The_Isatope8 wrote: »Plar needs more than a shield buff. Their damage is wonky, their group utility isn't great and they're the worst tanks in the game. I think one of the biggest issues with them is that they are not only outclassed but also outdated. Many of their passives need reworks, their ultimate's also need a lot of work.
At this point I'd settle for a beam nerf if it meant that Templar could have better damage up front and not just in execute.
Joy_Division wrote: »The_Isatope8 wrote: »Plar needs more than a shield buff. Their damage is wonky, their group utility isn't great and they're the worst tanks in the game. I think one of the biggest issues with them is that they are not only outclassed but also outdated. Many of their passives need reworks, their ultimate's also need a lot of work.
At this point I'd settle for a beam nerf if it meant that Templar could have better damage up front and not just in execute.
I wish people would stop saying this.
Because we know what ZOS will do. Nerf beam and then give a bunch of awkward/unneeded/redundant/lackluster buff to bad skills (i.e., make them into Necromancers) and then we're stuck with an even worse class for one and a half years until ZOS finally gets around to reexamining Templars.
No.
Attempt to make the non-beam aspects of the Templar halfway decent and *then* and only when the 'plar dares approaches the elite lofty rarefied air exclusively reserved for nightblades and sorcerers in a PvP environment, we'll look at doing something with beam.
Joy_Division wrote: »The_Isatope8 wrote: »Plar needs more than a shield buff. Their damage is wonky, their group utility isn't great and they're the worst tanks in the game. I think one of the biggest issues with them is that they are not only outclassed but also outdated. Many of their passives need reworks, their ultimate's also need a lot of work.
At this point I'd settle for a beam nerf if it meant that Templar could have better damage up front and not just in execute.
I wish people would stop saying this.
Because we know what ZOS will do. Nerf beam and then give a bunch of awkward/unneeded/redundant/lackluster buff to bad skills (i.e., make them into Necromancers) and then we're stuck with an even worse class for one and a half years until ZOS finally gets around to reexamining Templars.
No.
Attempt to make the non-beam aspects of the Templar halfway decent and *then* and only when the 'plar dares approaches the elite lofty rarefied air exclusively reserved for nightblades and sorcerers in a PvP environment, we'll look at doing something with beam.
I don't disagree that Templars need something.
But... Scaling a damage shield on spell damage just won't be balanced.
I'm not saying Hardened Ward is in a balanced spot because it isn't. For those that choose to bolster their defenses and make stacking magicka and major/minor vitality together their priority its completely broken.
You can realistically achieve a 19k Ward with a 10k tooltip heal. And while I state that those that play this way are missing out on a lot of damage it can't be dismissed that this is possible (you'll likely see these setups with 3-4k spell damage).
But at the end of the day stacking Magicka/Stamina is an inefficient way to increase your damage where as Spell / Weapon damage is one of the optimal ways.
1096 Magicka (one piece bonus) > ~1424 Magicka after bonuses = 136 equivalent spell damage.
129 Spell damage (one piece bonus) > ~181 spell damage after bonuses.
So Magicka is about 30% less efficient stacking towards damage when compared to spell damage.
So yes Templars need something, no this isn't the way to do it.
StaticWave wrote: »I don't disagree that Templars need something.
But... Scaling a damage shield on spell damage just won't be balanced.
I'm not saying Hardened Ward is in a balanced spot because it isn't. For those that choose to bolster their defenses and make stacking magicka and major/minor vitality together their priority its completely broken.
You can realistically achieve a 19k Ward with a 10k tooltip heal. And while I state that those that play this way are missing out on a lot of damage it can't be dismissed that this is possible (you'll likely see these setups with 3-4k spell damage).
But at the end of the day stacking Magicka/Stamina is an inefficient way to increase your damage where as Spell / Weapon damage is one of the optimal ways.
1096 Magicka (one piece bonus) > ~1424 Magicka after bonuses = 136 equivalent spell damage.
129 Spell damage (one piece bonus) > ~181 spell damage after bonuses.
So Magicka is about 30% less efficient stacking towards damage when compared to spell damage.
So yes Templars need something, no this isn't the way to do it.
I'd love for shield to scale with spell damage, but with a lower coefficient than stacking max HP/max mag. So for example a 50k max mag build with 5k spell damage should have the same shield size as a 25k max mag build and 7k spell damage. Numbers can be adjusted, but the general idea is that the lower mag pool will prevent them from spamming Ward but still allow Ward to be used in spell damage builds.
Do it again accounting for all the passive buffs. Plars have 10% extra spell damage, but meta MagSorcs have something like 30% extra max mag from passives. Can't evaluate stats in a vacuum, that's how we end up with "spreadsheet balancing" giving us stuff that looks fine on paper but plays awful, like Tarnished Nightmare.So Magicka is about 30% less efficient stacking towards damage when compared to spell damage.
xylena_lazarow wrote: »It's really funny though how this entire thread thought OP was seriously suggesting "spell damage Sun Shield" and not just making a satirical point of how ridiculous Hardened Ward is (and how much Templar gets ignored).
