don't entirely agree with you, coming from someone who also parses on magplar. If they redirected enough damage from beam to jabs and backlash, you would only need to continue parsing until the boss dies, and if enough damage was pumped back into those two attacks then the execute would not even be needed.
My point was never to remove damage from attacks, it was simply to redirect it. So theoretically there is a net damage loss of zero as it has just been shifted by which skills said damage is coming from.
So heres my one of my main issues with this- depending on the size of the nerf pumping enough damage into a spammable and something like PoL to make up for the damage loss is just going to create a situation where you will get hit with a very cheap, very powerful duration based attack that is instant cast. in otherwords it can be recast over and over and then smacked with a powerful spammable that brings you down into execute so quickly it wont matter if it has a lower percentage for execute or not, channel time would become almost irrelevant. It would take way less ticks to kill you. In pvp half the battle is draining your opponent of resources so the only way i see that being balanced is by making pol a lot more expensive which would significantly effect the class as many of its other skills are quite expensive already. The other possibility is that they nerf it and other skills get a marginal buff which would hurt the class further. Part of ro is that it is a channel, depends on ticks, can be avoided in a number of ways, is only viable below 35% and can be easily interrupted. I dont see doing that as being a boon to pvp overall, personally i think it would create even less balance.
And as far as a full damage pve plar- what is the point of even having an execute at all if jabs is going to be more powerful to that level? Your effectively talking about trading 2 usable but underpowered skills for making one absolutely useless.
Look id love to see temps get some power come back to the class prior to execute but this is a really thin line to tread without creating another nb situation. Jabs should definitely get a buff but as far as what is being purposed to do that...if they plan to change ro I dont think thats the way to go and i definitely would never be in favor of something that makes it essentially irrelevant.
What I meant by my post was to direct the damage from beam where it is overperforming. Hitting like 150k on a parse dummy in one tick of the execute is obviously a bit much, and bringing it down to other executes would just make sense. There would still be a reason to use the execute but you would have to keep up other abilities such as Backlash, which would now have even more damage to make up for the change in beam.
Not once did I say to entirely gut beam, I said to take some of its damage and put it on abilities that are lacking. I've seen crit ticks on beam hit in pvp for 17k dmg, meanwhile an average crit from backlash is anywhere from 4-6k, and for it to hit 6k you need to parse someone with their buffs down nonstop.
And even if the ability itself was gutted, add it to the list of things templar has that is also useless, like blazing shield. The class is desperate for some changes, and its obvious that they have no intentions on changing anything, so my thought process was to simply move damage from an ability that is commonly being brought up when talking about overperforming abilities, and move it to ones that are underperforming.
You entirely missed what my reasoning is that I am extremely hesitant about the kind of change you suggested.
Directly from your above post - "If enough damage was pumped back into those two attacks then the execute would not even be needed."
Once more: I do believe the class needs to be revisited and adjustments made however i believe your solution is too simplistic and doesnt consider the ramifications. One further point: you suggest bringing it into line with other executes. Well why would anyone even use it then? Its just too risky. You are just too vulnerable with it being a channel. It wouldn't be worthwile relative to payout.
boi_anachronism_ wrote: »Tyrant_Tim wrote: »Okay, a lot to breakdown there.
First. Dark Flare has a travel time. Back when you could clip the ending of the animation, you could land a Topple and that Flare at the exact moment your Backlash went off creating a burst.
Second, Total Dark no longer exists, all we have now are Unstable Core and Living Dark. Total Dark was an ability that bounced ranged skills back at your opponent, and blew up after several seconds. The skill would detonate simultaneously with your other skills creating a burst.
Third, Sun Shield… we’ll be more specific, Blazing Shield was an ability that would last more than .5 seconds and when you were fighting DoTs you could count down your detonation to time it with your other skills creating that desirable burst.
Now how this all ties in, is that when considering how much burst damage already allotted to the class, it explains why we don’t have a single skill that does well. It’s all spread out.
Our problem is not that Radiant does good damage, it’s that we have several skills that fit under “burst” that don’t do enough damage.
Two completely isolated, independent things, and one needing improvement does not mean the other needs to be destroyed. Templar already isn’t a top pick for trials DD, even with our “super broken busted OP beam” that pales in comparison to Fatecarver, a skill that shreds regardless of health percentage, so I doubt buffing a skill that isn’t part of the rotation would change that, where I KNOW that buffing Power of the Light will encroach on Nightblade Single Target numbers and get our loudest most populated section of the playerbase shouting in the streets.
Exacly my sentiment. As mentioned in my post PoL would just make the class so unbalanced with a knockdown, spammable burst that is very powerful which also gives breach.
"pumping enough damage into a spammable and something like PoL to make up for the damage loss is just going to create a situation where you will get hit with a very cheap, very powerful duration based attack that is instant cast. in otherwords it can be recast over and over and then smacked with a powerful spammable that brings you down into execute so quickly it wont matter if it has a lower percentage for execute or not, channel time would become almost irrelevant."
" this is a really thin line to tread without creating another nb situation."boi_anachronism_ wrote: »boi_anachronism_ wrote: »If they do that there would have to be a significant change to power of the light as well. Having a major drop in rg would hit pve templars very badly. We dont use jabs at all, we drop it in execute so redirecting it to that represents a massive damage loss for those builds. This is why they dont redirect that kind of damage to jabs from rg. Rg becomes our spammable during execute. Its the only thing that currently makes them viable as trial dps currently.
This reply only further proves how wonky the balancing in this game is. One class can go from being incredible for PvE during execute phases but leaves a lot to be desired in PvP.
Also I don't entirely agree with you, coming from someone who also parses on magplar. If they redirected enough damage from beam to jabs and backlash, you would only need to continue parsing until the boss dies, and if enough damage was pumped back into those two attacks then the execute would not even be needed.
My point was never to remove damage from attacks, it was simply to redirect it. So theoretically there is a net damage loss of zero as it has just been shifted by which skills said damage is coming from.
So heres my one of my main issues with this- depending on the size of the nerf pumping enough damage into a spammable and something like PoL to make up for the damage loss is just going to create a situation where you will get hit with a very cheap, very powerful duration based attack that is instant cast. in otherwords it can be recast over and over and then smacked with a powerful spammable that brings you down into execute so quickly it wont matter if it has a lower percentage for execute or not, channel time would become almost irrelevant. It would take way less ticks to kill you. In pvp half the battle is draining your opponent of resources so the only way i see that being balanced is by making pol a lot more expensive which would significantly effect the class as many of its other skills are quite expensive already. The other possibility is that they nerf it and other skills get a marginal buff which would hurt the class further. Part of ro is that it is a channel, depends on ticks, can be avoided in a number of ways, is only viable below 35% and can be easily interrupted. I dont see doing that as being a boon to pvp overall, personally i think it would create even less balance.
And as far as a full damage pve plar- what is the point of even having an execute at all if jabs is going to be more powerful to that level? Your effectively talking about trading 2 usable but underpowered skills for making one absolutely useless.
Look id love to see temps get some power come back to the class prior to execute but this is a really thin line to tread without creating another nb situation. Jabs should definitely get a buff but as far as what is being purposed to do that...if they plan to change ro I dont think thats the way to go and i definitely would never be in favor of something that makes it essentially irrelevant.
What I meant by my post was to direct the damage from beam where it is overperforming. Hitting like 150k on a parse dummy in one tick of the execute is obviously a bit much, and bringing it down to other executes would just make sense. There would still be a reason to use the execute but you would have to keep up other abilities such as Backlash, which would now have even more damage to make up for the change in beam.
Not once did I say to entirely gut beam, I said to take some of its damage and put it on abilities that are lacking. I've seen crit ticks on beam hit in pvp for 17k dmg, meanwhile an average crit from backlash is anywhere from 4-6k, and for it to hit 6k you need to parse someone with their buffs down nonstop.
And even if the ability itself was gutted, add it to the list of things templar has that is also useless, like blazing shield. The class is desperate for some changes, and its obvious that they have no intentions on changing anything, so my thought process was to simply move damage from an ability that is commonly being brought up when talking about overperforming abilities, and move it to ones that are underperforming.
You entirely missed what my reasoning is that I am extremely hesitant about the kind of change you suggested.
Directly from your above post - "If enough damage was pumped back into those two attacks then the execute would not even be needed."
Once more: I do believe the class needs to be revisited and adjustments made however i believe your solution is too simplistic and doesnt consider the ramifications. One further point: you suggest bringing it into line with other executes. Well why would anyone even use it then? Its just too risky. You are just too vulnerable with it being a channel. It wouldn't be worthwile relative to payout.