Theist_VII wrote: »xylena_lazarow wrote: »It's really funny though how this entire thread thought OP was seriously suggesting "spell damage Sun Shield" and not just making a satirical point of how ridiculous Hardened Ward is (and how much Templar gets ignored).
It’s twice as funny that even if the shield scaled with spell damage, it would still suck.
When you full send health with the skill, it doesn’t have a high enough value to be useful, so using the same co-efficient except changing the value scaling it, you’d be left in the same situation.
gariondavey wrote: »Theist_VII wrote: »xylena_lazarow wrote: »It's really funny though how this entire thread thought OP was seriously suggesting "spell damage Sun Shield" and not just making a satirical point of how ridiculous Hardened Ward is (and how much Templar gets ignored).
It’s twice as funny that even if the shield scaled with spell damage, it would still suck.
When you full send health with the skill, it doesn’t have a high enough value to be useful, so using the same co-efficient except changing the value scaling it, you’d be left in the same situation.
Xylena gets the thread. If sun shield gave the same tooltip shield with 7k spell damage as hardened ward does with 50k mag, it would not suck lol.
Sorc didn't have it either until they added that extra 10% max mag passive, which keeps getting lost in the Ward debates, it restored their ability to efficiently stack mag like old school MagSorcs, who never needed a heal on Ward to be considered op and nerfed by ZOS. Buffed max mag alone is enough to restore Ward, the burst heal is egregious. If we're gonna accept Ward as the new standard, then yeah some sort of buffed scaling spell damage Sun Shield would be appropriate.Theist_VII wrote: »The damage of Sun Shield would need to off-set the heal from Conjured Ward in order to be comparable, but that will never be the case as Templar has nowhere near the capability of building damage at the same rate a Sorcerer can stack Max Magicka.
TechMaybeHic wrote: »Maybe it's from being a plar main from launch and stuck in old ways; but I find a lot of current templar suggestions often self defeating and making things worse. Not the OP really; as I think it's relevant to point out that the current top classes really made no sacrifices for their current level. Tenplars are somehow so set to trade beam or mobility to embrace the old "templar house" many of us fought to escape.
It's ridiculous as whenever templars do any damage, there is a massive outcry about the healer class having that damage yet they finally made sorc "competitive" by giving them heals and shields that make tanky melee classes blush. I'm just tired of it
xylena_lazarow wrote: »Sorc didn't have it either until they added that extra 10% max mag passive, which keeps getting lost in the Ward debates, it restored their ability to efficiently stack mag like old school MagSorcs, who never needed a heal on Ward to be considered op and nerfed by ZOS. Buffed max mag alone is enough to restore Ward, the burst heal is egregious. If we're gonna accept Ward as the new standard, then yeah some sort of buffed scaling spell damage Sun Shield would be appropriate.Theist_VII wrote: »The damage of Sun Shield would need to off-set the heal from Conjured Ward in order to be comparable, but that will never be the case as Templar has nowhere near the capability of building damage at the same rate a Sorcerer can stack Max Magicka.
Turtle_Bot wrote: »When it comes to damage scaling sun shield, it really would be the same issue that ward currently is, just worse. Plars can reach 9k+ spell damage without giving up too much, so having sun shield scaling off damage like ward scales off mag, would be the equivalent of if sorc could reach 90k max mag (without needing emp, vamp ult, etc).
As for being an offensive/defensive split ability, that's not as weak as it seems. Arctic is a very good ability because it combines both aspects. Doubling down is definitely a big issue too (exampled by polar), but doing both offense and defense at the same time causes its own problems too if made too strong.
I'd rather to fix sunshield, ZOS leans into plars class theme of cleanses, support, blinding light, etc.Sun Shield: Renamed to Solar Rays
Radius: 5 meters 7 metersPurifying Ward morph focuses on templars cleanses and healing capabilities to help them stand their ground easier. Meanwhile Blinding Rays morph turns the ability into an AoE ability that aims to turn the tides of battle by becoming more deadly the more outnumbered the templar becomes. The 8% increased damage taken by aedric spear abilities aims to better help the templar to defend its house while not making the already overly pushed beam even stronger.
- Surround yourself with restorative solar rays, gaining a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your max health.
When the shield is activated you heal for 871 health and increase the shields strength by 25% for each nearby enemy.- Radiant Ward: Renamed to Purifying Rays
Radius: 5 meters 7 meters
- Surround yourself with purifying solar rays, gaining a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your max health. While the shield is active, you cleanse 1 negative effect on you every 1 second.