Replying to bolded section. Especially the part "Why would anyone use it?"
First off, people would still use it for those who want to remain being beambots or rangeplars in PvP.
The way you write these replies are as if Templar was struggling without beam, when it absolutely wasn't. During High isle, in PvP beam was still an okay ability to use, but it was just outshined by jabs and backlash, which was a perfect idea, with emphasis on the word "Idea" because the execution of this idea was flawed.
Even from a Templar main in PvP, I can wholeheartedly say that 20k backlash is way too much, and it shouldn't do that, but it also shouldn't struggle to get 6k.
Using a ranged execute while being on a melee build is just wrong, which is something plars are forced into doing now, and your response of "why would anyone use it" on a jabplar, no one would. Which is exactly what my goal is. Let jabplars do good burst damage without then having to rely on a ranged execute to secure the kill.
And for PvE, watch some parse videos from High Isle, they do not use beam and I've still seen people hit 130k dps. Those who did use beam just started using it at 25% rather than 50% and their dps was still very good. All that the beam changes have done, is make Templar's parse more brainless.
Turtle_Bot wrote: »Sorcerers:
Initial cast on Summon Storm Atronach and it's respective morphs is an aoe cc, meaning undodgeable. (I cannot remember if its unblockable, but I know you cannot dodge it)
Summon Volatile Familiar has an aoe cc attached to it as well. Aoe meaning you cannot dodge it
Bolt Escape and Streak are undodgeable and unblockable
Rune Prison and it's respective morphs are unblockable and if I'm not mistaken, its possible to purge the stun before it actives however the window to do this is nearly impossible and is unreliable.
Just to add some clarification here, Rune prison and morphs have a roughly 1-2 second delay on its attempted stun that can be dodged as well as purged (with dodge roll being a hard counter to almost everything else sorc tries to throw at you).
It also creates large purple floating crystals with a unique sound effect above its target about 1 second before it attempts to stun, basically screaming dodge now! at its target, unlike something like fossilize that is immediate, also roots and has no visual indication until after you're stunned (there's a reason no sorcerer runs rune prison and haven't ran it for years now).
I wouldn't say its impossible to purge the stun, it takes some awareness, but it is possible to do (but it is much easier to simply dodge roll it, which also has the advantage of dodging the rest of sorcs burst at the same time).
Yes, back when it was an instant stun (long time ago), it was definitely much stronger (hence why it also got nerfed with the delay long ago).
familiar stun is also on a 4 second delay (only the second pulse stuns and it pulses once every 2 seconds).
I wish they would clarify the atro stun, I would assume it can be blocked (like the familiar stun) as the stuns that cannot be blocked (streak/rune prison) specifically state that they cannot be blocked, which atro and familiar don't state.
FYI, I'm not against plar getting some of its beam damage redistributed to jabs/PotL to better balance the entire kit, just wanted to add some clarification on the sorc CC options where I could is all.
Appreciate the clarification on the purging/dodging component of the skill. Not many use it these days, including myself.
boi_anachronism_ wrote: »Tyrant_Tim wrote: »Okay, a lot to breakdown there.
First. Dark Flare has a travel time. Back when you could clip the ending of the animation, you could land a Topple and that Flare at the exact moment your Backlash went off creating a burst.
Second, Total Dark no longer exists, all we have now are Unstable Core and Living Dark. Total Dark was an ability that bounced ranged skills back at your opponent, and blew up after several seconds. The skill would detonate simultaneously with your other skills creating a burst.
Third, Sun Shield… we’ll be more specific, Blazing Shield was an ability that would last more than .5 seconds and when you were fighting DoTs you could count down your detonation to time it with your other skills creating that desirable burst.
Now how this all ties in, is that when considering how much burst damage already allotted to the class, it explains why we don’t have a single skill that does well. It’s all spread out.
Our problem is not that Radiant does good damage, it’s that we have several skills that fit under “burst” that don’t do enough damage.
Two completely isolated, independent things, and one needing improvement does not mean the other needs to be destroyed. Templar already isn’t a top pick for trials DD, even with our “super broken busted OP beam” that pales in comparison to Fatecarver, a skill that shreds regardless of health percentage, so I doubt buffing a skill that isn’t part of the rotation would change that, where I KNOW that buffing Power of the Light will encroach on Nightblade Single Target numbers and get our loudest most populated section of the playerbase shouting in the streets.
Exacly my sentiment. As mentioned in my post PoL would just make the class so unbalanced with a knockdown, spammable burst that is very powerful which also gives breach.
"pumping enough damage into a spammable and something like PoL to make up for the damage loss is just going to create a situation where you will get hit with a very cheap, very powerful duration based attack that is instant cast. in otherwords it can be recast over and over and then smacked with a powerful spammable that brings you down into execute so quickly it wont matter if it has a lower percentage for execute or not, channel time would become almost irrelevant."
" this is a really thin line to tread without creating another nb situation."boi_anachronism_ wrote: »boi_anachronism_ wrote: »If they do that there would have to be a significant change to power of the light as well. Having a major drop in rg would hit pve templars very badly. We dont use jabs at all, we drop it in execute so redirecting it to that represents a massive damage loss for those builds. This is why they dont redirect that kind of damage to jabs from rg. Rg becomes our spammable during execute. Its the only thing that currently makes them viable as trial dps currently.
This reply only further proves how wonky the balancing in this game is. One class can go from being incredible for PvE during execute phases but leaves a lot to be desired in PvP.
Also I don't entirely agree with you, coming from someone who also parses on magplar. If they redirected enough damage from beam to jabs and backlash, you would only need to continue parsing until the boss dies, and if enough damage was pumped back into those two attacks then the execute would not even be needed.
My point was never to remove damage from attacks, it was simply to redirect it. So theoretically there is a net damage loss of zero as it has just been shifted by which skills said damage is coming from.
So heres my one of my main issues with this- depending on the size of the nerf pumping enough damage into a spammable and something like PoL to make up for the damage loss is just going to create a situation where you will get hit with a very cheap, very powerful duration based attack that is instant cast. in otherwords it can be recast over and over and then smacked with a powerful spammable that brings you down into execute so quickly it wont matter if it has a lower percentage for execute or not, channel time would become almost irrelevant. It would take way less ticks to kill you. In pvp half the battle is draining your opponent of resources so the only way i see that being balanced is by making pol a lot more expensive which would significantly effect the class as many of its other skills are quite expensive already. The other possibility is that they nerf it and other skills get a marginal buff which would hurt the class further. Part of ro is that it is a channel, depends on ticks, can be avoided in a number of ways, is only viable below 35% and can be easily interrupted. I dont see doing that as being a boon to pvp overall, personally i think it would create even less balance.
And as far as a full damage pve plar- what is the point of even having an execute at all if jabs is going to be more powerful to that level? Your effectively talking about trading 2 usable but underpowered skills for making one absolutely useless.
Look id love to see temps get some power come back to the class prior to execute but this is a really thin line to tread without creating another nb situation. Jabs should definitely get a buff but as far as what is being purposed to do that...if they plan to change ro I dont think thats the way to go and i definitely would never be in favor of something that makes it essentially irrelevant.
What I meant by my post was to direct the damage from beam where it is overperforming. Hitting like 150k on a parse dummy in one tick of the execute is obviously a bit much, and bringing it down to other executes would just make sense. There would still be a reason to use the execute but you would have to keep up other abilities such as Backlash, which would now have even more damage to make up for the change in beam.
Not once did I say to entirely gut beam, I said to take some of its damage and put it on abilities that are lacking. I've seen crit ticks on beam hit in pvp for 17k dmg, meanwhile an average crit from backlash is anywhere from 4-6k, and for it to hit 6k you need to parse someone with their buffs down nonstop.
And even if the ability itself was gutted, add it to the list of things templar has that is also useless, like blazing shield. The class is desperate for some changes, and its obvious that they have no intentions on changing anything, so my thought process was to simply move damage from an ability that is commonly being brought up when talking about overperforming abilities, and move it to ones that are underperforming.
You entirely missed what my reasoning is that I am extremely hesitant about the kind of change you suggested.
Directly from your above post - "If enough damage was pumped back into those two attacks then the execute would not even be needed."
Once more: I do believe the class needs to be revisited and adjustments made however i believe your solution is too simplistic and doesnt consider the ramifications. One further point: you suggest bringing it into line with other executes. Well why would anyone even use it then? Its just too risky. You are just too vulnerable with it being a channel. It wouldn't be worthwile relative to payout.