When the shield is activated you heal for 871 health, cleanse 1 negative effect and increase the shields strength by 33% for each nearby enemy.Reworked this morph to lean into its defensive nature of standing your ground, by allowing the templar to easily and passively remove the pressure that inevitably builds up when standing ones ground. Reduced the base heal by 50%, but the heal now also scales with the number of nearby enemies just like the shield and provides a burst cleanse when surrounded by multiple enemies.
Note:
heal does not scale with stats, only percent modifiers and number of nearby enemies.- Blazing Shield: Renamed to Blinding Rays
Radius: 5 meters 7 meters
- Surround yourself with intense solar rays, dealing 1306 Magic Damage to nearby enemies applying the Burning status effect and inflicting the Blinding Rays debuff on enemies hit for 10 seconds. Each enemy hit increases the damage done by 25%. Enemies affected by Blinding Rays will take 8% more damage from your Aedric Spear abilities will have their first targeted direct attack on you miss.
Reworked this morph to lean into templars Blinding/destructive light theme for their Aedric spear skills. Reduced the base damage by 25%, but the damage scaling for each enemy hit is applied on cast and not when the shield ends. Removed the damage shield from this morph, but this morph now causes enemies hit to miss their next targeted direct attack on you and take an additional 8% from your Aedric Spear abilities.
Also increased the radius of this ability to match the new melee attack range.
xylena_lazarow wrote: »Sorc didn't have it either until they added that extra 10% max mag passive, which keeps getting lost in the Ward debates, it restored their ability to efficiently stack mag like old school MagSorcs, who never needed a heal on Ward to be considered op and nerfed by ZOS. Buffed max mag alone is enough to restore Ward, the burst heal is egregious. If we're gonna accept Ward as the new standard, then yeah some sort of buffed scaling spell damage Sun Shield would be appropriate.Theist_VII wrote: »The damage of Sun Shield would need to off-set the heal from Conjured Ward in order to be comparable, but that will never be the case as Templar has nowhere near the capability of building damage at the same rate a Sorcerer can stack Max Magicka.
So you do understand. Hooray!Galeriano2 wrote: »The real change happened thanks to heal on hardened ward because it allowed sorcs to drop vigor and change it for bound aegis plus optionally drop psijic ulti and change it for meteor or other ultimate resulting with more compressed and stat dense toolkit
xylena_lazarow wrote: »So you do understand. Hooray!Galeriano2 wrote: »The real change happened thanks to heal on hardened ward because it allowed sorcs to drop vigor and change it for bound aegis plus optionally drop psijic ulti and change it for meteor or other ultimate resulting with more compressed and stat dense toolkit
Now give Plars the same treatment. Their bars are a mess, their buffs are all over the place, their defensive rotation is 4-5 skills. OP's suggested Sun Shield buff would give Plars a nice clean 1 button defensive kit just like MagSorc.
Theist_VII wrote: »TechMaybeHic wrote: »Maybe it's from being a plar main from launch and stuck in old ways; but I find a lot of current templar suggestions often self defeating and making things worse. Not the OP really; as I think it's relevant to point out that the current top classes really made no sacrifices for their current level. Tenplars are somehow so set to trade beam or mobility to embrace the old "templar house" many of us fought to escape.
It's ridiculous as whenever templars do any damage, there is a massive outcry about the healer class having that damage yet they finally made sorc "competitive" by giving them heals and shields that make tanky melee classes blush. I'm just tired of it
If you’re a Plar from launch you would remember that Blazing Shield and Total Dark were on every Magicka Templar build.
Since then, they have stripped Total Dark as a skill and replaced it with yet another generic (rather strong) HoT and that was after stomping Blazing Shield, or rather, Sun Shield entirely, into the dust because of Battle Spirit.
Wouldn’t you be inclined to want those things back if you were nostalgic?
That’s the main reason why I want Sun Shield to be decent again, I remember when it was, and all I want from ZOS is for it to be worth the bar spot again. I don’t want to have to switch to an Arcanist for a better version of it, and it’s entirely insulting that they even put one on that class to begin with.
It was enough for the 2014-2016 MagSorcs that were S tier without a heal on Ward.Galeriano2 wrote: »Sadly You don't understand if You're claiming that "Buffed max mag alone is enough to restore Ward"
Not even close regarding Plar, please actually play the class. I've long been with you though on the Major Sav thing, I even remember us in the same threads years ago fighting together for ZOS to help Sorc out with that.Turtle_Bot wrote: »Plars can reach 9k+ spell damage without giving up too much... One of the main adjustments for sorc that I put forward long before ward was even changed, was to replace the max stats on bound armor (and morphs) with major prophecy/savagery.
xylena_lazarow wrote: »It was enough for the 2014-2016 MagSorcs that were S tier without a heal on Ward.Galeriano2 wrote: »Sadly You don't understand if You're claiming that "Buffed max mag alone is enough to restore Ward"
That's called "balance" and MagSorc was still S tier. This is not a "one button" game and never has been.Galeriano2 wrote: »Back then sorc needed to use 2-3 shields to stay alive