Replying to bolded section. Especially the part "Why would anyone use it?"
First off, people would still use it for those who want to remain being beambots or rangeplars in PvP.
The way you write these replies are as if Templar was struggling without beam, when it absolutely wasn't. During High isle, in PvP beam was still an okay ability to use, but it was just outshined by jabs and backlash, which was a perfect idea, with emphasis on the word "Idea" because the execution of this idea was flawed.
Even from a Templar main in PvP, I can wholeheartedly say that 20k backlash is way too much, and it shouldn't do that, but it also shouldn't struggle to get 6k.
Using a ranged execute while being on a melee build is just wrong, which is something plars are forced into doing now, and your response of "why would anyone use it" on a jabplar, no one would. Which is exactly what my goal is. Let jabplars do good burst damage without then having to rely on a ranged execute to secure the kill.
And for PvE, watch some parse videos from High Isle, they do not use beam and I've still seen people hit 130k dps. Those who did use beam just started using it at 25% rather than 50% and their dps was still very good. All that the beam changes have done, is make Templar's parse more brainless.
boi_anachronism_ wrote: »boi_anachronism_ wrote: »Tyrant_Tim wrote: »Okay, a lot to breakdown there.
First. Dark Flare has a travel time. Back when you could clip the ending of the animation, you could land a Topple and that Flare at the exact moment your Backlash went off creating a burst.
Second, Total Dark no longer exists, all we have now are Unstable Core and Living Dark. Total Dark was an ability that bounced ranged skills back at your opponent, and blew up after several seconds. The skill would detonate simultaneously with your other skills creating a burst.
Third, Sun Shield… we’ll be more specific, Blazing Shield was an ability that would last more than .5 seconds and when you were fighting DoTs you could count down your detonation to time it with your other skills creating that desirable burst.
Now how this all ties in, is that when considering how much burst damage already allotted to the class, it explains why we don’t have a single skill that does well. It’s all spread out.
Our problem is not that Radiant does good damage, it’s that we have several skills that fit under “burst” that don’t do enough damage.
Two completely isolated, independent things, and one needing improvement does not mean the other needs to be destroyed. Templar already isn’t a top pick for trials DD, even with our “super broken busted OP beam” that pales in comparison to Fatecarver, a skill that shreds regardless of health percentage, so I doubt buffing a skill that isn’t part of the rotation would change that, where I KNOW that buffing Power of the Light will encroach on Nightblade Single Target numbers and get our loudest most populated section of the playerbase shouting in the streets.
Exacly my sentiment. As mentioned in my post PoL would just make the class so unbalanced with a knockdown, spammable burst that is very powerful which also gives breach.
"pumping enough damage into a spammable and something like PoL to make up for the damage loss is just going to create a situation where you will get hit with a very cheap, very powerful duration based attack that is instant cast. in otherwords it can be recast over and over and then smacked with a powerful spammable that brings you down into execute so quickly it wont matter if it has a lower percentage for execute or not, channel time would become almost irrelevant."
" this is a really thin line to tread without creating another nb situation."boi_anachronism_ wrote: »boi_anachronism_ wrote: »If they do that there would have to be a significant change to power of the light as well. Having a major drop in rg would hit pve templars very badly. We dont use jabs at all, we drop it in execute so redirecting it to that represents a massive damage loss for those builds. This is why they dont redirect that kind of damage to jabs from rg. Rg becomes our spammable during execute. Its the only thing that currently makes them viable as trial dps currently.
This reply only further proves how wonky the balancing in this game is. One class can go from being incredible for PvE during execute phases but leaves a lot to be desired in PvP.
Also I don't entirely agree with you, coming from someone who also parses on magplar. If they redirected enough damage from beam to jabs and backlash, you would only need to continue parsing until the boss dies, and if enough damage was pumped back into those two attacks then the execute would not even be needed.
My point was never to remove damage from attacks, it was simply to redirect it. So theoretically there is a net damage loss of zero as it has just been shifted by which skills said damage is coming from.
So heres my one of my main issues with this- depending on the size of the nerf pumping enough damage into a spammable and something like PoL to make up for the damage loss is just going to create a situation where you will get hit with a very cheap, very powerful duration based attack that is instant cast. in otherwords it can be recast over and over and then smacked with a powerful spammable that brings you down into execute so quickly it wont matter if it has a lower percentage for execute or not, channel time would become almost irrelevant. It would take way less ticks to kill you. In pvp half the battle is draining your opponent of resources so the only way i see that being balanced is by making pol a lot more expensive which would significantly effect the class as many of its other skills are quite expensive already. The other possibility is that they nerf it and other skills get a marginal buff which would hurt the class further. Part of ro is that it is a channel, depends on ticks, can be avoided in a number of ways, is only viable below 35% and can be easily interrupted. I dont see doing that as being a boon to pvp overall, personally i think it would create even less balance.
And as far as a full damage pve plar- what is the point of even having an execute at all if jabs is going to be more powerful to that level? Your effectively talking about trading 2 usable but underpowered skills for making one absolutely useless.
Look id love to see temps get some power come back to the class prior to execute but this is a really thin line to tread without creating another nb situation. Jabs should definitely get a buff but as far as what is being purposed to do that...if they plan to change ro I dont think thats the way to go and i definitely would never be in favor of something that makes it essentially irrelevant.
What I meant by my post was to direct the damage from beam where it is overperforming. Hitting like 150k on a parse dummy in one tick of the execute is obviously a bit much, and bringing it down to other executes would just make sense. There would still be a reason to use the execute but you would have to keep up other abilities such as Backlash, which would now have even more damage to make up for the change in beam.
Not once did I say to entirely gut beam, I said to take some of its damage and put it on abilities that are lacking. I've seen crit ticks on beam hit in pvp for 17k dmg, meanwhile an average crit from backlash is anywhere from 4-6k, and for it to hit 6k you need to parse someone with their buffs down nonstop.
And even if the ability itself was gutted, add it to the list of things templar has that is also useless, like blazing shield. The class is desperate for some changes, and its obvious that they have no intentions on changing anything, so my thought process was to simply move damage from an ability that is commonly being brought up when talking about overperforming abilities, and move it to ones that are underperforming.
You entirely missed what my reasoning is that I am extremely hesitant about the kind of change you suggested.
Directly from your above post - "If enough damage was pumped back into those two attacks then the execute would not even be needed."
Once more: I do believe the class needs to be revisited and adjustments made however i believe your solution is too simplistic and doesnt consider the ramifications. One further point: you suggest bringing it into line with other executes. Well why would anyone even use it then? Its just too risky. You are just too vulnerable with it being a channel. It wouldn't be worthwile relative to payout.
Replying to bolded section. Especially the part "Why would anyone use it?"
First off, people would still use it for those who want to remain being beambots or rangeplars in PvP.
The way you write these replies are as if Templar was struggling without beam, when it absolutely wasn't. During High isle, in PvP beam was still an okay ability to use, but it was just outshined by jabs and backlash, which was a perfect idea, with emphasis on the word "Idea" because the execution of this idea was flawed.
Even from a Templar main in PvP, I can wholeheartedly say that 20k backlash is way too much, and it shouldn't do that, but it also shouldn't struggle to get 6k.
Using a ranged execute while being on a melee build is just wrong, which is something plars are forced into doing now, and your response of "why would anyone use it" on a jabplar, no one would. Which is exactly what my goal is. Let jabplars do good burst damage without then having to rely on a ranged execute to secure the kill.
And for PvE, watch some parse videos from High Isle, they do not use beam and I've still seen people hit 130k dps. Those who did use beam just started using it at 25% rather than 50% and their dps was still very good. All that the beam changes have done, is make Templar's parse more brainless.
So just to be clear you are admittedly contradicting yourself and you want to make an execute useless. Ok. I am quite familar with what they were capable of in high isle, thanks. You act as if you are the only one with experience with the class. Maybe you could clarify why on earth you think a ranged execute on a melee class is wrong. That makes utterly no sense.it allows viable builds for both ranged AND melee plars with execute being ranged, making jabs the stronger option means melee would have a distinct advantage. NB has a ranged execute when it is a class that absolutely suffers with only being able to use its class ultis in melee? There was a reason plar had those 2 abilities nerfed, they were way overperforming in pvp for exactly the same reasons i pointed out would happen again. To take enough from beam to balance out the damage loss would create exactly that situation all over again. Factually beam would be a terrible execute compared to every other because of the channel time. Its a joke to suggest otherwise.